Need for Speed Payback Customization Trailer

You’ve built up your dream car, it’s looking like a work of art but now it’s time to add those personal touches to truly make it yours.

Take your visual customization further and build out your dream car with the addition of Vanity Items. There’s multiple types of vanity item on offer in NFS Payback, each one allowing you to customize your car with that little extra personal flavour; Underglow, Tire Smoke, Nitrous Flames and Air Suspension.

Underglow (or neons) have been one of the most requested features for any Need for Speed game so we’re incredible excited to be bringing you them in Payback. We can’t wait to see how you’ll incorporate them into your car designs, cruising around Fortune Valley at night has never looked so good.

Part of the fun of hitting the Nitrous is watching your car spit out flames and in Need for Speed Payback you’ll be able to add a touch of your own personality by adding a splash of colour.

Say you’ve built a car in cool blue, you’ve added some blue Underglow, so now the only thing that’s left is to complete the effect with some blue nitrous.

How low can you go? Apply some air suspension and watch as your car lowers itself even closer to the floor. Switch off your engine and watch as your car all but sits on the floor. Slammed? You got it! Perfect for creating that ultimate Snapshot.

There’s nothing quite like creating a storm of smoke in the middle of the street through some enthusiastic drifting or donuts. Add a bit of personal flavour by customizing the colour of your tire smoke, or keep it stock – it’s your call.

Combine these vanity options with the visual and performance updates in Need for Speed Payback to create your own of a kind dream ride. If there’s one thing for sure, your garage is going to look the best it ever has.

Wolfenstein II: The New Colossus ‘The Freedom Chronicles’ Season Pass Announced

The time has come to once again refresh the tree of liberty with the blood of patriots and tyrants. Nazis have overrun the world, and while BJ Blazkowicz is busy igniting a new revolution in America, other freedom fighters are waging war on their own fronts. Soon you can step into the brave soles of a former football player, an assassin and an Army captain, and battle to restore the soul of America in Wolfenstein II: The Freedom Chronicles. Starring a trio of larger-than-life heroes, The Freedom Chronicles includes three DLC packs:

• The Adventures of Gunslinger Joe – As former professional quarterback Joseph Stallion, smash through Nazi hordes from the ruins of Chicago to the vastness of space!

• The Diaries of Agent Silent Death – As ex-OSS agent and assassin Jessica Valiant, infiltrate Nazi bunkers in California and discover the secrets of Operation San Andreas!

• The Amazing Deeds of Captain Wilkins – As the US Army’s renowned hero Captain Gerald Wilkins, embark on a mission to Nazi-controlled Alaska to dismantle Operation Black Sun!

All three DLC packs are available in The Freedom Chronicles Season Pass, which you can purchase now for $24.99 (US) / £17.99 (UK) / $34.95 (AUS).

Call of Duty: WWII Nazi Zombies Mode Unveiled

An all-new, twisted take on Activision’s Call of Duty zombies co-op mode is here. Call of Duty: WWII – Nazi Zombies, a chilling, dark vision of undead horror, was revealed today at San Diego Comic Con alongside members of its all-star cast of characters, which in full includes David Tennant, Elodie Yung, Katheryn Winnick, Udo Kier and Ving Rhames. Launching on November 3rd as part of Call of Duty: WWII, the Nazi Zombies cooperative mode delivers a sinister original story from Sledgehammer Games, delivering a new definition of terror to Call of Duty zombies.

“With Nazi Zombies, we’re creating a frightening world full of terrifying characters and events that will make you jump and look over your shoulder. There’s an incredible amount of myth and lore, which our team has poured through in our development,” said Glen Schofield, Studio Head and Co-Founder of Sledgehammer Games. “This is unlike anything before, we’re taking players to some very dark, grim places in Nazi Zombies. This is one hell of a horror experience.”

Michael Condrey, Studio Head and Co-Founder of Sledgehammer Games added, “We couldn’t be more excited to showcase our reveal of Nazi Zombies here at San Diego Comic Con. It’s been great to return to creating a horror-based experience, and with Call of Duty, head back to the Nazi Zombies roots. The team at the studio is proud of the opportunity to deliver something special for the fans.”

