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HD remakes can be a great thing. There’s nothing quite like knowing that game you’ve always loved is going to get an HD facelift and make one last effort to show you what it’s got. On the other side of this however if you don’t have those fond memories of days and weeks lost it’s going to pretty difficult to get excited about a remake, depending on how deep the remake has gone. My knowledge of Heroes of Might & Magic is far less than most would expect. It never really managed to captivate me and that is large part due to my late arrival to the series.

Fans will be glad to hear that not much has changed from the original to this HD remake apart from the obvious alterations in resolution. The menus and interfaces are all ripped from the original and although there’s lots of lovely knew pixels on screen there is a sense of age to the game that just can’t be brushed off by forcing a higher resolution. Icons and symbols have changed considerably since the original so things look very dated. It would have been nice to see an updated UI and maybe even some new interaction features. Even just changing the aesthetics of the menus and toolbars would make this feel more like a fully fledged remake and not just the same game in 1080.

Aside from the resolution the game remains the same. There’s a feeling of a simplified Civilisation at work beneath the ageing exterior. Battles are turn based and use a hex grid and everything has a very progressive feel. Managing castles is pretty basic but fun and gives you enough reason to keep playing just a little longer. Once a town is upgraded you can move on, take another and begin upgrading that one. It’s this ‘just one more turn’ style that makes Civ so addictive and HOMM has the same habit although with the added appeal of character stats and abilities to upgrade too.

Even way back when HOMM III first came out there was likely nothing to astonish in the class builds but they are varied enough to offer meaningful tactics to the turn based battles. Grinding out to get your soldiers, in whatever form they are, buffed up and ready for war is a grind, but a satisfying one. When combined with the simple city building there is an amazing sense of progression to HOMM and the feeling that there is always at least one thing you can achieve.

Another thing HOMM bring you is content. It is fully loaded with stuff to do and the exploration maps are as notoriously dense as ever. There’s always something else to fight, explore or build. Even for those who’ve played extensively before there will be something else to do. Or just starting again is always an option. In this respect at least HOMM offers great value.

Where HOMM III falls short is introducing relatively new players like myself. Your introduction will be an aged tutorial which is about as useful as you would expect. Sometimes I wonder how we ever figured games out with tutorials like this and no internet. And you may say to yourself that it’s a good thing – that modern games are too simple or pandering. Maybe so, but the giant metaphoric stone wall that HOMM puts up in front of new players is worse. To be greeted into a game and one of your first thoughts is ‘I hope this will be worth it’ is not good. I can’t deny my heart sank a little and I had to really push myself to keep playing. I’d rather be pandered just a little to make those first few hours go by smoothly.

HOMM III HD is definitely just that; HOMM III in HD. There hasn’t really been much of an attempt to alter the game or make it appeal more to a modern audience. Fair enough that may not be the aim but in a game 16 years old a few updated interfaces wouldn’t have hurt. I would also have liked a much better tutorial to ease new players in but again if you aim only at previous veterans this isn’t a problem.

For veterans this is the same game and a chance to enjoy it in 1080. But don’t expect anything new. New players will likely struggle to find much enjoyment early on although pushing through does bring out some entertainment. Honestly though, there are just better alternatives available at this price point so unless you are looking for a nostalgia fix I would give this one a miss.

 

The premise of The Escapists is a simple one – escape from a prison. There’s no plot that explains that your character was convicted for a crime he didn’t commit. Nor are the guards and warden made out to be the villains of the piece. Other than a stats bar there are no relationships or cutscenes. Just your ever-present task of escaping. Of course it’s the execution that makes The Escapists complex.

In terms of options The Escapists does everything right. Rather than providing you with any options for escape or a list of objectives to achieve one of a choice of escape methods all you get are the tools to escape. From getting access to certain contraband during jobs, buying from other prisoners at the right times or even just outright theft there are a huge amount of items available to you. Not all seem useful at first but as you progress you find the need for more and more creative items to break free.

The first couple of days are usually needed to figure out the routine and generally map the prison out and spot any weaknesses. The main issue you will have in moving items around the prison is the contraband system. The metal detectors in The Escapists aren’t limited to detecting metal but instead will go off and alert guards if you have any contraband on you. Even if it’s plastic. If, for example, you need to get a shovel to a certain point through a contraband detector you will need to either sneak it through somehow or find a way around. In this respect knowing your surroundings is very important in The Escapists and makes for some strategic gameplay.

