STUDIOCANAL further mines the rich seam of real-life drama to be found in the world of Formula One as it releases mesmerizing documentary 1: Life On The Limit and we have three copies on Blu-Ray to give away.
Narrated by Michael Fassbender, 1: Life On The Limit is an action-packed, cinematic documentary that channels the speed, excitement and abject danger inherent in this most glamorous of sports. The film charts Formula One’s journey from its comparatively humble beginnings in post-war Britain, through to the game-changing events of the 1976 season recently examined in the smash hit Rush, as well as the untimely death of F1 superstar Ayrton Senna. In so doing, 1: Life On The Limit showcases a world where drivers were akin to rock stars and where safety definitely wasn’t always put first.
Utilising rare archive footage and gathering the largest and most comprehensive selection of Formula One interviews ever collected, the film examines a sport that, even in its Golden Age, was stealing lives at a terrifying rate. With comment from Sebastian Vettel, Lewis Hamilton, Michael Schumacher, Bernie Ecclestone and Niki Lauda to name but a few, 1: Life On The Limit is not only an irresistible companion piece to the superb Rush but also a riveting, essential documentary in its own right.
Here is a clip:
How to enter to win
Via the site
So all you have to do to win one of the three 1: Life on the Limit Blu-rays is to click on the Contact Us link here or at the top of the page and tell us who your favourite Formula 1 driver is – simple!
Just retweet the message below, and make sure you are following @aedney on Twitter:
Usual contest rules apply, and the winners will be selected at random. This contest is open only to those in the UK – sorry! You can enter as many times you as you like, but only one entry per day will be counted.
The contest closes Wednesday 12th March, so good luck.
1: Life On The Limit releases digitally on March 7th, followed by a Blu-ray and DVD release on March 17th.
To celebrate today’s launch of Plants vs. Zombies Garden Warfare, the action-packed multiplayer shooter that puts players in the shoes – or roots – of their favourite characters from the popular Plants vs. Zombies franchise, two zombies from the game took a day out of frightening the local flora and hit the streets of London to grapple with the Capital.
From Buckingham Palace to M-aaarrrgh-ble Arch, the zombies brought their very special brand of weirdness to London’s most popular sights. Whether trying to navigate the pitfalls of the tube or taking on some Covent Garden Warfare, the city will never be the same again!
Those Zombies do get about:
Plants vs. Zombies Garden Warfare is available now on Xbox One and Xbox 360.
And don’t forget to check out our Plants vs. Zombies Garden Warfare interview – or we will send the Zombies round!
Episode 3 of the Untold Stories DLC is out and was surprisingly really good. A bit of recap, we’ve already played a spec ops commander and an alcoholic feisty resistance member within the zombie-ridden city of Los Perdidos. These two protagonists aren’t as interesting in comparison to the renegade biker Hunter Thibodeux in the Chaos Rising DLC but what makes this additional pack a definite must have?
Hunter, if you haven’t played through the games main campaign, is the first boss you stumble across within your first hour of play. Knowing this you’ll find this prologue leading up to the cross over a nice touch to the story telling aspect of the Dead Rising 3 experience. This tattooed Redneck isn’t a hero with no redeeming features. You are playing a straight up villain and this is what makes Chaos Rising different and unforgettable. Starting of in prison for wrongly taking the wrap for your crew you’re tasked with escaping with no prior weapons in your inventory. I honestly played through this DLC like it was to be a survival horror game which is what the Dead Rising games are but fused with dark humour through over the top characters and the ridiculous weapon combos usually thrown in making the series less scary. This prison break section was pretty much as scary as this game gets. Having to find weapons whilst only having yourself to answer to Hunter is as lonely as he’ll get.
With revenge in his blood, Hunter’s goal is to track down and find his gang who put him in prison. Amongst the zombie hordes you’ll be hunted down by that said gang who have groups throwing molotov cocktails at you and will beat you with bats. The streets of Los Perdidos has never been so dangerous and with Hunter’s quest being more melee weapon based you’ll find you’re getting up close and personal in more fights. There’s an interesting selection of new weapons to have fun with which includes a petrol canister strapped with flares to draw the zombie’s attention before burning all in the vicinity. But the main focus is centred on a motorcycle with moving sawblades at the front that can also shoot blade projectiles, serious crazy fun and easily the best selling point.
