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Mighty vikings, stealthy ninjas and fighting game fans from around the world are invited to join the epic battles sure to take place at the Brawlhalla Summer Championship Series, an online Brawlhalla tournament occurring July 29-30. More than 1,300 circuit points and $10,000 USD in cash prizes are on the line in the last seasonal Brawlhalla championship event before the $100k World Championship taking place in Atlanta this November. Players can register to participate via the Brawlhalla Circuit Schedule. https://smash.gg/brawlhalla-circuit/schedule Brawlhalla $10k Summer Championship Series Takes Place July 29-30 Last Online Event Before $100k World Championship ATLANTA, GA - June 26, 2017 - Blue Mammoth Games invites warriors from around the world to test their mettle in the Brawlhalla Summer Championship Series, an online Brawlhalla tournament taking place Saturday, July 29 and Sunday, July 30, 2017 on the Brawlhalla Twitch channel. More than 1,300 circuit points and $10,000 USD in cash prizes are on the line in the Brawlhalla Summer Championship, the last seasonal Brawlhalla championship before the ultimate Brawlhalla event, the $100k World Championship, taking place in Atlanta this November. The Brawlhalla Summer Championship will be divided into four divisions, NA 1v1, EU 1v1, NA 2v2, and EU 2v2, with $2,500 in cash prizes for each division. The 1v1 competitions will take place on July 29 and the 2v2 competitions will take place on July 30. The daily schedule will be as follows: 12:00pm EDT - Start time (Europe) 2:00 pm EDT - Finals (Europe) 3:00pm EDT - Start time (North America) 5:00pm EDT - Finals (North America) Players can register for the Brawlhalla Summer Championship via the Brawlhalla Circuit Schedule. For more information, please visit the Brawlhalla esports website or check out the full tournament rules. Paul "FunkyP" Ngyuen, veteran of EVO, CEO and Dreamhack streaming, is producing the Brawlhalla Summer Championship stream. Blue Mammoth developers David "Foda" Kisich and Eric "TWK" Devlin will be commentating. "The format hasn't changed, but for the last online championship of the season the stakes will be even higher as everyone battles for circuit points and a chance to qualify for the World Championship," says Kisich, Director of Esports, Blue Mammoth Games. "We can't wait to see who will come out on top and compete in November." Every few months Artifex Mundi ports one of it’s PC point and click adventures to consoles. The most recent one to get this treatment is the 2nd installment of the Grim Legends saga – Song of the Dark Swan. Even though it is the 2nd in the series, if you haven’t played the first game, you won’t be behind in the story.
You play the part of a healer, who has been summoned to a distant kingdom by the King to help save his Queen. Once you arrive, you are greeting by the Royal family and notice that the Queen is a bit out of sorts. Soon you are embroiled in a story of dark magic, revenge, and the storied history of other nearby kingdoms. It is up to you to untangle the story and fight back against the evil forces at work.
Game play is similar to the previous games from this developer. You must complete hidden object puzzles and mini games to advance the story. If you get stuck on one of the mini games, you are able to skip them. You can also ask for hints if you are having trouble finding any of the hidden objects. This won’t affect your game, but if you skip a mini game, or use hints it will negate your chance of earning a few achievements for that play through.
Song of the Dark Swan has several things that add to the length of game play that some of the recent hidden object games have been lacking. Besides the casual and expert modes of the game, there is also a prologue that will add to the story and the challenges. Also throughout the main story you will have to find over 2 dozen hidden Healer Sigils. This means that there is a hidden picture game inside a hidden picture game. Luckily if you miss 1 or 2, you can pick them up when you play the other difficulty.
The graphics in the game are top notch as always. The static scenes are beautifully rendered. Each area that you explore is rich with color and texture. The music and sound effects blend perfectly with the settings to help set the mood – be it ominous or slightly wistful.
Grim Legends 2 : Song of the Dark Swan is now out on the Xbox One, and you can pick it up for $9.99. There is also a bundle available that contains both Grim Legends games for $19.99. This way you can add both games to your collection. Whether you are a fan of hidden object games, or easy gamer score – this is a title to add to your collection.
Occasionally, I see a game that looks really cool and I think “Hey that will be a fun game to review”, even if I am not 100% sure how the game will work. SUPERBEAT : XONiC by PM Studios, INC is the latest game to catch my eye and say play me. It is a rhythm game that utilizes the basic controller instead of a plastic guitar or a dance mat – and when I say it uses your controller, I mean it uses almost every button on there.
You play the part of a DJ and it is up to you to add in key sounds to each song and keep the beat. As the notes come toward the screen, you have to try and match where it lands with the correct button, control stick or D-pad input. String enough notes together and you will be racking up the points with a huge combo. Miss a note and your combo drops to 0 and your score will suffer.
When you first fire up the game you will go through a short tutorial that explains all the controls. Once completed, you will move on to the easiest of the difficulties 4 Trax. This denotes that the incoming notes can only land in 4 spots – 2 on each side. Once you complete that playlist you will unlock 6 Trax, then 6 Trax FX. 6 Trax adds another area on each side, and 6 Trax FX adds even more notes to hit. There is even a Freestyle mode if you want to just take it easy for a while.
There are dozens of songs for you to play. And the music is really the star of this game. Songs bridge every genre that you can think of, but most seem to be Japanese artists, so don’t expect any Top 40 tunes on the play lists. One thing that I found a bit disappointing was that the beat you provide for the songs doesn’t seem to fit in well with the music. You start with a snare drum, but as you progress through the game you earn new key sounds like a dog barking and other odd tones. This tends to detract from the music.
The graphics can be very mesmerizing. The backgrounds are psychedelic and will have you wondering if someone slipped something into your drink when you weren’t looking. You will delight in the varying waves of color that fill the screen behind the waves of notes that you have to grab.
