Paperbound is On Sale and Gets an Update

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Written by Dustin Murphy

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Did you get a chance to play that little indie title we enjoyed by the name of Paperbound? You didn’t? Now is your chance for PlayStation 4 for 50% off for non-PlayStation Plus members and 60% off for members. In this new update we will see a campaign mode for solo and cooperative play. Want to change up your gameplay? Well the game will offer that with Game Mutators that will change how the game works such as having no projectiles unless you pick them up from pick up areas within the arena. If that’s not for you there is also the Super Secret Soccer Mode and by the name of it? It is just as fun as possible when not taking into the randomized match rotations regarding arena, game type, and or even mutators for each of those matches.

The sale is part of SCEA’s Summer Blast promotion, and Paperbound will be 50% off (60% for PS+ users) until 8/11 at 12 noon PST. So get this game while you can! You can also check out our review.

About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Vega Announced for Street Fighter V

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Written by Dustin Murphy

Street_Fighter_V_Vega_Intro

As of this week we heard some amazing news from the Capcom team has announced that Vega, the infamous Spanish Ninja, will be returning with the Street Fighter V roster. If you are at Gamescom, Capcom has announced that you will be able to play the clawed ninja in action at the Sony Booth in Hall 7 Booth C-020. The build will also include the recently announced newcomer, Necalli, along with returning characters Birdie, Nash, Chun-Li, Ryu, Cammy, M. Bison.

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Capcom has set a Spring 2016 window for the game when it releases exclusively for PC and PlayStation 4.

About Vega
Vega brings with him a brand new set of tricks, as well as a new appearance. Still possessing his trademark speed and quickness, he now has access to two distinct fighting modes: claw or no-claw. With the no-claw style giving him access to command grabs as well as new attack properties, players will need to toggle between both styles to pull off that winning KO at the end of the fight. Vega’s powerful V-Trigger is the Bloody Kiss, which sees him throw a rose at high velocity towards his opponent, before he charges at full speed right behind it, delivering a series of brutal attacks. This Spanish matador is definitely a fighter to keep your eye on, if you can.


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Rock Band 4’s Lineup Gets Even Larger With Newly Announced Tracks

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Written by Dustin Murphy

Rock_Band_4_Logo

Are you eagerly awaiting to find a cure for that itch for showing off your guitar, drum, vocal, and or even your vocal skills? Today we’ve learned from Harmonix Music Systems, Inc. and Mad Catz Interactive, Inc. that they have revealed a list of new tracks that will be invading your homes soon when it launches on October 6th, 2015, for Xbox One and the PlayStation 4.

Are you wanting your chance to rock out? Those that are ready and wanting to rock, players can pre-order the controller bundles, the game, and even other peripherals through their favorite local retailers today. Want a glimpse of what’s to come? Take a peak of the trailer below.


With songs like “What’s Up” by 5 Non Blondes’, “No One Like You” by the Scorpions, Rock Band 4 will certainly leave you head banging while honing your skills through the games list of tracks that will be available for launch, but even the tracks to launch later on. Want to know what will be on the game at launch? Check out the official list of announced tracks below.

  • 4 Non Blondes – “What’s Up?”
  • The Black Keys – “Fever”
  • Disturbed – “Prayer”
  • Duck & Cover – “Knock Em Down”
  • Eddie Japan – “Albert”
  • Fall Out Boy – “Centuries”
  • Halestorm – “I Miss The Misery”
  • Heart – “Kick It Out”
  • Heaven’s Basement – “I Am Electric”
  • Lightning Bolt – “Dream Genie”
  • Rick Derringer – “Rock and Roll, Hoochie Koo”
  • Rush – “A Passage To Bangkok”
  • Scorpions – “No One Like You”
  • Slydigs – “Light The Fuse”
  • Soul Remnants – “Dead Black (Heart of Ice)”
  • System of a Down – “Spiders”
  • White Denim – “At Night In Dreams”

With such a large track list already, players will be blown away by listening to music by Aerosmith, Avenged Sevenfold, Elvis Presley, Foo Fighters, Jack White, Mark Ronson ft. Bruno Mars, St. Vincent, Queens of the Stone Age, The Who, and many more that will be found within the game this October. With more than 1500 possible tracks, players will surely be busy downloading and rocking out while they can.