What Chaos Rising has which the other 2 didn’t include was actual boss fights. Yes, actual bosses with health bars just like the ones in the campaign. This makes a huge difference and gives me faith that the next instalment could be the best of all 3 combined in one final outing. The side missions in this are fun to do, collecting custom bikes and bringing them back to the bike shop, exactly how Grand Theft Auto does it but with the undead in the way. The collectables include finding top self rare alcohol as well as destroying emergency telephone posts across the city, the generic stuff.
Chaos Rising felt shorter than the other 2 available but has a longer lasting impression with scenarios and characters that are less forgettable than in the others. Hunting down bikers is so far the highlight to the Untold Stories episodes and fits right at home as an alternative perspective from a villainous protagonist.
I recently had the chance to sit down with Eric Studer from Airtight Games to talk about all things Murdered Soul Suspect – and there is some new gameplay footage in there too!
Murdered: Soul Suspect is a dark, detective thriller with a supernatural twist: solving your own murder from the afterlife. Play as Ronan O’Connor, a Salem police detective with a checkered past, whose life is brought to an untimely end by a brutal killer. Trapped in a limbo world called Dusk, he is unable to find peace until he can bring his killer to justice.
Eric Studer graduated from DigiPen Institute of Technology in 2005 with a degree in video game programming. He’s been in the video game industry ever since. Working with Warner Bros. in Burbank, California as Associate Producer, Eric developed multiple video games for mobile devices including properties like Get Smart, The Dark Knight, Speed Racer, and the Looney Tunes Franchise. With WB Games in Seattle he helped ship FEAR2 and worked with the company’s shared cinematics and audio department. Eric then accepted a Cinematics Producer position at Sucker Punch Productions where he was the first producer ever hired there. Working very closely with actors, the director, motion capture technicians, and Creative Director, Eric oversaw the development of over 75 minutes of in-game cutscenes for inFamous 2. Now Eric acts as the Senior Design Producer at Airtight Games where he manages the design and writing teams, helps the technical lead heard cats, and tries to keep as much trivia about his current project in his head at the same time as possible.
So over to Eric:
Murdered: Soul Suspect will be available June 2014 for the Xbox One, Xbox 360, PlayStation 3, PlayStation 4 and PC.
I recently had the chance to sit down with Tim Wileman from TT Games to talk all things LEGO The Hobbit.
LEGO The Hobbit will be based on the first two films of The Hobbit Trilogy, The Hobbit: An Unexpected Journey and The Hobbit: Desolation of Smaug. Following the storyline of the two films, LEGO The Hobbit will take players on quests throughout Middle-earth, joining Bilbo Baggins, Gandalf the Grey, and Thorin Oakenshield and Company in their exciting adventures toward the Dwarven Kingdom of Erebor.
In LEGO The Hobbit, kids and families will be able to take on the form of their favorite Hobbit characters, including Bilbo, Gandalf, and all of the Dwarves: Thorin, Fíli, Kíli, Óin, Glóin, Dwalin, Balin Bifur, Bofur, Bombur, Dori, Nori and Ori. Each has his own special – and quite hilarious – ability: For instance, Bombur can be used as a trampoline that enables his companions “belly-bounce” out of danger!
Players will visit key locations from the films, including Bag End, Bilbo’s Hobbit-hole in Hobbiton, trek through the treacherous High Pass over The Misty Mountains, and explore the depths of Goblin-town, Mirkwood and Rivendell. Along the way, players will solve countless puzzles, partake in Treasure Quests and battle with Orcs, Trolls and fouler things. They will also be able to mine for gems, discover loot from enemies, and craft powerful magical items or build immense new LEGO structures.
