Tuesday, August 28, 2007

GW:EN Sneak Peek Screenies!

It's been two weeks since the last biweekly screenshot entry, and this time I've got a massive collection of great shots from the Guild Wars: Eye of the North sneak peek weekend for you! As you probably know, this sneak peek weekend was a short preview for people who had already pre-ordered this upcoming expansion pack, and provided a small section of the new game world. You can read more about all that here, but basically these are in-game screenshots of a game scheduled to be released this friday. If you've been wondering what the new areas look like and how much better the game looks, without having to rely on ArenaNet's sparse pictures, then you've come to the right place!

The following is a batch of shots I made myself, so they're completely untouched. These are slightly larger than usual, so that you can actually see something, and they're a bit darker than the game itself, because my monitor's brightness settings suck. I've added some commentary to put the pictures in context, but if you still have any questions don't hesitate to ask! And for the ones who are sick of Guild Wars pictures for nearly 2 months in a row: don't worry, the next one won't feature Guild Wars. Of course if you do want pictures of the retail version's extended areas as well, those will be available in my review next week ;)



The new water effects are amazing!


The explorable zones now feature a lot more open space


Gwen in her new mesmer outfit, inside the Hall of Monuments


Yes, that's a giant snowball trap! They're all over the place!


Light the braziers and the bridge comes down, one of the nice 'puzzle' elements to dungeons


The entrance to my first dungeon :)


There's plenty more weird architecture below ground...


Dungeons don't really feel like dungeons when they're huge like this


There are cool gimmicks like this all over GW:EN


At the end of a dungeon awaits your rightful reward!


Even the minotaurs love Jora... who can blame them?


Drunken questing!! Those Norn love to drink!


That is one big Bison :| (and a whole lot of dead ones)


New fire effects: perhaps not quite realistic, but very cool looking


I could spend hours just admiring the view in the Far Shiverpeaks


Actually, this isn't GW:EN, but it looked so good I couldn't help myself and posted it anyway :p



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Monday, August 27, 2007

My new rig has arrived!

Ok, so it's actually been here since thursday last week, but I didn't really have time to post this weekend in between testing all there was to Guild Wars: Eye of the North and properly reinstalling and reconfiguring everything on this new system. That black, Antec P182, case you see to the left is how my new monster PC looks. This is the rig I'll be using to provide you with the latest on PC gaming for the coming years, and I'm happy to report that thus far it's been performing really well.

But first things first. Let's get to a quick recap of the new hardware in my system so you know what the heck it is I'm talking about:

  • Antec P182 case
  • Antec TruePower Trio 550 Watt PSU
  • ASUS P5KC motherboard
  • Intel Core 2 Duo E6750 processor
  • Kingston PC6400 2x1GB RAM
  • Seagate Barracuda 320GB HDD
  • Sparkle Geforce 8800 GTX video card
  • My old 160GB Western Digital HDD and ASUS DVD player

I set it all up that day and after a fresh Windows XP (no Vista here! ... yet) install it was all ready to go. Rather than bore you with all the technical details, which I'll save for a later entry, I'll just give you a quick look at exactly how much faster this rig is than my old system. A quick 3DMark 2006 basic edition test gave my new PC a score of 10198 3DMarks.... that's right, 10198! In comparison: my old system only reached a measly 1578 3DMarks, that's less than the 2415 3DMarks my new C2D E6750 hit in CPU testing! So performance is excellent, to say the least...

One last thing I just have to mention, before getting back to testing my new hardware with the most demanding of games, is the image quality. Strangely enough this was by far the most impressive improvement over my old system; yes, even more impressive than that sixfold 3DMark increase! Literally everything looks better, with more varied and crisp colors filling the exact same pictures, videos and games. Playing Unreal Tournament 2004 on maximum settings with my old system looked nothing like it does on this rig, and the same rings true for watching videos, looking at pictures or simply navigating Windows. The image quality is noticeably better all around.

Now that I've gotten that off my chest it's back to gaming and testing for me. I'll post up an entry on my building adventures sometime soon, as well as the obligatory performance benchmarks of course. Now, if you will excuse me... I have some BioShocking to do!

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Sunday, August 26, 2007

The wondrous north opens up!

During the past couple of days major cities across the world of Guild Wars have been shaking with tremors as cracks opened up in the surrounding lands. These cracks have now, temporarily, granted access to a new region of land entitled the 'Far Shiverpeaks'. Over this weekend many tens of thousands of fans with preorder kits have logged in and started exploring this new northern region of Tyria, including myself. It's only a short sneak peek into a small portion of what Eye of the North, the upcoming expansion pack, will offer, but I'll share my first impressions nonetheless.

Having resumed playing Guild Wars only a few weeks ago it might seem a bit premature to already preorder the expansion pack, but with Eye of the North's expansive list of new features it just seemed too good to pass up on. The main points of interest for me were the Eye of the North itself, the Norn and the mini-games... however, over the course of this weekend I've found many other, more impressive, innovations. So, let's get into that shall we?



The most obvious changes are in the graphics and music. Guild Wars has never looked better and Prophecies (the original campaign upon which this expansion builds) looks like an entirely different game if you compare the two. When walking through an explorable area in the far north it's hard not to notice the amazing improvements in water (so pretty that even Lord of the Ring Online's water effects look outdated) and lighting effects, as well as the less restrictive and much larger environments. Character detail has gone up drastically and spell effects are prettier than ever before, ensuring that GW:EN can still compete with all the latest games in the visual department, while remaining as perfectly playable on older PCs as it has always been.

As for the music: let's just say that the, widely praised, music in previous Guild Wars campaigns doesn't even begin to compare. The new songs are much more dramatic, suitable and engaging, offering a far more enjoyable gaming experience. Better yet, the music now actually adjusts according to your situation, so when you're engaged in combat the music changes to a more appropriate battle tune. The new music and graphics combine to provide a much more epic atmosphere, suitable of the more epic and interesting storyline.


Perhaps one of the most interesting changes is in the manner this storyline is presented. Rather than offering a bunch of explorable areas and slightly related quests, while having missions offer up the real meat of the story, GW:EN or at least this section of the story, has no missions whatsoever. All the storytelling takes place during quests, by means of many cutscenes with fortunately rather good voice acting. As a result the other quests also seem to be much more in line with the overall setting and ensure that the entire game is a lot more immersive. And on the topic of voice acting: all NPCs now say something when you click on them!

