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				<pubDate>Wed, 08 Sep 2010 04:12:55 +0100</pubDate>
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						<title>FreeFalcon 5.5: F-4 Phantom II forever</title>
<link>http://www.veterans-gaming.com/news.php?item.28.5</link>
<description><![CDATA[<span style='color:#ff9933'><strong class='bbcode bold'><div style='text-align:center'>This is a user created vid, made by Chazflyz. This is one of the best FF5 vids I've seen so I wanted to post it here for you guys!</div></strong></span><br /><br /><div style='text-align:center'><object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/uAOMVdanqTM?fs=1&hl=en_US&color1=0x3a3a3a&color2=0x999999"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/uAOMVdanqTM?fs=1&hl=en_US&color1=0x3a3a3a&color2=0x999999" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></div><br /><div style='text-align:center'><br /><a class='bbcode' href='hyperlink' rel='external' >http://www.youtube.com/user/chazflyz</a></div><br /><br />[<strong class='bbcode bold'>Submitted by BLuDKLoT</strong>]]]></description>
<author>bludklot@nospam.com (BLuDKLoT)</author>
<pubDate>Mon, 06 Sep 2010 14:08:30 +0100</pubDate>
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						<title>BioShock 2: Minerva's Den DLC</title>
<link>http://www.veterans-gaming.com/news.php?item.27.4</link>
<description><![CDATA[<span style='color:#ff9933'><strong class='bbcode bold'><div style='text-align:center'>The upcoming Minerva’s Den DLC is its own little mini-adventure, taking place during the same events of the main BioShock 2 game, but all the way on the other side of the city from Subject Delta’s rampage. This time, in keeping with the whole prototype Big Daddy thing, you’ll play as Subject Sigma. Things begin along the lines of BioShock’s main theme of choice and control – you’re lumbering along as a mindless Big Daddy, not in control of your actions, when something not entirely clear happens to break you out of your stupor.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/B/BioShock%202%20Sea%20of%20Dreams/Bulk%20Viewers/Multi/2010-08-26%20Minervas%20Den%20DLC/Gravity%20Well--article_image.jpg' class='bbcode' alt=''  /><br /><br />Right off you’re immersed in Rapture’s dangerous world – except this time, it’s even more dangerous, because Minerva’s Den, an area of the city that’s been essentially sealed off, is host to advanced splicers – splicers who can use plasmids. To help you out, you have two new items at your disposal: the Gravity Well plasmid and the Ion Laser. The Gravity Well doesn’t really function much different from the Cyclone Trap – it sucks enemies (and debris) into the air. The difference, however, is hilarious: splicers, once sucked into the air, orbit around the well comically, and of course you can take pot shots while they fly around.<br /><br />The Ion Laser obviously shoots a continuous beam of death – a yellow one, which is a color usually neglected in laser weapon design. Anyway, it’s horrifically powerful, tearing down life bars in a second. Again, functionally it’s not so different from a machine gun, but it has the fun factor. It also can be outfitted with alternate ammo, like the Burst Cell, which changes the laser color to blue and allows you to charge up one big super-shot, which is handy for finishing off a Big Daddy.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/B/BioShock%202%20Sea%20of%20Dreams/Bulk%20Viewers/Multi/2010-08-26%20Minervas%20Den%20DLC/Minerva%27s%20Den--article_image.jpg' class='bbcode' alt=''  /><br /><br />The theme of Minerva’s Den is computing technology. With the time period still in 1968, computers aren’t the sleek, small tech we’re used to in games. There are banks of computers running up to the ceiling, full of blinking Christmas lights and looking suitably archaic. Charles Milton Porter, the designer of Rapture’s computing tech, will play a major role in Minerva’s Den. He’s the mind behind the sentries and other security systems we’ve come to know over the course of the series, so it’s pretty cool to finally see where all this stuff comes from.<br /><br />Along these lines, we’re promised to get some answers to questions left hanging from BioShock 2, such as the unresolved fates of certain characters. One new character we get to meet is the Thinker – the brain of Rapture, so to speak. During our play we only got to hear a polite greeting from the Thinker’s voice, and it was creepy in a GLaDOS kind of way. We’re hoping to get into an epic confrontation later on, or maybe a cool super hero team-up.<br /><br />There’s also the new Big Daddy type – the Lancer. He’s another “skinny” Big Daddy like Delta and Sigma, and he’s armed with the same Ion Laser you have, so he’s pretty scary when he starts cooking your goose with ultra-precise beams from afar. He also has one special move you don’t – a blinding flash of light that works like a flash grenade. If you see him charging up to do it, you can look away to keep from getting blinded.