Header Image
Pre E3 2013 Activision Press Event - Skylanders Swap Force
Article by: Sean Cahill
Part two of the Pre-E3 Activision Press Event focuses completely on Skylanders SWAP Force. READ FULL ARTICLE...
Pre E3 2013 Activision Press Event - Skylanders Swap Force
Article by: Sean Cahill
Part two of the Pre-E3 Activision Press Event focuses completely on Skylanders SWAP Force. READ FULL ARTICLE...
Thoughts/expectations from this year's E3
Article by: The GN Staff
With the 2013 E3 starting this week the team offers their expectations from the big show. READ FULL ARTICLE...

E3 2013: Steampunk and Backhands: Snail Games' new MMOs (Hands-On)

by: Mike - - Add a Comment
Snail Games showcased two new MMOs at E3: Black Gold and Age of Wushu. Although both run on the same engine and have Snail Games' trademark underlying wit, they have very distinctive feels.

Black Gold breaks the steampunk genre i half, literally. Players choose to play with one of two factions: a steam-powered group complete with gears, pipes and mechanical weapons, and a mage faction that uses fantasy elements in combat. Each faction is divided into three sub-races, lending even more customization to the fray.

In our hand-on demo, we played as a mage during a boss fight on a foreign beach. Attacks consisted of dark magic area attacks, direct magic attacks and a healing spell. The world is detailed, and the boss, a large demon, has fluid character animations before, during and after attacks. 

These attacks come quickly and, if they're not dodged, can be devastating. This necessitates evasion in every fight, a major focus for both the mage and steam factions. As the boss winds up to bring his fist down on the beach sand near us, a quick back step frees up more space for a counterattack. There are thick layers of strategy involved when figuring out a boss' attacks and maneuvers,and dodging allows us more time to figure them out.

The mobility present in Black Gold is a welcome "action-oriented" addition to a genre largely focused on RPG meta-mechanics, and adds to the character customization and immersive world in more ways than one. Jumping into mechs, casting spells or firing bullets into enemy ranks are all viable options for combat in Black Gold, but the fast-paced action ties them all together.

Age of Wushu has a slightly more comical take on the classic MMO. Players take control of a martial arts fighter and learn new styles of fighting, which they will, in turn, practice on enemy combatants. Age of Wushu is a PvP-focused MMO, but developer Snail is promising a large focus on single player instances as well. 

When we enter the demo, our character is skilled in a martial arts style based around slapping. When we enter combat with another character, our repertoire is a combination of backhands, enemy face palms and a spinning charge attack only usable once we've filled a combat meter. 

The style is mainly aimed at levity, but the rest of the world is serious. The PvP combat feels fluid and crisp, and the small area we saw of Age of Wushu's world was enticing enough to warrant more exploration. Snail Games is promising a slew of additional martial arts styles through expansions and add-ons, to play alone or with friends.

E3 2013: Nyko product showcase

by: Jeremy - - Add a Comment
We stopped by the Nyko booth at E3 last week and got an overview of the new products being developed by the popular accessory maker. Michael Quiroz of Nyko gave us a personal walk through of a variety of next generation products for both the console and portable / mobile markets. highlighted products include the new power charging sleds for XBOX One and PS4 controllers, smart clips for Xbox Glass, and carrying cases for NVIDIA’s Project Shield.

Check it out:
 
 

E3 2013: How the Kinect could supplement traditional controllers

by: Chuck - - Add a Comment
Microsoft held short instructional sessions during E3 this year to walk them through some of the new capabilities of the Xbox One.  They showed off some of what cloud computing could provide as well as a deeper dive into some of the new TV features but what interested me most was showing off how the new Kinect sensor could be used to supplement a traditional Xbox One controller.
 
Let's be honest, the Kinect doesn't have the best reputation within the core gaming community as the first sensor wasn't a great core gaming device.  From sensor lag  to strict the lighting  and room size requirements, the Kinect never found a place within the core community.  While it did well in the exercise and children's genres it never gained any real momentum with core gamers.
 
The new Kinect sensor is a significant upgrade in almost every way and Micorosoft had some of their engineers research some new ways that designers could use the new Kinect controller with some core gamers.  Here's a run down of what they came up with:
  • Raise their controller to raise a shield up
  • Touch the side of their head to toggle between different vision modes (like night/thermal vision)
  • Lean left or right to dodge incoming fire
  • Point on screen to direct fire from a secondary weapon
Keep in mind that these were tech demos in a controlled room but what I saw was fairly responsive and might not be too difficult to implement but even if they did work in a real environment I'm not sure any of these will gain any traction with core gamers.  Most gamers I know are loathe to take their hands off their controller and have enough movement ticks when they play that might be misinterpreted by the Kinect unit. 
 
That said I do think that the touching your head thing could be a cool and somewhat immersive use of the Kinect device.   We'll see if anyone takes these tech demos and embeds them into a game and if they do, hopefully they'll allow folks to disable them or Microsoft will see yet another wave of angry folks on social media.

E3 2013: Defiance DLC (Hands-On)

by: Chuck - - Add a Comment
At E3 last week Trio rolled out a much smaller presence than they had in previous years.  Instead of a large on the floor booth they had a quiet meeting room upstairs up and away from all of the E3 hullabaloo.  Honestly it was a little depressing in that the company had rolled out very large booths at the last few shows.
 
Inside the room they had stations setup for ArcheAge their new MMO (Travis will have more on this later) and the upcoming DLC for Defiance, the action online game they released earlier this year.    There's not an official name for the DLC but it will be out later this month for the reasonable price of $9.99.
 
For your money you'll get one new race, the uber pale Castithans as well as their signature weapon, the Castithan Blade.  Which if you watch the show it's the blue blade that Datak Tarr menacingly wields  in most of the episodes.  Folks who don't have the DLC will be able to randomly pick it up in drops but those that purchase the DLC will have the ability to bypass the loot grind and buy it directly from a merchant.  The blade does have a nice area of attack mode but you'll still want a gun handy as a backup. 
 
The new DLC also adds the Volge, the big hulking things from the show's pilot.  Not only do you get the Volge but you'll also get some of their weapons as well. 
 
From a gameplay mode the DLC adds a Capture and Hold mode where you and a gang of other people who have purchased the DLC will try and capture points on the map against increasingly stronger and stronger hordes of enemies.  The game does dynamically increase the difficulty based on the number of people playing the mode but it also ratchets up the loot to maintain a good risk/reward balance for players.
 