Rock Band 4 will be available on October 6.


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Ubisoft Announces ZOMBI Coming to New Gen Consoles and PC

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Written by Dustin Murphy

ZOMBI_SC_ActivePause_1438271954

Back in 2012 when it was a flag ship title for the Wii U, Zombi became a critically acclaimed survival-horror game due to its limited resources, breakable weapons, and constant struggle to survive against the zombie infestation. Recently, Ubisoft has announced that the title will be available as a digital download for PlayStation 4, Xbox One, and Windows PC starting August 18th, 2015.

With the game launching on the multiple new platforms, it’s time for survivors (you) to see just how long you can survive in the overturned and ruined city of infected London. Just like on the Wii U version, the city has been shrouded in death, decay, and those who were unfortunate and turned into the living dead. Once more, however, it’s time for players to enter the fear-fueled first-person title. As players dive into the game they will be pushed into horror, chaos, tension, and a pure sense of survival as they are pursued by the infected. Thanks to the new generation of hardware, the game will be brought to new heights while gamers are pushed to a new level of horror they’ve yet to experience later this month.

You can view the official trailer here, but do note it requires an 18+ Google account in order to view due to content: Zombi Official Trailer


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Want to Save on Some Games Before the Deals End? Head to Best Buy and Amazon Now!

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Written by Dustin Murphy

best_buy_banner

We all know that gaming is an expensive hobby to have. With games averaging costs between 29.99 USD to 59.99 USD, we all are looking for ways to cut down the cost and get the games we want to enjoy. Today? We’ve gone digging through the internet and have found some deals you just may want to get your hands on while you can. So let us begin and may you enjoy these axed down prices.

PC:
2K Definitive Strategy Collection – Best Buy – 10.99
Assassin’s Creed IV: Black Flag – Best Buy – 15.99
Assassin’s Creed Unity – Best Buy – 19.99
Battlefield 4 Limited Edition – Best Buy – 19.99
Borderlands 2 – Best Buy – 3.99
Evolve – Amazon – 29.99
Homefront – Best Buy – 1.99
Medal of Honor: Warfighter – Best Buy – 1.99
Sid Meier’s Civilization Beyond Earth – Best Buy – 27.99
SimCity: Limited Edition – Best Buy – 14.99
SimCity: Cities of Tomorrow – Best Buy5.99
SingularityBest Buy – 1.99
The Bureau: XCOM Declassified – Best Buy – 3.99
Watch Dogs – Best Buy – 11.99
Warhammer 40,000: Space Marine – Best Buy – 3.99
XCOM: Enemy Unknown Complete Edition (Includes all DLC/Expansions) – Amazon – 19.99

Console:
Borderlands: The Handsome Collection – Amazon – 39.99
Dead Rising 3 – Best Buy – 19.99
Evolve – Amazon – PlayStation 4: 26.49 | Xbox One: 28.99
Just Dance 2014 – Best Buy – PlayStation 4: 14.99 | Xbox One: 19.99 | Wii U: 11.99
NBA 2K15 – Amazon – 29.99
Skylanders: Swap Force Starter Pack – Best Buy – All Systems – 14.99 to 19.99
South Park: The Stick of Truth – Best Buy – PlayStation 3 and Xbox 360: 14.99
The Order: 1886 Collector’s Edition – Best Buy – PlayStation 4: 58.99

Even with only having a list of seven handheld games we could put up, we’ve decided to have gone through the list of nine to hundreds of games, these are just a few of the games that caught our attention and were put on our list. more that Best Buy and Amazon have on sale. How can you find the Best Buy Clearance sale that ends tomorrow? Just remember, those nine to several hundred games won’t be on sale after today. This means you may want to pull out your wallet go here and get in on it while you can in the effort to not burn a hole in your wallet.


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Ubisoft Announces Gamescom 2015 Lineup

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Written by Dustin Murphy

8abbe-ubisoftlogo

With Ubisoft having a huge list of titles coming out in the near future, we learned that they will be premiering several of them, if not a lot of them at Gamescom 2015 in Cologne, Germany, between August 5th to August 9th. This includes their upcoming titles such as Assassin’s Creed® Syndicate, For Honor, Just Dance® 2016, Tom Clancy’s Rainbow Six® Siege, Tom Clancy’s The Division™, Trackmania® Turbo and more will be playable for those of you who go.

