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Saturday, Aug 09, 2014

  

Act of Aggression Announced

Eugen Systems announces Act of Aggression, a real-time strategy game that is the next project from this RTS specialist. After previously experimenting with pushing the genre into the future with R.U.S.E., they are now going retro, saying Act of Aggression will offer some 1990s-style "old-school RTS values." The official website is online, offering a teaser trailer, and they say we can expect more details on all this from Gamescom. Meanwhile, here's word:

Eugen Systems, the studio behind the million-unit selling Wargame series of RTS games and the critically acclaimed Act of War (2005) or R.U.S.E (2010), is back! Set in a modern, techno-thriller setting, their new game promises to be a perfect cocktail of political intrigue, high fidelity visuals and solid mechanics with old-school RTS values.

Act of Aggression vows to bring about a return to the 90's Golden Era of real time strategy games, delivering all of the core mechanics sorely missed by many RTS fans: base building, resource management, unit production and dynamic, immersive battles will meet high fidelity production values and intelligent modernization. Today's images and teaser trailer provide a first look at the game, to be showcased at the Gamescom next week.

In what is shaping up to be their most ambitious project since Act of War, Eugen Systems will deliver a real-time strategy experience set in the 2020's in a darkly realistic future where 3 major factions fight for their interests. In a world where international crisis and financial order is set in a seemingly unending loop, the shadowy organization known as "The Cartel" attempt to complete a secret agenda with high-tech technology, stolen prototypes and stealthy operatives. Against this looming threat stands the Chimere, a UNO funded, classified military organization specialized in fast strikes, which attempts to maintain global peace and order. Finally, somewhere between the two stands the US Army, worn out by two decades of being kept on a war footing with too few replacements, but still fielding a great deal of battle-hardened veterans.

Act of Aggression will include two separate single player campaigns, featuring traditional RTS storytelling and game mechanics: gathering resources, building a base, producing units ... but also supplies to keep the war machine rolling. In true Eugen style, expect vast, skill-based multiplayer modes where technological upgrades, resource storage and base defenses will play an integral role in the battle. Extend your base, defend your structures, and create new bases to control key strategic areas on the map. Unleash infantry, mechanized vehicles, tanks, artillery, helicopters, planes, and super weapons, earning experience as you destroy the enemy's forces and preserve yours (as they get more experienced), unlock skills and abilities to turn the tide of war by specializing them in roles, such as anti-air, anti-tank, etc... With steady development of new technologies, your production capacities will grow always more powerful, unlocking new buildings, units, and ultimate weapons far beyond technologies of today!

Continue here to read the full story.

Vigil Vets Form Gunfire; Aiming at Darksiders

Veterans of Vigil Games who were working at Crytek USA after THQ imploded have split off to form a new development studio called Gunfire Games headed by former Crytek USA president David Adams. Crytek's widely reported financial woes helped prompt this move, but Adams explains to Polygon that this was not the only factor in this decision, saying the chance to keep the core of Vigil intact was a prime motivation. Word is they are in contact with Nordic Games about the possibility of returning to the Darksiders series, the not dead action/adventure they developed back in the Vigil days.

Boss Key Looking to Re-earn Trust

Boss Key Productions has sent out a first newsletter to those who have subscribed through their website (thanks Fly). Founder Cliff Bleszinski talks about launching a startup and gamer trust: "Although I'm fortunate enough to have made games for over 20 years and I had a good track record I truly feel like I'm starting over. From scratch. I need to re-earn the trust of as many gamers out there now that it's my baby, my studio, and my vision." He says they are up to 12 hires, and discusses the hiring process, and part of this reflects the approach to project Blue Streak, their debut game:

It's funny, looking at level design candidates, I can almost tell which ones I'm going to want to consider seriously by the thumbnails of their work and the design of their website. Clean Arena Shooter map lineage goes a long way, finding the spatial balance between tight corridors and open arena areas is an art form, be it in UT, Quake, TF2, or CS:GO. It's almost like I'm picking the "Ownage" back from the UT days, only this time we're offering full time employment!

After making console focused games for so long I can't describe how nice it feels to get back into a keyboard and mouse state of mind. The possibilities for aiming and movement are boiling out of my head, imagine what happens when someone plays with mobility in a PC FPS when they're inspired by 16 bit platformers, strafe jumping, and Tribes Skiiing, not to mention the possibilities with weapons!

Survarium PvP Changes

Vostok Games announces changes introduced to the Survarium beta by a new version 0.24 update that's now live in this survival shooter being created by some of the folks behind the S.T.A.L.K.E.R. series. The update adds new equipment and locations while enhancing the game's player-versus-player mode. Here's word on PvP improvements:

From the beginning of Closed Beta players could try out Survarium PvP mode, the objective of which is to find and deliver the batteries to the base. We received a lot of positive and negative feedback, and as a result we have decided to experiment with the game rules a bit. So a new version of the PvP mode has been revealed on the two new in-game locations. Its key difference is that the batteries are no longer scattered randomly throughout the level but placed in the dedicated charging stations. The batteries charge in random intervals, and it is impossible to predict in which of the stations the next battery will charge. Players are still required to take the charged battery and deliver it to their base. We hope that the change will make the battles tenser, and will significantly increase the importance of territorial control.

Saturday Crowdfunding Roundup

Gatherings & Competitions

Saturday Interviews

Saturday Consolidation

Saturday Mobilization

Saturday Metaverse

Saturday Tech Bits

Saturday Safety Dance

Saturday Legal Briefs

Game Reviews

Hardware Reviews

  • AMD 5 GHz Turbo CPU on AnandTech.
  • AVADirect Quiet Gaming PC on TweakTown.
  • BitFenix Prodigy M Micro-ATX Chassis on TweakTown.
  • Cooler Master V750 Semi-Modular Power Supply on eTeknix.
  • Cremax Icy Dock MB153SP-B SATA HDD Cage Reader on OCinside.
  • D-Link DCH-S150 Wi-Fi Motion Sensor on TweakTown.
  • Kingston HyperX Fury HX318C10FK2-16 2x8GB on APH Networks.

etc.

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