Other additions include a new four person vehicle, an arena mode, and a new Monolith Arkfall events that will allow more players to experience the joy of trying to take down one of the games harder bosses.
 
I spent about 20 minutes playing it and it does seem like a decent deal for the money.  I'm not sure it's sold me on buying a copy of the game but if you already own Defiance then this is probably going to be worth the $9.99 investment.       
 

E3 2013: First hand look at DC Universe Online on the PS4

by: Jeremy - - Add a Comment
We got a chance to check out a tech demo for SOE’s DC Universe Online running on the PlayStation 4 at E3. The brief glimpse of the game showed improved visuals and the finer details of the game’s action-based combat system as demonstrated by DCUO systems designer Justin Scott.

Having spent some time with both the PS3 and PC versions of the game in the past, the PS4 version definitely looks more akin to the PC version of the game running on high-end hardware. The PS4 version of the game will join the PS3 and PC versions as being completely free to play and will be available at the console’s launch later this year.
 
 

E3 2013: SOE gives us a taste of Dragon’s Prophet

by: Jeremy - - Add a Comment
One of the games that Sony Online Entertainment was showing off at E3 is a new free-to-play title called Dragon’s Prophet. In this world, you can ride, capture and train hundreds of dragons in a mythical world. Think of it as an action and more adult-oriented version of “How to Train Your Dragon”. Players will have to not only deal with hordes of enemies and fight againsta great evil, but also spend time capturing and “recruiting” dragons to serve them.

Dragons that you capture and train can be used for a variety of things including help in combat and to do the more menial tasks associated with most MMO’s such as resource gathering and simple crafting. It is also worth noting that even though there are distinct character classes in the game (four to be exact), character powers are drawn from the different dragons that you associate yourself with. Therefore, your sword-swinging tank can get himself some magical, Paladin-like abilities by simply hunting down the right enchanted creature(s) to accompany you on your journey.

Dragon’s Prophet is currently in open beta and available at DragonsProphetTheGame.com.
 
 

E3 2013: SOE runs us through PlanetSide 2

by: Jeremy - - Add a Comment
We stopped by the Sony Online Entertainment booth at E3 to get a first-hands look at PlanetSide 2 running on the PC. Taylor Dell of SOE gave us a walkthrough of the game, showing off the finer details of the game including the various character classes and setup of the PlanetSide world.

The action in this world is incredibly fast-paced, keeping the action running at full speed through most of the experience. While the PC version is already available, the PlayStation 4 version which launches later this year will mark the first time that the game has left the PC and made its way to home consoles.
 
 

E3 2013: NVIDIA Shield (Hands-On)

by: John - - Add a Comment
Travis and I stopped by NVIDIA”s booth at E3 on the last day and took a look at two things. The one thing I can discuss today is the NVIDIA Shield,  their portable Android gaming system. 

Picking up the Shield, I was surprised at how nice it felt. Balance with the 5” screen was solid and it felt pretty comfortable being held in the hand. All the sticks, buttons, and triggers felt really, really good. I like the tension that the sticks provide and the springs on the triggers were firm and responsive. The D-Pad, as well, felt good in use and that’s a hard aspect to get right on controllers.

The 5” touchscreen display provided a nice bright and clear picture, but as a user of a Galaxy Note II, it seemed a little small. That’s me, of course, since I’m used to a bigger screen, but it should hold up to most others who use more “normal” sized phones. The touchscreen was responsive and I didn’t have issues navigating the menus using it.

Inside it will be powered by NVIDIA’s Tegra 4 which features a Quad-Core ARM Cortex A15s at 1.9GHz with another single low power core for tasks that won’t require the other ones being on and to help improve battery life. There are 72 custom GPU cores in the Tegra 4 to deliver some awesome graphics in a small package. 

Android 4.2.1 was on the units I tried out, but NVIDIA”s going to be pushing 4.2.2 soon. You can also expect quick updates to the latest version of Android because they don’t have to jump nearly as many hoops as say carriers to update their hardware. It, of course, remains to be seen if they do provide timely updates, but we’ll have to wait and see on this.

What was on display was the final production unit, so those that have already pre-ordered, this is what you’ll be getting, The overall package felt really good and the hinge for the display seemed strong. Also, there an HDMI output on the back so you can pair this thing up with a Bluetooth controller, plug it into a TV, and have a micro-console on your hands.

One of the Shield’s big features it the ability to stream Steam games to it, thus making it a powerful, portable gaming solution for your PC games. Unfortunately, this is limited to an internal network. Even if you have a solid connection from either LTE or a solid wired connection outside of your home, the PC streaming will not work. This is disappointing as I’ve been able to stream some of my PC games via Splashtop THD and my Transformer Infinity tablet with some success. You’re also getting things like remote play via a PlayStation 4 and a PS Vita, so I hope this is something that NVIDIA relaxes on a little bit so that maybe those that can do it will be allowed to do it.

NVIDIA’s Shield is certainly an interesting product and one that I’m going to follow closely to see how well it sells. Up close, I think the product has a solid feel to it and I think it has potential. Time will tell, but there’s no denying that the Shield looks and feels like one very high quality product.
 

E3 2013: Arma 3 (Impressions)

by: Travis - - Add a Comment
At my appointment with Bohemia at E3 I was shown a preview of new content and updates that will be included in the beta release of Arma 3. The major additions include four new showcase missions that feature the beta's expanded content with additional armored ground and air vehicles, artillery support, and the new independent faction. As well, a wealth of updates to the base game including in-game support for the Steam Workshop, improved stability and optimizations, and added graphics effects such as localized fog.

The artillery support mission showcased the added commands for issuing air strikes and other bombardments from actual units on the map. I'm excited to see what mission creators will eventually use with the added ability. Another mission showcased a night infiltration into an enemy base in which the player utilized the newly-added long range sniper scopes. The game's interface has also received an upgrade that displays useful information such as ammo left in the clip and the player's stance. The developer did note that the on-screen information can be toggled in the settings.

The editor will receive a major upgrade in the beta version that allows users to upload their custom missions in-game to the Steam Workshop, in addition to downloading new missions from other community members also inside the game's interface. As with previous Arma games, the modding community has created a wealth of varied and polished content. Later Steam Workshop support will include custom mods, but for now only missions are supported.

The beta also includes a new challenge mode that allows players to test their shooting skills at a competition gun range. Each of the included challenges provide ratings and medals for players based upon their performance. Players will also be able to create new challenges through the in-game editor. Multiplayer isn't being left out as a horde-type map will be added that pits each of the game's three factions against an onslaught of enemies and possibly each other. Players have the option of helping each other or breaking alliances and attempting to survive against everyone on the map.