Your cell is a good place to start and either having a wall cavity covered by a poster to store things or a hole under your desk is a great way to store contraband. There’s an amazing sense of tension as you take the poster down and reveal the hole to retrieve items. If a guard sees you that’s it for you. You lose all your items and all holes and tunnels will be repaired. You also lose a chunk to your stats. Usually, in fact always, it’s best to reload.

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Thankfully you are not allowed to save as and when you feel like it. At the end of the day after all your hard work you can go to bed and the game will save and load the next day. Which means whenever you find an important item you’ve been waiting to get your hands on you need to consider if you want to use that item straight away and risk losing it or sleep and save it. When you go to sleep and save you miss the entire night and it instantly becomes day. More often than not an escape will be at night which allows the day to create a risk of lost progress and tension, but you’ll never be sent all the way back to square one.

Stats are fairly basic menu management but they do have an important role to play. You have intelligence, speed and strength to balance. Speed actually doesn’t govern how fast you move but how fast you can hit in a fight. Strength directly controls the amount of health you have. And a certain intelligence is required to craft most items. Initially they are all low but after a few days in the prison you will probably have them all maxed out. Unfortunately they do fall back down over time but they are easily manageable once they are at or around 100. It’s just another concern that makes up part of your escape plan – it’s simple but effective.

Given the amazing amount of tools available, the harsh but fair (and entirely necessary) saving system and stats the only thing left is the prison maps themselves. And I’m glad to say they’re all great. The first is a low security prison that acts as a fantastic tutorial to the game and gives you quite a bit of freedom to try different approaches. Although the game doesn’t hold your hand at all so you’ll need some persistence and creativity to progress. The guards will comment on fluffing pillows and making your stay enjoyable. The second prison is a jungle POW camp with very different atmosphere, far more limitations and a few extra complications added to the escape too. Working on the later maps the guards become even more terse and contraband sensors can be found everywhere.

Even your routine becomes more strict and gives you far less opportunity to work on your escape plan. Your heat will increase by a fair chunk if you entirely miss something like a meal or exercise period so you at least have to turn up and then sneak off to dig a hole with a plastic spoon or whatever. By the time you get to the third prison things are tough. You will need to be creative, determined and careful.

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But you can be joyful upon success knowing that The Escapists doesn’t hold back. The Escapists is an ‘8-bit’ strategy game with more than enough wit and style entwined into every single moment. It is strategic, stylish and funny. There’s a huge amount of content and the sense of satisfaction when the plan comes together and you finally escape successfully is unparalleled. You know it was your logic, quick thinking, creativity and timing that won the day.

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War Thunder was one of the first games I ever played on a PS4 and had been around a long time before then on the PC too. As with anything competitive there are the usual collection of balancing alterations, nerfing and buffing going on. Gaijin really are tireless and they haven’t let off the pace even long after the release of War Thunder.

But more impressive than Gaijin’s commitment to updates is the constant additions of planes and tanks to the roster. I really don’t know where they keep finding new vehicles to add that don’t feel reused or boring. War Thunder’s roster was already impressive even when it was first launched as a beta but now it is hugely expansive.

But it’s plain to see that the current focus of War Thunder is targeting Ground Forces. That’s not to say that planes are being neglected but there is a definite push towards battling on the ground. I still find myself thinking of War Thunder as a flight game and even avoided Ground Forces for a long time, but if ever there was a time to start, it’s now.

I think for me the biggest reason for my avoidance of Ground Forces came from the huge amount of time and money (and I mean lots of real money) I’d already put into the standard game. It’s really quite off putting after spending 10’s of hours unlocking, grinding and spending Golden Eagles only to switch to a different unlock tree and find that you’ve made no progress at all. As a further gut punch those pesky but all important crew upgrades that stop your pilot passing out whenever he banks very slightly are completely wasted in Ground Forces as the tank crew have their own stats.

That aside the only place to start is to get in the drivers seat and go for it. It’s instantly obvious that War Thunder’s attention to detail is not lost on the Ground Forces. Each antenna moves faithfully as you operate the vehicle. The dirt and rust that covers each of the vehicles looks amazingly realistic. As we’ve come to expect from War Thunder things look accurate and realistic throughout.

That accuracy also goes for the sound effects. There’s nothing quite like the thud of a Hispano or the roar of a ShVAK cannon in the regular game and ground vehicles have certainly not been overlooked. Every time a shell is fired there’s the inevitable chunky explosion followed by some all important subtleties. The ting of a shell casing and the clunk as a new shell is loaded are just as important and War Thunder doesn’t disappoint. Based on sound alone firing pretty much anything from a Ground Forces vehicle is satisfying but add to it the feeling of power and some nifty particle effects and the vehicles really pack a punch.