Since their announcements, many of them have yet to be playable for fans, and for the first time, you’ll get to play the upcoming titles. Where can you do this? Ubisoft’s booth (Hall 6.1, space B020) will have the opportunity to get hands-on time with all of the Ubisoft games present on the show floor. This includes Aa new Assassin’s Creed Syndicate playable demo will benefit from the biggest installation of its kind for Ubisoft to date, which means this game is huge, and will challenge you in new ways never seen before. Ontop of that, fans will also get to take their tactical minds to engage in the hands-on multiplayer battles in For Honor, Tom Clancy’s Rainbow Six Siege and Tom Clancy’s The Division. Pods also will be available for Anno 2205™, Might and Magic® Heroes® VII and Trackmania Turbo, which means you’ll get to enjoy these in new ways never seen before!

Visitors that want to, will be able to take a ride on the Rabbids Virtual Reality Ride, which will have attendee’s try out a VR headset and motion seat in order to create a fully immersive VR experience. In addition to this, they’ve also announced a rather packed set of on-stage activities for attendees that also include some presentations showcasing titles like Just Dance® 2016 and The Crew® Wild Run. Fans also can participate in Ubisoft’s Cosplay Contest and numerous other community activities, prizes and performances planned throughout the event, including:

Just Dance World Cup: Players will be able to participate in Live Event qualifications on the dedicated Just Dance World Cup booth (located in hall 10.1, space B043) and have the chance to be selected for the Grand Finale taking place at the Paris Games Week in late October.

Tom Clancy’s Rainbow Six Siege Showmatch: On Saturday, August 8 from 4 pm to 7 pm CET, four teams composed of some of the best Rainbow Six players from around the world will participate in a 5v5 PC match on the ESL booth, showcasing some of the most exciting competitive features the game has to offer. The show will be available live on Twitch.tv/Ubisoft.

Once again, Ubisoft has identified a group of fans who represent the passion and diversity of its gaming communities to welcome to Gamescom as “Star Players”. These visitors will receive a full VIP experience, with the opportunity to exchange directly with the Ubisoft dev teams and participate in the activities on offer in the Uplay Lounge.

Gamescom is a huge event for us and for players, and this year’s show promises to be one of our biggest and most fan-focused ever,” said Alain Corre, EMEA Executive Director, Ubisoft. “Understanding players’ initial thoughts and reactions to the games we’re developing is incredibly important, and by making the Ubisoft games at Gamescom playable, we’re hoping that attendees will have a much more interactive and memorable experience and that their feedback will be even more applicable to our creative teams.”

If you attend Gamescom 2015, let us know! We’d love to see what you were able to do.


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Rise of the Tomb Raider Sets Sights for PS4 and PC

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Written by Dustin Murphy

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Today has been a good bit of news as we catch up due to our adventure to QuakeCon 2015. With the email sitting in our inbox, we’ve learned that Tomb Raider’s latest entry Rise of the Tomb Raider has been announced that it will be landing on Steam, Windows 10, and PlayStation 4 in the holiday period of 2016 while launching later this fall on Xbox One and Xbox 360 for a one year exclusivity. with both developer Crystal Dynamics, a Square Enix studio at the lead, we know the game will be worth the wait for PC and PlayStation 4 owners.

In this title we know that it will be following up Lara Croft’s painful adventure through her past experiences that have been discredit as part of a cover up, we now learn that Lara has uncovered a new an ancient mystery that will send her on a treacherous and remote locales of Siberia where she will uncover the secret of immortality while encountering a ruthless organization known only as the Trinity. With these upcoming challenges players will witness her using a new set of wits, survival skills, help her form alliances, and even help her embrace her life as the Tomb Raider.

Rise of the Tomb Raider will premiere first, exclusively on Xbox One and Xbox 360 on November 10, 2015.


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Goliath to Appear at Gamescom 2015

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Written by Dustin Murphy

Goliath_Logo

While everyone is making mistakes, you are making giants, which is something that both Publisher Viva Media and indie developer Whalebox Studios have become known for. Today they have announced that their upcoming title Goliath will be shown at Gamescom 2015 in Cologne, Germany. With the game debuting on Steam (PC), Mac, and Linux in early 2016, Goliath’s concept of survival in a world of giants, while dropping players into a world at war, players will get to fight in this world where monsters exist. With building your own giants, you will survive, search, and explore a world full of materials that are needed in order to create the tools and weapons that will be used by your characters, but also these giants that you will use to fight the monsters.