Arma 3 will upgrade to the beta version on June 25 and will be free for current owners. The game's price will increase once it's been upgraded to the beta version.

E3 2013: Plants vs. Zombies: Garden Warfare (Impressions)

by: Travis - - Add a Comment
The latest edition to the Plants vs. Zombies franchise might confuse and even startle fans as the series isn't usually associated with the shooter genre. With Plants vs. Zombies: Garden Warfare, the series typical gameplay has been transformed into a third-person shooter with some remaining tower defense elements in which players assume the roles of various plants in battling waves of relentless zombies and other mischievous creatures. Each of the plants that players control contain specific traits and abilities following close in line with character classes from multiplayer shooters, not surprisingly similar to Battlefield 3.

During the E3 presentation of Garden Warfare, I was immediately drawn to the visual style that's powered by EA's Frostbite engine, which is able to provide stunning graphics while still maintaining the quirky and charming world of Plants vs. Zombies. All of the plants and zombies return with new additions, but more importantly the ability to switch between the direct control of plants on the actual battlefield. Plants ranging from the sniper-like cactus to the unit-healing sunflower were showcased during the presentation, each containing special abilities such as a precision corn missile strike and even a sun beam blast. I particularly enjoyed the variety between each of the plant's roles on the battlefield. The player also has the power to spawn new plants at specific points in the level.

The demo ended with the plants defending the base against a zombie disco boss that literally danced through the battlefield, which then was followed by a brief clip of the returning Gargantuar. Players will have to utilize the powers of all the plants to defeat the towering Gargantuar. While the game is a major contrast from previous games in the series, it seems as it will be a refreshing addition to the franchise as players can experience the world of Plants vs. Zombies from a new perspective.

Plants vs. Zombies: Garden Warfare will be available exclusively first for Xbox One and Xbox 360 and then followed for release on PC and other systems.
 

E3 2013: Crimson Dragon (Hands-On)

by: John - - Add a Comment
Crimson Dragon was on display at the Microsoft booth and I decided to check out the game just to get some experience with the new Xbox One  controller and to see how the game's coming along. Originally slated to be an Xbox 360 title, this spiritual successor to Panzer Dragoon seems to be coming along nicely.

The demo wasn't too long but showed off some of the rail shooting mechanics. You're piloting a dragon, of course, and you'll be able to aim and shoot various targets and areas on larger targets to take down the enemies. I've read the game requires a Kinect, but the demo at the booth had you aiming with a controller. I can see where Kinect would come into play better here as you can more quickly mark targets with your hand rather than a controller for your dragon to fire at. But, I know people want their controller support and Crimson Dragon has that now and is not just made for Kinect. You'll be able to go between both though if you choose to use a controller one day and the Kinect another. 

Piloting the dragon was very easy, well easy for most. It seems in in the minority when controlling everything inverted and they didn't have the ability to switch to that control scheme on this build of Crimson Dragon. Fear not as that's in the works and that will be in the final version, as told to me by one of the representatives there. Without inverted controls, I spent an abnormal amount of time trying to keep control of where I want to place my dragon. But, it's simple and at least they made it so you can't crash into the ground as I tend to do when I was playing with the non-inverted style that I wasn't used to.
 

Aiming took place using a target reticule being moved by the right stick and pressing the button to attack that spot. I had no trouble picking the controller up and playing the demo from the get go, so it seems it will be easy to get into. I had fun moving my dragon around, dodging stalactites and enemies, and unleashing my dragon's attacks against them.

The demo had you flying around in these vast caverns with lava everywhere and it does look pretty cool. Being powered by the Unreal Engine, the environment looked bright and highly detailed. I'm sure with the move to the Xbox One, the development team can go forward to add much more detail than previously allowed on the Xbox 360.

You'll be able to fly multiple types of dragons and upgrade the ones you have as well. I have to say, the designs of the dragons and enemies were very intricate and unique. I stood there a few times and just marveled at the creations the artists came up with and I interested to see what else they have in store besides what was shown in the brief demo.

The game's also being built with some social aspects in mind, something that Microsoft seems to be pushing with the Xbox One. You'll be able to get up to date scores on your friends who play and in turn, try to beat them as well. I'm sure other things will be in there, but that was a brief summary that was told to me when I was playing the game.

Crimson Dragon does have that epic feeling at times when you go up against those large and immense creatures. It's a game that's been a long time in development and hopefully, it will satisfy the fans waiting for this game for a while now. It will be a download title only, but no release date was given and no word on if an Xbox 360 version will still show up.

E3 2013: Magrunner (Hands-On)

by: Chuck - - Add a Comment
I'm not saying that Magrunner is borrowing a lot from the Portal games but both games features people being tested in an overly elaborate testing facility.  Both feature physics based puzzles based on something the user holds.  And both games have a third act that differs dramatically from the first. 
 
That said the premise of the games are very different.  In Magrunner you play Dax, one of seven "magrunners" who are competing to join MagTech's space training program.  The game has a weird Hunger Games/Running Man vibe to it as you are interviewed by media  between each puzzle and there's talk of corporate sponsorship and what not.  The sound on my headset was a bit intermittent but that's what I caught from the bits of dialogue I could make out.
 
The key puzzle solving mechanism for Magrunner is that you can flip the polarity of items between two states (positive  and negative).  Things that are both positive or both negative attract each other while items of opposite polarities will repel each other.  There's a neutral state as well but it didn't seem to come into play into the first few puzzles I played through.
 
To see how it works, here's one of the early puzzles which requires you to get to a platform that you can't reach by jumping.  To get there you stack two cubes in front of it and then charge both of them to the same polarity and then jump on the top cube.  Once you're up on the cubes you flip the polarity of the top cube and you're pushed up to a place where you can easily get where you want to go.  As you would expect the puzzles get more complex the puzzles get more complex.
 
What you might not expect is that the game goes Lovecraftian with a science fiction twist in the later levels.  I didn't get that far but looking at the screenshots below you can see that that games tone shifts from the sanitary white world of the tests to something darker later on in the game.
 
I did enjoy what I played although I wish they had skipped the obnoxious elevator segments that transport you between levels and hide the fact that the game is loading stuff in the background.  They do cover it with the press interviews and what not but I'm wondering why the entire game can't be streamed a bit better.  Either way the game is coming out later this month and we should have our review of the full game shortly after it's available.  

