Epic New Trailer for Sword Coast Legends

Epic!
Today at PAX Prime, n-scape and Digital Extremes showed off an epic new trailer for their upcoming Dungeons and Dragons game Sword Coast Legends which is based in the Forgotten Realms universe. As well as the trailer which you can see below we were also treated to some new screenshots.


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Rocket League Revs it up with update 1.04

Update 1.04 lands for Rocket League
Less than a month after it's release, so we were told by 'Psyonix', their smash hit game 'Rocket League' was going to be getting a DLC pack called "Supersonic Fury,". This DLC Pack will introduce two new exclusive vehicles, the "Dominus" which is a muscle car and the Japanese street racer, "Takumi"
Also included will be new Decals, Paint Types, Rocket Boosts, Wheels, PlayStation Trophies, and Steam Achievements.
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As well as the "Supersonic Fury" DLC Pack, which will be priced at £3.99 on both Steam and the PlayStation Store, Psyonix will also be releasing a free game update that includes the highly-anticipated Spectator Mode.
Spectator mode enables players to join live games and watch other people play, in real time. The new "Utopia Coliseum" gameplay arena, will come with the update as will more than 70 new Country Flags, numerous other customization items.
Well surprisingly it has been announced on 'Twitter' that the update will be released tomorrow, and the DLC to be released on Thursday!
This announcement has the whole 'Rocket League community salivating, and I for one can't wait.....
The DLC Pack full contents:
  • Dominus (classic American muscle car)
  • Takumi ('90s-era Japanese street racer)
  • 6 New Decals for both new Battle-Cars
5 New Paint Types
  • Brushed Metal
  • Carbon Fiber
  • Metallic Pearl
  • Pearlescent
  • Wood
2 New Rocket Boosts
  • Burnout
  • Nitrous 2
New Wheels
  • Cristiano (Soccer-themed rims)
  • Spinner (Working spinner wheels)
The simultaneously-released Free Update includes:
  • Utopia Coliseum (New regulation-type arena, thematically inspired bySupersonic Acrobatic Rocket-Powered Battle- Cars' Utopia map)
  • Spectator Mode (Watch other players in real-time from any angle in 1v1, 2v2, and 3v3 matches - 4v4 coming later)
  • 3v3 Ranked Mode (By popular demand!)
  • 70+ New Country Flags (Puerto Rico, Egypt, Saudi Arabia, and more)
  • Special "We're Sorry the Servers Were Borked at Launch" customization items
  • New Single, "Firework," by Hollywood Principle
New release date for Sword Coast Legends
At Gamescom today, n-Space and Digital Extremes, announced that their upcoming party-based RPG set in the Dungeons & Dragons (D&D) Forgotten Realms universe from Wizards of the Coast, titled Sword Coast Legends will now be released on Steam for PC, Mac and Linux on September 29.  The PlayStation 4 and Xbox One versions of Sword Coast Legends are still scheduled to be released in late 2015.

"We're extremely excited to show everyone what we've been up to with Sword Coast Legends, but it looks like our dungeon bosses need a few more hit points ... Larethar needs even more of a Scottish accent ... and the game itself could use a touch 'more cowbell,'" said Dan Tudge, President of n-Space and Director for Sword Coast Legends.  "All kidding aside, our fans deserve nothing less than whatever it takes on our part to deliver the compelling roleplaying dynamic of Dungeons & Dragons tabletop to the world of cooperative multiplayer video games.  If that means the game needs a few additional weeks of balancing, tuning and general polish - so be it."
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"While it's hard to wait a few more weeks for Sword Coast Legends to drop, I'm happy the n-Space team is dedicated to crafting a quality D&D experience. All pre-orders getting the Rage of Demons DLC for free is exciting news," said Nathan Stewart, Brand Director of Dungeons & Dragons at Wizards of the Coast. "And for D&D fans, the Rage of Demons DLC gives them another exciting way to face the demon lords in the Underdark."
The studios also announced that all current and future Sword Coast Legends pre-orders will receive the very first DLC, "Rage of Demons,"  absolutely free.
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Sword Coast Legends is currently available for pre-order from Steam and the PlayStation Store for $34.99.  In addition to the free DLC, Digital Deluxe and Collector's Editions, which include a tome of knowledge, cloth map of the Sword Coast, the official soundtrack, numerous in-game bonuses, starter items and DM abilities, as well as a statue of the powerful demon Belaphoss (Collector's Edition) are also available for pre-order for $59.99 and $239.99, respectively, from www.swordcoast.com
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Details regarding the upcoming "Rage of Demons" DLC expansion for Sword Coast Legends will be announced at a later date. 

