REVIEW: Total War Warhammer

cover

Review: This article goes in depth about a game and opens a dialogue about the positive and negative aspects that compose that game. At the end of the review, the author notes whether he or she feels this game was worth playing. Keep in mind that this review reflects the author’s opinion; you may have a different experience with this game!

Time Spent: 41 hours

Platform: PC-Only Release

Retail Price: $59.99

What do you get when you combine a popular strategy PC game series with the long established canon of a tabletop war game? Do you think the two would sync together beautifully or would doing such a thing only end up in failure? Video game adaptations of tabletop war games such as Warhammer, Warhammer 40K, and Warmachine really only seem to have two outcomes: spectacular success or crushing failure. While the Dawn of War franchise has received a generally favorable reception from critics and fans, Games Workshop‘s PC port of an iOS game called Warhammer 40,000: Deathwatch – Tyranid Invasion flopped and has garnered a mixed response. Several Warhammer games are set to release in the coming year and only time will tell if they show promise.

Thankfully, Creative Assembly has a track record of producing decent strategy games. While Rome 2 suffered a botched release and tried to accomplish too much and Attila: Total War incorporated a number of features that should have existed in Rome 2 (with Creative Assembly still charging full retail price for their newest title), the studio accomplished something wonderful with Shogun 2 and Medieval 2. Even their less polished titles still had flavor and flair with a intricate attention to detail that demanded respect. But what about Total War: Warhammer? The Warhammer Fantasy universe is one filled with rich lore and diverse factions each with their own history and style. From the vicious Orcs and Goblins to the murderous forces of Chaos to the regal High Elves and the daunting hordes of Skaven, Warhammer Fantasy incorporates all of the elements of a high fantasy world clearly inspired by J.R.R. Tolkien and amplifies it in wonderfully absurd ways. While I prefer Warhammer 40K, its fantasy counterpart exudes an intense appeal and significantly less grimdark.

Somehow through sheer creative genius, hundreds of hours of labor, a great deal of luck, or a combination of these three things, Total War: Warhammer is a resounding success. Unshackled by the bindings of real history and given the freedom to create a world steeped in fantasy with powerful heroes and monumental villains, Creative Assembly has crafted one of their best (if not THE best) Total War games yet. I am aware that this is a bold claim and please do not mistake me. Total War: Warhammer has many flaws. These flaws, however, do little to jeopardize the experience of the game.

Set right before the “End Times” in Warhammer Fantasy, Total War: Warhammer allows players to take control of one of four factions (five if you purchase the Chaos DLC): The Empire, Dwarves, Vampire Counts, and Greenskins. Each faction has a unique play style and certain mechanics that dramatically alter how a player must approach his or her grand campaign. Well balanced and filled with plenty of powerful units, the Empire is a perfect choice for the gamer who wants to do it all. They have some of the technological innovation of the Dwarves (the human god Sigmar did save their king in millennia past), cheap line infantry, heavily armored shock cavalry, and wizards who can support their allies or crush their enemies using a plethora of magic. As a radical counterpoint, the Greenskins field numerous cheap units that generally excel at melee combat with some heavily armed and armored infantry and terrifying monstrous creatures that crash through enemy lines and decimate their forces. Even more frightful is that if an Orc army reaches a certain “fightiness” (a measure of how much the Greenskin armies have been fighting and raiding that, if too low, the Orcs and Goblins will begin to fight each other and suffer attrition), a WAAAGH! will begin and an entirely new army appears next to your original. This army will target whatever your first army attacks and this momentum can catapult a savvy Greenskin player forward through several enemy cities.

rsz_ru_ejr1nuyf5878x0z-z96kyq

WAAAAAAAAAAAAAAAAAAGH!!!!! (You have to have at least 3 As)

As I mentioned before, Creative Assembly’s attention to detail usually shows in their Total War franchise of games. From the design of the units to the background information present in their encyclopedia, the developers certainly spend a great deal of time doing research in order to present a moderately accurate product. Total War: Warhammer is no different and the absolutely stunning units and their relative accuracy to the tabletop game left me impressed. While I understand that transposing a tabletop war game into the digital realm necessitates some sacrifices in terms of a unit’s rules or abilities, Creative Assembly has faithfully reproduced many of the faction’s units. Though I wish that they included all of the units present for each faction in the tabletop game, you can still train and command many of the most iconic units and Creative Assembly can always continue to add content as they go.