E3 2013: Power A MOGA Powerseries (Hands On)

by: Chuck - - Add a Comment
Power A revealed the MOGA line of mobile phone controllers at last year's E3 and this year they unveiled updated versions of the controllers.  Power A took a lot of customer feedback into the new controllers which has resulted ina substantial upgrade over the controllers that were released last year. 
 
Both of the MOGA devices (the smaller pocket controller and the larger Pro controller) now feature full buttons and thumbsticks.  The slider controllers from the last version have been banished in favor of good old fashioned thumbsticks.  This should help ease some of the wrist and thumb fatigue that some users (including myself) had when playing with the controllers.  Both devices now have real triggers and a full complement of console buttons now as well.
 
The folks at Power A have also tucked 1800 mAh batteries into each of the controllers.  This means that as long as you charge the battery in the MOGA before you play, you should come out of your gaming sessions with as much battery life as you had when you went into them.  You can also use them as a backup battery which also increases the usefulness of the MOGA exponentially.
 
The locking mechanism has also received some  attention and now features Power A's Smart Mobile Retention Technology (SMRT) which will now support devices with larger cases and battery packs attached.  This means no more pulling your phone out of your case when you want to play a game with the MOGA.
 
The final bit of fun is that you can now connect up to four MOGA's to a single device (which device is indicated by a LED just to the right of the lock).  This means that you and some friends can hook an android phone or tablet to your TV and all four of you can play at once (supposing you find a game that does so). 
 
I did futz around with some of the rough prototypes that Power A had on site and they were a bit better than last year's versions.  I wasn't a big fan of the sliders for controls and these thumbsticks felt a bit more comfortable to play with.  It is hard to read what a final device will look like from a production prototype but this does feel like a big next step for the system.  Look for the devices in stores sometime in the fall of 2013.

Now Playing: Chronicles of Scrolls Edition

by: Randy - - Add a Comment
Six of our staff members have fallen into a fitful post-E3 hibernation. Medical staff are on standby. The rest of us can get punch drunk on Zeno Clash 2, or see how Juno has apparently made The Last of Us one of the best games of the year--and perhaps of this console generation. But if you're saving your lunch money for a new console, you might be tackling that mean old backlog instead. 

What are you playing this weekend?

Russell Archey | staff writer | Twitter @neoscyther
I'll be playing a couple of classics this weekend that allow me to travel through time as well as alter the seasons how I wish--yeah, I'm playing through Legend of Zelda: Oracle of Seasons and Oracle of Ages on the 3DS eShop.  Since I'm reviewing both of these games, I'm playing through Seasons first as I've beaten that several times before (with and without a linked password from Ages), then playing through Ages with the password from the end of Seasons, though as far as I know the "linked ending" is the same regardless of which one you go through first.

Nathaniel Cohen | staff writer | Twitter @seven_hells
Let's see, I'll be playing End of Ten-Year Relationship Simulator 13, then some Moving Out of State. In between, I'll probably play a lot of FIFA 13, and if all goes perfectly, The Last of Us.

Jeremy Duff | senior staff writer | Twitter @duff3c
This weekend I am going to continue adventuring as my favorite superheroes in Marvel Heroes. I don't care what anyone says, it isn't that bad and has actually been a lot of fun thus far. Hopefully I will also get some time to head out on a few D&D quests with the Dungeons & Dragons: Chronicles of Mystara. All of this depends on whether or not I can resist the urge to spend more time with Mojang's Scrolls, which is a deadly addiction that I am currently nursing.

Charles Husemann | editor-in-chief | Twitter @chusemann
This weekend will be all about recapping the amazing stuff we saw at E3 this week as well as playing some of The Last of Us and trying to get caught up on sleep and food. The intensely frustrating thing about E3 every year is seeing some amazing games and then having to wait to play them. I'm somewhat tempted to buy some of the Borderlands 2 DLC as I really liked what I saw out of Tiny Tina's Assault on Dragon Keep this week and I really need to reacquaint myself with the game and my character.

Randy Kalista | staff writer | Twitter @randykalista
Tutorials: done. Now, essentially, I'm free to pursue any personal or corporate objective I can think up in EVE Online. Just listening to chatroom chatter, though, tells me there's no money in scavenging for salvage. Still there's something about scanning down hidden sites around solar systems, poking my ship into darkened space ruins, and hitting occasional paydirt that appeals to my inner archaeologist. 

E3 2013: Battlefield 4 (Hands-On)

by: Chuck - - Add a Comment
At first blush Battlefield 4 looks like a lot like Battlefield 3.  The user interface and graphics are almost identical and from about 10 feet away you would be hard pressed to notice a difference between the two games.  However once you get closer and dive in you start to notice all of the improvements that DICE has made to the game.
 
The already spectacular graphics of Battlefield 3 have gotten a touching up as bit as there's a lot more detail in the textures and the complexity of the maps has been upped significantly.  If you saw the demo footage from the EA press conference you know what I'm talking about. 
 

DICE hasn't touched the four classes for this iteration of the game although the customization screen has been tweaked to flow a bit better.  The unlockable class abilities have been tweaked a bit and grouped into offensive and defensive skills with various levels for each.  Again, it's nothing new but a refinement of how the system worked. 
 
The level EA had us playing was the city level featured in the footage above.  It's one thing to see the footage but it's another to actually play through it.  The number of nooks and crannies in the map was almost overwhelming.  It seemed like everywhere I went there were a dozen places to explore and hide.  The level also contained a shocking amount of vertical space to play with.  Most of the capture points on the maps had spaces either above or below, forcing you to think intelligently about where to find cover while capturing a point.  DICE has also added small tick marks inside the capture indicator which gives you a much better feel for how long you have to wait to capture a point. 
 
I'm still a bit iffy on the commander mode right now but it's more of a gameplay thing as there are times where you are killed out of nowhere from an artillery strike.  My audio was constantly drowned out by the giant video board behind the stations so I'm hoping there's an audio cue when a strike is inbound in the final game. 
 
The implementation of the commander mode is kind of cool though as you can either command from within the game or by downloading an app to your Android or iOS device and using a touchscreen.  You do have to buy a copy of the game and associate it with your Battlelog account but once you do you'll be able to command troops while you are at work, on the bus, or sitting on the porcelain throne.  
 