Elder Scrolls Online 'Imperial City DLC' Announced

"Hail citizens of Tamriel!
 
'Imperial City', the very first official piece of DLC for 'The Elder Scrolls Online: Tamriel Unlimited', is on its way and will be available on the PC & Mac from 31st August, the Xbox One from 15th September, and on PlayStation®4 the day after. The Imperial City, the very heart of the Cyrodiilic Empire, has fallen to Daedric Prince Molag Bal and now all three alliances must battle against the Daedric forces, as well as each other. Imperial City adds hours of additional gameplay, including new areas, quests, enemies, and exclusive items whether you are going solo, in a group with friends, or travelling in a guild caravan hundreds strong.....


Console Wars - The Baer Beginnings

Console Wars – The history of games consoles

“Could I project how far this thing was going to go? The answer’s obviously no. Nobody realized, even at that time, that we were on this geometric curve … that would go straight up to heaven,” – Ralph H Baer
Even though video games themselves first appeared in the 1950s they were played on massive computers connected to vector displays, not TVs. Ralph H Baer conceived the idea of a video game that was played at home in 1951. While he was working for Sanders Associates he created a series of video game console designs. One of these designs, which was nicknamed the “Brown Box”, featured changeable game modes, this design was shown to a number of TV manufacturers, and lead to a deal between Sanders Associates and Magnavox.
Magnavox released the first home video game console, which was known as the Odyssey and could be connected to a TV set. The initial design called for a huge row of switches, which would allow gamers to turn on and off certain components of the console thus allowing the CPU-less console to create slightly different games like tennis, volleyball, hockey, and chase.
This design was replaced with separate cartridges for each game, and even though Baer had designed cartridges that could include new components for new games, the cartridges that were released by Magnavox all served the same function as the switches, and allowed users to choose from the Odyssey’s built-in games.
It was not until Atari’s arcade game Pong made video games popular, that the general public began to take more notice of the budding video games industry. In the autumn 1975, Magnavox, due to the popularity of Pong, cancelled the moderately successful Odyssey and brought forth the watered-down Odyssey 100 which only played  Pong and hockey.
Console Wars Pong
In conjunction with this they also released a second, “high end” console, the imaginatively titled Odyssey 200 which added a plethora of new features including on-screen scoring, four player local multiplayer/co-op, and another game, Smash. Released almost at the same time as Atari’s home Pong console, these three consoles kick-started the burgeoning consumer market.
In the years that followed, the market saw many companies rushing similar consoles to market. After General Instruments released their new and innovative as well as inexpensive microchips, many of the smaller developers/console manufacturers began releasing consoles that looked different externally, but internally were playing exactly the same games.
Most of the consoles from this era were dedicated consoles, meaning you could only play the games that came with the console. These game consoles were often just called video games, because there was little reason to distinguish the two yet. Around this time Magnavox, its main rival Atari and newcomer Coleco started to push the envelope, leading to the market becoming flooded with simple, similar video games.

 

 
In 1976, the Fairchild company released their home console the VES (Video Entertainment System) Even though earlier consoles used cartridges, either the cartridges held no information and served the same function as flipping switches just like the Odyssey, or the console itself was empty like Coleco’s Telstar, and the game cartridge contained all of the components. The VES was different, as it contained a programmable microprocessor this meant its cartridges only needed a single ROM chip to store instructions, that were sent to the microprocessor.
Soon both RCA and Atari  released cartridge based consoles, the Studio II and the now eponymous 2600 respectively.....
The first video game crash (1977)
By 1977, manufacturers of much older and obsolete consoles as well as Pong clones sold all of their systems at a loss, allowing them to clear stock. This created a huge glut in the market, which eventually caused  RCA, and later Fairchild to abandon their respective consoles. Only Atari and Magnavox remained to battle it out, even though both companies suffered losses during 1977 and 1978.
In North America this “crash” caused most of the smaller game companies to go out of business, but in Europe it had a different and dramatic effect. Due to the reduction in demand for the chips that powered the first-generation consoles, the price of those chips dropped drastically. European manufacturers started to release their own first generation, cartridge based game consoles that had no CPU.
The cartridges for these consoles would contain the same chips that had powered the later Pong consoles. Even though the VES continued to be profitable after the 1977 crash, and programmable cartridge based consoles like Odyssey II had been introduced to the market, there was no real recovery, at least not until Atari released a conversion of the arcade classic Space Invaders in 1980 for the 2600.
This completely revived the home console industry as many consumers bought an Atari console just so they could play Space Invaders at home! The success of Space Invaders’ also started the trend of console manufacturers trying to get exclusive rights to arcade titles, as well as being the harbinger of advertisements for game consoles claiming to bring the arcade experience home.
By the start of the 80s the Atari 2600 stood tall as the number 1 console on the planet, due in the main to the release of Space Invaders, it had won the first “Console War”……..