This is not a game for casual gamers. It takes some serious hand – eye co-ordination to get the high level combos needed for good rankings. While you can control the speed of the notes, juggling the controls and trying to hit notes that are flying at you on both sides of the screen. Luckily, the more you play the easier it gets, but the beginning frustration may turn some players off.
SUPERBEAT : XONiC is out now on XB1 and will fill the void in your collection for rhythm games. You can add it to your games for $39.99.
We are happy to announce that one of the most popular and active ARMA Communities has partnered with www.FrontTowardsGamer.com to support us in our dedication to Operation Supply Drop's Mission! Please read the following article for more information on this amazing community!
If you want to play with them or on their servers, check out the link above for more info!
TRC or Tactical Rabbit Coalition was founded at the beginning 2017 with roots in the Arma community. Our founding staff members encountered each other on other community servers and decided none of those servers provided a stable environment conducive to the players’ needs. In February, TRC was founded on three key principles: 1) Stable, reliable content, 2) Frequent and active administration, 3) Providing an environment where gamers are listened to and their suggestions are heard and implemented.
Our name comes from playing on Arma. Arma, which is a high-end mil-sim game, has two indigenous fauna; snakes and rabbits. Everything in Arma is tactical, tactical guns, tactical gear, as well as tactical rabbits. One of our founding staff suggested it as a joke and the name stuck. Our first server, Arma 3 Patrol Operations, went live on the 7th of February 2017, and has today has become the number one Patrol Ops server in the world. In the short time since our creation, we have launched servers for Arma Modded Patrol Ops, Blackwake, Minecraft, Rust, and Squad, as well as recently creating an Xbox One division which currently centers around Siege, Overwatch, Halo, Battlefield, and Call of Duty.
Today, our community is very diverse and has members and staff from many different regions of the globe contributing to make us better every day. We embrace people from every walk of life from students to military and CEOs to fast food workers. Everyone has a voice in our community and is urged to voice their opinions on our forums and our Discord. With over 400 people active on our various servers and more than 250 registered members on our website we are growing quickly. In the very near future our community is launching servers for Ark and Arma 3 Exile as well as implementing many hardware upgrades to keep up with our rate of growth. We hope to continue this growth and one day provide a welcoming environment for gamers on all major gaming platforms available.
BattleTech is the latest edition to a long line of games following the creation of BattleTech as a tabletop war game. Fans of this game have been through almost thirty years of changes and permutations, including (number of table top iterations and number of different games).
Harebrained schemes have partnered with Paradox Interactive to create their latest, shiniest addition to this established franchise. When meeting them at PDXCON and getting the announcement of the upcoming release, it certainly felt the most out-of-leftfield game announced. Amidst a sea of strategy games comes a tabletop-inspired battle simulator using gigantic mechs and lasers - not at all what was expected.
At present, BattleTech is only playable as a simple 1v1 skirmish, mainly just to demonstrate the core combat mechanics.
In each battle you control a Lance of mechs, four individual gigantic armored weapons platforms balanced around different specialities, battling over lances to beat them for whatever reason. Each individual mech has their own specialty and specific purpose; the Commando mech exists primarily as a scout to rush forward and identify targets to allow the heavier mechs to lock their weapons and start the fight properly. This diversification creates an added layer of strategy, as you need to utilise your mechs for their intended purpose. However, I frequently found that my scouting mech was always the first to be utterly destroyed, as soon as it located the enemy it was fired on and burnt alive.
The actual combat, which is the nuts and bolts of Battle Tech, is based around balacing three seperate parts of your mech: your weapons, your heat bar and your stability. Not only do you need to actively shoot your weapons at the enemy and try to destroy them, you also need to manage the heat generated from those weapons for each mech. Firing your high pwopered weapons too frequently is goign to result in yor mechs overheating and shutting down.
Alongside this, each mech has a stability bar which becomes depleted the more you are hit. Once stability has hit the maximum, your mech... falls over. It makes a lot of sense to include a mechanic based around simply falling over, considering these are gigantic armored machines bigger than trees. Once knocked down, enemies will be able to make targeted shots on you, specifically aimed at particular parts of your mech.
All this combines into a fairly detailed tactical battle simulator. Utilizing terrain and balancing the use of your weapons to triumph over the enemy.
However, the issue is the speed and pace of the gameplay. When moving mechs into position, you spend a short while considering the tactical benefits of where to put them, trees to provide cover, mountains for better range etc. Then, you watch as they move agonizingly slowly forwards into position, then slowly turn themselves to face the enemy. Then on your enemy's turn, the enemy mechs move slowly around and into position and firing against you.
Alongside the slow pace of the gameplay, the actual fighting part of the combat feels lackluster. It's satisfying and visceral to watch the explosions and lasers of your mechs fire against the enemy, but each round of firing feels too robotic, too wholly unnatural. It's intensely obvious that the gameplay is linked directly to a tabletop game because the act of choosing a target, picking the correct weapons and watching the shots fire slowly through the air is all. So. Slow. There's just not enough happening. Once you've got into position and started firing, it's essentially just clicking the same targets and firing on them with the same weapons again and again until you win.
The only strategic depth once the mechs have clashed together is the use of flanks and targetted shots to inflict damage on a particular area. There's not really any kind of intricacy os nuance beyond just shooting constantly until either you or the enemy is defeated.
Due to the intensely slow speed and relatively uninteresting gameplay beyond the initial setting up phase, BattleTech feels at the moment like a work in progress; it's supposed to have an incredibly in-depth and interesting singleplayer campaign that will hopefully bring a much-needed sense of investment and reasoning to the combat.
With the full release of the singeplayer, I look forward to experiencing more nuanced gameplay. Until then, I struggle to see Battle Tech having more than a couple hours of playtime.