Roaming through explorable areas is no longer a dull linear experience either, as enviroments are significantly larger and there are many great hidden gimmicks. It's these gimmicks which really liven up the world and make exploring every nook and cranny of the map a joy. There are some great movie references, such as killer rabbits (Monty Python!) or Devona shouting 'None shall pass!' in true Gandalf fashion as she stands face to shin with a Giant wielding a rather large spiked club. Screen deformation is also a really cool effect, which occurs in haunted locations and makes the environment turn all wavy. Better yet is the new presentation of many of your enemies, such as giants facing off in dueling contests when you're not around, skeletons holding a gathering of sorts around their monk-boss leader, or the giant wurm you see in the picture to the left popping into view as you turn a corner.

When it comes to foes there are actually quite a few changes in comparison to previous campaigns, the most obvious one being that they're much stronger because everything is geared towards level 20 players. Nearly every creature you'll encounter in the 'Far Shiverpeaks' is huge, and frequently you'll be fighting against overwhelming numbers, which makes for some impressive combat scenes. The skill bars for both enemies and henchmen are much improved and ensure that you'll frequently need a proper build for yourself and your heroes if you want to survive - although most of the combat, save for a couple of bosses, is fairly easy to handle thus far.


The main attraction of this sneak peek event are undoubtedly the Norn. I did get to meet up with some members of the other organizations, but the Norn are the ones who are in control in the Far Shiverpeaks and thus most of the quests are to assist them in some way. The Norn are genuine half-giants, as my max-length warrior can barely reach up to the chest of Jora, the new Norn warrior Hero you can recruit. Hanging out in their cities, brawling with them before being giving the privilege to speak with them and participating in their weird tournament - I now really can't wait to make my first Norn in Guild Wars 2! Interestingly the Dwarves are really fleshed out this time and Kilroy Stonekin makes a return as the crazy Rurik-style warrior who sents you out on all sorts of wacky, but totally kick-ass, quests. The Ebon Vanguard and Asura didn't get much screentime though, unfortunately.

Those much talked about mini-games have proven to be a massive success, partially due to their genius implementation. Dwarven brawling has you take out your brawling knuckles and pull some Beat 'Em Up style moves on a myriad of opponents, who use ordinary weapons and spells. It's not very challenging, so far, but it's a lot of fun and you get a nice little something every time you win too. The Norn tournament is entirely different and actually so challenging that people are openly trading builds in outposts in order to try and make it through. Essentially you're put up against one well known characters from the previous Guild Wars campaigns and as you beat them you advance through the ranks to eventually defeat the Norn organizer. It's very frustrating if you try to use a regular build, but once you utilize something more suitable for one-on-one combat it quickly becomes a rather enjoyable time sink... which again nets you some worthy items at the end.


Another impressive aspect of GW:EN are the dungeons. Contrary to what you might expect they're incredibly huge and offer varying levels for your enjoyment. Towards the end you can often find a nice boss to slay, if you have the appropriate quest, which drops a chest including one rare expensive item, as well as a few plat. These dungeons are spread out across the new world, although in the sneak peek event we only get a look at a couple of them, which proved very enjoyable. Unfortunately one aspect of these dungeons, namely gathering map parts and thus unlocking special bonus sections in dungeons, is not included this weekend... so we'll have to wait a week to see how that turns out. The same story goes for recording your achievements in books for faction bonuses, which will also have to wait until next week.

Some of the other cool new features include gaining faction points with specific organization by requesting their blessing at a shrine, which nets you one point for every monster kill. Sounds familiar? Wait until you reach 25 points and gain your first random bonus, ranging from a few dozen extra points to a time attack challenge. And when you run into another shrine, talking to it will further increase your point total! All of this ensures that moving through the ranks of a faction is quick and painless, far from a grind, which is good because you actually need to be of specific ranks if you want to purchase items from certain vendors, which includes the new consumable vendor selling some very useful items. Then there's the better fleshed out new heroes, as well as gaining two such heroes through the Norn tournament by defeating them in one on one combat... it all just adds up to a very complete experience, which is just better than any previous Guild Wars campaign on so many levels.


So is there nothing bad to say with regards to GW:EN? Nothing disappointing? Of course there is, heck you've probably already noticed that I have yet to cover the Hall of Monuments. That's right, this most awaited of GW:EN features is a disappointment. All accomplishments are character-based, not account-based, and any minipets you enter are bound to your character permanently. The only titles it shows are insanely high tier PvP ones and if you enter armor to be immortalized it won't actually be your armor it shows but just a random armor of the same type, not even the same class! Not quite the best implementation, but at least the scrying pool is cool - who knows, maybe ArenaNet can liven the HoM up a bit and make it work properly after release.

There also doesn't appear to be anything on offer for PvP lovers and with many of the monsters ranking in at level 28 already, I don't see any room for a playable hard mode unless ArenaNet resorts to lowering monster levels. Also annoying is the fact that chests can only be opened with expensive lockpicks and generally don't drop anything good (not that chests drop anything good in other campaigns). Lastly the most important complaint I have is that there are simply too many new and awesome features included to list in one entry... now I'll have to make a follow up!

If you're a Guild Wars fan who likes PvE then I see absolutely no reason not to buy this expansion pack. If this sneak peek weekend is any indication then GW:EN will be so expansive and engaging that you really can't afford to miss out, even if there aren't any cool new elite skills.



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Friday, August 24, 2007

Eye of the North preorder key!

That's right: I still have one Guild Wars: Eye of the North preorder key to give away! The sneak peek event has already started, but you can still get in - all you have to do is send me an e-mail (address in left sidebar) and the first one who mails gets it. Aside from granting access to the sneak peek event it also provides you with 10 hour trials for the other campaigns as well as three unique maxed weapons. I've already done my first bit of exploring in the Northern Shiverpeaks - and I can tell you: it's worth it. So go on, open your email client and send me one to receive your key and participate!



Update: The key is now taken, no use mailing anymore!

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Tuesday, August 21, 2007

An amazing weekend!

The coming weekend is gearing up to be an unusually good one for PC gamers across the world as many long-awaited game demos and retail copies are finally making their way into our hands! It all started off this week with the BioShock PC demo - and in case you hadn't noticed, BioShock has been getting some good reviews - but after a slew of recent announcements it seems like it will even pick up further later this week!

Perhaps most obvious is the actual retail release of BioShock, which is expected to hit store shelves across Europe this friday. Seeing as it's been getting a 9.6 out of 10 average this seems like a genuine must-buy for shooter fans, and if you still want to give it a testrun prior to playing then scroll on up and download that demo! You'll have to wait, possibly quite a while, before I have my own demo or retail-impressions up, because tomorrow I should be assembling my new PC and I might be rather busy in the coming days.