Sword Coast Legends coming to consoles.

Xbox One and PlayStation 4 Versions Announced
I'm pleased to report that Sword Coast Legends, the party-based RPG set in the Dungeons & Dragons Forgotten Realms universe from Wizards of the Coast, will be released for both the PlayStation®4 System and the Xbox One.
The game which was previously announced for PC, Mac and Linux will now officially release on September 8, 2015, on those formats while today's newly announced Xbox One and PlayStation 4 versions of the game will become available late 2015.
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"We've had a clear goal since day one to evoke the classic D&D experience between four players and a Dungeon Master, and to bring back memories of the great D&D games of the past," said Dan Tudge, President of n-Space and Director for Sword Coast Legends.  "After we announced and demonstrated Sword Coast Legends to overwhelmingly positive response at GDC, the press, partners, and fans all requested more. They wanted Mac, so we're doing it. They wanted Linux, so we're doing it. They clamored for console... so we circled back and figured out how to do it without compromising our vision for PC gamers. This addition to our existing PC, Mac and Linux versions ensures gamers will be able to have that classic D&D experience whenever, wherever and however they want."
"We love that Sword Coast Legends delivers the authentic D&D experience by letting friends tell great fantasy stories together," said Nathan Stewart, brand director of Dungeons & Dragons. "With Sword Coast Legends being available on so many platforms, it doesn't matter if you game on a couch, at the kitchen table or your desk - you'll be able to join your party for some glorious D&D dungeon delves."
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Sword Coast Legends presents the most realistic and true-to-form representation of classic tabletop adventuring ever realized in this immersive cooperative multiplayer video game.  The game's highly innovative Dungeon Master Mode introduces players to an entirely new way to play Dungeons & Dragons with a real-time, active and reactive Dungeon Master in cooperative multiplayer sessions and campaigns.
Here are some of Sword Coast Legends features:
·         Massive story campaign
·         Complex storyline weaving throughout the exotic Forgotten Realms' Sword Coast
·         Deep character customization, engrossing party-based gameplay and NPC interaction
·         Highly customizable combat and challenging monster encounters
·         Campaign creation tools for extended multiplayer adventures
·         The latest streamlined fifth edition D&D rules
·         Robust post-launch module expansion program
·         Epic orchestral soundtrack from composer Inon Zur
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Sword Coast Legends is currently available for pre-order from Steam and the PlayStation Store at a limited and discounted price of $34.99.  PlayStation 4 pre-orders also include a bonus $10 worth of Warframe™ Platinum in-game currency.  Digital Deluxe and Collector's Editions, which include a tome of knowledge, cloth map of the Sword Coast, the official soundtrack, numerous in-game bonuses, starter items and DM abilities, as well as a statue of the powerful demon Belaphoss (Collector's Edition) are also available for pre-order for $59.99 and $239.99, respectively, from www.SwordCoast.com .