The big moment from the EA video was the destruction of the big building at the center of the map.  In talking to one of the reps in the game it's something that is determined by damage done to the building in the game.  It's not a scripted even but rather something that can happen in the game if users decide to do so.  The rest of the buildings in the game can take damage but the big one in the middle is the only one that will collapse. 
 
As a Battlefield 3 fan I was pleasantly surprised with what I played at the show and I'm looking forward to playing the game a bit more.  It's more than just a graphical update as you've got a significant increase in the complexity of the maps and new gameplay tactics that are added by the ability to blow up the world around you.

E3 2013: The Walking Dead: 400 Days (Impressions)

by: Chuck - - Add a Comment
The Walking Dead: 400 Days will serve as "connective tissue" between the first season of the game and the second.  The DLC will be about the same size as a normal episode of the game but will be broken down into five different stories which occur at various points during the first 400 days of the zombie outbreak.
 
Each story will focus on a new character but all of them will somehow connect to the Atlanta truck stop from the first game.  As you would expect the decisions you make in the DLC will impact what happens in Season 2 of the series but what you might not expect is that the decisions from the first season will impact what happens in the DLC. The TellTale team was mum on what those could be so we'll have to wait for the game to be released next month to find out.
 
The short presentation we saw at E3 featured Vince, a man who apparently kills someone at the start of the episode and  is captured, convicted, and sentenced to jail time.  I use the word apparently because this is The Walking Dead and things are never as they seem.  Vince's story occurs on the second day of the outbreak and we find him on a prison bus with several other prisoners.  
 
As Vince chats with some of his fellow guests we learn more about them and the crimes they were accused of.  One prisoner is a white collar criminal who swindled $180M before being caught while the other was convicted of illegally touching a minor.  We also learn that the prisoners have been stuck in the hot Georgia sun conflict in a bus with windows that don't open.  As the conversation between Vince and his companions continues, the heat gets to two prisoners and as you would from a Walking Dead property people start dying and then coming back to life.
 
The tension of being confined to a prison bus with a flesh eating zombie is amplified significantly by the fact that Vince and his companions are chained to the floor.  The game immediately forces you to make difficult decisions about who lives and who dies and it's all classic Walking Dead drama. 
 
From what I saw it looks like 400 Days is going to be a great transition between the two seasons.  The writing is spot on and it leverages all of the familiar tropes of the Walking Dead universe.  It's also a subtle reminder for people like me that I need to go back and finish the first season of the game.  
 

E3 2013: Contrast (Impressions)

by: Chuck - - Add a Comment
Let's get this out of the way first:
 
Contrast was one of the best looking and most original games at this year's E3.
 
There are no guns, explosions, giant swords, or blood in the game in Contrast.  Contrast doesn't have any augmented attack dogs, giant battle suits, or terrorists that have to be stopped.  No, Contrast is a game about a girl and her imaginary friend, Dawn. DeeDee, the little girl in question,  is going through a rough spot as her single mother is trying to kick start her career as a cabaret singer, keep food on the table, and deal with DeeDee's biological father.
 
Set in a 1920's art deco world that evokes Moulin Rouge, Contrast  is a twist on the light/dark gameplay we've seen in other games.   In the game you control Dawn.  Dawn has the ability to become a shadow on demand to get around the world and this is where things get interesting.  To get through the puzzles in the game you'll have to do some heavy platforming that must sometimes be setup by manipulating lights in the game. 
 
DeeDee is also a factor in the gameplay as she can help or hinder Dawn as she tries to get around the world.  For instance she can hold up a stick to help bridge two areas or she can stand on something and create a barrier that must be navigated around.
 
What makes Contrast different is how it tells the story.  As Dawn traverses the world she'll sometimes use have to use the shadows of DeeDee's parents to traverse the world and this is where the conflict between the parents is told to the player.  Much like how a child hears their parents arguing in the next room, Dawn will be forced to listen to the parents argue as she uses their shadows to navigate the world. 
 
In addition to the great art style and unique storytelling system, Contrast also has a fantastic musical score.  Focus Home brought in a jazz singer to compose some original songs for the game.  I'm not a big Jazz music fan but the music fits perfectly with the rest of the game.
 
I'm not sure if I'm underselling or overselling Contrast as I didn't get a chance to play the game myself but based on the presentation this is a game that should be on your radar.  

E3 2013: Assassin's Creed IV: Black Flag (Impressions)

by: John - - Add a Comment
I admit, I'm not very well versed in the Assassin's Creed series. Having not played any, I was going into the demo of Assassin's Creed IV: Black Flag with an open mind. Coming out, I was so thoroughly impressed that I became one who was indifferent to the series to wanting to purchase the game on day one.

The hands off demo focused on the exploration aspect of the game. We were shown the map of the entire gaming world, which is a large portion of the Caribbean. There's a three large cities to explore and a vast amount of seas to sail so you should have plenty to do in the game. The studio wanted to truly model the locale that would be hanging around and you could see that in the detail presented in simulating the population of the town.

The demo had Edward picking up an assassination contract, which is a side quest. Tasked with taking down twins, Edward proceeds to the area where the marker dictates where the two are. He quickly dispatches with one while the other target runs off. There are several ways you can dispatch your targets and the demo showed what happens when someone jumps on their boat and takes off. Edward proceeded to his boat and I got a taste of ship to ship combat.

Ship to ship combat is quite frantic in Assassin's Creed IV. The boats move relatively quickly and are quite maneuverable. The first part involves damaging the opposing ship enough so that you can board it. There are visual cannon path lines that you can adjust to see how the cannonballs will fire. You may sometimes opt for a straight shot, or you can lob cannonballs into the middle of the ship. Once enough damage has been done, the two ships link up for a boarding scenario.

Before Edward jumps over to the other ship, he can take a small cannon and pick off some soldiers on the other boat. Now, the amount of crew you have is important here as with more crew, there's less fights you need to do so it's prudent to keep a large group on your ship. The person playing the demo displayed Edward's effortless movement vertically and horizontally as Edward traversed the masts and sails to get to the other boat. Once the other target has been dispatched, and in the demo there was an incredible dive from the sail posts down to the target, you're given a few choices. Beforehand, you could use a spyglass to look at a boat and see what salvaging possibilities there here. With that knowledge, you can then decide what you would like to do. One possibility is to use the boat to repair the damage on your own boat. You could also capture this boat into your fleet and set it to work for you. It's really up to you and the ship combat before the final siege is truly exciting to watch.

The weather in Assassin's Creed IV is dynamic and can play a part in helping or hindering you. The demo showed off the quick and sudden change to a hard rain and off in the distance was a hurricane. If you're savvy enough, you can use the hurricane to your advantage, but it's a dangerous proposition. 