Of course that's not the lot of it. Another interesting development is the recent announcement that a World in Conflict demo will be made available this friday. Yes friday the 24th seems to be everyone's lucky day this month. This demo will include a tutorial and a singleplayer mission, as well as two multiplayer maps to try out with your friends. The beta left me with a very positive impression and I'm hoping that with my new PC that impression will only improve come demo-time! I'll be certain to post up at least a short recap, once I get the time.

Lastly there is another event firing up on friday the 24th, as ArenaNet opens the doors to the Northern Shiverpeaks for Guild Wars: Eye of the North pre-order players. I have pre-ordered myself, so this will likely be my priority this weekend and I'll try to add some nice blog posts of my experiences with the sneak-peak event. Better yet: I have a spare pre-order key for one interested individual, so if you were still looking to get in on the event and the three permanently available bonus-items that come with it, then sent me an e-mail detailing why you should receive this pre-order key. In the unlikely event I receive multiple e-mails before this friday, I'll just pick the most appealing one and it should be in your inbox before the event begins!

Note that your e-mail might be posted on this blog if I have nothing better to type. Also note that this is a sneak-peak event for an expansion pack geared towards level 20 players, so if you don't own Guild Wars then winning the key will likely be rather useless. Anyway, if you happen to be playing this weekend then by all means add Aeroth Firebrandt and maybe we can play together! I even have access to a TS server for the lot of us to hang out in, so we can even do silly stuff like actually being organized while playing, although that's never any fun now is it? ;)



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Sunday, August 19, 2007

How could Epic Games fail?

As you probably already know, Unreal Tournament 3 is one of the most highly anticipated games set to be released this fall, November to be precise. After all the interviews, previews, screenshots and videos it seems to be getting better all the time... but it's still possible for Epic Games to screw this up, like they did with Unreal Tournament 2003. What are some of the foreseeable pitfalls that Epic Games must avoid and which features truly need to be added? Let's explore that in this entry...

Of course this entry will be limited to some of the sneakier, less obvious, pitfalls. So there will be no mentioning of silly stuff such as not releasing a demo prior to retail date, or unreasonable system requirements, because Epic Games simply will not let that happen, and has proven that with every game they've made prior to UT3. Additionally some of these potential issues cannot be solved by Epic Games themselves, but are problems that could plague the community and need to be resolved by that same community. The game's eventual success is just as dependent on the players as it is on the developers.



Server Browser

A few days ago Epic Games revealed that it has teamed up with Gamespy to achieve multiplayer match-making in the PC version of Unreal Tournament 3. In recent years the Gamespy multiplayer technology seems to have matured and formed some great multiplayer games such as Warhammer 40.000: Dawn of War and Star Wars: Empire at War. Unfortunately there are also a fair few examples of games which suffered from their Gamespy support, such as: Battlefield 2, Battle Realms & Star Wars: Battlefront, although the latter would've sucked all around no matter what. It seems unlikely that Epic Games would release it's latest title in a popular online franchise with a lag-ridden or buggy multiplayer service, but with Gamespy support, anything is possible.



Vehicles, vehicles, but what about gameplay?

Thus far Epic Games has released a lot of information regarding Unreal Tournament 3, but strangely this continually seems focused on vehicle-based gameplay, much like what happened with Unreal Tournament 2004's marketing campaign. It might be a great way of attracting newbies, but it's also a surefire way of sewing doubt amongst the true fans: those Deathmatch and Capture the Flag players who've been at it since day one. Will UT3 finally provide hundreds of hours of fun for us Deathmatch and Capture the Flag players again, or will it become a despicable, vehicle based, easy-mode spam-game the likes of Battlefield 2? I sincerely hope it's not going to be the latter.



Newbie server admins...

This might not be something that the guys and girls over at Epic can prevent, but these kinds of server admins could screw up the online Unreal Tournament 3 community good. It's already plainly obvious in UT2004: there are masses of horribly configured servers. Does the CTF community really want to see 80% of all servers run CTF-FaceClassic 24-7? No. Can Deathmatch players really enjoy 10 player servers with fraglimits set to 25? No. Do instagib players want the low-grav mutator enabled on every friggin' instagib server? No. I pray that we'll finally get a batch of sensible server admins in UT3, who are willing to host proper servers that can attract the crowds of normal players.



Level Design!

Arguably the most annoying aspect of Unreal Tournament 2003 & 2004 was the design for the Deathmatch and Capture the Flag maps. Rather than focusing on maps suitable for the type of game, as Epic Games had done with the original Unreal Tournament game, we had beautiful maps that were far-too-easy to get stuck in. A game with loads of quick movement like Unreal Tournament 3 needs maps that support that kind of gameplay: more open spaces and corridors, less arbitrary decorations that merely hinder your movement. It's no wonder that nearly all of the maps played in Deathmatch, Team Arena Master & Capture the Flag are either remakes or custom maps... Fortunately, from what I've seen of the few Deathmatch and Capture the Flag levels we've been shown, it does look like the Epic Games designers have stopped abusing prettiness in map design, and have resumed caring about gameplay once again.



Console Tournament 3

The worst thing that could happen is for Unreal Tournament 3 on the PC to become too heavily influenced by it's console versions. The PC version doesn't need some slick, but useless, interface like Halo or Pariah. Nor do we want to have realistic (Hello? It's UNreal Tournament?), hardly visible, player skins, because that's how console gamers like it. Nor do we care for toned down visuals, specifically textures, because consoles can't handle as much. But most importantly: the gameplay on PC has to be different, more suitable for playing with mouse and keyboard, we want faster pacing, smaller hitboxes, no auto-aim, etc. And while on the topic of auto-aim: if it ever comes to crossplatform gameplay, don't start giving ridiculous handicaps to PC players like Shadowrun did. It will only result in no PC gamer ever playing crossplatform.



Micropayments

It hasn't been too long since Bethesda Softworks' dreaded horse armor pack, and since then even Epic Games has felt the pressure from publishers, more specifically: Microsoft regarding Gears of War, to head into the micropayments business. The Unreal Tournament series has always been known to have received extensive, free, bonus packs after every release. It would be a waste to see Epic Games turn their backs on that now, although I suppose it probably wouldn't actually ruin the game... Still the community might take micropayments quite harshly and turn their backs to UT3 in favor of it's predecessors.



There's Warfare... but what else!?