Call of Duty: WWII – Nazi Zombies is a terrifying, new zombies cooperative experience that transports players into a labyrinth of chilling occult Nazi zombies experiments, and monstrous creations set mythically in World War II. The story unfolds as an international team peels back the vile layers of a malevolent plot masterminded by the Axis powers to harness unimaginable occult forces and create an invincible undead army. Featuring voices and likenesses, the global cast features David Tennant (Dr. Who, Broadchurch), Elodie Yung (G.I. Joe: Retaliation, Daredevil), Katheryn Winnick (Vikings, The Dark Tower) Udo Kier (Blade, Melancholia) and Ving Rhames (Pulp Fiction, Mission Impossible – Rogue Nation).

The Nazi Zombies San Diego Comic Con panel was hosted by YouTube personality Greg Miller, co-founder of Kinda Funny Games and featured the cast along with developers from the Sledgehammer Games team. Panel attendees got a first look at all new zombies footage, plus a behind the scenes sneak peek at the making of the new cooperative mode.

Open Beta For Ghost Recon: Wildlands’ New PvP Mode Coming Soon

Ubisoft has announced an upcoming beta test for Tom Clancy’s Ghost Recon Wildlands’ player-versus-player (PvP) mode, Ghost War. The open beta for Ghost War will be available on all platforms later in the summer, and the full mode will release as a free update to all Ghost Recon Wildlands owners in the fall.

In Ghost War, two groups of players will team up to take part in a four-versus-four team deathmatch experience that builds on the tactical squad play from the main game. Teams will choose from a roster of varied classes that fill specific roles on the battlefield, as they navigate large-scale, open maps and take down their enemies. Ghost War will also integrate new PvP mechanics, including suppressing fire and sound markers, to create a true military strategic, team-based multiplayer mode.

Developed by Ubisoft Paris, Tom Clancy’s Ghost Recon Wildlands is a military shooter entirely playable in up to 4-player co-op or single-player from the beginning to the end. Players have total freedom of choice to accomplish their missions and watch as the world reacts to their actions. Players can choose to move quietly in the night, go in loud at dawn, or work together to execute a sync shot that takes out enemies in one fell swoop. Each choice, however, has a consequence, and players must improvise or adapt their plans to ensure the completion and success of each mission.

LEGO Marvel Super Heroes 2 Kang The Conqueror Trailer

Warner Bros. Interactive Entertainment today released a new trailer for LEGO Marvel Super Heroes 2 featuring Kang the Conqueror, a time-travelling Super Villain who has stolen numerous cities from across time and space to form the expansive Open Hub World of Chronopolis. First revealed at Comic-Con International: San Diego, the video spotlights Kang in his ultimate quest to take over the universe, as well as the many Marvel locations that make up Chronopolis, including Ancient Egypt, New York City in 2099, Wakanda, Xandar and many other Marvel settings.

At Comic-Con, TT Games also revealed a brand new character created in tandem with Marvel Games, fusing together the ever popular Carnage and Venom to form a new Marvel Super Villain called Carnom, a character who has never existed in the Marvel Universe before and is completely unique to LEGO Marvel Super Heroes 2. Along with Carnom, TT Games announced a slew of other characters coming to the game, including Howard the Duck and his Iron Duck variant, who will be voiced by Kinda Funny’s Greg Miller, Gwenpool, the fan-favorite amalgam of Gwen Stacy and Deadpool, Vulture, from the “Spider-Man: Homecoming” film, Cosmo the Spacedog, Doctor Octopus, Forbush Man, Greenskyn Smashtroll and Throg. These Super Heroes and Super Villains will join the recently revealed Medusa and Lockjaw of the Inhumans, all playable in LEGO Marvel Super Heroes 2.

Cloudberry Kingdom Review

Cloudberry Kingdom is a jumping and platforming game developed by Pwnee Studios. You will start out with the basic hero named bob, who just has a single jump and basic physics. Depending on what mode or levels you are doing, you will have the opportunity to play as different heroes that have a unique style of play. Tiny and fat bob are just different sizes for him, with tiny letting you jump a lot higher and fat bob can’t jump very well. Rocket and double jump bob both affect how he jumps, rocket giving you a jet pack and double jump is exactly that. Some annoying variations are wheelie, bouncy, and hero in a box, where they make it hard to do jumps correctly. Spaceship is possibly the most unique one, since it places you in a ship and you must fly to the other side of the level without touching anything, even basic ground. Phase bob causes you to constantly change sizes, from really small to really big, so you need to be careful where you are currently standing.