Tim Wileman is an Associate Producer working for TT Games currently working on LEGO The Hobbit. Tim has been at TT Games for three years after holding previous positions at both Virgin Interactive and Electronic Arts. Starting in QA as a Compliance Specialist working on LEGO Star Wars III, Tim moved into an Associate Producer role on LEGO City Undercover. Tim has also worked on other LEGO titles such as LEGO Friends, LEGO Star Wars Microfighters, LEGO The Lord of the Rings and LEGO Batman 2: DC Super Heroes.
Over to Tim:
LEGO The Hobbit will be released on April 11th for the Xbox One, Xbox 360, PlayStation 4, PlayStation 3, PlayStation Vita, the Wii U, the Nintendo 3DS and PC.
And for you LEGO fans, here are some more new screenshots to keep you going until April:
To coincide with the release of the highly anticipated action-stealth game, THIEF, developed by Eidos-Montréal and published by Square Enix, Titan Books has published THE ART OF THIEF, by Paul Davies.
THIEF is reinvention of a classic franchise known to be a founding father of the stealth genre and is being developed for the next gen consoles and PC, offering higher frame rates, resolutions and many new features.
THIEF will deliver much more than what console gamers have come to expect. With the exceptional heritage, critical acclaim and tremendous sales of the THIEF franchise, fans of the series will be delighted to add this book to their collection.
THE ART OF THIEF demonstrates the stunning concept and development art from this eagerly awaited game. With the game’s reimagined Victorian period setting, THE ART OF THIEF will also appeal to steampunk and fantasy fans.
And don’t forget to check out our Thief review here.
The Art of Thief is available now in hardback, priced £29.99.
I recently had the opportunity to sit down with two of the guys from Eidos-Montréal to talk about their forthcoming game THIEF.
Time has moved on. Power has shifted. New greed replaces the old.
But to remain free in The City of chains – that is still the greatest prize.
First I stole to survive… then I survived to steal.
I am one man; I hear your secrets, see your hidden truths.
I am the shadows, the dark and deadly, the velvet night. You will not see me coming.
I am Garrett….What’s yours is mine.
There is a rising tide of fear in The City. Hatred saturates every stone and whilst the rich prosper, the less fortunate face misery and repression. Ravaged with sickness and famine, they wait for something to change.
Into this shadowy world steps Garrett, the Master Thief in a first-person adventure featuring intelligent design that allows players to take full control, with freedom to choose their path through the game’s levels and how they approach and overcome each challenge.
Garrett is entangled in the growing layers of conflict between Baron Northcrest and the oppressed masses led by Orion, the voice of the people. In a City on the brink of revolution, Garrett’s skills are all he can trust as he walks the fine line between politics and the people.
THIEF is due for release on Windows PC, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One on 28th February 2014 in Europe and other PAL territories.
And don’t forget to check out our review of Thief here.
NVIDIA have just released it’s new first generation Maxwell based graphics card, the GeForce GTX 750 Ti, and here is our review.
The GeForce GTX 750 Ti is designed to deliver the horsepower necessary to drive today’s most demanding titles in full 1080p HD. It delivers 25% more performance than previous generation cards and up to twice the power efficiency thanks to the new Maxwell architecture.
This is what NVIDIA says about Maxwell:
Efficiency is all about doing more with less. The way we achieved better efficiency in Maxwell is by increasing the utilization of our cores. This increases computation.
With Kepler, the SM contained control logic that routed and scheduled traffic for 192 cores. This was complex for a single piece of control logic. With Maxwell, we divided the SM into four blocks, each with its own piece of control logic. The control logic now manages 32 cores instead of 192, making its task much simpler.
By breaking up one giant problem of the control logic doing the scheduling and threading on each SM into smaller work, and by performing the global partitioning in software, we were able to design the chip to be more efficient. As a result, we’ve actually increased the amount of peak performance per core by 35% when compared to the cores in chips built with the previous generation Kepler architecture.
Since we are using less overall cores to get more performance, less power is ultimately used, increasing the performance/watt for the Maxwell architecture. A number of additional optimizations were made inside the chip to increase power efficiency.