Right now Epic Games is clearly focusing on promoting the new game mode shipping with Unreal Tournament 3: Warfare. Now it certainly sounds like it could be fun every once in a while, but it's certainly not a game mode targeted towards the true fanbase of the Unreal Tournament series. What happened to Deathmatch and Capture the Flag? Why can't we get some information on those every now and then? It almost seems as though Unreal Tournament 3 will simply be the Warfare game mode, and Deathmatch and Capture the Flag have only been tacked on afterwards. Now I'm certain, based on developer interviews and fan feedback, that that's not the case, but at least bother to promote it a bit. Right now the DM and CTF communities are far from hopeful for this game.



We now have a Singleplayer campaign!

It sounds like a great addition, the new 8-10 hour singleplayer story, but it would be nice if that didn't stop Epic Games from making UT3 an excellent multiplayer experience. Sure a singleplayer campaign is fine and everything, but what people are really going to buy UT3 for is it's multiplayer... and that better not suffer from the sudden inclusion of singleplayer elements. Likewise it also wouldn't do to be promoting this singleplayer campaign, only to have it turn out to be elaborate botmatches or a far cry from the classic or online Unreal Tournament gameplay.



Those are quite a lot of things that could go wrong, but of course I listed far from all of them, just the ones I deemed most crucial right now, several months prior to release. After seeing the reports and videos from recent events, such as comic con, it does seem like Unreal Tournament 3 could well become the best game in the franchise. Let's hope that Epic Games doesn't make any major mistakes and that we can enjoy a great game this November!

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Saturday, August 18, 2007

A clean slate!

As you might know I've recently ordered a bunch of new hardware, which should be arriving early next week. With all of my old hardware, with the exception of one hard disk and my DVD drive, moving on to my Aunt, I've been using these past few days to slowly prepare for the coming of my new hardware. After all: what better time to clean up my hard disk, and make all the files easily accessible, than right before a fresh Windows install on a brand new PC!?

You see, when it comes to sorting the files on my PC, I'm not exactly the tidiest person (contrary to my room, before you ask). It's not just that my files are all over the place, such as several seperate game patches folders on the same partition, but also that I have loads of duplicates sucking up precious storage space. Although that might not be quite the worst of it, you see: it also extends to my desktop. Just to give you an idea of how messy it is: I've been using 1600x1200 (well above average) as my native resolution for a couple of years, and still whenever I go to a LAN Party I invariably receive the same comment from, just about, everyone: "WOW! Your desktop is a mess!"

Even now, with my desktop never having been tidier and emptier as I've uninstalled just about every game on my system, the clutter of icons still takes up at least 25% of the screen! So I'm really happy about my new hardware coming next week, as it gives me a chance, and excuse, to sort out my current files and start with a clean slate on my new hardware. It should also help a lot with blogging, because right now, even as I've made separate folders intending to keep it manageable, all my blog-related files still somehow ended up becoming a mess of images, folders and text files :\

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Thursday, August 16, 2007

World in Conflict Beta Impressions

With Massive Entertainment's (Ground Control 1 & 2) latest RTS game mere weeks away from release, the time is right for me to share my experiences with the beta test build which was made available to tens of thousands of players in July. As a true fan of the fresh new RTS gameplay style introduced with the Ground Control games, I was eagerly anticipating this game, so I had set the proverbial bar rather high as I downloaded the latest beta build and prepared to play my spare time away. If only I had known then how massively (excuse the pun) World in Conflict was going to obliterate my expectations...

But first things first! World in Conflict isn't nearly as well known a title as a Command & Conquer 3: Tiberium Wars or Starcraft 2, so a quick introduction for the 'less informed' (or less obsessed) is only proper. This new real time strategy game from Massive Entertainment is a continuation upon the successful and innovative non-resources, non-base building gameplay formula of their Ground Control series, allowing players to focus solely on tactically challenging and fast paced combat. Contrary to the previous Massive games however, this will not be a science-fiction game, but rather take place in an alternative version of the Cold War, where the Soviets invades both western Europe and the United States, and the player is trust into the shoes of an American commander desperate to defend his country of it's Soviet invaders. World in Conflict truly shines in multiplayer however, where players can fight as any of three factions (United States, NATO & USSR) and will be presented with strangely team-focused and fast-paced gameplay, as Massive has attempted to blend the RTS genre with some of the better elements from modern shooters.



With the introductions out of the way, let me delve straight into the game. World in Conflict multiplayer presents you with the usual accessible automated matchmaking feature, dropping you in a game with good ping and other players around your level of skill, of course you can also search for a game manually. Once you join a game the first thing you'll notice is that you've, most likely, joined in the midst of an on-going game. Contrary to other strategy titles, this game works more like an FPS in that you can join any game in progress and just play along with one of the two teams. Next on your list of discoveries will be the fact you have to choose a class prior to playing, this ranges from an Armor Commander to Infantry, Air & Support, each class featuring it's own collection of units. Commanders can order in units from other classes, but at much higher cost.

So you've selected your class, and as a newbie you'd want to go with either Armor or Support, and you're placed in one of the two asymmetric teams (USA, NATO, USSR), now what? That's when you select a drop point and the first squad of units you want to deploy, which are subsequently dropped beautifully by giant cargo planes, or in the case of Air commanders: come hovering into view from above the battlefield. At this point you can't fail to have missed the very limited amount of units you can order in, and the slowly regenerating, but limited, pool of resources used for calling in reinforcements. Again contrary to ordinary strategy games, World in Conflict does not assume you can solo the entire enemy team.. instead you'll have to rely on other players in your team to fill the roles you cannot, as you head in with your group of 5-6 units and reign death and destruction as best as you can, side-by-side with friendly troops, while pushing forward to take control over the war zone.


This new FPS-inspired style of gameplay works surprisingly well, which might be augmented by the quick-request feature which swiftly voices a team-command in the vein of 'need anti air at this location' while pinging the mini map and game world with a location indicator. World in Conflict features in-game voice chat, but in the many public games I played it quickly became apparent that the quick-request feature alone is enough to coordinate complex attacks with your teammates and win any battle, even against well-coordinated VoIP-using top ranked clans. Of course in your first few games most of your teammates won't really know what to do, but then: neither will you, nor your enemy, most of the time. As you climb through the ranks, earn medals and ascend the leader boards you will be matched up with increasingly better players and you generally get very intense games with capable players on both sides.