Most levels in Cloudberry Kingdom are randomly made, with their difficulty depending on how far you have progressed in the current mode. Not only are the levels random, but their difficulty will even scale on how well you are performing, allowing even the least skilled players to have fun. No matter how they look or are designed, they all have one thing in common; they allow you to almost always have forward motion and you will rarely need to move backwards or slow down. Each level will have some coins on them to collect, awarding you differently depending on which mode you are playing. The design of each level takes into consideration which hero you are using, gaps will be much wider if you are able to double jump or have a jet pack for example. If you are playing a level that you really like, you can use the save level option in the menu to be able to play it again at anytime through the free play mode.

Other than basic land, there are a variety of types of other platforms that function differently and you will need to know how they work. There are floating blocks that will drop if you stand on them too long, blocks that will cause you to bounce, and even ones that will fade in and out in a rhythm. Moving blocks, elevators, and pendulums will cause you to time your jumps accordingly. Clouds will cause you to slowly fall through them, giving you just enough time to jump out of them.

There are many hazards to watch out for while playing Cloudberry Kingdom. Simply touching any of them will be the end to your hero’s life. There are spiky balls swinging around on chains, spikes placed on different surfaces that pop out at times, and falling spiky balls from the sky. Lasers will shoot from the bottom to top of the screen, flames will spin around on surfaces, and saws will try to cut you as they also swing around. Serpents and fire balls will try to jump out of the floor to catch you as you jump along the path. Flying bugs will let you land on them, squishing them and giving you the ability to jump again.

If a level ever feels too hard, you can opt to use one of three abilities that are designed to help you get past them. Each ability costs a certain number of coins, which you have collected while playing. You won’t have to spend any if you use them in free play however. AI, costing 5 coins, will give the computer control over your character, which will show it completing the level for you, but it won’t count as you doing it. The orb ability, costing 40 coins, causes a blueish orb to follow a drawn out path, which you can follow as it goes along the path. Slow motion, costing 20 coins, will of course slow the game down for you to complete the level.

The story levels in Cloudberry Kingdom are the most basic ones, that just simply require you to get to the door on the other side. These are the only levels that aren’t randomly made, since they were designed to ramp up in difficulty in a certain way. There are no time limits and you have an unlimited number of lives. As you progress through them, they will slowly get harder and you will play as a different hero every 10 or so levels.

There are 4 different arcade modes, each putting a different twist on the basic gameplay. All of these modes involve you collecting coins to earn points so you can rank on the leaderboards. Escalation is just like story mode, except you stay as the same character and have a limited number of lives, though you can earn more for every 25 coins. Time Crisis has a time limit involved, and you can increase the timer by collecting coins, up to a max of 20 seconds. Hero Rush will give you a random hero each time you complete a level. Hybrid rush is like Hero Rush where it gives you random heroes as well, but it will sometimes combine multiple heroes such as fat rocket wheelie.

It is possible to completely customize how you want a level to be designed, as well as designing your own hero. You can choose how long the level is, how many checkpoints are in it, whether or not a spike wall is chasing you, and the types and frequency of playforms and hazards are present in it. Upon completion of a free play level, you can generate another one with the same settings if you so desire. If you were to max out every setting, it will create a level that is probably only possible if you were to use the AI ability, as it has to be done perfectly. Creating your own hero to use involves editing everything about his physics, from jumping to falling, and even the size of him. Having double jump or rocket set as a baseline, you can also choose how many jumps he has or how much fuel in the rocket.

If you want to play with some friends locally, they can plug in controllers to join in on the jumping with you. Even though you can use WASD or the arrow keys on the keyboard, it seems that only one person can use the keyboard. Every mode can be played in multiplayer, even the story levels. Multiplayer basically puts everyone’s character on the current level and you all will have to try beating it. You can still die in the same ways, though the level doesn’t get reset until everyone is dead or someone reaches the end. If one player gets left behind and the screen goes past them, they will die from that. Levels with checkpoints will revive dead players as they are touched. A special bungee mode exists within free play that causes all players to be connected by a stretchy rope, causes mayhem if you stray too far from another.

Everything that you do in Cloudberry Kingdom is stored as a statistic that you can view at any time. You will see basic information such as the number of times you’ve died and to what, and how many coins you have grabbed. Other statistics such as average length per life and the number of jumps you have done.