The GeForce GTX 750 Ti
The GeForce GTX 750 Ti is designed for gamers who want to enjoy their games at 1080p with normal to high settings without breaking the bank. At the heart of the GeForce GTX 750 Ti lies our first-generation Maxwell GM107 GPU with 640 CUDA Cores. The memory subsystem of GeForce GTX 750 Ti consists of two 64-bit memory controllers (128-bit) with 1GB or 2GB of 5.4Gbps GDDR5 memory.
GeForce GTX 750 Ti also ships with GPU Boost 2.0 technology, ensuring that the graphics card is always running at the highest clocks possible for the very best gaming performance under varied operating conditions. With Boost 2.0, NVIDIA also guarantee a minimum level of performance no matter the workload or thermal/power conditions.
The base clock speed of the GeForce GTX 750 Ti is 1020MHz. The typical Boost Clock speed is 1085MHz. The Boost Clock speed is based on the average GeForce GTX 750 Ti card running a wide variety of games and applications. Note that the actual Boost clock will vary from game-to-game depending on actual system conditions.
A Closer Look
As you can see, the size of the card is significantly smaller than that of the GTX 680, both in length and width.
EA Games and PopCap will be releasing the highly anticipated Plants vs Zombies Garden Warfare later this month, and we had the opportunity to sit down with Gary Clay from PopCap to talk all things PvZ.
Plants vs. Zombies Garden Warfare is a 3rd person shooter like no other. It is the only game where you shoot peas from your face, invade the skies as a garlic drone and… get to play as a zombie with a dolphin gun! Crazy Dave also wants you to know that plants will have all-new reinforcements – Ice Pea, Hot Rod Chomper, Future Cactus and Mystic Sunflower – characters outfitted with special abilities, new gameplay mechanics and cool costumes.
Gary is the Senior Franchise Manager from PopCap Games responsible for Plants vs Zombies, so over to Gary:
If you want to see some more gameplay, check out some of our new Plants vs. Zombies Garden Warfare videos here.
Plants vs. Zombies Garden Warfare is coming to Xbox One and Xbox 360 on February 25 in North America and starting February 27 in Europe.
At a recent event with EA Games, I got to play some Plants vs Zombies Garden Warfare and I thought I would share some of the gameplay with everyone.
These videos were captured from the final code running on an Xbox One.
Let’s Play Plants vs Zombies Garden Warfare : Team Vanquish – Surburban Flats (Plants)
Let’s Play Plants vs Zombies Garden Warfare : Team Vanquish – Surburban Flats 2 (Plants)
Let’s Play Plants vs Zombies Garden Warfare : Gardens Ops – Port Scallywag (Plants)
Let’s Play Plants vs Zombies Garden Warfare : Gardens & Graveyards – Wall-nut Hills (Plants)
Let’s Play Plants vs Zombies Garden Warfare : Gardens & Graveyards – Wall-nut Hills Night (Zombies)
Plants vs. Zombies Garden Warfare is coming to Xbox One and Xbox 360 on February 25 in North America and starting February 27 in Europe.
It’s not even been 24 hours since the Titanfall Beta servers were closed down since I began to write this. Already I’m feeling that emptiness I dreaded that’ll come and the 3 weeks until the release seems light years away. I’m sitting beside a window from which I’ve unintentionally found myself gazing up into the sky hoping for the sound barrier to crack and a mechanical mobile titan to crash land in the street outside. I understand that these probably sound like the words of someone that’s addicted to the latest craze, fad or dare I say it…drug. Even though it’s just a video game, Titanfall from Respawn Games set out to be different to all the other shooters available on the market and executed it well in just 2 maps featuring 5 guns, short ranged jet packs and big bots that fell from the sky. It’s pretty hard to stay away from any sort of advertising that EA have placed everywhere in all shapes, sizes and mediums. And even if you stayed clear from all this you’re bound to have a friend, colleague or family member turn to you and ask the question, “Have you pre-ordered Titanfall?”
What makes it different?