In fact, in the most recent update released, Creative Assembly added the Blood Knights for the Vampire Counts faction. On the tabletop, these elite shock cavalry can butcher enemy units with impunity. For Total War: Warhammer, the Blood Knights are Tier 5 (the highest tier) Shock Cavalry that have impeccable defense, a bone-shattering charge, and have frenzied attacks so long as their leadership remains high. Should Creative Assembly continue to add units to each of the factions and remain this dedicated to preserving their rules and roles from the tabletop game, then their latest title can only stand to improve. I am disappointed that we can only choose from five of the existing Warhammer Fantasy factions. While this is not to say that the starting five aren’t important, other factions like the High Elves, Lizardmen, and Skaven play incredibly influential roles in the story of the Fantasy world. Their absence seems to be an intentional and displeasing decision in order to streamline the experience and keep players from becoming overwhelmed. In fact, it appears to represent how Total War: Warhammer is meant to be played. Factions can only capture certain territory: The Empire can only capture territory belonging to other human factions and Vampire Counts while the Dwarves can only capture territory belonging to the Greenskins (and vice versa for both). I understand this decision from a mechanical standpoint, but it can cause some headaches when a player wishes to deal with a city that belongs to a faction he or she cannot conquer and can only loot or raze. What keeps that faction from simply settling the city once more?

This can become a major thorn in that player’s side and without proper planning, that player’s armies may begin to suffer from attrition by traveling through territory not intended for his or her faction. It’s a curious departure from the norm of Total War and while it generally tends to work in Warhammer, it still becomes annoying. Diplomacy, a system rarely fleshed out in the Total War series of games, still sees little improvement though factions do seem more intelligent in how they do business with you. Certain in-game events may also cause a faction to seek an alliance or form a confederation more readily which offers players a rare moment of respite when assailed by a powerful enemy. This is a move in the right direction and hopefully Creative Assembly applies this in their future games.

The greatest and probably most influential change that exists in Total War: Warhammer is the fact that your faction leaders can never die. Even if you spend 200 turns playing the Grand Campaign or if an enemy hero manages to assassinate him, that faction leader will always live on unless you conquer his final piece of territory and destroy his last army. Even other heroes and lords can never die from old age which gives the player an unprecedented level of control over how that character develops throughout the life of the campaign. We all understood why important historical figures could not live forever in the other Total War games: historical accuracy. Tokugawa Leyasu died, Alexios Komnenos died, Augustus died, all of these men and women eventually perished because that’s what happened in real life. With a game based off an event in the Warhammer Fantasy universe about men and women who defy the odds and exist in a fantasy world, we can witness our heroes become truly legendary. This, above every other facet of Total War: Warhammer that I love, stands out as Creative Assembly’s best decision. Bravo, ladies and gentlemen.

Who would have thought that gamers actually enjoy watching their heroes develop and become badasses? Further still, the campaign map of the Fantasy world is stunningly gorgeous. Mountains in the shapes of skulls steam with magical energy while volcanoes erupt and the Chaos Wastes spew forth rampant magic. Dwarven cities glimmer with clean architecture while the castles of the Vampire Counts exude despair. Down to the design of the units, Creative Assembly did a fantastic job breathing life into this digital world. Not all of the unit models have a great level of detail; Mannfred seems to lack the regal intensity of his tabletop model and the Bretonnian units have little variety despite the plethora of outstanding paint schemes made by the many fantastic painters of the hobby. Still, these hiccups remain few and far between.

rsz_twwh_campaign_ui_thorgrimgrudgebearer-100631275-orig

Thorgrim Grudgebearer rides his golden throne carried by his Dwarf bodyguards. Awesome.

While Creative Assembly certainly plans on releasing more content for Warhammer, they have opened up the game to extensive modding support. Many men and women have contributed to the growing and colorful modding community; from simple unit redesigns to reworking of existing factions and enabling gamers to play as factions such as Bretonnia and the Varg (who are not normally playable in the Grand Campaign), the user created content for this game will continue to flourish so long as Creative Assembly encourages its growth. I eagerly await what these talented men and women in the community will make next.