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And that applies especially to some of the latest vehicles added to War Thunder’s already expansive list. This is your best bet for a full list of changes but this is the list of new vehicles that come with patch 1.47 for you to earn:

New Ground vehicles:

  • USA: М26Е1, M42
  • Germany: Pz.Kpfw VI Tiger Ausf E, Pz.Kpfw Maus, Flakpanzer Gepard, Marder III H
  • USSR: Т-126 (СП), Т-28E, Т-54-1949

New aircraft:

  • USA: A-20G-25 (З replaced old A-20G-30 model), B57B, B-29
  • Germany: Bf.109G-14, Fw-200C-1
  • USSR: IL-2 1941, La-5FN (updated visual model, as well as German premium one. German premium camouflage has been changed to fit La-5FN type 39 from late production of the La-5FN series, and La-5FN type 41 – previous one was made on La-5FN type 39 of end of 1943 and beginning of 1944 production years (main production series)
  • Japan: J2M4 Kai

There’s just so much new to unlock and fly/drive but even so it’s almost impossible not to be instantly drawn towards the German Maus. Oh yeah they went ahead and let you ‘drive’ the Maus. It’s such a ridiculous vehicle and the kind of thing that  never gets included in a game. Go Gaijin for letting us use this ridiculous beast.

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But I do wish there was an incentive for pilots to switch from a hugely upgraded crew and set of planes to a brand new load out other than the promise of more/different gameplay. Having to level up crews again is a particular pain for me. Once you get playing it’s fun but it’s difficult to push yourself knowing how long those tier 4 and 5’s take to earn.

It’s great to see that even given the push towards Ground Forces War Thunder has far from forgotten it’s roots and still updates and adds to the core flight gameplay. Patch 1.47 is a great update to both the flight and ground forces and adds tons of new content.

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BANDAI NAMCO has released new assets for DARK SOULS II: Scholar of the First Sin, available 2nd April for the PlayStation 4, Xbox One and STEAM for Direct X11 enabled PCs.

dark souls II SCHOLAR OF THE FIRST SIN

To reward DARK SOULS beloved community, a new patch is now available for existing DARK SOULS II owners free of charge. The update will give players access to The Scholar, a new NPC to shed new light on the DARK SOULS II story, as well as expanded item descriptions, online matchmaking improvements and other gameplay tweaks.

 

DARK SOULS II: Scholar of the First Sin new vision for DARK SOULS II will include updated graphics and performance, new enemy placement, increase in online players, additional gameplay enhancements, all three DLC missions released for DARK SOULS II (Crown of the Sunken King, Crown of the Old Iron King, and Crown of the Ivory King), as well as all the new content found in the update mentioned above, currently available for DARK SOULS II players.

 

DARK SOULS II Scholar of the First Sin will also be available for Xbox 360, PlayStation 3, and digitally for PC DirectX 9 systems on 2nd April.

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The Elder Scrolls Online: Tamriel Unlimited has arrived for PC and Mac, The Elder Scrolls Online: Tamriel Unlimited features the entire original game and all six major content updates since launch including the new Justice and Champion Systems.

The Elder Scrolls Online

All existing PC/Mac game accounts have now been updated to the Tamriel Unlimited edition so that anyone with an account, open or closed, can jump back to the game without game subscription fees to experience the game and all that’s new.

Tamriel Unlimited also introduces our premium membership, ESO Plus, and the in-game Crown Store, where you can purchase customization and convenience items.

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Life is Strange Episode 2: Out of Time is coming to all platforms on 24th March 2015, you can pick up each episode for £3.99 or alternatively purchase a season pass for The game is available on PC, Xbox 360, Xbox One, PlayStation 3 and PlayStation 4.

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The first 15 minutes of gameplay was shown off during Eurogamer’s Rezzed show at the weekend.

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Today Slightly Mad Studios has announced that Project CARS will be available for PlayStation 4, Xbox One and PC delayed until mid-May 2015, with no mention of the Wii U version in today’s announcement. The shift of the release date is due to the team’s continued dedication to polishing the game.