Where can you go to visit the newest published games by the company who published Son of Nor? Indie Arena, Hall 10.1, Booth A050/B051 where you can visit the team and of course try out the demo.

So lets take a peak at the official features:

  • Build A ‘Bot Factory: Learn how to create dozens of robotic Goliath suits from a variety of materials, including wood, stone, metal and more. Each Goliath can be customized and equipped with a variety of weapons – after you’ve learned how to craft them, of course.
  • Survive A Savage Land: Gather materials to build the tools you need to survive, including healing salves, protective fortresses and more. As you explore the world, you’ll learn more complex recipes for more advanced tools and weaponry.
  • Choose A Side: The world of Goliath is populated with several factions that vie for control of resources and territory. These factions include humans, the sentient robotic beings The Created, the demon-like Daemonari, and the elusive Forest Folk. Each faction can offer you different weapon and robot schematics, and you must choose which factions to align yourself with. Try to broker peace or rally your faction to accelerate the war!
  • Procedurally Generate World: Explore a unique world with every game, thanks to a procedurally generated world.
  • A Living World: Explore prairies, forests, swamps, tundras and more, all with a complete dynamic day/night cycle and weather. Weather and terrain affect your robots, so make sure you have the right machine for the job!
  • Co-Op and Competitive Multiplayer: Play through Goliath’s campaign together with a friend, or go head-to-head in arena PvP combat!

If you visit the booth, let us know, we’d enjoy seeing your interactions with the game as well as the developers!


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

Edge Case Games Secures 1.3 Million USD Funding led by Mercia Technologies

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Written by Dustin Murphy

Fractured_Space_Artwork

Many of you might be familiar with the company Edge Case Games who is known for their games Fractured Space and Strike Suit Zero, which have been rather successful with fans and media sources alike. As a developer and self-publisher of the combat game Fractured Space, we’ve learned that Edge Case Games has received a total funding of $1.3 million (£850,000); led by the UK-based Mercia Technologies, an investor who is known as for helping out with UK technology. For those unfamiliar with Mercia, they helped the developers of the popular title Soccer Manager grow its user base to over 10 million.

With this investment, we’ve learned that it will help Edge Case Games accelerate their development as well as help them push their technological based boundaries for this team-based space combat title. This will also help them explore on how to expand the game’s worldwide audience by adapting the game for the growing Asian market that plays it.

Mercia’s investment will boost the development resources available to realize our shared vision for what Fractured Space can become at launch and beyond”, said James Brooksby, CEO and Co-Founder of Edge Case Games. “We are especially pleased to continue our work with Mercia’s Head of Digital Mike Hayes, whose experience as former CEO of SEGA has made him a highly valuable asset to the team.

Edge Case is an exciting young company that has the opportunity to create a large and successful worldwide brand, and we’re eager to aid its growth into what could be a leading player in the online PC gaming industry”, said Mercia’s Head of Digital Mike Hayes.

Having achieved critical and commercial success from their initial launch of Fractured Space on Steam’s “Early Access” platform in November 2014, Edge Case Games is now planning to release a full, free-to-play version of Fractured Space late 2015. The Early Access launch of Fractured Space generated 400,000 users in its first five months, with PC Games commenting that: “the final product may well be one of the best space combat games ever made”.

Edge Case Games is based in Guildford, a developer hotspot that is also home to industry players including Ubisoft and Electronic Arts. The studio was formed by industry veterans James Brooksby and Chris Mehers, whose previous title, the action space title Strike Suit Zero, launched in January 2013 to attract an audience of over 1.4 million players on PC and console. We just hope this means we can see a PlayStation 4 and Xbox One release in the upcoming years.


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.

DOOM at QuakeCon’s Panel Brings in Some Pro Tips

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Written by Dustin Murphy

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As the DOOM panel begins we get to see Executive Producer Marty Stratton take stage where he sports his DOOM short in order to tell us more regarding the game. AS part of this panel begins he brings out Art Director, Hugo Martin, two gentlemen I’ve both had luck to meet. As the panel begins they bring out Robert Duffy, one of the well known men behind the current generation of DOOM titles. As a final guest they bring out Brad Rabblet of id Software. As the show gets underway we are greeted with a small interview regarding the game.