Some islands can contain alive or dead NPC. With those that are alive, you can recruit them and loot them. Dead ones can also hold valuable information. For the demo, a dead person on a remote island had a treasure map on him. Now viewing the map only showed a few clues, and it's up to you to figure out what it means. Edward was then lead to the place where the map was referring to and some of the new items were shown. Edward has a dart gun that he can use with various poison darts. The one used caused the enemy to go crazy and attack his friends, causing a good distraction for Edward to walk by. After fighting some enemies and finding he area designated by the map, Edward was able to dig up the treasure containing a large amount of gold and blueprints for a more powerful weapon. 

I should mention while sailing to the island with the treasure, I saw a whale jump out of the water near the boat, which was a pretty impressive sight. You can than relay information about the whale back to your base to get them to hunt the beast if you so desire.

The game looked absolutely gorgeous though. The lush Caribbean landscape combined with the incredibly rendered seas made for a beautiful game to watch. Also, the way Edward almost glides between areas as he traverses the terrain is almost hypnotic. Assassin's Creed IV is a visually impressive game to behold.

They were also demonstrating the second screen option for Black Flag as well, which seems to be a hot trend this year. You can use a tablet to see where your ship is on the map as well as direct some orders to your base. Also, any treasure map hints can be shown on the tablet so you can easily reference it without having to do it in game as you are playing. I was pretty impressed by what you can do and see with the second screen option and I think I'd use it a lot while playing Assassin's Creed IV.

As Calvin Candie would say, Assassin's Creed IV: Black Flag, you had my curiosity. Now you have my attention. I was pleasantly blown away by what I saw with the demo and I'm now anxious to pick up the game. I guess I should play the first few to get a handle on the series, but I'll definitely be seeing the full game on my PC once it's released.?

E3 2013: Diablo III (Hands-On)

by: John - - Add a Comment
I'm a veteran of Diablo III with a couple level 60 characters with some Paragon levels sprinkled in there. Blizzard, who isn't normally at the show, was on hand to show off their latest build of the console port and I actually got to play it with a few others in Activision's booth.

The game looks the same, but adjusted for the console. By adjusted I mean the camera angle has a more tighter focus on the character, but will adjust with multiple people on screen where it widens out to accommodate more players. But before I get too far, I'm only talking about those playing in the same room on the same system. You see, Diablo III can be played offline and can be played all with four people on the same TV. When this happens, you'll have a Gauntlet type experience where you'll be confined to the screen, not allowing a player to wander off on their own. But what happens when a player takes a break? Blizzard has a mechanic though for those that walk away for a bit to perhaps use the facilities. Instead of pausing the game, the away character will automatically follow with the rest of the group should they continue wandering. They can still die, of course, but this won't stop the other players from playing should one have to take a break.

The confined screen aspect only affects those that are playing local. Let's say all the players are playing online. You'll get the traditional Diablo III experience where you can go wherever you please irrespective of where the other players are. You can also have a combination of local and online players with the local players having to be limited to the screen size while those online can venture forth. I'm glad Blizzard has made this decision to accommodate both sets of players to maximize their experiences with the game.

With the move to using gamepads, adjustments to the menus and gameplay were made. First off, for those who play ranged classes such as Wizards and Witch Doctors, your characters now have an "auto-aim" on spells. You can lock onto an enemy and your attacks, such as a blizzard attack, will hit them automatically. On the PC, you can click on an empty space to cast a spell there, but that's been done away with the console version making it a little easier to land an attack. If you cast a spell without facing a monster, it will just cast it in a space ahead of you. I tried out the Witch Doctor utilizing poison darts and it was pretty easy to land my attacks on a target using the PlayStation 3 controller. That's not a bad thing though as you'll still easily get surrounded can get overwhelmed easily with the tighter camera placement.

That's where evading comes into play. With the right stick, you can push a direction for your character to quickly dodge out of the way. This is a new feature that helps those on the console and it's definitely needed as I found myself many times in the middle of a pack of enemies. I asked if this feature would come to the PC side of things, but the Blizzard rep doesn't think this would be needed. Speaking of features found on the console and not in the PC, there will be ongoing discussions by teams to see if some of them do make their way to the PC and vice versa.

Menus have been tightened up and feature a radial style selection to let you go to and change things quickly. Blizzard also implemented a quick comparison system for items consisting of red down triangles or up green triangles in three categories: offense, armor, and health. With this you can quickly see if the item will be an improvement over the one you currently wield. Of course, you can go into the details of the item just like what Diablo III players are used to, but the quick compare is there if you would like to use it. Also, instead of pausing the game and going into the full screen menu system to change gear, you can do so on the fly with the quick compare system to guide you. Pressing up on the D-Pad lets you cycle through your backpack and there you can quickly change to a new weapon.

For changing your skills, you'll have to go into the full menu so if you're playing with others, there's no way around the stoppage of gameplay. Elective mode is here so you can choose skills from the same category if you so desire. The only way you won't interrupt someone is if you play with those online.

Content up to patch 1.07 will be in and I asked about how they are going to do updates. Blizzard is committed to adding content and they said they are having talks with Microsoft and Sony to work with their processes in doing so.

Drop rates are reduced, but you'll be getting better drops in the game. Same thing with crafting as there will be a better chance to get good items on the console than on the PC. 

Diablo III is a separate entity in that you don't login to Battle.net at all. It's can be played all offline, or a combination of local and online play. It was easy to control and it felt like a solid Diablo III experience. As one who has plenty of time on the PC version, the time I spent with the demo of the console version shows much promise. 

E3 2013: Batman: Arkham Origins (Hands-On)

by: John - - Add a Comment
Where do you go after such an incredible experience with Batman: Arkham City? Why you go back to the beginning. And that's what Warner Bros Montreal has done with Batman: Arkham Origins

Taking place Christmas Eve in the early years of Batman's existence, Black Mask is offering a rather large bounty to anyone that can kill the Batman. The amount of money draws all sorts of criminals to Gotham and Batman has to survive them all hunting him down trying to collect the reward.

I was able to sit down and play through about a 30 minute demo of the game. The graphics look about the same, but I was told there were some minor improvements that might not jump out to anyone. It still looks really, really nice to me and I've become quite fond of the art style that this series uses to portray the Dark Knight. 