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/B/BioShock%202%20Sea%20of%20Dreams/Bulk%20Viewers/Multi/2010-08-26%20Minervas%20Den%20DLC/The%20Thinker--article_image.jpg' class='bbcode' alt=''  /><br /><br />Note that while Minerva’s Den features lasers and computers, it doesn’t feel so high tech as to be incongruous with the rest of Rapture. It actually fits in perfectly, and has the usual crumbling plaster and water leaking in everywhere. It contains three distinct areas to it, and will constitute a size comparable to a decent portion of the main game – the devs are hesitant to say how many hours it will take since everyone plays at a different pace. The DLC is expected to become available in a few weeks.</div></strong></span><br />[<strong class='bbcode bold'>Submitted by Matthew Keast, GamesRadar US</strong>]]]></description>
<author>bludklot@nospam.com (BLuDKLoT)</author>
<pubDate>Mon, 30 Aug 2010 11:32:59 +0100</pubDate>
<guid isPermaLink="true">http://www.veterans-gaming.com/news.php?item.27.4</guid>
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						<title>BioShock Infinite — Irrational Games trades the sea for the sky</title>
<link>http://www.veterans-gaming.com/news.php?item.26.4</link>
<description><![CDATA[<div style='text-align:center'><span style='color:#ff9933'><strong class='bbcode bold'>Following a teaser trailer revealing its super-secret, much speculated over, and eagerly anticipated BioShock follow-up, Irrational Games' real-life Big Daddy, Ken Levine, stated, “so obviously you’re not in Rapture anymore.” Talk about an understatement. More spiritual successor than sequel, BioShock Infinite takes gamers above - far above - the doomed underwater utopia to Columbia, a city in the sky. This floating World’s Fair of sorts, constructed on hot air-powered airships was “designed to demonstrate to the world by example the founding democratic principles of the United States , the product of American ideals, endeavor and industry.” explained Levine.</strong></span></div><br /><br /><div style='text-align:center'><object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/pV_TDxl2UIo?fs=1&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/pV_TDxl2UIo?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></div><br /><br /><div style='text-align:center'><span style='color:#ff9933'><strong class='bbcode bold'>Like BioShock’s soggy city, though, things are not as they seem in Columbia. As the story goes, the majestic city in the sky was secretly armed to the teeth, a “Death Star” as Levine put it. This led to a mysterious and disastrous international incident that saw the government disavowing Columbia, forcing it to go rogue and disappear into the clouds. Fast forward to 1912; you’re Booker DeWitt, a disgraced former Pinkerton agent with a reputation for “getting things done,” who’s hired to seek out the skyward metropolis and rescue Elizabeth, apparently a woman of great importance.<br /><br />Our demo opens with DeWitt’s arrival in Columbia, a beautiful place evoking a strong patriotic vibe; think turn-of-the-century Americana, 4th of July, and Main Street brimming with red, white and blue pride. Of course, Columbia resides within BioShock’s universe, so despite practically being able to smell the apple pie cooling on granny’s window sill, this place is more like a Norman Rockwell painting from Hell. We get a taste of this as DeWitt strolls by an almost catatonic man dragging a newspaper cart with a missing wheel. The oddly expressionless figure and his lame cart - its metal wheel housing sparking against the cobblestones - effectively sets our spines tingling in the same way the woman crooning to the gun in the baby carriage did in Bioshock’s opening moments.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/B/BioShock%20Infinite/Bulk%20Viewer/PS3%20360%20PC/2010-08-12/Saltonstall--article_image.jpg' class='bbcode' alt=''  /><br /><br />From this point, our stroll through town only gets creepier; a woman sweeps the porch of a flame-engulfed grocery store, seemingly oblivious to the blinding blaze nipping at her backside; black crows compete with flies to feast on a horse carcass; and, taking the prize for most disturbing scene in Columbia, a crazed politician preaches to absolutely no one in a town square. Surrounded by barrels of guns, this Uncle Sam-looking madman encourages us to take up arms against foreigners right before he flashes in and out of some strange blink-and-you’ll-miss-it transformation, identifies DeWitt as an enemy, brandishes a hook, and uses said hand claw to flee via Columbia’s zip line-like rail system.