As many of you know DOOM was released as a reveal at QuakeCon 2014, but this year, is the first time that the multiplayer has been released to the public, and to the team? It’s a feeling that is awesome, a feel that is amazing. As a thank you from the DOOM team, Marty Stratton discusses their experiences making the game, but also the fact a ton of people are enjoying making the game and being apart of the legacy that was crafted 20 years ago. As the legacy grows, we get thank yous, and an acknowledgement for our feedback. Something that the crowd here overly enjoys. As Hugo discusses the feel, we are finding out about his having been pleased with how much we’ve gotten to enjoy the game, and with Duffy, we learn that our feedback, enjoyment, and excitement of the game is something that he enjoys and finds himself pleased with the reaction from fans here at QuakeCon, but also fans of the game online. As Brad Bramlett begins to discuss, he also displays his happiness with the excitement, feedback, and the sheer geniuine enjoyment us journalists and gamers get to enjoy. As the panel begins with host Gary Steiner, we see them discuss what fans wanted feedback on.

As the camera shifts to Brad we learn that they are pleased to hear fans enjoy that the sheer enjoyment and feedback from the fans have been undoubtedly enjoyable. Especially after he had been down at the DOOM booth this entire weekend. Speaking up, Marty discusses how excited the team is to hear the enjoyment as fans are helping with the enjoyment of the game. Especially how they’ve been helping fans enjoy the game as fans play, even giving pro tips regarding use of the weapons such as the Gauss Rifle, the Rocket Launcher, and even the other variety of guns that are in the playable pre-alpha that has been promoted here this weekend. As his discussion ends, Duffy begins to talk about how the fans have been reacting, especially as the player skill level increases we also learn that QuakeCon has helped bolster the game. As Bethesda has helped with the Shout Casters, Marty thanks them for their help, but also how they have done the game. As the camera changes, Brad begins to talk about how this game has been highly influenced with how the online goes, and with the help of others, we learn that QuakeCon has truly helped with Hugo, and the others have helped with the game.

While the conversation, we hear that Hugo discusses how they enjoy how the matches have been well balanced out, and how well the skill level changes to a higher bit as fans begin to enjoy the game. He also talks that the first match from the championship was ended at 61-60 as a final match. One kid having gone 37/8 k/d from Hugo Martin.

As the multiplayer ends, we get to once more watch the E3 trailer where we see the marine putting on his helmet, rolling a body off the floor. Below you can take a gander at the trailer that was revealed. It makes us once more remember just why we need next March to roll out on computers. As the game begins to grow more violent and shows the true DOOM look as the trailer unwinds. To be honest? Nothing can beat the justification of seeing this trailer once more as the Cyber Demon takes look and the BFG is once more fired off. As the trailer comes to an end, the crowd has once more gone wild as we see the team react to the fans enjoying the game.

With DOOM having helped lay the foundation for the shooter genre, we see Marty Stratton react to the preservation of the legcy. As a bit part of it, he states that the development of it, and being a part of the legacy is honoring. One of the things he is proud of, is how the game has worked out, from the start. Especially having started out at the highest level as they work to capture the highest levels of it. As they capture the essence of DOOM, they knew they wanted to have multiplayer, which goes without saying that the DOOM games need the multiplayer and snap map as part of its legacy, which is something the fans deserve and need out of a DOOM game. They truly aren’t really leaving anything out of the game. We learn that Duffy has been with the studio for 17 years and his feelings towards DOOM. He wanted to help bring the game that lived up to the legacy that lived up to the original DOOM games that the fans deserve, need, and he looks at it in a truly terrifying process, one that requires fans to go head on at full speed ahead, something games like Call of Duty aren’t doing. This means that the game is being focused in on at 60hz, which is by now; default. With the Snap Map this requires a consistence experience to the players as they play go. With Brad and Hugo being with the studio between 3-10 years, we learn that Hugo wants to help preserve the original, to provide something that keeps with the direction of the titles that we know. With the current game, they are attempting to preserve originality, but add onto what the cinematic experience can be like when working on this new one. This means pushing the personality to the overall game aesthetics compared to before. With Brad having been a part of it, he reminds us of the fans who used to sneak off in order to play the game, but with multiplayer, he discusses the key pillars of what the game needed, one being fast, movement as defense, big guns, and the expectation needs to be when it comes to the DOOM title, and multiplayer one more provides that.