Sword Coast Legends

Sword Coast Legends
For those of you who, like me, play Dungeons & Dragons then you know that last year was the most successful year for our favourite rpg in a long time with the release of the new 5th edition ruleset.
Well hot on the heels of that is the announcement that later this year a new game will be released called Sword Coast Legends. It will be available on Steam and other digital distribution formats, but as of this writing there is no firm release date.
 Set in the Forgotten Realms, Sword Coast Legends offers players an brand new gameplay experience, in which they can enjoy the time-tested magic of playing Dungeons & Dragons as a shared storytelling experience. By bringing the roleplaying dynamic between players and a Dungeon Master (DM) to life with a first-of-its-kind real-time DM mode, Sword Coast Legends will attempt to deliver a unique experience where a Dungeon Master guides players through customizable adventures.
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The DM mode is not entirely focused on four players versus the DM type games. Instead, active DMs engage and empower entire parties, in real time, to have more fun in a way that best suits the desired experience says Dan Tudge, the president of publisher n-space, "We are huge D&D fans and are thrilled to create a modernized storytelling experience in the iconic Forgotten Realms universe. Developing a new way to experience such a beloved and culturally influential franchise is a dream come true for our team. We are giving players a way to experience the magic of playing D&D as either a player or the DM."

Sword Coast Legends is designed for both Dungeons & Dragons fans and in fact any gamer who desires to return to the golden era when complex story-driven, party-based RPGs dominated the PC.

"Following the biggest and most exciting year yet for Dungeons & Dragons, Sword Coast Legends captures the spirit of D&D in a fresh, party-based RPG experience," said Nathan Stewart, Brand Director for Dungeons & Dragons at Wizards of the Coast. "With the director of Dragon Age: Origins and contributors from Neverwinter Nights and the Baldur's Gate series driving development of Sword Coast Legends, we feel n-Space has the deep industry experience and talent required to deliver a new way for D&D players to experience exactly what a DM can add to the adventure."




Escape Dead Island Review

Hello dear reader, welcome to the first post of the new year from me, this review has been a long time coming if I'm honest but due to health problems towards the end of last year I haven't actually got round to it until now.
If I'm honest I have never played any of the 'Dead Island' games before, and to be frank, after playing this one I don't think I want to!
'Dead Island' and it's "sequel" 'Riptide' appear to be games which benefit from the zombie formula to some extent, even though from what I can see neither game was polished. With the developers papering over the cracks with tons of loot for the player, a weapons crafting system and a co-op mode which I've been told is really fun.....shame no one thought to do the same with 'Escape Dead Island'.
Escape Dead Island Review
You see, despite some links with the other two games in the franchise this game could quite easily be kin to one of the plethora of cheap and sub-standard zombie games that have wandered in their wayward way onto our consoles as of late.

'Escape Dead Island' has a a story which to be perfectly frank seems to be a rehash of the shady corporation conspiracy story and is set a whole six months after the first one, as the world is wondering, "What happened on that island?"

This is where the player comes in and takes control of our protaganist Cliff Cole. Who like many other protaganists of late, is just an obnoxious and vacuous idiot that I found hard to relate to. Cliff's problem lies in the fact that he wants to prove himself to his dad, who is a media tycoon. Yes folks, Cliff is a spoiled rich kid, who drags his two friends along on his quest to find out "The Truth".
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The island itself is very strict, with rigidly defined areas to explore, and you feel constantly contained as Cliff is not the most physically agile character, in fact all he can really do is duck at least till he's armed and then he can shoot. He can climb, but only strategically placed ropes, he most assuredly can't jump or climb anthing else. There are areas which are inaccessible at first, but become accessible later on, but to be fair you might not want to go back, as you may only find some loot!

As I mentioned before he can shoot, but there isn't a lot to shoot at, as at most you will face four to five zombies at any one time, which are quite easy to defeat using the old "creep up and stab them in the head" tactic. Even the mutant undead types are easy to kill, well once you have the shotgun they are! The actual controls themselves are sluggish and sticky, especially when in combat, making the dodge move you do unpredictable at best. Progress in the game is very linear, clear an area then move on to the next rigidly defined area to do the same.
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I was extremely disappointed in this game, as I thought it would be a lot of fun, instead I found it just plain terrible. If your a fan of 'Dead Island' and/or 'Riptide' then you will be severley disappointed, and if this is you first foray into the 'Dead Island' franchise then avoid this game at all costs!
PROS
  • I'm afraid I can't think of any reason to buy this game!
CONS
  • Cannot identify with the protagonist.
  • Linear progress and story.
  • Sluggish and sticky controls.
  • NO replayability factor whatsoever.
  • NO co-op mode.

'Escape Dead Island' was reviewed using a review copy sent to us by Koch Media.