All the basic options exist, with sound and music volume sliders, resolution, and the ability to edit your keys. Unfortunately, there doesn’t seem to be a way to bind the space bar to the jump button, since that is how it is used in other jumping games. The graphics are nice colorful and cartoony, but aren’t ugly because of their simplicity. There is a variety of music that will play during the levels, and their quality sounds much better than a lot of video games.

There’s nothing wrong with the unlimted randomly generated levels, but because of that the levels all have the same feel to them. Other jumping games, like Super Meat Boy and Dust Force, have carefully crafted levels that have their own unique theme and layout. Other than that, nothing else stands out bad about Cloudberry Kingdom.

All game modes will start out easy, but will get harder as they go. This means that if you don’t like challenge in your games, you might not make it very far in all the modes. You can custom make yourself easy levels though. All random levels will even scale their difficulty on how well you do, meaning that they will stay relatively easy if you are having trouble. Even so, you will have to eventually improve to advance into the harder levels. Story mode saves your progress after completing each level, though everything else pretty much requires you to play until you run out of time or die too much. Level wise, it shouldn’t take you over a minute to do each one assuming you don’t die a whole lot in doing so.

Anyone looking for a great challenging platforming game will love Cloudberry Kingdom. The levels will get harder with how well you are doing and of course how far you have advanced in the current mode. Leaderboards will keep you on your toes while you try to beat the best in the world. Arcade has a bunch of modes to unlock as well as the different types of heroes you can use on them. Escalation and Time Crisis require you to play them as the normal character first, while you can unlock the others by completing a certain amount of levels. Different arcade modes require you to have a high enough player level, which is the total number of levels you’ve completed during the story and arcade.

Cloudberry Kingdom costs 10 dollars and if you pre-purchase it within the next day you will also get the soundtrack. If you enjoy other jumping games, it is well worth buying Cloudberry Kingdom with the amount of content it comes with at such a low price.

Cyberpunk Horror Game ‘Observer’ Coming August 15 for PC

The year is 2084. If you somehow survived the Nanophage, odds are you were killed in the War. Those who live have turned to drugs, VR, neural implants — anything to distract themselves from this new reality. You are Daniel Lazarski, an elite neural detective known as an Observer, and part of a corporate-funded police unit whose purpose is to hack and invade suspects’ minds. In this future, anything you think, feel, or remember can be used against you in a court of law.

When you receive a mysterious message from your estranged son, a high-level engineer for the almighty Chiron Corporation, you journey to the Class C slums of Krakow to investigate. But as you hack into the unstable minds of criminals and victims to look for clues, you are forced relive their darkest fears. How far will you go to discover the truth?

What would you do if your fears were hacked? Observer, the definitive cyberpunk horror story, arrives on PC, Xbox One and PS4 on August 15 with cyberpunk legend Rutger Hauer (Blade Runner) as Detective Dan Lazarski. Developed by Bloober Team, the creators of Layers of Fear, Observer is a horror experience meant for mature audiences. What you see will disturb you.

Rogue Trooper Redux Launches October 17

Independent UK developer and publisher Rebellion today released a new Rogue Trooper Redux trailer comparing the game’s impressive visuals directly with those of the original 2006 game.

The new trailer also reveals the game’s launch date of 17 October 2017 on PlayStation 4, Xbox One and PC (from Steam and The Nintendo Switch edition will release soon after.

Rogue Trooper Redux will be available digitally on all platforms and also as a boxed edition on PlayStation 4 and Xbox One.

Priced at £19.99 / $24.99 / €24.99 and featuring a BAFTA-nominated campaign and dedicated online co-op modes, Rogue Trooper Redux will offer shooter fans incredible value, whether they’re new to the universe, or a fan of the original game and comics.

Expeditions: Viking Review

Turn-based combat has never stood out to me on its own. In strategy games like the Civilization series, it’s an efficient way to solve zero-sum military situations. In squad combat as seen in the XCOM games, it can make for tense and unpredictable tactical scenarios, where a few moves can completely turn the tide of battle. These applications are tried and true, but usually garnished with minimal backstory and thin character development (if any) – and as a player who’d rather be wooed by great stories than contests of skill, they haven’t held my attention thus far. Then, as if out of nowhere, Expeditions: Viking appeared, a diamond in the rough waiting to be enjoyed by story seekers everywhere.