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“Despite our long heritage and pedigree in making critically-acclaimed racing games, Project CARS is by far the grandest and most intricately detailed of them all. Despite therefore the game being 99.9% complete, the remaining 0.1% attending to small issues and bugs has been tricky to anticipate. We’re absolutely dedicated to delivering a ground-breaking experience and by targeting mid-May fans can be assured that’s what they’ll receive” said Ian Bell, Head of Studio at Slightly Mad Studios. “Again, we want to thank our fans for their support and patience on this matter. There’s a high expectancy from racing fans around the world that Project CARS is going to be an exciting new contender in the simulation racing space and we firmly believe gamers deserve it to be in its most complete and polished state when they come to play it on day one. And since the gaming community is our primary focus and has always been at the heart of the project during development, we would like to offer some free content to all players as compensation for this short delay and as acknowledgement of how grateful we are. This gift, that we’re sure is going to excite fans, will be available from day one and revealed shortly. Keep an eye on our website for more info.”

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Project CARS aims to deliver the most authentic, beautiful, intense, and technically-advanced racing game on the planet. Crowd-funded by a passionate community that has been involved in the development process from day-one to create their ultimate racing experience, Project CARS includes the largest track roster of any recent racing game, a huge variety of motorsports to play, a freeform and authentic career mode, world-class graphics and handling, dynamic time of day & weather, and a suite of community features and connectivity that leave the competition behind in the dust.

It’s literally hunt or be hunted in Evolve. You either play as a giant monster struggling to survive or the team of hunters tasked with taking the beast down. It’s a fresh take on multiplayer which is rare these days so I was keen to get involved.

As usual getting stuck in and playing games is the best way to learn. But there is a simple tutorial that explains the basic ideas. There are also a basic and advanced videos showing tactics for each character buried in the menu. It’s well worth checking out and to my surprise the advanced videos actually showed decent tactics worthy of any YouTube tutorial.

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The hunters have four different classes available Assault, Trapper, Medic and Support. Assault is in charge of dealing damage plain and simple. The Trapper is charged with finding the monster and keeping it from escaping while the team gets to work trying to kill it. The Medic is required for the team to stay healthy, and living. Support does just that providing shields and the like for the rest of the team although they serve as good secondary damage dealers too.

Each class has three characters to choose from and each has a unique set of equipment and a class dependant ability. But even considering the unique loadouts there isn’t really much to play with. The Assault gets a personal shield to sponge damage, the Trapper gets the mobile arena which creates a barrier so you can actually fight the monster, the medic has an AOE healing mist and the support gets an area effect cloaking field.

Other than that load outs are absolutely unique and varied which is cool but they offer zero customization or freedom. Beyond picking a character there are no decisions to make other than a single alternate skin for each character. Honestly I don’t care all that much about the way I look. I’d far rather have had scopes and other equipment to make a class unique. It’s very restricting to select a character which chooses all three pieces of equipment and have no combinations or alternatives at all.

It won’t take long to unlock all the characters which would be a bonus except there’s not much else to unlock in Evolve. Once you’ve picked your character and got them unlocked that’s really it. Each piece of equipment has three upgrades but they do such a small amount, like 2% range or 2% damage, they really don’t matter. And the character perks aren’t enough to change gameplay noticeably. I didn’t find the sense of progression satisfying for long and without it the only reason to keep coming back is for the gameplay itself.

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It also doesn’t help that the game has self described ‘key classes’ which are the Trapper and Medic classes. Given that your task as the hunters is to track, catch and kill the monster the Trapper is undisputedly the most important class. With a bad Trapper you will not find the monster. You will not catch it and therefore cannot deal any damage to it. A close second to that is the medic who is very much necessary to keep everyone alive in a battle. A bad medic will get the team killed quickly. The other two classes are far less important and primarily act as damage dealers.

It’s a shame that as Assault or Support you spend almost all your time following a Trapper, who’s doing all the work, deal some damage and then begin following again. The Trapper is definitely the key and there’s very little to do when you play as anyone else. Your Assault could be running on the spot in a corner all day and nobody would notice. If your Trapper doesn’t find and catch the target before it evolves you’re much more likely to lose.

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Which leads me nicely onto playing as the monster. There are three monsters to choose from and each one has four unique abilities. Goliath is Godzilla like with fire breath and physical attacks. Kraken can fly to a limited degree and has some really devastating ranged electricity attacks. Finally Wraith plays as an assassin class using evasion and stealth techniques to win. Your job as monster is to basically play as a jungler and kill as many AI animals as you can so that you can evolve. All the time evading capture from the hunters.

In your first stage your pretty vulnerable and whilst you can probably survive a round in the mobile arena with the hunters it’s best avoided at this stage. At evolution 2 you have much more chance of standing up to the hunters and can give them a pretty rough time so really your goal is to reach the second evolution as soon as possible. Should you make it to the third evolution you can easily take on the Hunters. Even a Goliath’s fire breath becomes a ridiculously devastating AOE attack that can quickly end the game.