The first half of the demo feels very familiar as you are introduced to the combat system. That free-flowing style that makes Batman such a joy to watch when he's fighting is all here and nothing's change. Warner Bros Montreal specifically stated they didn't want to change anything that's worked so well in two games so they pretty much left that alone with some minor improvements. Having not played Arkham City in so long, it didn't take much time for me to feel comfortable in fighting a group of thugs and taking them down with extreme prejudice.

Two new enemies were on display in the demo. The first one is a big brute with armor, that can't be taken down until the armor has been removed. You need to do three cape stuns to bring the brute down and then a multitude of quick hits to finally be able to pull the armor off. Only then can you finish the brute off, and of course you have to deal with the multiple foot soldiers that surround him at the same time.

Another new enemy is a karate expert and in the demo there were two I had to deal with. When alone, they were a handful as they did many quick hits as well as countering your hits. When the two are near you, you can almost expect a pounding as they work together well in punishing you with quick hits. 

Now, what got me a little excited is an improved detective dynamic. Walking around, I witnessed a helicopter go down in front of me. Using improved detective vision, I scanned an area near the site of the crash to get a clue. With that evidence in the computer, the crime scene gets recreated in front of you, but only in small parts. You're able to fast forward and rewind the bit that's recreated to show you even more clues of what happened. The crash site had the helicopter tail missing so I did a search to see that it hit a sign before it went down. Examining an area in the crime produced more data points, thus recreating more of the crime scene to view. Rewinding again, I found the tail section missing in the other area. Scanning the tail section revealed a bullet hole which led to the recreation at the point of the bullet striking the helicopter. Seeing the laser from the sniper scope, I swung over to the origin of the laser to find a dead SWAT sniper. Scanning the sniper, I found that it wasn't him that shot the bullet, but it was a bullet that ricocheted from another area that took out the SWAT member and then the helicopter. Only a select few can do this and this lead me to the conclusion it was Deadshot who was behind this all along. So, this was a simple example of piecing together clues to solve what happened at the crime scene and tapping into the detective element of the world's greatest detective.

New gadgets, of course, will be making its way into Arkham Origins. The one thing I played with during the demo was a batarang with a line attached to it. You can use this a few different ways. For one, you can shoot it between two gargoyles and create a line where Batman can walk on. You can use this to drop down on unsuspecting criminals and take them out. Another effective way is to shoot it at an enemy and latch it to an exploding barrel making for an easy takedown. That's just one example of a new gadget that's going to be available in the game.

The final part of the demo revealed the Joker as he toys with Batman and blows up a large, uninhabited building. The Joker's design seems more sinister than the last few games with a more jagged look on parts of his face. That infectious Joker laugh and humor ends the demo and my time with the game until its released date.

It's maybe a new studio, but my quick time with Batman: Arkham origins is one of my most memorable from the show. As a big fan of the first two games, I have very high hopes for this one and playing the demo hasn't dashed any of that. Let's hope that it lives up to the others upon release in October 25.

Also I have to make a quick mention of Blackgate, the Sony VITA game that's also coming out taking place in the same universe. While I didn't get a chance to play much, I thought the game looked fabulous on the hand held. It takes place three months after Blackgate and features some minor spoilers if you haven't finished Origins. The quick scene I saw had Batman meeting Catwoman for the first time. Like I said, it looked pretty good with the short amount of time I had with it, but I definitely need to play more to really know how well it holds up.

E3 2013: Magic 2014- Duels of the Planeswalkers trailer

by: Jeremy - - Add a Comment
Quick side story: Chuck texted me a cell phone picture earlier this week of the Magic 2014 play area at E3, where Wizards of the Coast is showing off their new digital game. I quickly reminded him that what he saw was the cool-kids club and he surely wasn’t invited to enter. that is because only the coolest of the cool play MtG!

The latest trailer for the upcoming Magic 2014: Duals of the Planeswalkers was released out of E3 which gives us our first glimpse of the new gameplay features present in the game. finally, after years of asking for it, fans are going to get true deck building thanks to the addition of sealed play.
 
 

E3 2013: The Evil Within (Impressions)

by: John - - Add a Comment
Bethesda's going into the survival horror genre and who better to lead this charge than Shinji Mikami, creator of the Resident Evil series. Mr. Mikami was on hand to talk about his latest project in that he wants to take survival horror back to its roots with this game. He wants you to experience unimaginable fear and to feel that triumph when you overcome those fears. That means you're low on resources, low on ammo, and low on the feeling of being safe for any amount of time.

The Evil Within has you playing Detective Sebastian Castellanos in a third person view and what was shown was the beginning of the game as well as a sequence from later on. For the beginning, you arrive with a few fellow officers to the Beacon Mental Hospital. It's raining outside with plenty of empty police cars in the parking area in front. As you enter the hospital, you see plenty of dead people strewn about and Sebastian makes his way to the security office. In there, he watches a security camera where three officers get brutally murdered by some ghostly apparition. Suddenly, the apparition appears behind Sebastian and knocks him out.

Sebastian then wakes up, hanging upside down, in a room with a very disturbing figure who I'll call the butcher.This hulking figure wears a white tank top and some weird contraption that surrounds his head. You hear, but don't see, him take a cleaver and cut off the upper half of one of the bodies hanging in the room and watch him drag it to a table for more mutilation. Detective Sebastian is able to cut himself down with a help of a knife sticking into a dead body hanging near him and proceeds to stealthily steal a key from the butcher to unlock his way out of the room.

Unfortunately, as Sebastian is trying to sneak away, he trips an alarm alerting the butcher who grabs a chainsaw and starts to chase the protagonist. What follows is an intense scene where Sebastian runs down a corridor and the camera is focused on Sebastian from behind. You hear the butcher getting closer and closer with his chainsaw in tow. The butcher catches up to Sebastian and takes a swipe, cutting the back of one of his legs. From now to the end of the first part, Sebastian walks with a heavy limp, making him even more vulnerable.

Sebastian then continues to sneak around the hospital area as the butcher searches for him. There's the often used scene of hiding inside a locker and seeing the butcher walk by through a slit, hoping that he doesn't turn around and open the door to your hiding spot. The limping causes more tension as you know you won't be able to run away from the butcher quickly, should he find you. After some more intense sequences sneaking around the butcher, Sebastian finally gets away, barely, in an elevator only to walk outside to see a devastated city.