<br /><br />If there’s any doubt we’re not in Kansas - or Rapture - anymore, this mind-screwing scene squashed it like an Adam-oozing slug under a Big Daddy’s boot. From here, DeWitt grabs a sniper rifle from one of the barrels and treats us to some of Infinite’s FPS gameplay. Separated by the rail system, which Irrational’s Lead Artist Shawn Roberston later describes as the “Skyline, which was originally meant for carrying freight around the city, but has been repurposed for the people to transport themselves.” , DeWitt scopes in on a distant cannon-firing baddie. The ensuing exchange is less about showing off the gunplay than displaying Columbia’s sky-stretching expansiveness, again reminding we’re no longer in Rapture’s suffocating confines.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/B/BioShock%20Infinite/Bulk%20Viewer/PS3%20360%20PC/2010-08-12/Columbia--article_image.jpg' class='bbcode' alt=''  /><br /><br />With hot lead properly placed in his enemy’s skull, DeWitt takes to the Skyline with some hesitation and soon lands in another part of Columbia. He enters a saloon where he’s stared at suspiciously by its armed patrons just before using a Plasmid-like telekinesis power to strip some hooligan of his shotgun. In doing so, he also offers a neat little you-couldn’t-do-this-in-Rapture nod by actually firing the hand cannon while it’s still floating toward his grip. But this was nothing compared to his next trick; unleashing a power that makes BioShock’s bee swarms look about as menacing as a lone mosquito, he conjures a room-eclipsing flock of crows to finish his fight, the assumed result of a tonic we’d  sipped earlier dubbed Murder of Crows. The birds’ blackness swallowing up the screen makes for an impressively macabre, chaotic, and deadly display that instantly has us counting the days till we can sample some of this killer-bird cocktail for ourselves.<br /><br />The concluding moments of the demo offer an almost dizzying display of powers, characters, and plot points that our brains are still struggling to decipher.  In the wake of the saloon massacre we meet Elizabeth, who soon reveals some baddie-blasting powers of her own. At one point DeWitt combines his apparent  ability to shoot electricity from his fingertips with her power to summon a storm cloud, resulting in a half dozen or so foes being fried by shooting lightning - take that Electrobolt Plasmid! We then witness DeWitt and his new weather-controlling sidekick unleash a similarly devastating offense against a bizarre robot-like baddie; the towering menace, which we’re pretty sure could take a Big Daddy in a fight, was a weird cross between a gorilla and a mech, save for its exposed human face which resembled that of an old timey boxer, complete with waxed hair parted severely down the middle and a curly mustache - like we said, bizarre. DeWitt and Elizabeth take on this behemoth with a collaborative effort that seems to have him shooting a large ball that she constructed - telepathically, of course - from pipes, pots, pans, and other metallic objects.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/B/BioShock%20Infinite/Bulk%20Viewer/PS3%20360%20PC/2010-08-12/Sky-Line--article_image.jpg' class='bbcode' alt=''  /><br /><br />Finishing with a fade-to-black cliffhanger, the demo leaves our protagonists at the mercy of an enormous black, winged creature that wouldn’t look out of place battling Godzilla atop a Tokyo skyscraper. Needless to say, our time with Infinite left us with more questions than answers, and its brain-bending impact will no doubt take up residence in our minds until Irrational decides to share more with us. This early reveal was all about introducing Columbia, explaining its backstory, and teasing what promises to be a twisted tale on par with BioShock’s engaging yarn. The studio is revealing few, if any, details on pretty much everything except the set-up and setting; many of our questions were met with “We’re not talking about that right now.” responses. Still, there are some seemingly obvious defining features involving Plasmid-like powers as well as some sort of sharing of these abilities between DeWitt and Elizabeth. Additionally, Columbia seems to be populated by its fair share of freaks harboring deadly secrets and devious motives. But many more subtle mysteries, like the reason Elizabeth’s nose bleeds after helping DeWitt, will keep are brains busy until what already looks like another winner from Irrational Games hits in 2012.</strong></span></div><br />[<strong class='bbcode bold'>Submitted by Matt Cabral, GamesRadar US</strong>]]]></description>
<author>bludklot@nospam.com (BLuDKLoT)</author>
<pubDate>Mon, 23 Aug 2010 10:28:05 +0100</pubDate>
<guid isPermaLink="true">http://www.veterans-gaming.com/news.php?item.26.4</guid>
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						<title>APB: Shoot, pick up box, repeat</title>