You play as the son or daughter of your village’s recently deceased “thegn,” or leader, and are immediately exposed to a driving source of conflict in Viking: pride. Your father hasn’t done the best job leading your clan, according to some clan members and leaders present at his funeral feast, and a few even question your right to the throne. It quickly becomes obvious that not everyone is ready for leadership to simply be handed down to the late thegn’s son.

In conversations, several options usually appear after any given statement or inquiry from an NPC, and the player’s decisions actually change the outcome of conversations. For example, if asked what you think of another clan and your opinion lines up with the person you’re talking to, your relationship with them might improve. Brash decisions can lead to personal or clan-wide conflicts or even full-fledged combat. The opening of the game demonstrates this system very well by having the player speak to several clan leaders with varying views of the main character and the late father, while using the mother’s guidance to discourage the player from stirring up trouble. Of course, trouble inevitably shows up, forcing the player into combat. Picking apart the game’s beginning sequence makes it sound fairly systematic: talk to people, say what you think they want to hear, and deal with conflict when you have to. In execution, however, everything that happens in Viking is seamlessly interwoven using well-written dialogue and convincing characters. The motives of everyone’s actions are generally easy to relate to, or at least understand, and the characters therefore seem very human. Now, don’t get me wrong: the combat and action elements are what given Expeditions: Viking its substance. But in its narrative, its relationships – where many strategy games seem to falter – it quickly and persistently develops meaning behind its gameplay, and to me that’s what makes it worth playing.

Down to the nitty-gritty: in Viking, a leader is only as good as his word – and his word is only as good as his strength in battle. Some conflicts can be resolved with diplomacy, but most are ended with the sword, and Viking attempts to add some fresh twists to the trusty turn-based hex-tile combat system. Each warrior has action points that can be spent on movement or skills – normal attacks don’t consume these points, so warriors can cover big distances in order to meet their opponents and strike a blow. Some skills consume all action points; meaning, once a warrior moves, several of their skills become unusable. Attack/defend events factor in warrior’s stats in strength, endurance and finesse (offense, defense, and critical chance respectively) as well as equipped items and proficiency with those items. This is where the RPG aspect of Viking plays a role: as characters level up, their strength, endurance, finesse, perception and sense stats can be raised. The first three directly influence proficiency with various weapon types, and perception greatly affects accuracy with bows, making it a primary stat for archers. Interestingly, these stats also have other effects, some even outside of combat. A shield-wielding warrior, for example, will want endurance, not only for its boost to total hit points, but for its base damage reduction and block chance. The sense stat, which affects mental resistance and stamina, also appears in dialogue sometimes and can allow the player to persuade others. Perception can also reveal things during conversation that can help the player determine a course of action.

Building characters to hone in on specific strengths (my character is an archer with a focus on the sense stat, labeled “healer” because of my skill selections) is key to building a powerful team, as is using warriors to their strengths. The “attack of opportunity” feature makes this easier to do, as moving away from an enemy while adjacent to their hex (or trying to run by them) gives them a free hit. Warriors setup for strength and endurance can rush to engage stronger opponents and soak up damage, and they’ll be less likely to disengage and attack supporting warriors. Playable battle areas are quite large, so using archers to lay down damage and melee warriors to soak up damage can become a matter of using the map to your advantage. The game also features a cover system, with half-cover and full-cover scenery influencing whether warriors can be hit by arrows or fire from behind cover – and it’s all based on line of sight, which is why archers are the funnest characters to use in my opinion.

The core pillars of a strong game have been well established in Viking – and then some. The combat feels tactile and violent. Hitting an enemy will lock the camera on their head temporarily so you can see its damage. Killing blows cause characters to ragdoll and collapse with heavy thuds, before they continuously bleed on the battlefield. Rich environments filled with realistic natural and man-made scenery elements and cover obstacles make every scene a feast for the eyes. Small details like snow flurries (and fire particles that will be blown in the direction of the snow), rich ambient noises and carefully-crafted scenery (every one in a while a bird will fly by, right in front of the camera) make the world feel alive and in motion. Whether its systems remain balanced and rewarding in the long-term remains to be seen – and a few more voice-overs wouldn’t have hurt – but all in all, Expeditions: Viking is simply captivating. After hours of scrapping, surviving, and sometimes even thriving, I keep returning for more.