With DOOM having been in development for a while, we learn that Marty discusses that the game began to feel right during the Spring of 2013 when they had done some work with the animation team in order to work with badass guns, demons, and fast movement; all being core of the game. The animation team had put an animatic together on how the animation kills work, and what they will be like, which truly is amazing at this point. This feature has made the cut into the multiplayer so-far, which is amazing in the long run. With programmers and animators working together, they began to work on it and focus on it in order to help provide a true DOOM experience. Even mentioning how the guns in RAGE were phenomenal. With this being fun and addictive, they began to build in a movement map in order to test these few components such as the glory kills, double jumpment, and even the grappling to climb. He said even in this, he has still played this for the past two years, and continues to do so as these parts of the game have made it into the final product. For Hugo it has much been the same as they discuss and polish the project in order to work as hard as they do, including adding new animations, new feels to sound, guns, or even hit reactions in order to keep the legacy alive. He even states that some things can feel worse or better for the game, but it is definitely feeling like DOOM once more.

Duffy has discussed he was much like Marty when it truly felt like DOOM, which was used based upon the player speed of Rage as they began to blast through the DOOMs test levels. He states that Hugo’s work helping bring the world to traditional DOOM touches, he states that how the game began to fall together all at once while Brad discusses that he was a bit later to the game. That he was also one that came aboard with the animatics as well as the prototyping, he also helped feel that the pinata drops helped make the game feel proper while working on it. That the combat pushed forward, he became a believer of the project the way it is. Marty states that the best part of developments is when the new building barriers towards DOOM builds, the game began to feel just like it should while working on how the development cycle works with a developmental rush. He brings up how DOOM at QuakeCon last year the positive response really helped them focus on their efforts as fans screamed and cheered at the game, which is what helped with the games production. This includes the chainsaw which received a good fan reception as the game is in development.

With managing all the developmental cycles, Marty states that the whole preservation of the projects is amazing, and has been exciting at this point. This includes things falling off, getting attention, or cut due to expenses as they establish a core identity that helped with the games current cycle. They also had forged some partnerships with over teams such as CircuitFinity to help with the multiplayer in order to help with the multiplayer, they also worked with a local Dallas developer called Escalation that has been helping with the Snap Map in order to contribute to it in development, but also ideas to improve upon it. It’s these things he said though, that can help weigh down development, but they have truly helped bring forth the overall experience. This means helping bring forth such a title as he mentions it to the Twitch stream. He discusses this is truly important when working on development.

As Marty’s discussion comes to an end, we get to see the lights dim and once more see the video of the gameplay happen. As the screen dims we get to see the player enter the scene of Hell, first lighting up Demon’s with his shotgun before switching to the chainsaw in order to light up an imp while a demon lights him up. This includes taking on a Mancubus, Hellknight and a Revenant with a chainsaw while nearly dead. As he switches weapons we quickly see invisible Pinky’s appear and a Revenant take off and die from a shot from the super shotgun. This truly shows us once more what DOOM truly is and helps demonstrates that push forward in combat that allows it to once more feel like a sense of constant motion and skill like the classics did.

Marty begins to discuss the use of skill, he states that DOOM’s movement is important, and if movement isn’t there? Death is sure to happen, which means DOOM is all about consistent movement and will require players to focus on it, and this places it as a core pillar of the game and stems out constantly, which means stopping is not an option when grabbing main resources of the game such as ammo, health pickups or even smashing a demon’s head open. The conversation switches to Hugo whom discusses movement is about swimming through the space such as glory kills, fighting demons, and even getting into position in order to skip around the map in order to avoid demons. This means that maps aren’t going to be set into place in order to stay alive and strategies, instead it’s abut moving on the go. As the conversation changes, we learn from Hugo that combat is not about picking targets, instead it’s about constantly fighting multiple demon’s at once in a “drive by” fashion to ensure damage having been properly done to the demon’s to preserve liveliness. He discusses how he does it by hiding in a cave or somewhere possible for just a moment to begin regeneration before finding the little guy and picking him off. In turn, Duffy begins to discuss how DOOM sets itself apart from the others apart, which means speed, a lack of crouching, which means you are a slower and more stationary target, which is not recommended. He discusses that this is a removed function that is not important in the game as players will flow through combat such as “swimming through the space”. He even states that he could see how the general crowd plays the games where they would back up, crouch, and other players would lay into them. He states that in DOOM when you feel like you must fall back, that you must push forward in order to keep into combat.