<link>http://www.veterans-gaming.com/news.php?item.24.4</link>
<description><![CDATA[<span style='color:#ff9933'><div style='text-align:center'><strong class='bbcode bold'>Dave Jones is the face behind Grand Theft Auto I, II, and Crackdown. He’s the man who spent his career in the Nineties churning out classic Lemmings titles before becoming the High Muckety Muck of street crime games. For the last five years he’s been working to take this self-styled gang warfare to an MMO platform, but don’t let the happy Scottish face fool you: Jones might have the smiling eyes of a kind uncle but he’s the guy who made a career pin-pointing exactly what makes crime so awesome. His games are so reliably destructive and fun that it only takes looking at his newest title All Points Bulletin to ponder “Gee, I wonder how many cars I’ll explode this game?”<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/A/APB/Bulk%20Viewers/PC_360/2010-03-26/17923APB_12--article_image.jpg' class='bbcode' alt=''  /><br /><br />The studio calls Counter-Strike one of its primary influences but the game really is a flipbook through Jones’ career. Like GTA you peel NPCs out of their cars. Like GTA you’re driving through a modern-day city and dodging bullets shot by the trigger happy. Like Crackdown's Pacific City, APB is infested with roving gangs and putter-putter noises from assault rifles. The place seems so familiar it's like boarding a bus from Compton and then getting off in the rough part of the Bronx. Sure it's a different state, but Christ, are you sure we haven't been shot here before?<br /><br />It’s a shame that none of this is actually gratifying in APB. The game might dole out guns and free vehicles but it also takes away the most necessary attribute of any MMO: incentive to actually play the thing. San Paro is a PvP gangland with no levels, no talent trees, no story, no territory to claim or any legitimate war between Enforcers and Criminals beyond its shoot-and-drive missions.<br /><img src='<br />http://static.gamesradar.com/images/mb/GamesRadar/us/Games/A/APB/Bulk%20Viewers/PC_360/2010-03-26/17926APB_37--article_image.jpg' class='bbcode' alt=''  /><br /><br />It’s an awkward attempt to make changes to tired traditions. MMOs are often reviled for the grind, the perfunctory level system, and the players to name but a few reasons. And naturally APB tries to abandon some of the genre’s deadweight tropes. So the traditional XP leveling system is gone and replaced by a ranking system of Notoriety and Prestige; essentially it’s a morality rating that rewards you for playing your role accordingly. A rank will rise or fall depending on how successful a Baddy is at stealing stash out of a building, or how successful an Enforcer is at picking up packages.<br /><br />Unfortunately even as opposing factions Enforcers are pretty much in the same moral gray area as the Criminals are. Baddies will drive down a local main street in a stolen ambulance like petulant teenagers in a Volvo. Enforcers, APB’s vigilante-justice force, drive down the same streets in a 2-door piece of tin stolen from a criminal during a previous mission. The clearest difference is that Enforcers are encouraged to swerve when pedestrians intermittently dive in front of their vehicle and Criminals, on the other hand, are meant to keep their feet planted firmly on the gas.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/A/APB/Bulk%20Viewers/PC_360/2010-03-26/17932APB_48--article_image.jpg' class='bbcode' alt=''  /><br /><br />The carrot on the stick is money and weapons that you can accumulate through hours of play. APB is asking for your time, not your talent, so where most games encourage you to at least perform or hone a skill the work you put into APB’s missions doesn’t correspond to the reward they give you. In fact, with most objective points generated minutes away from where you are, a mission will have often already moved to its second stage while you’re still diddling about in an intersection, catching up to teammates who had been closer to the objective begin with. It’s a strange and unfair silver lining that you still get rewarded regardless, along with the rest of your team.<br /><br />But when a mission actually goes to plan the game can be a beautiful thing. A player might sound for backup on a mission and you’ll receive a notification requiring your help. Accept the mission and you’ll sprint down to the objective point to help shred the opposing faction or complete staged objectives. It’s the most exhilarating aspect of the game when it goes smoothly: a strategic online game of cops and robbers that requires legitimate interaction between players. The social aspect of APB is quite literally built-in with VoIP integrated into the game from the moment you join a group, building lines of communication between the lot of you.