As a final note, Creative Assembly recently released a paid DLC package called “Blood for the Blood God.” Initially expecting the addition of Khorne-based Chaos units, I found that this additional content provides the following (source):

  • Blood spurts
  • Gory spatter on unit models
  • Limb and head dismemberment (humanoids and non-legendary characters)
  • Zombies, skeletons and Grave Guard may continue to fight after dismemberment!
  • Explosive Gibbing from deadly mid-torso strikes
  • Blood-drenched UI elements
  • New random, global campaign events that generate greater carnage in battle

This DLC pack currently costs $2.99 and while that certainly isn’t a great deal of money, this feels like content that should have already existed in the game. Creative Assembly has a record of releasing similar paid DLC for their past Total War titles (or in the case of Attila, an entire game) that should have been a part of the primary content. I am grateful that this doesn’t impact the game in any way and I fully support a company’s right to add extra content for a price. It still, however, begs the question: What else will companies consider “premium content” and to what extent will they go to exclude it from their base game? I feel like this is a slippery slope that has only grown in the recent years.

Thankfully, Total War: Warhammer‘s base experience can easily fill hours of your time. Ladies and gentlemen, trust me when I say this: this is one of the best Total War games to date.

Happy gaming!

-Valiant

An Interview With Gaming Legends ‘The Oliver Twins’

otwins

It’s time for another interview on Skatronixxx.com,  this time we chat to gaming legends The Oliver Twins. Yes I used the word legends. Although you may not be familiar with thier names if you were a gamer in the 80’s or even the 90’s you’ll definately know thier work.

I approached The Oliver Twins to see if they would be interested in an interview as not only are they responsible for one of mine and my  older brothers’, favourite game series of all time ‘Dizzy‘ they also come from my neck of the woods too. So the chance to interview not only gaming legends but also local heores, was a chance that could not be passed up.

A few back and forth emails and the interview was done. Let’s find out some more about the newest members of #TeamSkatronixxx extended family and my new friends Philip and Andy Oliver.


1) How did you get into the games industry?
Andrew and I had been first been inspired to make games when our older brother bought a second hand Sinclair’s ZX81. We were 14 at the time and were fascinated at being able to control what was displayed on our family TV. We’d wanted a colour computer after this and moved on to a Dragon 32 in September of ‘82, then a BBC Micro B. In‘85 we bought an Amstrad CPC 664 and then met the Darling Brothers who were just setting up Codemasters – this was where the success really started. Within 5 years we’d written 25 Amstrad CPC games and 17 Spectrum games – 42 games! We were working an average of 16+ hours a day, 7 days a week! After this we went on to write a LOT more games!
The longer version of how we got into the games industry and our first 10 years is in the book coming out shortly from Fusion Retro Books :-
(also more info onwww.OliverTwins.com & https://en.wikipedia.org/wiki/Oliver_Twins

 

2) Perhaps one on the most famous games you created was the Dizzy series, how did this idea come about and why did you go with an egg, rather than a human?

We’d created the platform game Super Robin Hood in September ’86, our first game for Codemasters and it was a massive success. We moved onto Ghost Hunters, where the player controlled a human running around a haunted mansion shooting ghosts. However, it was very difficult to get any personality into the sprite – since the volume of screen space he occupied and the resolution of the screen, meant we had to squeeze it within 24×32 pixels with a choice of just 3 colours, it really didn’t give us any room for an expressive character. So whilst developing it we played around with a large face, which meant little room for a body or limbs. So we designed the body into the head and dispensed with limbs, leaving only red gloves and boots which occupied less space. As we tidied him up, so he became egg shaped. We didn’t use him in Ghost Hunters obviously, and instead designed a whole new magical fantasy World for him to exist in. He got called Dizzy because we decided that rather than do a regular jump he would spin, a feature derived from a rotate command within our sprite package (Panda Sprites) we’d developed a year before and was used in all our games for speeding up development. We used to aim to complete each game in around a month.

 

3) You were also the brains behind Interactive Studios that later became Blitz Games Studios, one of the UK largest game producers for over 20 years, how did this come about?