They key to success with the monster is strangely to run. So many times I’ve seen people stand and fight in the first evolution when running away would have let them fight back later when they’re almost unstoppable. And that’s where Evolve’s gameplay falls down for me.

If the monster runs and evolves quickly there’s very little chance of the Hunters winning. If you die and find that your medic is running around shooting a dead animal on the floor while your team dies you’re going to lose. If your Trapper can’t find the monster you’re going to lose. All you can hope is your team is good and your foe doesn’t know he/she should run away at the start. And that you don’t get surprised by a man eating plant that completely disables you without any chance of escape other than help from a team mate. How fun it is when you track the monster and a hidden plant grabs you only to reveal that your teammates are too far away to help and you can do nothing but sit and wait to die.

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Evolve would definitely benefit from a more considered approach to tracking rather than the ‘never quite enough sprint’ approach it opted for. Tracking damaged foliage, animal corpses and disturbed birds are all well implemented ideas but are pointless in practice because you spend too much time running just to keep up. Even when trapped in an arena dome the best players will hide behind rocks and obstacles leading to a ridiculous looking game of hide and seek with a giant beast holding a thin branch in front its face as a disguise.

It’s easy for hunters at evolution one and almost impossible for them at three. There’s a forcibly rushed feeling to the tracking which stops any sense of tension or atmosphere from forming. A lack of meaningful upgrades and general lack of options in how to play result in a very short life span for Evolve. Unbalanced gameplay can lead to frustrating experiences and with nothing to look forward to in the future there’s very little to keep you interested in Evolve beyond the initial premise.

But I’m a sucker for originality and Turtle Rock Studios have done something new. There is definitely co-op fun to be had in Evolve, provided you’re not playing with complete lemons, which is often not your choice. Ultimately though Evolve is a great idea that has been poorly realised and frankly that’s a damn shame.

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Ubisoft announced that Assassin’s Creed Rogue, the latest installment of the Assassin’s Creed franchise lead by the Ubisoft Sofia studio, is now available for Windows PC.

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Developed by Ubisoft Sofia, in collaboration with Ubisoft’s Singapore, Montreal, Quebec, Chengdu, Milan and Bucharest studios, Assassin’s Creed Rogue takes players to new adventures set in the mid-18th century during the Seven Years War. Starting in 1752, players follow Shay Patrick Cormac, a former member of the Brotherhood who turned into an Assassin Hunter and experience the Assassin’s Creed universe through the eyes of a Templar. Assassin’s Creed Rogue gives players new locations across North America to explore, including the frozen North Atlantic, the Appalachian River Valley and New York. Assassin’s Creed Rogue for Windows PC has been adapted by Ubisoft Kiev.

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The Assassin’s Creed Rogue PC development team in Kiev has partnered with Tobii Tech to incorporate eye tracking input as part of the gameplay. With Assassin’s Creed Rogue being the first game of this scale to incorporate this technology, players will be immersed in the Assassin’s Creed universe thanks in part to the “infinite screen” experience the Tobii Tech will provide.

A Collector’s Bundle is available for Assassin’s Creed Rogue PC exclusively on Uplay Shop. It includes a collector’s box, an art book, 3 lithographs in an envelope and the original game soundtrack. Players will also get access to two extra single player quests and additional in-game items.

Assassin’s Creed Rogue for Windows PC is available for purchase from uPlay, Steam, Game, Amazon and selected game retailers.

Assassin’s Creed Rogue is also available on the Xbox 360 and PlayStation 3.

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Today Konami officially announced the date for Metal Gear Solid V : The Phantom Pain as the date of 1st September. The game will most certainly be seeing a release on September 1st on consoles, with the Steam version seeing a release two weeks later on Sep 15th. Fans can also look forward to some special editions, which were revealed alongside the release date news. MGS V: TPP will not only see a day one edition, but for those gamers who like a little something extra you can also look forward to a collectors edition. Below are all the details from both versions, including price.

Additionally, METAL GEAR ONLINE – the game’s dedicated competitive multiplayer mode – will go live at the launch of METAL GEAR SOLID V: THE PHANTOM PAIN. The online element represents the third iteration of the popular multiplayer game, newly redesigned with the familiar gameplay and aesthetic styling of its companion single-player campaign. METAL GEAR ONLINE features a “class system” that more uniquely defines the strengths and abilities of player characters on the battlefield. Key characters from the series including Venom Snake and Ocelot will also make appearances in the anticipated multiplayer feature.