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/A/APB/Bulk%20Viewers/PC_360/2010-03-26/17930APB_46--article_image.jpg' class='bbcode' alt=''  /><br /><br />In fact, the game is full of impressive, player-centric ideas. The customization suite alone is incredible for how much license it gives players to design their own characters, right down to self-designed clothing and short musical themes that play to opponents you kill. It offers the possibility of recognizing individuals entirely by a personalized van or their clothing. “The one in corduroy,” you’ll say “that’s BaseballFury,” which is a brilliant concept in a 100-man district. Unfortunately, APB’s bright ideas are all stuck on to a sinking foundation of basic in-game issues that should have been dealt with before anyone sat down to innovate.<br /><br />Realtime Worlds might have desperately been trying to market this as a Persistent Online Shooter, not an MMO, but it still offers the simple and methodical repetition of every standard quest in an MMO of the last decade. Get across town within five minutes to steal a car. Work your way across the street in five minutes to pick up a parcel. Follow your map to a building down the block to clean a wall. But worst of all is how APB continuously manages to cripple the play of its own PVP missions.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/A/APB/Bulk%20Viewers/PC_360/2010-03-26/17928APB_44--article_image.jpg' class='bbcode' alt=''  /><br /><br />Enforcer-vs-Criminal missions inevitably boil down to which faction can get to Objective A the fastest and as an added kick in the teeth, running happens to be the easiest form of transportation. Even after hours of practice, driving handles like you’re steering a mattress down rapids, forcing you to plan your turns entire yards before you get to an intersection. It’s erratic and requires an exorbitant amount of effort just to use a basic aspect of the game.<br /><br />Unfortunately San Paro is prime real estate for anyone that comes to an MMO to camp on a roof, which becomes the primary tactic for any faction that reaches the significant point first. With no cover system in place, group-work on these missions is more or less a matter of hiding behind an object or shooting downward. Sure there is some gem of PvP in there somewhere, but you have to work far too hard to get there.</strong></div></span><br />[<strong class='bbcode bold'>Submitted by Emily Gera, GamesRadar</strong>]]]></description>
<author>bludklot@nospam.com (BLuDKLoT)</author>
<pubDate>Tue, 17 Aug 2010 11:58:51 +0100</pubDate>
<guid isPermaLink="true">http://www.veterans-gaming.com/news.php?item.24.4</guid>
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						<title>Singularity</title>
<link>http://www.veterans-gaming.com/news.php?item.23.4</link>
<description><![CDATA[<span style='color:#ff9933'><div style='text-align:center'><strong class='bbcode bold'><img src='http://media1.gameinformer.com/imagefeed/featured/activision/singularity/singularity1149-610.jpg' class='bbcode' alt=''  /><br /><br />Singularity is a thrilling, provocative, yet oddly familiar journey through the fabric of time. In this alternate take on historical events, Joseph Stalin’s role in the Cold War is heightened when Russian scientists discover a new element on the island of Katorga-12. This element holds untold power, and even though it’s unstable, Stalin accelerates the experiments. Death, contamination, and unexplainable phenomena are all Russia has to show for its efforts. Katorga-12 is quarantined and forgotten. History stays the course until you arrive on the island in 2010.<br /><br />Katorga-12 is a place of scientific wonder and supernatural horror. Rather than letting players free fall down this rabbit hole, Raven Software sends them down in a bathysphere. Katorga-12 is bathed in Russian colors and propaganda, but the architectural design feels like it was stripped from the notebook of BioShock’s Andrew Ryan. This Russian base has an amusement park feel to it, and just like Ryan’s Rapture, its history is detailed in audio recordings, video reels, scientist notes, and hastily written wall messages. The guiding voice even bears a physical resemblance to Andrew Ryan, who (surprise, surprise) tries to blow your mind in a similar way to Ryan’s “would you kindly” reveal.<br /><br />Raven doesn’t hide the fact that Singularity is heavily influenced by BioShock. Rather, the developer uses this familiar design to paint a unique picture. Sure, I found myself thinking about Ayn Rand’s objectivism at certain points, but this story’s most intriguing moments are tied to the greed of an empire and the conflicting voices within it. Raven does a phenomenal job delivering the fiction. The experiments, and people conducting them, are fascinating and believable. This tale runs out of magic roughly halfway through the game, but it picks up in the later stages and concludes with three satisfying alternate endings. The good ending, if it can be called that, made me do something I never thought I would in a game – a powerful moment, to say the least.