In the early 90’s, we set up an office and started hiring talented, enthusiastic game developers. We created a productive environment, designing original games and for cashflow stability sought development contracts, like the GhostBusters 2 contract we’d done previously for Activision, for games based on major brands, movies & toys. By the end of the 90’s we had over 100 staff and renamed to Blitz Games Studios, by the end of 00’s we had over 230 staff!
There are so many games, about 60, a lot more if you multiple by the number of different versions we did of each, so it’s hard to select a few examples, but here are a few highlights: Glover, Chicken Run, Frogger 2, Fusion Frenzy, Dead to Rights 2, Pac-Man World 3, Karaoke Revolution, Spongebob, Puss in Boots and Epic Mickey 2.You can see them ALL here… http://www.blitzgames.com/archive + http://www.blitzgames.com/ (here’s a list …

 

4) Can you tell us a little bit about Radiant Worlds?

The technology and games market shifted widely as the world changed to digital distribution and adopted smart phones for casual games, so in late 2013 we set up a new company, Radiant Worlds, focused on delivering one constantly evolving awesome game called SkySaga. It has just over 100 people working on it and is in Alpha testing right now, with many features being constantly added. It is easily the most exciting game we have ever worked on. Find out more at http://www.SkySaga.com

 

5) Do you have any thoughts on the rise of indie developers and do you think this is a good thing for the games industry?

Digital distribution and great tools/engines have lowered the barrier to entry for developers across the globe. It’s exciting, but challenging. It’s easier to reach a massive global audience, but it’s easier for everyone else too. So the challenge is creating a great game that will get noticed and making sure the business side adds up well. It’s no good developing a great game and ignoring the finances. For game players, it’s amazing! There has never been so much choice, such amazing diversity and so many awesome experiences.

 

6) It seems like gaming is going back to the late 80’s with the return of virtual reality headsets, do you think this is a good thing for the games industry and how would you compare the virtual reality headsets from the 1980’s to those that are coming out today?

The ultimate aim of the game developer is to make incredibly immersive games, making players feel like they are really there. The dream of the holodeck may have started in the 80’s, but the technology wasn’t there to support it. Now the technology is getting a lot closer and you can have incredible experiences that do feel superior to simply watching a game on a monitor or TV screen. There’s still a long way to go, but the path now is very clear and we’ll see a lot of activity in this area over the next few years. It’s the biggest growth area of the games industry and will drive technology to exciting new places.

 

7) Talking of retro games making a comeback, I saw that the handheld Spectrum console on Kickstarter is progressing, could we expect to see any of your games featured and have you considered the possibility of releasing an emulator so we could see your previous games on the new platform?

There is a nostalgic value to playing the retro games and it’s fun to be at the heart of it. You can play a lot of our games from the 80’s in a browser at http://yolkfolk.com/playdizzy and I’m sure any devices supporting emulation of 8 and 16 bit games will support our games just fine!

 

8) You come from the same area as myself and went to the same school as fellow Skatronixxx writer Deadpool_1984 and amongst others Dragons Den star Deborah Meaden. How hard do you think it is for rural people to get noticed and do you think they need to move to bigger cities to progress their ideas?

It’s true we grew up in Trowbridge going to Clarendon School. We’d say that the advantage of a digital world is that when you’re online it doesn’t matter where you live! You have access to all the same information and access to the same market place as those that live in London, New York or Los Angeles. The opportunities are there, but so too are the challenges of rising above the competition. There will be winners, and with the games industry being so massive, the rewards can be huge… as Notch, author of Minercraft, can demonstrate.

 

9) What can we expect to see from you in the remaining months of 2016 going forward into 2017?

The answer from now on will always be SkySaga! We will just keep adding and adding, keeping it ahead of its competition and making it the best game possible and for the largest audience possible.

 

10) Tell our readers one fun fact about yourself

We may have been the best-selling authors on the Spectrum, but we didn’t program on a Spectrum! We didn’ t know how to use its quirky keyboard and never played any games on a Spectrum, except ours when testing them.

 

11) Finally what advice would you have for upcoming games developers?