That's right, World in Conflict features Battlefield-style awards and ranks for you to earn, as you play matches and gain expertise in various fields. These can range from being the best Armor commander in a match to gaining enough tactical aid points, accumulated quickly by being victorious in battle, to launch a tactical nuke. If you want to boast about your accomplishments, or seek out detailed player statistics, World in Conflict definitely allows for that!


Technically this beta was surprisingly good, sporting surprisingly few bugs and a graphics engine that seemed to be quite well optimized for lower end PCs. My current PC easily managed to keep a consistent 30 FPS minimum with most details set to low - and it still looked quite good! That being said, players with new systems will enjoy far better visual detail, so good that no other RTS, not even Company of Heroes, can compare. And if you can play games with DirectX 10 that's all the better, because you'll get to benefit from World in Conflict's many visual gimmicks for DX10. You can expect this to become the visual benchmark for future strategy games for some time to come.


The real surprise of this beta however, was how much fun it was. I only got to play for a few days, but in that time got nearly two dozen hours in as I'd want to play just a quick match and then found myself still sitting behind my PC, playing and smiling, five hours later. It has a very steep learning curve, particularly for Infantry and Air commanders, but in the end it didn't really matter whether my team won or lost: every game was fun. Once my team got nuked by three players simultaneously and rather than having players whine about it, or ragequit, there was a wave of cheers and oohs and aahs while everyone was gorging on the visual splendor as three nukes ravaged the landscape and blocked out the sky, and everything below it. And better yet: for the competitively inclined, such as myself, there is plenty to learn, plenty of skills to master and refine, and a truly challenging team based experience awaiting them.

I had anticipated a great strategy game, but World in Conflict's beta test proved to be beyond awesome. It may not be strategy gaming as anyone knows it, but it sure as hell works and it's fun. After playing this game I discussed it with a couple of other people, such as Cyrris of Aelon and we all agreed: this game will be awesome at LANs and WiC multiplayer in general is just kick-ass. This could well become one of those standard LAN titles such as Counter Strike and Unreal Tournament and you'll miss out on something if you don't at least try out the soon-to-be-released demo.


World in Conflict will be available in stores worldwide as of September 18th.




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Wednesday, August 15, 2007

Your upgrade status & new poll!

A couple of weeks ago I asked what your upgrade status was, but unfortunately only three people actually responded by voting in the poll. Regardless, here are the results: one person upgraded recently, one is upgrading soon and the last one is waiting to see what kind of hardware comes next. This automatically means no one voted for 'not going to', not that I particularly expected anyone to...

I'm still waiting for my new hardware to arrive - and quite a few of my friends have either recently upgraded or are waiting for their new hardware to arrive as well. It seems that the record low hardware prices haven't gone unnoticed, as many online retailers are also indicating vast supply shortages, so clearly quite a lot of gamers are using their funds on a PC upgrade this summer. With good reason of course, because there are a lot of interesting and demanding games scheduled to be released later this year!


Anyway, on to the new poll question for the coming two weeks: 'Which is your favorite genre?'. Perhaps not the easiest to answer, but I'm sure each of you have your own preferences when it comes to gaming genres. Whether you're a fan of first person shooters or races, simulation games or real time strategy, I've included just about any genre there is. And if you really don't know, then you can always choose that option too!

As for my own choice? I'd probably go with First Person Shooters, which is what I've probably played the most over the years. Having said that: I do love Space Sims equally as much, if not more, it's just that there aren't really any of them around anymore. I also tend to play most other genres quite a bit and there are games I love in nearly every genre, so it's a tough call to make, but I'd still go with FPS in the end. Return to Castle Wolfenstein, Jedi Knight 2 and Unreal Tournament (the original) are more than enough to justify this decision, for me. Now you vote - and leave a comment with your reason for voting that particular genre while you're at it. Have a nice day!


PS: Just in case you don't know the difference between Action, Platformer and First Person Shooter: an Action game is not played in first person, a Platformer is mainly about jumping. So a third person view game like Tomb Raider would be an Action game, Rayman a Platformer and Jedi Knight 2 a First Person Shooter. Don't worry about little details like Ego Shooter versus Tactical Shooter, I'll cover that in a later poll! As for Role Playing Game versus Hack & Slash: H&S is a simplistic RPG which focuses on action and simple game mechanics. A Role Playing Game generally focuses more on storytelling, expansive and elaborate game mechanics and usually has combat take a back seat. So Titan Quest would be a Hack & Slash game, whereas Neverwinter Nights (and especially the sequel) would be more in the region of a Role Playing Game. As for games like Guild Wars and World of Warcraft, those are Massive Multiplayer Online games, so they fit in the appropriately named genre.

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Tuesday, August 14, 2007

GW:EN Screenshot Galore 2!

As release day draws ever closer for Guild Wars: Eye of the North, more and more media is being released. I recently displayed an armada of screenshots already, but with even more beautiful shots of this new expansion becoming available across the web - I decided to do a follow-up and share some of the newer shots as well. The sneak peek weekend for pre-order players is going to start soon and I'll try to cover that with some nice entries as well, having pre-ordered GW:EN myself.

On a side note: if you're a Guild Wars player yourself then by all means add 'Aeroth Firebrandt' to your friends list. It's my main Warrior/Necromancer character, which now has some nice and shiny 15K Sunspear armor. Perhaps we can do some missions or quests, or maybe explore the sneak peek weekend together. Heck, my Guild finally has a few active members again, so who knows: maybe you'll want to join. Anyway, enjoy the screenshots!



A wallpaper depicting Jora, a Norn Warrior. Download here.


Those pesky Charr are still there for you to slaughter!


Those magma gloves are available to all classes, as are some other armor sets in GW:EN.


Dwarven boxing is a new fast paced mini-game with which to gain Dwarven faction points!


Some enemies are so ugly you want to take them out first.


The Hall of Monuments features all your pretties!


There are a few rather imposing creatures in this expansion pack.


The sun sets over the Shiverpeaks... yet this expansion is not called Nightfall!



A huge amount of great, unofficial, screenshots from a recent GW:EN press event can also be seen here. These truly show how absolutely amazing GW:EN looks in comparison to previous Guild Wars games, particularly the shaders on everything from forest fires to characters are stunning and it's certainly still competitive, even in todays market of Unreal Engine 3 and whatnot else games.



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Sunday, August 12, 2007

Most Impressive Games of July 2007

Many new PC games are released every month, but which ones are truly worth purchasing? I'll be giving an answer to that question every month, with this recurring 'Most Impressive Games' feature. The games mentioned in this feature aren't necessarily the greatest of titles ever released, but they're certainly the best, or most talked about, PC games that were released in that particular month. Regrettably there were very few new games released in July, which means this entry is a tad shorter than usual.