Kombat Kontinues

As some of you are already aware, Ed Boon who along with Peter Tobias created the Mortal Kombat series has been teasing the possiblity of a new addition to the franchise. As well as teasing MK X via a series of pictures and tweets on his Twitter account the following appeared as his new profile photo.
Well dear reader I can now tell you that Kombat Kontinues on June the 2nd, when Mortal Kombat 10 will be revealed by Boon and NetherRealm. This runs contrary to the current thinking of a reveal at E3 next week.


The new logo was also accompanied by header/poster which asks "Who's Next?"

It has also been revealed, well at least to me it has that there are images of a finisher being performed by Scorpion on Sub-Zero, in which he is slicing Sub-Zero vertically in half!

"Who's Next?" they ask, me for one.....what about you?

An Interview....no not with a vampire.....but with Kevin J Anderson

Usually, ( at least according to the books I've read! ), you are when writing an article meant to start off with a quotation or a story that is related in some way to the main body of the article. This time I'm doing things a little bit differently......this time I'm starting with some questions for you dear reader!

Do you like Star Wars? Do you like Dune?
Did you like The X-Files? Do you like Star Trek?
Are you a reader of Graphic Novels?

If the answer is yes to any or indeed all of the above then read on, as this is an interview I conducted by email with award winning Sci-Fi author Kevin J Anderson. Mr. Anderson is one of the few science fiction authors to write works for both Star Wars and Star Trek. He has been a prolific writer since he was eight years old. His first book Resurrection Inc was published in 1988, and since 1993 forty seven of his books have enjoyed time on various bestseller lists. As well as writing various books for numerous sci-fi licenses, he is also noted for writing his own Saga of the Seven Suns series and novels involving both Superman and Batman, as well as these super hero related works he has also wrote  some graphic novels.







This interview is NOT about any one of his works, published or otherwise, but it is about writing, and the writing process, with advice for new and budding authors. In fact this interview is the reason I have not wrote or submitted anything to these hallowed pages in a while, I've been busy reading Star Wars novels, reviews of which I hope to have very soon............

You are known as an award winning author of novels, short stories and graphic novels of the three mediums which would you say was the easiest to write and why?

I enjoy doing different things, so I don't feel like I'm stuck in a rut. My brain is wired best to writing novels; I do comics and short stories, but I feel most comfortable with the novel form.


As a follow up, which is the hardest to write and why?

A short story is hardest for me, because when I have an idea and start exploring it and expanding the characters, I usually find so many other facets to explore. It's hard to rein it in.

Do you find it easier to write about established fictional universes like the "Star Wars" universe, or is it easier to write about your own universe i.e. "The Saga of the Seven Suns"?

Now, don't get the impression that any full-fledged writing is "easy." I am fascinated by many projects, so I do all kinds. I enjoy doing both established universes (such as Dune, Batman/Superman, and Star Wars) and in creating my own (Saga of Seven Suns, or Dan Shamble, Zombie PI). As a fanboy at heart, I love playing with characters and universes I grew up with, but there's also a lot of approvals and "writing by committee." In my own universe, I can make all of my own decisions.

In your early career, with the exception of your friends and family, were there any groups or organizations that helped support and encourage you, as you tried to establish yourself?

I took some creative writing courses in college, and there I met another aspiring author, Kristine Kathryn Rusch; we helped each other out, learned the business, made connections, and she's now a bestselling, prolific, and award-winning author herself. I was also active in small press magazines, even became president of the Small Press Writers and Artists Organization.


It is said that you were influenced by "The War of the Worlds", but are there any other books that influenced you early in your career?

Very much influenced by War of the Worlds and The Time Machine. I also read Dune when I was
young, and it blew me away. The Lord of the Rings made a big impact on me, and then I read stacks of Edgar Rice Burroughs.

Do those books still influence you today? Or are you now influenced by more contemporary writing?

All of those books made a lasting impact on me, and I keep reading and learning from good books. I really enjoy Larry McMurtry (I think LONESOME DOVE is my favorite book of all time). I like the big epics like Sho-Gun, Gorky Park, The Stand.

Now that you are a much more experienced author, is there anything in your early work, that you wished you could go back and change?