Never be shy! Work hard, be ambitious and push yourself, creatively and technically and shoot for the stars.

 You can follow The Oliver Twins at the following sites –
Or visit thier official website here
Check out some images from the Oliver Twins greatest games below:-

This slideshow requires JavaScript.

JULY COMPETITION TIME!! Win ‘World Of Warcraft’ And ‘Starcraft’ Guest Passes!

WARCRAFT

It’s  the 1st of July and that means one thing, it’s time for the JULY COMPETITION TIME!! 

Here at Skatronixxx.com we want to reward our fans and loyal readers and how will we do that you ask? Well it’s quite easy to be honest all you have to do is follow the click here ‘
a Rafflecopter giveaway ‘ and perform the steps required and BOOM you’re in the prize draw to win a guest pass not only for World Of Warcraft but StarCraft that allows you to play up to level 20 for free, yes FREE!!!

You may be thinking, well there’s no pics on this link, how do I know you’re being legit? Well here’s the photos below.

Just incase you’ve been living under a rock and don’t know what World Of Warcraft or StarCraft are, check out these videos below that show the kinda fun you could be having courtesy of #TeamSkatronixxx , What are you waiting for? ENTER NOW!!

CLOSING DATE IS 31ST JULY AND WINNERS WILL BE NOTIFIED THE NEXT DAY

 

BioShock The Collection Officially Announced

rsz_bioshock_collection_hero

For what seems like an age ago, 2K retweeted an image of a Big Daddy and a Little Sister via the BioShock Twitter account. Soon after this, 2K ‘accidentally’ leaked a load of screenshots for the ‘BioShock Collection’ earlier than planned.

rsz_2kbioshock-the-collectionbioinfinitecolumbia-town-centerjpg-6aafd7_765w.png

rsz_1608-2k_bioshock-the-collection_bio1_andrew-ryan-statue00.png

Finally, after a few weeks of silence, we have now been treated to an official release date and a shiny new trailer to go with this excellent news.

As you’d imagine, all three titles in the series will be included: BioShock, BioShock 2, and their most recent masterpiece BioShock Infinite, plus all single player DLC.

It’s also been confirmed with the collection, that we’ll get a director’s commentary from creative director Ken Levine and lead artist Shawn Robertson, plus some extra behind the scenes goodies.

From the trailer below you can see that this isn’t a complete ground-up remake, but a very nice tidy and polish for the PS4 and Xbox One.

For those as excited as me, you can pick up this gem September 13th on console, where as PC players will only be getting the first two remasters, and sadly not Infinite.

SNIKT!

Destiny: Rise Of Iron Releases DLC Content

destiny

This is it Guardians. We are about to again defends our last city against another amazing and ancient opponent known as ‘ The Plague ‘, but this time it is coming with fallen and created a new technology that is far beyond greater than themselves. The Lord of Iron needs our help to defeat them and to seal them once again but this time once and for all!
There’s will be a new campaign which will happen into three new places on Earth:

  • The Plaguelands
  • Felwinter Peak
  • The Wall ( remember where you woke up the first when starting destiny)

The DLC will contain new missions, a cinematic story and new quests. But what about co-operation? Do not worry Guardians as Bungie love us so much, they haven’t forgotten that we like challenges, among these are:

  • New raids will come through
  • New and updated strikes
  •  Patrol and Public Events will come while searching for resources to upgrade your equipment.

About talking equipment, what would be a Destiny DLC without new armors and new weapons but the most surprising surprise they could have done for all the fans is to actually put back the famous rocket launcher: Gjallarhorn. If you pre-order the DLC , you will have it in black, which looks really cool to be honest but do not worry, everyone will have access to it after finishing the main campaign but just not in black.

When it comes to the online players there is going to be a new Crucible to test your abilities against each other with:

  • New maps
  • New modes
  • Various new features as well.

I hope you are ready for the new challenges you will all be facing as the Lord of Iron needs us to defend Earth.

I will all see you on Destiny the 20th of September 2016.

Gaming8811

Celebrate Captain America’s 75th Anniversary And America With Marvel Games

Marvel Games is a genius division of the Marvel World.These mobile games are rather fun and have a wide variety of characters. As usual with the Fourth of July coming they decided to introduce a new wave of characters to the game. What better way to celebrate America than with our all American boy Captain America?