I have a dangerous addiction to multiplayer first person shooter games since I was 8 years old. My earliest online FPS experience dates back to the original Unreal Tournament on the PC back in 1999 not forgetting Quake’s multiplayer, which was my first LAN memory I ever had back in 1996. These two games looking back now were the pioneers of fast paced multiplayer action with players bounding over great distances firing rockets, strafing away from bullets at high speeds and racking up high kill counts just to hear the words, “Monster Kill”. From playing the Titanfall build at Eurogamer Expo last year and the open Beta recently, I haven’t felt this rush, this incredible speed all whilst having fun and pulling off incredible looking moves since the late 90s. It’s a strong statement to say that I probably haven’t really had a similar feeling towards a game since my first experience but until you strap on your double jumping, wall running thrusters which enables you to continuously pick up speed with every successful wall bound you’ll not know what true free running means.
Titanfall’s main selling point is indeed all about the mechs you can pilot. As awesome as they are it wouldn’t have been half as impressive if you couldn’t call them in and have them fall from outside the atmosphere crushing anyone and anything upon impact. It’s unique and is totally satisfying if you’ve managed to get a kill with it. Other than the Titans and wall running with the pilot’s personal thrusters packs you might argue and say it is just like the other market shooters out there. On various levels this is incorrect. Having AI grunts and other cannon fodder within each match dropping in groups of 3’s has the ability to keep the action continuous. You might earn less points per kill and notice they can be killed with surprising ease but taking them down makes it quicker to call in your Titan. In larger groups the AI can result in you having a harder time and shouldn’t be a disregarded threat. There’s always something you can shoot at and even for the players that consider themselves not so great at shooters, they can rack up some kills to speed up their Titan drop.
The lead up to the beta test had everyone that was interested sign up. Signing up didn’t guarantee a position amongst the lucky many to play online. Already, the panic set in and the desperation and anxiety of not getting a code to try out this year’s most anticipated online only shooter dawned upon many others and myself. The 14th of February arrived, Valentines Day to most, Titanfall beta opening day to everyone else. On this day the internet exploded having the words “Titanfall” become the most trending word on various social networking sites. eBay sales of beta codes started appearing online and multiple forums and discussion online groups ran competitions to win these codes. It became frenzied and we now knew how excited the public were for this game. “Excited” is probably a huge understatement, I witnessed people offering incredible gifts in exchange to get online. Once I got online that very same night, all Valentines festivities blown off, I began the most exciting install of my life and noticed all my online friends was online playing the beta too.
This was going to be a great week and even talked myself out of calling into work with whatever virus was contagious and believable at the time. Energy drinks on ice, various crisps laid out and a fresh pair of double AA batteries inserted into the Xbox One controller. Within the first hour you’re given a small selection of Pilot classes to choose from as well as basic Titans loadouts. Respawn have worked pretty hard and successfully created an amazing balancing system where even a level 1 player can still go toe-to-toe with a higher levelled opponent. It’s not the weapons that makes the player, it’s the way you dodge incoming rockets, wall run then drop kick a foe and even knowing when to step out of a fight to recharge your Titan’s shield.
By the second hour you’ll have learnt your favourite routes from the 2 maps. ‘Fracture’ was a large open map featuring several dishevelled buildings, grassy plains and broken roads. Great for Titans to roam freely to do their shoot, dodge, shoot dance (similar to that of Gears of War’s shotgun dance). Pilots like myself had to learn to cloak in open spaces, hang from walls awaiting to mount an unsuspecting Titan from above and rodeo them until they blow, and even take advantage of sniping. ‘Angel City’ on the other hand is a tighter, compact map set in a more up built environment filled with shops, markets and towering buildings beside a dock. Getting Titan’s to walk side by side down these narrow urban streets isn’t easy with very little room to manoeuvre. I found this map was the faster paced map out of the 2 as wall running was a necessity for traversing between buildings, out of windows and along billboards. A very shotgun and submachine gun friendly map indeed.