Of course—if I haven't learned anything after writing 120 books, I wasn't paying much attention. Since we are reissuing many of my old novels at WordFire Press, I do have a chance to do some polishing…but I usually don't. I have so many new novels I'm working on, I'll let the other works stand on their own. (I did just reread my first novel, RESURRECTION, INC., though, and was very pleased with how well it holds up.

You have written many works in collaboration with other authors, notably with your wife Rebecca Moesta as well as Doug Beason, and you are also working with Brian Herbert on the "Dune" novels. Do you find it easy to write in a partnership? Or do you find that working in a collaboration causes friction between authors, because both parties have different ideas for the narrative?

I collaborate because I enjoy brainstorming with other authors; I like the exchange of ideas, riffing off of each other, building upon suggestions. I've done fifteen big novels with Brian Herbert, eight with Doug Beason, and we're still close friends; I've done about thirty with Rebecca Moesta, and we've been married 22 years. If you can put your ego on hold and both parties put the novel as the priority, you can do a great job in collaboration. It brings the resources of two people together, the life experiences, the knowledge base. (But it's a challenge many people can't do.)


Do you find doing research helps while writing? Do you find the research process challenging? While you write, do you find that you learn new facts and information (primarily while doing research) that you didn't know before?

Some projects are more research-intensive than others. My "Terra Incognita" fantasy trilogy or my novel CAPTIAN NEMO, for instance, required years of research on history, nautical legends, the legend of Prester John, the works of Jules Verne, the background on sailing ships, navigation techniques, cartography. Other projects, like Dan Shamble, Zombie PI or THE DRAGON BUSINESS, are ideas I can usually write off the top of my head. When I am researching, it involves book research, often travel to places that appear in the book, sometimes interviews with experts. I always learn something, and that knowledge makes its way into the novel.

Are there any topics that you would never write about?

I have so many projects in the works, I don't have to worry about some topic I would avoid. There are a lot of things I wouldn't choose to write about (glorifying child molestation is a pretty obvious one, or championing ignorance over science), but I have plenty of things I can write.

What is the hardest scene you have ever had to write?

A scene in THE EDGE OF THE WORLD, where a main character's faithful dog dies at his feet…I wrote that only days after I had to put our beloved family cat to sleep, and I could barely make myself write it; I had tears pouring down my face as I put the words down.


Do you find it difficult, like some authors do, to kill off recurring characters in your books?

Some readers say I kill off too many of them! Especially in a big epic like the Saga of Seven Suns, with so many titanic events and such a large cast of characters. But a writer has to be true to the story.

What do you find is the hardest part of the writing process?

The first edit. The first draft is fun, and after I get the prose polished a little, it's fun. But the first edit through is a lot of work.

Is there anyone who you have been tempted to write into one of your books, and then kill them off? What way would you use to kill them off?

I did that for one of my X-Files novels, after auctioning it off for a charity. A fan won the auction and got himself written into the novel, just so a monster could eat him.

You have a very large fanbase, and that includes myself, what is the strangest thing that has been said or done to you by a fan?

I met a Star Wars fan who actually, truly believed the Star Wars universe was real and that she was exiled here to Earth; she thought that I had a conduit back there, because I could tap into that universe and tell stories.

Do you think the advent of the internet has changed literature in any way?

It has certainly changed publishing; the whole world has altered in book publication and distribution. Big publishers are in great turmoil right now, but a lot of authors have embraced it and turned to the new methods.

Would you ever consider going down the route that many of the newer and an increasing number of established authors are doing, and self-publishing via the "ebook" medium?

Yes, we've already got more than 80 titles up and available, most of my backlist, as well as titles by Frank Herbert, Brian Herbert, Bill Ransom, Neil Peart, Brad R. Torgersen, Doug Beason, and a bunch more forthcoming. I hope your readers will check them out, because these homegrown ones are what we do out of our own pocket. www.wordfirepress.com

Finally, do you have any words of advice for any of our readers who are also budding authors?

Write all the time, constantly, and keep getting better. nobody ever said it would be easy.



I would now like to take the space to wholeheartedly thank Mr. Anderson, for the time and trouble he has taken, out of his busy schedule to answer my questions. I would also like to say to you dear reader thank you for reading, and I hope this interview affects you in the same way it affected myself and makes you want to read and read and never stop......I've got to go now folks books to read..............