First of all we have Peggy Carter as Captain America in Marvel Puzzle Quest. Peggy Carter’s show may have ended but she is as popular as ever. She looks majestic as the Captain and it looks like she will play similarly to Steve Rogers.

Next up we have a future Captain America in Avengers Alliance 2. I like this design as while it looks futuristic it is rather simple.

Next we have Sharon Carter the daughter of Peggy Carter and our Captain Steve Rogers if he never was frozen. Sharon Carter trained by both has become Captain America for her world.  Her lance looks like it is an awesome weapon and I bet she will be one of the cooler characters in Marvel Future Fight.

cap

We have another Captain America costume in Conquest of Champions. Another simple Captain with a cool shield.

A Knight version of Captain America for Avengers Alliance. I love that they can really do whatever they want with these characters. As a knight it looks like Cap is even cooler!

Lastly Captain America takes on an older version for Avengers Academy. This is also a simple costume as it is based on his initial design. He is ready for war and he may need it at the Marvel Avengers Academy!

This really does look like a fun group of heroes and it is always just a little astounding to see how many versions of heroes there actually are. So have a patriotic 4th of July and celebrate it with one of my favorite heroes Captain America!

New Pokemon For ‘Pokemon Sun And Moon’ Revealed

poke

Pokemon Sun and Moon is coming  November 18th 2016. Today they revealed new Pokemon as they usually do. Slow bursts of new Pokemon to raise the hype for the game. I for one am excited by these new Pokemon. I love building my team especially before the game comes out.

It might be sappy but I really connect with my team. By the end of the game these critters are my friends! So without further do here are the new Pokemon!

Charjabug the evolved form of Grubbin who was revealed at E3 is Bug Electric. Looks rather boxy compared to its grub shaped first stage

Vikavolt is the evolved form of Charjabug and retains the same type. He looks rather formidable and isn’t held back by a flying type weakness. He really is one of the cooler Pokemon in this generation thus far!

Drampa appears to be some form of aged dragon and is of the Normal Dragon type. I honestly have no idea what they could  do with this. But he could be majestic at the end.

Bruxish is a Water/Psychic fish and in the eyes of many is a monstrosity. It does look like a bad Picasso Pokemon which is rather humorous.

Cutiefly is a cute little Bug Fairy type Pokemon. Looks like something that would perch on you or somwhere nearby and just be adorable.

Togedamaru is the usual Pikachu clone, but he is Electric/Steel type. He is rather round and appears to be similar to a Porcupine. Could he evolve, or will he just stay cute?

Tapu Koko is the first island’s savior legendary. An Electric Fairy type who watches over the island and makes it safe. He fits the Polynesian warrior idea of Hawaii and looks rather formidable.

Now that these Pokemon have been revealed have any caught your eye? Have you seen something you hate? Tweet me @Starkwyrngamer with your thoughts!

 

Final Fantasy VII Monopoly Game Coming In 2017!

3088082-ff

We have lately seen many video games being adapted into the old but still popular board game, Monopoly. Now it’s time for the Square Enix’s own classic game, Final Fantasy VII, to get morphed into the world of Monopoly. The classic  Monopoly items which are familiar to almost everyone will of course be modified accordingly to the theme of one of the most iconic 90’s roleplaying games. For those who don’t know, or remember, the items include the gameboard, tokens, deed cards, houses, and hotels. The board will naturally imitate the city of Midgar from the game.

final-fantasy-vii-ps1-cover-front-eu-46933.jpg

The official description from Merchoid.com goes like this:“Delve into the evolving city of Midgar in search of the latest business opportunities. Perhaps you’ll buy up a string of plots for housing development for the people, or go industrial and build a Mako reactor plant.[…]Trade with fellow players to secure key location and facilities and watch as savvy buyers secure a big pay day. A roll of a dice and a shrewd business mind will pave your way to success… Just watch out in case Shin-ra bring your empire crashing down!”

The game should be available on 14th of April 2017 and you can pre- order it from merchoid.com to ensure you’ll get your hands on it first. The price is around 50$ or 52€.