With the beta level cap at 14 I came across the Burn Cards feature by then, a take on the one use only perks ability. With only 3 cards that can be taken into a single match that could only be enabled whenever you spawn, burn cards have the ability to cut down Titan spawn times, give you infinite cloaking, the option to see enemies through walls briefly plus many more awesome, sometime game changing perks. By level 14 I had worked out the preference to always having the Electric Smoke equipped on my Titan instead of the Vortex Shield that suspended incoming bullets and rockets, Neo from the Matrix style, and throw them back.
The electric smoke fries nearby foot soldiers and prevents pilots from completely their rodeo on your Titan’s back which I had many a problem with and this fixed it easily. The beta offered 4 game playlists to play through, the 4th being a variety of the previous 3 on shuffle. ‘Attrition’, a cooler way of saying Team Deathmatch, is what it is. Cause mayhem and stop the opponents from escaping in the drop ship in the epilogue. ‘Domination’ is your traditional capture 3 bases and rack up the points to victory type of game mode. ‘Last Titan Standing’ features both teams of 6 starting each round, first to 4, in their Titans and the side to eliminate all the other side’s Titans wins. You could play this in several ways, one being doing it all on foot and setting your pilot to guard you as you rain hell from above with rockets or a cheeky rodeo.
I played solidly until the servers were closed to get the most out of the test and to give enough feedback. To be fair I thought the submachine gun’s range was a bit extreme for something that was supposed to as a short-range weapon. Maybe this might get tweeked. I’m just venting as I fell victim to submachine gun sniping, but then again I’m not too good at shooting. But this is me just being nitpicky and I honestly had no faults with what I played. Everything was balanced. Everything worked. Everything was enjoyable. And for the next painstaking few weeks I’ll still continue to gaze aimlessly into the sky hoping to be greeted with a falling Titan.
Thank you Respawn and EA for giving back life into this genre.
Struggling to find new titles for this generation of consoles I was pleased to try out the new Strider game on the Xbox One. Trying out this game soon became addictively playing, not taking breaks and then became an amazing nostalgic trip into old school side scrolling 2D action. Strider hasn’t been it’s own standalone game since it was out on the PlayStation back in 2000.
14 years has passed and still it uses the same formula and mechanics of classic, fun gameplay and proves how revamping a retro game can be done successfully. So what makes Strider work, how has this style survived and is it worth a position in your console’s arcade library?
Back in the heyday of coin operated arcade machines players didn’t have any issues with playing games that weren’t fun. The simplicity of goals, destroy everything in sight with colourful explosions, an awesome memorable soundtrack and unique sound effects.
Strider has always followed this and what better setting of an urban ninja scaling the futuristic metallic metropolis environments could there be? One thing that isn’t too important and isn’t appealing is the story itself. To be fair I didn’t pay too much attention to it and still had a great time playing which is a good sign that the gameplay was on point.
You’ll have to charge up your attack by holding down the strike button mixing up the action. Later on ll find yourself hammering the attacks whilst dashing through hordes of robot foes and what Capcom does to keep this from being this simple is throwing frequent t affect the pacing at all.
The further you progress the more abilities you unlock and you’ll find yourself as the player becoming stronger and more versatile against previously tough enemies. As I sliced my way through the rooftops and sewers of the game I couldn’t help but realise how unique each level was, adapting with how strong the Strider was becoming. Areas I previously cleared out became populated with new enemy types that were surprisingly relieving to see as I didn’t want to cut through the same bots over and over again.
You’ll see some of the best level mechanics come into play as you fight and traverse across antigravity stages which mixes up the gameplay as you run upside down and become mesmerised with what else could be thrown your way in such a game. And this game keeps on delivering the unknown, weird and wonderful keeping up the pacing and action from the start to completion.
The extra features include a survival mode from different unlocked levels in the campaign as well as a timed race against the clock mode where you must head through checkpoints in the fastest time. The traditional Capcom artwork for character and level design is amongst the bonus features and if you’re up for a challenge there are several difficulty settings to master. I completed the base standard game less than 6 hours and that was barely pushing the 50% completion rating which even at that is longer than your typical games on the market already.
I was pleased with how addictive this arcade title was and would happily say this style of genre hasn’t lost touch with the old school roots. Strider defiantly deserves a place in your arcade library.
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