From behind a wall of trees far in the distance my artillery unleashes a barrage of smoke to blind the MG42 heavy machine gun that would otherwise rip my infrantry apart. With cover in place my troops run across open ground and flank the position, only to find an enemy tank has been waiting patiently behind a nearby building, and my own lack of recon means I was unprepared for it. Stupid me. My troops get pinned down, rendering them useless, and then they get demolished. Fine. Time to bring up the heavy armor, complete with air support that smashes the anti-tank guns sitting way back before my own tanks roll in. On another front I’ve got some infantry holding a town with anti-tank weapons supporting them from across the open fields where they can get a good bead on anything big and ugly rolling in to cause trouble. The enemy are starting to reinforce, though, presumably seeking to push their frontline forward by smashing straight through my town. With recon I can see them bringing in artillery, anti-air guns, infantry, and tanks. War it is, then.
It has done my heart good to see Netherealm return from the brink of self-annihilation. The creators of Mortal Kombat were a huge part of my childhood as I spent many happy hours trying to master Sub-zero. But along the way the studio got off-track and Mortal Kombat plunged into the depths, and many thought it would never be seen again. Seemingly against the odds, though, Netherealm returned to form with a new Mortal Kombat that was brilliant, then proceeded to follow it up with Injustice: Gods Among Us, a DC-themed fighting game that was basically Mortal Kombat under the hood but without the gore. The release of Mortal Kombat X saw the studio improve on the formula again, and now here we are with Injustice 2. Spoiler alert: Netherealm have done it again.
I’ll be the first to admit that while I previously found the idea of a mat for boardgames appealing it was never something I considered actually owning for myself because it always felt like a frivolous purchase made by people who have far more disposable income than myself. Now, though, I have to admit that having a mat made gaming a lot more comfortable. So let’s check out the Big Viking Mat, eh?
One Dog Story is a failed Kickstarter tale. Originally promising branching side-quests, deep NPCs and a plethora of locations to explore what we’ve actually gotten is a much simpler game, albeit one that attempts to keep some of its original vision with the inclusion of multiple endings and a few other things. But failure on Kickstarter doesn’t mean failure as a game, and while One Dog Story may not be anything spectacular there’s an enjoyable, straightforward 2D shooter-platformer here that should keep genre fans fairly happy.
On my kitchen table two forces face off. On one side are the Daqan, noble human warriors with their block of spearman, fierce cavalry, brave hero and towering golem. On the other side stands the army of Waiqar the Undying, a dark horde made of skeletal warriors and horrific carrior lancers. Yup, it’s another game from FFG intent on making you spend all your cash on new models and expansions rather than on bills and food. Oh, and it comes with FFG’s typically bloody awful cardboard insert, too.
Back when I previewed Sniper: Ghost Warrior 3 I encountered a huge problem where turning around resulted in massive dips in framerate that made the game unplayable. Oddly the only way around the issue was to use a Xbox 360 controller. Skip forward to the full release and the problem is, to my everlasting annoyance, still there, except now at least me and many other Steam users have tracked the source of the problem; the polling rate of the mouse. To solve the problem I’ve had to turn my polling rate down from 1000Hz to 125Hz or just play with an Xbox controller. Talk about strange.
Way back in the dark ages of 2004 Relic produced Warhammer 40K: Dawn of War, a strategy game that has, over the years, taken away hundreds of hours of my life thanks to its wonderful gameplay and its chunky expansions. Then Dawn of War II turned up and I lost interest as the series ditched base building in favor of more tactical/RPG experience. Now, some eight years after the second game, with Dawn of War III it seems Relic attempted to have the best of both worlds, melding their two previous entries together to form a game that is both frustrating and glorious. For many people it isn’t going to be the sequel they wanted, but taken on its own merits there’s a lot to like here, even if it does mean it’s hard to see exactly what the future of the franchise may be moving forward.