July 2007

Civilization IV: Beyond the Sword

This was by far the best received new release of July: a very impressive expansion pack to the most popular turn based strategy game in recent years. Aside from adding the standard new races and a sizable amount of new units and wonders, it also introduces a lot of new gameplay elements such as the expanded space race which now includes the actual travel to Alpha Centauri. Beyond the Sword also offers twelve new custom scenario's for fans to enjoy. I could write loads more regarding the innovations this expansion pack offers, particularly the tiny details and reworked versions of already existing gameplay elements, but if you really want to read the full deal then you aught to head here for an extensive review. In any case, if you are a true Civilization fan then you most certainly don't want to miss out on this!


Tom Clancy's Ghost Recon Advanced Warfighter 2

It's predecessor was rather well-received on both consoles and PC, leaving this GRAW 2 with some big shoes to fill. Judging by the current batch of reviews, it certainly manages to live up to the expectations. The tactical and challenging gameplay remains as a strong point of the (Ghost Recon) series, but this particular episode in the franchise unfortunately also suffers from bugs, teammates who aren't always equally bright & momentary bouts of incredulous difficulty. A great game for Ghost Recon fans, but perhaps not quite what you'll be looking for if you just want a decent shooter to spend those remaining summer days on.

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Saturday, August 11, 2007

The 200 Day Mark!

That's right, today, Saturday the 11th of August, marks the 200th day of operations for this blog! As I predicted 100 days ago, the blog's layout hasn't really changed much since then, but it has changed quite a lot in terms of writing. Regrettably I haven't been able to stick to a rigid one post a day schedule, but I intend to make it work in the coming weeks. There is plenty to write about and I actually do have quite a few concepts lined up, although most of them are rather lengthy and will take some time to sort out.

As for some statistics... in the past 200 days this blog has seen roughly 30000 pageviews and 21000 unique visitors. At over 100 visitors per day, 107 to be precise, those are some pretty impressive numbers. Hopefully the coming 100 days we will continue to see an increase in pageviews and unique visitors, as this blog matures and slowly edges it's way towards it's first anniversary!

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More on the new GW favor system...

After the entry I wrote yesterday on the newly implemented favor system for Guild Wars, I've played a bit more and noticed something peculiar: the new system actually appears to be working. I played for a couple of hours yesterday as well as a few minutes today and have yet to see the world not have favor. As such the new system essentially ensures non-stop favor for everyone, which makes it rather odd to have such a cumbersome system in place rather than simply removing the entire favor system altogether and opening up Underworld and Fissure of Woe all day long.

In any case it's a good sign for the new system, as well as the game itself. The fact that you can't go 5 minutes in Lion's Arch during prime time without seeing someone attain some great new title clearly shows that Guild Wars is a lot more popular than some people would have you believe. In fact, during a recent press event for Eye of the North at ArenaNet, apparently it was also revealed that the Guild Wars franchise had passed 4 million sales worldwide... not bad, not bad at all!

That said, I still have my reservations about the new system. Right now it might work great and have elite areas open pretty much non-stop, but what happens when most of the hardcore players have attained the easy titles, sunspear and lightbringer, on all their characters? In the end the hardcore players will run out of titles to attain, and that's when Underworld and Fissure of Woe will very likely become unaccessible for days or even weeks at a time. Furthermore, what's the point of even having this favor system around now? The world has favor nearly all day long, so why even keep this system, why not remove it altogether and make Underworld and Fissure of Woe permanently accessible simply by paying the 1 platinum fee?



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Friday, August 10, 2007

Is ArenaNet ruining Guild Wars?

Yesterday ArenaNet, developers of the popular corpg Guild Wars, unleashed the most extraordinary update notes the game has seen since it's release, over 2 years ago. Ok, so most of it is just a long list of skill-changes, but there's one tidbit in there that marks a very dramatic change in Guild Wars's core game mechanics. ArenaNet has, at long last, altered the favor system which unlocks access to elite PvE areas (The Underworld and Fissure of Woe). Certainly Guild Wars players are celebrating, now that their number 1 complaint since release day has been addressed? If only it were that simple ...

I've played Guild Wars since the E3 Open Alpha Event in May 2004 and as such have a multitude of old characters with plenty of play time in, so I know Guild Wars and it's population quite well. Right now the community is split in between the (few) supporters of the new favor system and those who disagree with ArenaNet's new favor mechanic. I'm one of the latter and I'll explain to you why I feel this mechanic is very likely going to be hurtful for the Guild Wars community and particularly the hardcore players it so relies upon.



Let's begin with outlining the previous system, which had remained, largely, unchanged since the sunny spring day that marked the beginning of the Guild Wars franchise: previously players could gain access to the special high-end PvE areas only if their home territory (Europe, America, Japan, Korea, etc.) held divine favor. How could a territory gain divine favor? Simple: have teams of your territory hold the Hall of Heroes elite PvP area for 5 successive rounds. The problem here lies in the fact that some areas are more competitive than others - and thus the system usually results in one territory holding favor most of the time, rather than favor rotating between territories, as it was probably intended.

The result of this PvP-based system for acquiring access to PvE areas? Initially it meant America held favor 70% of the time, with the rest divided between thoroughly underpopulated Europe and Korea. The unfortunate truth here is that most of Europe's skilled players had migrated to the American territory, so as to be free of non-English speaking people in public channels, because we didn't have language specific districts yet. Nowadays the picture is entirely different, with most of Europe having migrated back - and Europe now holding favor pretty much 90%, if not more, of the time. In recognition of this problem, ArenaNet had already implemented scrolls enabling access to the special PvE regions... but now that complaints regarding this system have turned pretty much nonexistent, they apparently decided to completely redesign the favor system after all...


The new favor system is intended to allow PvE players to open up access to elite PvE areas, rather than having them rely on their regions PvP players, and it also grants favor to the entire Guild Wars-playing populace, rather than a single territory. Sounds like a great change doesn't it? Unfortunately the actual implementation is potentially even more flawed than that of the former PvP-reliant system. You see, the new system relies on players maxing out titles - and once 20 players have maxed out one in a set of fairly specific titles the entire world gains a measly 1 hour of favor.