<br /><br />Singularity’s gameplay starts strong and ramps up as the adventure ages. Thanks to a time manipulation device, your protagonist can degenerate or revitalize the age of an object. This device can revert war-torn staircases and rusted electrical boxes to as-good-as-new states. A handful of great puzzles are attached to environmental repair, but these opportunities are surprisingly rare. When they pop up, Raven recycles the same techniques used in previous puzzles.<br /><br />Most of the time powers are reserved for combat. Singularity makes you feel like a badass with its excellently crafted gunplay. Throwing time manipulation into the arsenal makes you feel like an unstoppable god. Pointing a finger at a Russian soldier can lead to his body aging a thousand years in a second. Highly agile enemies that bounce off of the walls and cloak on the ground can be frozen in a temporal distortion bubble. As they sit there in a helpless state, you can fill their bodies with as many bullets as you want. Slowing time turns sniping into one of the most relaxing actions I’ve come across in a game. I rarely died in Singularity, but that doesn’t mean it lacks challenge or excitement. Most combat scenarios unfold with a high-octane, “use everything you have in your arsenal” urgency. New enemy types, powers, and weapons are doled out all the way up to the final conflict.<br /><br />I jokingly told my co-workers that Singularity is more BioShock 2 than BioShock 2. While meant as a subtle jab at Singularity’s “borrowed” designs, this statement relates to finding a gaming experience that transports players to a new world filled with discovery and the unexpected. Singularity’s greatest shared quality with BioShock is Raven’s realization that gamers want new experiences, not another taste of the same trending flavor.<br /><br />This can even be said of Singularity’s multiplayer component. Rather than making sure it has every mode from every other FPS, this experience focuses on something different: creatures versus soldiers. Several beasts from the single-player game, including the basketball-sized phase tick, are playable, and prove to be exhilarating weapons in their own right. The multiplayer experience is a good time – and quite different than single-player (most time powers have been excised) – but it doesn’t have any depth or a progression for players to follow. At the most, it’s a fun distraction. The single-player game, however, should not be missed.<br /><br /><img src='http://gameinformer.com/resized-image.ashx/__size/600x320/__key/CommunityServer.Components.PostAttachments/00.00.00.38.75/4300_5F00_PCW_5F00_041309002_5F00_0052s.jpg' class='bbcode' alt=''  /></strong></div></span><br />[<strong class='bbcode bold'>Submitted by Andrew Reiner</strong>]]]></description>
<author>bludklot@nospam.com (BLuDKLoT)</author>
<pubDate>Thu, 12 Aug 2010 12:54:18 +0100</pubDate>
<guid isPermaLink="true">http://www.veterans-gaming.com/news.php?item.23.4</guid>
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						<title>Free Falcon 5: Harrier Night Attack w/Carrier Landing</title>
<link>http://www.veterans-gaming.com/news.php?item.22.5</link>
<description><![CDATA[<span style='color:#ff9933'><strong class='bbcode bold'><div style='text-align:center'>Here is the vid from the other night with me, RAM, Robocop and Khronik kicking sum butt.<br />We're flying AV-8B Harriers, attacking a Scud Bn. with NAPALM! So fun!! After a successful Strike we RTB to the Carrier for a difficult night landing.<br /><br />Free Falcon 5.51 - Get it FREE in our Download section!<br /><br /><object width="640" height="344"><param name="movie" value="http://www.megavideo.com/v/07T7YB1C62f433eafe3cf7c9aca3cfb8dd88f883"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.megavideo.com/v/07T7YB1C62f433eafe3cf7c9aca3cfb8dd88f883" type="application/x-shockwave-flash" allowfullscreen="true" width="640" height="344"></embed></object></div></strong></span><br />[<strong class='bbcode bold'>Submitted by BLuDKLoT</strong>]]]></description>
<author>bludklot@nospam.com (BLuDKLoT)</author>
<pubDate>Wed, 11 Aug 2010 12:07:12 +0100</pubDate>
<guid isPermaLink="true">http://www.veterans-gaming.com/news.php?item.22.5</guid>
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						<title>Call Of Duty: Black Ops</title>
<link>http://www.veterans-gaming.com/news.php?item.21.4</link>