The September window will see a number of product options available to passionate fans of the series, with METAL GEAR SOLID V: THE PHANTOM PAIN releasing both a special ‘Day 1 Edition’ and a limited ‘Collector’s Edition’.

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‘ Day 1 Edition ’ Content:
·         MAP (Physical Version Only)

DLC items
·         Adam-ska Special Handgun
·         Personal Ballistic Shield (Silver)
·         Cardboard Box (Wetland)
·         Fatigues (Blue Urban Snake Costume)
·         METAL GEAR ONLINE XP BOOST
*Steam version will include the above DLC content at launch

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‘Collector’s Edition’ Content:
·         Half Scale Replica of Snake’s Bionic Arm
·         Collectible SteelBook
·         Behind the Scenes Documentary & Trailers Blu-ray Disc
·         MAP
·         Exclusive Packaging

DLC items
WEAPON & SHIELD PACK
·         Windurger S333 Combat Special Revolver
·         Adam-ska Special Handgun
·         Maschinen aktische Pistole 5 Weiss Special Handgun
·         Rasp Short-Barreled Shotgun Gold
·         Personal Ballistic Shield (Olive Drab)
·         Personal Ballistic Shield (Silver)
·         Personal Ballistic Shield (White)
·         Personal Ballistic Shield (Gold)

CARDBOARD BOXES
·         Cardboard Box (Rocky Terrain)
·         Cardboard Box (All-Purpose Dryland)
·         Cardboard Box (Wetland)

SNAKE COSTUMES
·         Fatigues (Black Ocelot)
·         Fatigues (Gray Urban)
·         Fatigues (Blue Urban)
·         Fatigues (All-Purpose Dryland)

Other
·         ‘VENOM SNAKE’ Emblem

MGO BOOST
·         METAL GEAR ONLINE XP BOOST

MGO Items
·         Metal Gear Rex Helmet
·         AM MRS-4 GOLD Assault Rifle
·         WU S. PITSOL GOLD

METAL GEAR SOLID V: THE PHANTOM PAIN including METAL GEAR ONLINE, will retail with an SRP of £59.99 for the PlayStation 4, the Xbox One, and Steam and £49.99 for the PlayStation 3, and Xbox 360. SRP of ‘Collector’s Edition’ will be £99.99 for the PlayStation 4 and the Xbox One.

The Steam version of METAL GEAR SOLID V: THE PHANTOM PAIN will be released on 15th September.

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Industry veteran Team17 and independent developer Modern Dream have today announced that 70s cop themed top down shooter, LA Cops, is heading to Xbox One and PC on the 13th March. Right on!

LA Cops is a rad action game with a tactical aspect that sees you cleaning up the mean streets of 70s LA one action packed shootout at a time! Can you dig it?

Choosing from 6 different groovy cops to play with, LA Cops pits you against 13 levels featuring unique tactical play as you take control of 2 cops at the same time. You’ll even be able to select from 5 upgradable weapons to take out those chump bad guys with including Pistols, Uzis, Shotguns, Assault Rifles and funky Grenade Launchers!

LA Cops will be playable at PAX East (6th – 8th March) and also at EGX Rezzed (12th – 14th March). Those attending either event should head over to the Team17 booth to get hands on with the game!

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Here’s a brand new collection of screens showcasing some of the detail and refinements that PC players can expect in Grand Theft Auto VPre-order digitally at the R* Warehouse and select digital partners by 31st March to get a bonus $300,000 of in-game cash for GTA Online (that’s on top of the $1,200,000 of in-game cash that all pre-orders either physical copy or digital download will receive).

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And keep an eye out for more GTAV info in the weeks ahead, including a new trailer and a look at the PC version’s powerful new Rockstar Editor for making your own original custom videos.

Today Lionhead’s has announced that the Xbox One and PC multiplayer title Fable Legends will be free-to-play.

The free game will come with a story’s worth of free quests, with more to follow episodically.

Four will be made available individually on a two week rotation and when a character you’ve levelled is switched out, you can wait for their return or pay to access them permanently, with any payments made using cash earned in-game or by using real cash.

“The right version of F2P is a very good thing for the world,” creative director David Eckleberry said. “The wrong version is kind of an abomination, but if you’re very fair to your players and they can play as much as they want, then it seems right.”

The game will include cross-platform multiplayer.

Fable Legends is out later this year.

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