Now what's cool about the new system is that when and if any of your characters reaches the maximum level for one of the twenty-one qualifying titles, then your accomplishment will be broadcast in seven places across the game world: the Temple of Ages (Prophecies), Lion's Arch (Prophecies), the Great Temple of Balthazar (All), Kaineng Center (Factions), Zin Ku Corridor (Factions), Kamadan (Nightfall) and the Chantry of Secrets (Nightfall). It's a great way to honor those few players that actually manage to get one of the following titles maxed out:

  • Survivor
  • Defender of Ascalon
  • Legendary Cartographer
  • Legendary Guardian
  • Legendary Skill Hunter
  • Legendary Vanquisher
  • Sunspear
  • Lightbringer
  • Kurzick
  • Luxon
  • Lucky
  • Unlucky
  • Gamer
  • Drunkard
  • Treasure Hunter
  • Wisdom
  • Sweet Tooth
  • Champion
  • Hero
  • Gladiator
  • Commander
The unfortunate truth is that the vast majority of Guild Wars players will never max out even a single title on any of their characters, only the few hardcore players will, and those hardcore players will run out of characters to max out eventually. And therein lies the problem of the new favor system: how long does it takes for 20 players to reach maximum level in one of the above titles? Many, many hundreds of hours - heck my main character has 170 hours in and it's only barely attained the first level for just 2 titles. Furthermore once a maximum title has been reached it won't ever count again on the same character - and the few players capable of attaining these titles generally already have all their character slots filled. As such I think it'll be surprising if we see those areas open up as little as once a week and players across the globe will be worse off with the new system. Indeed the only context in which this system even remotely makes sense is if ArenaNet simply wants to push people to use scrolls to gain access... because otherwise the chances of you getting in are slim, at best.


As you've probably surmised on your own by now: the new favor system in Guild Wars is simply not going to work. It really doesn't make any sense - and makes you wonder what the guys and girls over at ArenaNet were smoking when they came up with this implementation of favor. Does that mean there's nothing better that could've been done to improve the previous favor situation? No, not at all... a very simple change to the then-existing method would've sufficed. Let's provide an example shall we?

Now imagine the old, Hall of Heroes-based, favor system. It was a direct translation between Hall of Heroes victory and territorial favor. A very simple, elegant, solution to the problem of European dominance would've been to make Hall of Heroes victories not the sole determining factor for territorial favor. That is to say: ArenaNet could have simply implemented a rotating favor system, which would linger a certain percentage of time longer on the most successful territory in the Hall of Heroes. This kind of system could even take prime times into account when distributing favor, allotting favor to Europe around 8-10 PM CET for example, and account for population differences between territories, allotting more favor to America and Europe than Japan, and more for Japan than Taiwan, for example.

The system above would still slightly rely on PvP, but at least every territory would be guaranteed of divine favor at one point or another - and you don't have huge stretches of time where elite areas are entirely unaccessible without using scrolls. A far better implementation than some title-reliant, or purely HoH-reliant, favor mechanic if you ask me. The current system however will see very few players ever really access Underworld or Fissure of Woe without having to pay big bucks for scrolls. It's something that could actually hurt the more hardcore PvE community, which generally evolves around these particular elite areas, while also alienating non-cookie cutter builds because when you finally get in then you really don't want to be wiped and have to start all over again... and there are plenty of elitists in Guild Wars who consider cookie cutter builds inherently superior to anything original.

In short: it's a bad development for both casual and hardcore PvE players, while it also slightly devalues the most prestigious form of PvP aside from Guild Battles.



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Thursday, August 09, 2007

Biweekly Gaming Recap

As I said roughly two weeks ago the plan is for all weekly features to be extended into bi-weekly features, so that there's more time and space for proper articles, reviews, previews and whatnot. As such here's the first 'Biweekly Game Recap', which will be replacing the former 'Game of the Week' feature. Hopefully this will end up a little more compact and easier to read through - as well as a lot more varied than the old format. So by all means, read on!



Week #31 - #32
(26th of July - 9th of August)

This first feature in the new format is certainly varied - as we've got no less than 4 games to cover! So what is it that I've been playing over the past couple of weeks? Perhaps most notable is the World in Conflict beta test, which ended in July. I also spent some time playing the free mmorpg CABAL Online, which I covered in this blog earlier. As of late I've been getting back into my Unreal Tournament 2004 rhythm as well, but most of my gaming time these past two weeks was spent on the various Guild Wars campaigns. Press read more for the full story...



Let's start with the only strategy game in the list - World in Conflict. The beta test ended in July, but I made sure to get some good gaming time in before the servers finally closed up to the public. In the end I think I ranked somewhere in the top 3000 or 2500, not that great, but pretty decent considering I didn't get to participate much and started rather late. WiC proved to be a great game and I'm certain it'll do well upon release - I'm definitely getting a copy! In between some of the World in Conflict matches I was invited to play CABAL Online by a friend... so we did, but it didn't really grip me much (possibly because I had just watched the Eye of the North E3 trailer and was all pumped for Guild Wars again), so I played a couple of hours and that was it.

In Unreal Tournament 2004 my old team - beMEAN - is active again and recruited an armada of new members. So in the last couple of days I've been playing with them, preparing for the upcoming Team Arena Master cup and was assigned to the second team. Our practice matches hadn't really been going well, up until today that is... when we barely lost against iFEAR and tied another first division clan. I used todays matches to up my headshot count, raking in 12 over 4 maps and ranking in first place on 3 of those maps, so my performance was pretty good overall. Now if only I can keep it up for the cup itself! :)

As for Guild Wars... I really played that a lot last week together with my Guild's co-leader, Sagi. We finally finished the Prophecies campaign and we created new Factions characters, my first non-melee: a Monk, and now have them out of Shing Jae Island (newbie area) and on to the mainland, unfortunately. Too bad that Sagi couldn't play anymore since last week, so I played solo for a bit and farmed together enough cash and resources to buy my oldest character, a Warrior/Necromancer from the Prophecies campaign, full 15k sunspear armor in Elona and dye it silver, and it looks great! I also roamed around Elona for a bit and gathered up an armada of heroes for that character. With my Eye of the North pre-order at the ready it's now time to gear up for the upcoming sneak-peak weekend!



Hey, at least I topped the scoreboard! (and scored 4 headies)


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Sunday, August 05, 2007

July/August 2007 - Release Date List

Welcome to the latest, most up-to-date, list of release dates for all the most interesting upcoming PC games on The Game Drone. As I do every month I've uploaded a fully updated release date list with some entirely new games and many changed dates corresponding to current press statements. Do remember that these release dates are subject to change - depending on the decisions the developers/publishers of these games make along the road. Also note that these are European release dates and the North American release can be a couple of days (or even weeks) earlier or later in some cases.