<description><![CDATA[<span style='color:#ff9933'><strong class='bbcode bold'><div style='text-align:center'><img src='http://mmomfg.com/wp-content/uploads/2010/07/CoD-Black-Ops-Header.jpg' class='bbcode' alt=''  /><br /><br />Come and get it, folks – hot and fresh, straight from Treyarch”s oven, we bring you a teaser trailer for Call of Duty: Black Ops. Today’s vid is multiplayer-centric and shows off some of the new and nifty toys that will round out your arsenal once the game drops.<br /><br />These gadgets of mass destruction include sticky grenades, remote controlled RC cars packed with explosives, and some pop-gun knife thingies. Those look especially painful. What looks especially useful is a camera that the player can deploy at specific spots for some added recon on his prey, then pick up and move. Death is even being dealt via a crossbow that shoots explosive bolts. Here is where I’d proclaim “FTW!” if i wasn’t sick and tired of internet acronym slang lately.<br /><br />This trailer kinda makes me want to pop Modern Warfare 2 in the 360 tonight. Oh wait, an ex-roomate assumed that I never play it and turned it in for store credit on me. That sucked. Well, enjoy.</div></strong></span><br /><br /><div style='text-align:center'><object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/h_fsM6LBi54&hl=en_US&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/h_fsM6LBi54&hl=en_US&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object></div><br />[<strong class='bbcode bold'>Submitted by BLuDKLoT</strong>]]]></description>
<author>bludklot@nospam.com (BLuDKLoT)</author>
<pubDate>Mon, 09 Aug 2010 13:38:25 +0100</pubDate>
<guid isPermaLink="true">http://www.veterans-gaming.com/news.php?item.21.4</guid>
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						<title>Battlefield 3 is being developed PC 1st, Consoles 2nd.</title>
<link>http://www.veterans-gaming.com/news.php?item.20.4</link>
<description><![CDATA[<span style='color:#ff9933'><div style='text-align:center'><strong class='bbcode bold'>Remember 64 player multiplayer matches, or when the Battlefield series wasn’t compromised in graphics or gameplay due to the Frostbite engine being built primarily for multi-platform play. I do, and for those like me it’s a happy day as there have been a few updates on the Battlefield 3 front.<br /><br />Dice Ditching DX9 For DX11 And FrostBite 2 For Battlefield 3<br /><br /><img src='http://bf3nation.com/wp-content/uploads/2010/08/Battlefield3.jpg' class='bbcode' alt=''  /><br /><br />First and foremost, Dice has completely built their new Frostbite 2 engine from the ground up. While I was impressed by what Dice accomplished with the original Frostbite, it did have it’s limitations. Frostbite 2 has been built to take full advantage of the extra muscle you can only find on a gaming PC. DX9 will not be supported by the new Frostbite Engine as it has been built primarily around DX11?s architecture, sorry XP users but it’s way past time you upgraded to 7 anyway. Frostbite 2 is also optimized to take full advantage of a 64bit OS and sports features such as multi-core optimization, multi-threading support, compute shader support, and tesselation.<br /><br /><img src='http://kotaku.com/assets/resources/2007/10/battlefield_bc.jpg' class='bbcode' alt=''  /><br /><br />While Dice seems to have taken great care in building Frostbite 2 with a PC platform in mind, the engine is still multi-platform. FB2 for the consoles will be tailored to each consoles specific strengths according to DICE rendering architect Johann Andersson…<br /><br />“Frostbite 2 is developed simultaneously for the strengths of each platform”<br /><br />That’s good news for PC gamers that were worried about their experience being somewhat lessened by a multi-platform engine for BF3! Instead of building a single engine that can run on all platforms, Dice has pretty much created multiple versions of FB2, with the console versions of FB2 obviously being scaled back to accommodate the limits of what said console can do.<br /><br />I leave you with a quote from former DICE CEO Fredrik Lilegren…<br /><br />“What the PC version is going to be, Battlefield 3, I think it’s going to absolutely blow everyone away, but I can’t tell you what it is, but it will blow people away.”<br /><br />Lock &amp; load gentleman!<br /><br /><br />[[bSource: Kotaku</strong>]</div></span>]]></description>
<author>bludklot@nospam.com (BLuDKLoT)</author>
<pubDate>Sun, 08 Aug 2010 00:27:14 +0100</pubDate>
<guid isPermaLink="true">http://www.veterans-gaming.com/news.php?item.20.4</guid>
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						<title>ArmA II Operation Arrowhead</title>
<link>http://www.veterans-gaming.com/news.php?item.19.4</link>