The second scene shown has Sebastian walking through an old building. Zombies come slowly lumbering towards Sebastian and he's able to take one down with a headshot. With another, he fires enough bullets into the body to knock it down and then proceeds to burn it with a torch. A nice sequence shown is the ability to set some traps. Sebastian uses some mines placed under windows and doors to fend off a hoard of zombies coming at him. In another area, Sebastian is walking down a hallway when suddenly a wave of blood comes rushing towards him.

When it clears, Sebastian is in another place. Instead of an old, dilapidated building, he's now in some medical facility. In the middle at the end of the corridor lies a pile of bodies. All around, there are blood streaks and bloody hand prints. Suddenly, a monster made up several appendages come ripping through the bodies and chases you. Thus ends the intense demo of The Evil Within.

?The game uses both video and audio effectively to convey a sense of fear. There's a grainy film like view to the world and intense music as well as disgusting sound effects combine together to really set the mood. The visuals seem very Resident Evil like to me and the designs of both the creatures and environments make for a truly horrific looking experience. All told, The Evil Within looks incredibly intense and a game that can offer up a truly horrifying experience.

E3 2013: Command and Conquer (Hands On)

by: Chuck - - Add a Comment
Here's a ProTip for you when you play Command and Conquer, a Gaming Nexus exclusive if you will.  When you play Command and Conquer don't accidentally sell off all of your buildings at the start of the game as it leads to instant defeat.  I tell you this as this totally happened to the guy next to me at the demo room yesterday and not me.  Definitely not me.
 
With that out of the way the new Command and Conquer does look solid so far.  While Victory Games doesn't have a release date for the game yet they are expecting to have the game out by the end of the year.   The free to play game will feature three factions: the EU, the Asian Pacific Alliance, and the Global Liberation Army (GLA).  Each faction has five generals to choose from and each general has their own special units and abilities. 
 
The team at Victory has flushed out each faction a bit with the GLA getting the most love.  What was once a fairly stereotypical mid-eastern terrorist organization is now a bit more global in their reach with members from around the world. 
 
I spent about 25 minutes playing the skirmish mode against an enemy AI and it feels exactly like you would expect a Command and Conquer game to.  There's the usual resource collection (gold and oil), base building, unit creation, and combat.  What took me back was that the game was using the Frostbite 3 engine as it makes a huge difference.  Not only are the graphics great but there's a level of destruction and explosions that I haven't seen in a RTS game before.  It doesn't really impact gameplay but it does make the combat that much more engaging. 
 
I was also impressed with the generals themselves and how much personality they have in the game.  We've seen some of that in Generals before but this really elevates it to a new level.
 
The game does look and play well and I'm interested to see the monetization structure behind the game.  The folks at Victory are committed to making sure the game isn't "Pay to Win"  but I'm interested to see where they land on where players will spend money.  Outside of that and the some fit and polish stuff I can see the game becoming something that RTS fans will want to sink their time into.

E3 2013: Tiny Tina's Assault on Dragon Keep (Hands On)

by: Chuck - - Add a Comment
I wrapped up the main campaign for Borderlands II a few months after the game was released and haven't been back since.  Some of the DLC has looked interesting but nothing has really screamed "Play Me"  That is about to change as playing the first 25 minutes of Tiny Tina's Assault on Dragon Keep has convinced me to return to Pandora.
 
The upcoming DLC has the vault hunter sitting around with Lilith, Brick, and Mordecai  back at Sanctuary playing "Bunkers and Badasses", a Dungeons and Dragons like game.  Tiny Tina is the "Bunker Master" of the game and leading the crew through their first game. 
 
What hit me immediately was how good the writing was as the dialogue was spot on with a perfect mix of humor and sweetness.   I can't say more without ruining one of the major plot points of Borderlands 2 but there's a wonderful exchange between Lilith and Tina that I hope pays off later in the game.
 
The actual game action is you fighting your through the game that Tina is running.  This isn't just a linear quest though, the world changes as she changes her mind about what the question contains.  She starts out with a happy village (complete with a rainbow over it) before changing it to a dark and dreary world.  All of this happens in real time which adds a almost Looney Tunes feel to the game (this is a very good thing). 
 
The game does take a few shots at the traditional tropes of D&D like having to roll for initiative but it's done in a loving way.  Even the first set of enemies are typical D&D fare as you face hordes of skeleton archers and swords men.  You also run across Skeleton Minotaurs or "Skeletaurs" which brought a quick smile to my face.
 
I will admit that I was a bit disappointed when my time with Tiny Tina's Assault on Dragon Keep expired as I was having a lot of fun.  I'm looking forward to seeing where the rest of the plot goes  as I have a feeling that the DLC is setting up a pretty emotional moment but I won't know until I get a bit further into the game.  Even if it doesn't this looks like a must have pick up for Borderlands 2 fans.

E3 2013: Razer (Impressions)

by: John - - Add a Comment
At Razer's booth, the buzz was on their new laptops that they announced. Razer was kind enough to walk me through two of their models they had present.

The Razer Blade Pro is the 17" Haswell i7 sporting gaming monster with the Switchblade interface on the keyboard's right side. With 8GB of ram and some SDD connections, the full 43-watt CPU with GeForce GTX 675M laptop was a sight in person. I was really impressed by the Switchblade panel that allowed for a wide varied of colored keys and the large trackpad area can even mirror an area on the screen. That really blew me away. It's really, really thin and you can expect about 6 hours of battery life in general usage. Razer has gone and allowed you to tweak the sensitivity of the trackpad to a point where they say you could use it with games. That remains to be seen, but if so, that's a pretty impressive feat. 

Also on display was the Razer Blade, which is the 14" version. Thinner and more powerful than most Macbook Airs, this 14" gaming laptop also packs the same powerful components found in the Pro version. Now, the small size doesn't allow for the Switchblade interface to be in place, but you do get what sounds to be a pretty beefy gaming laptop at a very small footprint.

The one thing I didn't like was the usage of TN panels. I thought there were muddle colors in some scenes and dark shades of grey rather than blacks. Also, viewing angles were pretty narrow as well. Now, there could be some trade offs that Razer decided was worth it to go with TN panels rather than IPS panels that many others enjoy, but we'll see how it shakes out. Also, no touch screen as well here, and Windows 8 begs to have touchscreen at times. I know gamer's today wouldn't be using it that much, but I think there's use cases that would drive for a touchscreen on a Windows 8 laptop that call for the inclusion of the tech. Perhaps, a future version then.

Overall, the laptop's designs were excellent and I love the feel of them. There's a few things I would've like to have seen differently, but we'll see how it goes and see if the Razer Blade line connects with the road gamer when it gets released.