As usual a couple of games dropped from the list because they were actually released on schedule - and others were added because they were recently announced. In fact, a whole lot of new games have been added to the list - such as Sim City: Societies and Worldshift - and you should be able to find just about anything you might be anticipating in there now. Interestingly a few estimated release dates were actually too far off, as we see a couple games edging in earlier-than-expected dates (e.g.: World in Conflict). Taking a quick look at this list aught to be enough to convince anyone that PC gaming is far from dead... it's alive and kicking - and in a few months time we'll be treated to a flood of quality games the likes of which we haven't seen in nearly a decade.

Note: I've also taken the liberty of referring to further information for some games in the list - just click the names of linked titles for some nice previews, screenshots or whatever else was linked to them... enjoy!


  • A Vampyre Story - Late 2007
  • Age of Conan - October 30th 2007
  • Age of Empires III: The Asian Dynasties - Fall 2007
  • Aion: The Tower of Eternity - 2008
  • Alan Wake - 2008
  • Alone in the Dark: Near Death Investigation - Late 2007
  • American McGee's Grimm Tales - Spring 2008
  • Assassin's Creed - November 2007
  • Battlestar Galactica - Fall 2007
  • BioShock - August 24th 2007
  • Black Noise - 2008
  • Blacksite: Area 51 - September 2007
  • Brothers in Arms 3: Hell's Highway - Late 2007
  • Call of Duty 4: Modern Combat - Fall 2007
  • Codename Panzers: Cold War - Late 2007
  • Company of Heroes: Opposing Fronts - October 2007
  • Clive Barker's Jericho - Late 2007
  • Cryostasis - 2008
  • Crysis - November 16th 2007
  • Devil May Cry 4 - Fall 2007
  • Dimensity - Late 2007
  • Dragon Age - 1st Quarter of 2008
  • Drakensang: The Dark Eye - 1st Quarter of 2008
  • Dungeon Hero - 2009
  • Elveon - Late 2007
  • Empire Earth III - Fall 2007
  • Enemy Territory: Quake Wars - September 28th 2007
  • EverQuest 2: Rise of Kunark - November 2007
  • Evil Under the Sun - October 2007
  • Exodus from the Earth - 2008
  • Fallout 3 - Fall 2008
  • Far Cry 2 - 2008
  • Frontlines: Fuel of War - January 2008
  • Galactic Assault - Fall 2007
  • Galactic Command: Talon Elite - Late 2007
  • Gears of War - 2008
  • Gods & Heroes - Fall 2007
  • Gray Matter - 1st Quarter of 2008
  • Guild Wars: Eye of the North - August 31st 2007 (screenshots)
  • Guild Wars 2 - 2009
  • Half Life 2: Episode 2 - October 12th 2007
  • Hard to be a God - September 2007
  • Haze - Late 2007
  • Heavy Rain - 2008
  • Hei$t - Fall 2007
  • Hellgate London - November 2nd 2007
  • Hero - 2nd Quarter of 2008
  • Hero's Journey - Late 2007
  • Heroes of Might & Magic V: Tribes of the East - Fall 2007
  • Hollow - 2007
  • Huxley - 2nd Quarter of 2008
  • Hydrophobia - 2008
  • Interstellar Marines - 2007
  • Jack Keane and the Dokktor's Island - Fall 2007
  • Jagged Farm - Summer 2007
  • Kane & Lynch: Dead Men - Late 2007
  • King's Bounty - Late 2007
  • Left 4 Dead - 1st Quarter of 2008
  • LEGO Universe - Summer 2008
  • Loki - August 24th 2007
  • Mata Hari - 2nd Quarter of 2008
  • Medal of Honor: Airborne - August 28th 2007
  • Medieval II: Kingdoms - Fall 2007
  • Mercenaries 2: World in Flames - Fall 2007
  • NecrovisioN - 2008
  • Need for Speed: Pro Street - November 2007
  • Neverwinter Nights 2: Mask of the Betrayer - October 2007
  • Officers - Fall 2007
  • Operation Flashpoint 2 - 2008
  • POSTAL III - 2008
  • Precursors - Fall 2007
  • Red Faction 3 - 2008
  • Sabotage - Late 2007
  • Saboteur - 2008
  • Sacred 2: Fallen Angel - 1st Quarter of 2008
  • Sam & Max: Season 1 - August 28th 2007
  • Savage 2: A Tortured Soul - Fall 2007
  • Serious Sam 3 - 2008
  • Settlers VI: Rise of an Empire - September 2007
  • Seven Kingdoms: Conquest - Late 2007
  • Severity - 2008
  • Shattered Suns - October 5th 2007
  • Sim City: Societies - Late 2007
  • Sinking Island - September 2007
  • Sins of a Solar Empire - February 2008
  • Space Siege - Fall 2008
  • Speedball 2 (remake) - Fall 2007
  • Splinter Cell: Conviction - Late 2007
  • Spore - 2nd Quarter of 2008
  • Starcraft 2 - 2008
  • Stargate Worlds - 2008
  • Stranglehold - Summer 2007
  • Sun Age - September 2007
  • Supreme Commander: Forged Alliance - November 2007
  • Tabula Rasa - October 2007
  • Tarr Chronicles - September 2007
  • Team Fortress 2 - Fall 2007
  • The Agency - 2008
  • The Chronicles of Spellborn - Late 2007
  • The Crossing - 2008
  • The Golden Horde - Late 2007
  • The Path - 1st Quater of 2008
  • The Secret World - Late 2008
  • The Show - 2nd Quarter of 2007
  • The Tomorrow War - 2007
  • The Witcher - September 2007
  • Timeshift - September 2007
  • Tom Clancy's EndWar - 1st Quarter of 2008
  • Turning Point: Fall of Liberty - Late 2007
  • Universe at War: Earth Assault - Late 2007
  • Universe Online - 2009
  • Unreal Tournament 3 - November 2007
  • Warhammer Online - 1st Quarter of 2008
  • Warmonger - Fall 2007
  • WitcheS - 2008
  • Wolfenstein 2 - 2008
  • World in Conflict - September 18th 2007
  • World of Warcraft: Wrath of the Lich King - 2008
  • Worldshift - Late 2007

As you can see the list of upcoming PC games keeps getting bigger and bigger - not to mention more impressive. You'd better start playing any games you might have purchased recently, or you might never get around to them again! Let's just hope most of the release dates mentioned above stick - and don't slide off any further...

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