Marty states that the entire experience is great as it is felt like it has style, and provides an experience fans want. Brad states that he gets to experience a lot less in single player than the others while he works ont he multiplayer. The game, according to Marty, is challenging, one that will push fans to learn how to play this style of game. This includes listening to Hugo talk about the gameplay, and even how much Hugo plays the game, which is thousands of hours already. Marty also states he is truly glad we have been able to play the multiplayer, while Hugo also states that the more you play, the more aggressive you need to play while they show off one of their favorite moments, which is a Mancubus getting glory killed with its own heart being shoved down its throat before it detonates in half. Ever had too much queso? That’s how this demon feels as we celebrate QuakeCon around 2am. We actually learned that one of the team members got to make all sorts of sounds including burps into the game for monster creatures. Ths includes a can of coke and money well spent.

We learn that the idea for finishing moves came from an animatic that the animation team, as stated before, Marty states they are constantly asked about it, and the DOOM they know about. He states that when they do something and change directions, it’s easy to say they scraped some stuff, but that’s not the state now, but they are using a collection from the past as well so that some stuff could be tweaked and fine tuned into the current state of the game. This includes working with the tech and even reapplying it into the current stage of the game, which means a peg in a square hole for example, which means once it’s tuned fine? It’ll be just how it needs to be. We also learn that speed was a key component that was a seamless movement in the glory kill, which is stated between when the glory kill is timed from execution to death, to when players once more obtain control of the character in order to keep constantly in motion.

With the game being contextual sensitive, players will do certain ones when aimed at certain parts, according to Hugo Martin, which we ourselves have experienced in the multiplayer component. We also learn that some of these will never get old as players will feel skillful when executing these movements at the end of the day, which always feels good. Hugo states that DOOM needs to feel like a state of the art and brutal killing machine. Marty also states that the game is all about micro-decisions, and also quick reactions in order to take out enemies from any direction as needed in order to take on enemies from afar or around the corner, which causes the game to be a microsecond based decision making. Hugo Martin also states that the game is entire about pushing forward in constant combat for fans to ensure that they are always in combat. He also states that when in a hectic battlefield, glory kills feel awesome.

We learn the teams favorite weapons such as Marty states that is truly hard since single player is really hard due to the amount of weapons that are possible to use, which makes the weapon wheel one of his favorites due to versatility of swapping between the weapons. He also states that his favorite is the heavy machine gun, and haven’t even discussed the weapon mods just yet, which is a huge and intricate part of the single player, which are all upgradable. He states that his favorite is the machine guns micro missile mod is one of his favorites. We states he ALWAYS has a super shotgun. We learn that Brads favorite is the micro-missile as well, but super shotgun is his thanks to the gib factor. We learn that Duffy’s favorite is the static cannon that is there as his. Duffy states the super shotgun is his favorite even as mods change the game completely over time, while Hugo’s is also the static since it’s a movement based gun for PvP, while switching to the Repeater. He also states that he loves the Super Shotgun for single player since he loves the triple shot factor the gun has.

Discussing the multiplayer, we learn that DOOM’s core of multiplayer is core across the entire game, which is the fast movement, but also the weapons. They all are taking part as an overall core element of the game, but also the fan reactions regarding the fan reactions of the game. With multiplayer elements being at the focus, we also learn that Hugo believes he is the best at multiplayer, which is quite funny. Overall, we learn that there are four guys that stand above everyone, and at 5pm? We get to see a dev battle between the team. Once again Marty lets us know that the Alpha and the Beta for those at home will be available for those who pre-ordered Wolfenstein quite a while ago will get a group for an Alpha randomly drawn soon such as email notifications, and even console notifications based upon what you’ve been selected on. Exactly when is this coming? Soon, very soon from what we’ve seen, but with id Software? We learn that these tests won’t be extremely close to the games launch.


About the Writer:

dustin_batgr_prof

Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on TwitterGoogle+, and or you can find him on PSN with RaivynLyken.