The full contents of the game:

  • 8 tokens
  • 28 Title Deed cards
  • 16 Chance cards
  • 16 Community Chest cards
  • Money pack
  • 32 houses
  • 12 hotels
  • 2 dice
  • Instructions

 

Play with passion!

auburn.geek

Total War: Warhammer DLC Trailer Leaked!

total-war-warhammer-1-640x360

Total War: Warhammer is getting a DLC called Blood and Gore, and as you can see on the leaked video, the name couldn’t be more suitable for the upcoming Add-on. The narrator says on the trailer:“Beyond the world, he waits atop a throne of skulls. All blood is only borrowed. Once shed, it must return. Blood for the Blood God.” The Blood God may refer to the Lord of the Skulls so Lots of violence should be coming to the Total War fans.

There is yet no release date or more details available, but we heard they might be coming soon.

Play with passion!

auburn.geek

Uncharted 4 Multiplayer DLC And A Large Patch Out Today!

27933789206_ec53b8dd97_z

Here’s some fun news for Uncharted fans! The very first multiplayer DLC called Lost Treasures is out today and it comes with a huge 1.3GB patch. Robert Cogburn wrote in the official PS blog that:“Our first major post-launch update, patch 1.08, launches today and includes our first MP DLC drop, a Level system and an entirely new Rank system with special rewards.” So the DLC will include loads of gameplay items that the players get to unlock during the game. The first map of the DLC is Sunken Ruins, which is “a fast-paced map with tight fronts and some hidden water flank routes.” some areas of sunken ruins will be recognizable from the single-player campaign. You can see the contents of the Lost Treasures in the trailer below.

The patch brings the players a new leveling system, Cogburn wrote that:“Our level system features 70 levels, with each level awarding you with items ranging from Relics to Chests,” also every 5 levels you will get a unique vanity item. Experience can be collected in a few ways:  completing matches, earning score, and earning medals. Team death matches get something new too: There will be seasons, first of which lasts for 60 days. Whenever a season is over, there will be a few days break in case any updates are needed. There are rewards waiting for players who reach gold, platinum or diamond levels. Cogburn also said:“We have also made Rank a much easier system to understand in how points are awarded/taken, removed the restrictions for parties, and introduced a forfeit option. This patch will also introduce an entirely new goal for the highly competitive players among you – Master Rank.” He also suggested everyone to read ranked team deathmatch details. The gamers who have purchased the triple pack will get access to the multiplayer Pack 1. The triple pack includes: P90 Long Gun, Gifting Booster, Pirate Drake Skin, Pirate Commodore Hat, and The Rubber Leg Taunt. Other improvements that come with the patch are: The ability for a player to accumulate an offline Relic bonus; log back in and play games to pull Relics from your offline bonus. The Leaderboards have been fixed, The Brute Sidekick can no longer detect players behind them unless they are damaged, and Spirit of the Djinn – Increase Duration mod will now grant you an additional 5 seconds for each KO you get while your Djinn is active. The Farmer Booster has been totally revamped so you can deal with Sidekicks more effectively and the damage wobble and blind-fire have had significant balance updates.

27354442253_98506987b3_z.jpg

Here is the full list of new items(from official PS4 blog)

Weapons

  • P90 – A full auto sub-machine gun with a very large magazine
  • Arrowhead A3c – A full auto long range variable rifle (choose to scope in or not)
  • Enforcer G26 – Semi-auto very fast rate of fire pistol
  • Agarwal .40 – Semi-auto hard-hitting 40-caliber pistol
  • Harbinger Sniper – A Heavy Weapon sniper gun

Boosters

  • Enhanced Radar – increases the range of radar and show directional arrows for enemies
  • Gunslinger – swap weapons faster and reload faster while rolling
  • Hardened – reduced damage wobble
  • Gifting – give allies a full gear recharge

Mystical

  • Path of Indra – teleport to any ally

Vanity Items

In addition to new gameplay items, we have also introduced a wide variety of Vanity items for all our beloved characters.

  • Over 50 new Skins and pre- sets
  • Over 70 new Hat and Face Wear items
  • An assortment of new Taunts and Weapon Skins

 

Play with passion!

auburn.geek

Categories