<description><![CDATA[<span style='color:#ff9933'><div style='text-align:center'><strong class='bbcode bold'>As it’s set in the fictional country of Takistan, Operation Arrowhead features the racial slur “Taki”, making this fiction feel too authentic for comfort. This isn’t a criticism, as for all its problems ArmA II delivers a fierce, palpable impression of real warfare. War’s uncomfortable. People are going to be racist sometimes.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/A/ArmA%20II%20Operation%20Arrowhead/Bulk%20Viewer/PC/2010-06-28/PCZ223.revarrow.oa2--article_image.jpg' class='bbcode' alt=''  /><br /><br />Still, it’s interesting to be on the offending side. We’re told that Takistan has an obnoxious foreign policy and is destabilising the surrounding area, but the slurs make you question what you’re fighting for in these dusty mountains. Developer Bohemia’s hardened military sims have never shied away from ties to real-world conflicts. But it’s to Operation Arrowhead’s credit that the war fought here feels more authentic than ever, with all the cultural tensions that have adorned our TV screens for the past decade being present. Perhaps it was a logical step to create a setting and a vocabulary so similar to the ones we’re used to seeing and hearing.<br /><br />As far as the game itself goes, the switch of location is a welcome one, providing a welcome contrast from the Eastern Europe of ArmA II. The game looks as pretty as ever, with sepia tones and motion blur creating a tangible atmosphere that rarely lets up. The change isn’t merely cosmetic, however. Takistan is a largely desolate area of the world, its rolling hills dotted with minor settlements and outposts which offer little opportunity to take cover. On foot, this means the tension skyrockets, as you throw yourself to the ground to avoid the top of your skull being whipped off, and then dart like an antelope to the next rocky area in which to disguise yourself.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/A/ArmA%20II%20Operation%20Arrowhead/Bulk%20Viewer/PC/2010-06-28/PCZ223.revarrow.oa3--article_image.jpg' class='bbcode' alt=''  /><br /><br />So it’s a shame that this new campaign never really hits its stride. Despite being seven chapters long and branching impressively on a couple of occasions, it feels like Bohemia struggled to fit everything in. The infantry missions largely take a back seat to several vehicular segments, which, although presented with the most immaculate attention to detail, never get the adrenaline pumping to the same extent. The story doesn’t kick off either. Even by the halfway point, the game still doesn’t make you feel invested in its plot. We ended up searching for new and interesting ways to crash helicopters while laughing at the hysterically incongruous music.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/A/ArmA%20II%20Operation%20Arrowhead/Bulk%20Viewer/PC/2010-06-28/PCZ223.revarrow.oa7--article_image.jpg' class='bbcode' alt=''  /><br /><br />There are plenty of new toys to play with, and it’s here that Operation Arrowhead impresses the most. Unmanned aircraft now feature, as do a whole host of new units and weapons. Arrowhead is a standalone expansion, but these new features integrate with the original game, meaning new doors are opened in the expansive editing suite, which allows you to craft your own missions in the engine.<br /><br />Of course, one big question remains: Have the bugs, for which Bohemia’s work has become infamous, been eradicated? The answer is no. The engine seems far less prone to stuttering with the graphical options turned up (on a high-end machine at least). Minor quirks remain: wildlife twitches and glitches by the side of the road, while NPCs quietly dance on the spot, stuck in an eternal state of looping animation. If you turn your view around during one the occasional first-person cutscenes, you can point the camera inside your own neck. And, upon firing at one enemy soldier with a fairly innocuous weapon, we once managed to catapult him several thousand feet into the stratosphere.<br /><br /><img src='http://static.gamesradar.com/images/mb/GamesRadar/us/Games/A/ArmA%20II%20Operation%20Arrowhead/Bulk%20Viewer/PC/2010-06-28/PCZ223.revarrow.oa8--article_image.jpg' class='bbcode' alt=''  /><br /><br />Operation Arrowhead paints what is, possibly, the most chilling picture of the horrors of war than any game has achieved yet. But the atmosphere-breaking glitches and turgid campaign make it an effort to stay invested in the game. When the interface remains so grotesquely unintuitive – forcing newcomers to play through hours of bland tutorials to understand even the basics isn’t the smartest move – one has to wonder whether Bohemia will ever realise the potential that’s so clearly there, and unleash an absolutely remarkable game.</strong></div></span><br />[<strong class='bbcode bold'>Words: Lewis Denby, PC Zone UK</strong>]]]></description>
<author>bludklot@nospam.com (BLuDKLoT)</author>
<pubDate>Fri, 06 Aug 2010 19:46:37 +0100</pubDate>
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