United Front Gaming http://unitedfrontgaming.com Friday The 13th: The Game /pc/post/friday-the-13th:-the-game Fri, 26 May 2017 12:00:00 Oxygen Not Included Makes it to Early Access! <p>Written By: Kenneth Seward Jr.<br />Date: 05/19/2017<br /><br />Klei&rsquo;s newest title, <a class="external" href="http://www.unitedfrontgaming.com/post/3466/klei-reveals-oxygen-not-included">Oxygen Not Included</a>, has made it to Steam via Early Access. Not only that but the new Agricultural Upgrade/patch was released&hellip;<br /><br />Oxygen Not Included is a space-colony simulation game where players need to manage a crew living inside an alien rock. They&rsquo;ll have to use new technology, forage for food and water, and supply enough oxygen to keep everyone going. The new Agricultural Upgrade added new farming systems, requiring players to be more attentive to their crops. That said, it allows for better results.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/oxygen-not-included-screen-4.jpg" alt="oxygen-not-included-screen-4" /><br /><br />There&rsquo;s also new items, buildings, even yummy cooking recipes for your crew. Of course, it includes improvements to the base game and bug fixes.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/oxygen-not-included-screen-3.jpg" alt="oxygen-not-included-screen-3" /><br /><br />Gamers can pick purchase Oxygen Not Included for $24.99. For those who own an existing Klei game on Steam, the game will be available for a 20% loyalty discount. Not a bad deal. And while I haven&rsquo;t played the game yet, I trust this developer when it comes to Early Access titles; Don&rsquo;t Starve is still one of my favorite games to play. That said, we&rsquo;ll be sure to take a closer look at Oxygen Not Included and share our thoughts with you, our readers! <br /><br /></p> /pc/post/oxygen-not-included-makes-it-to-early-access Fri, 19 May 2017 12:00:00 UFG Interviews Kevin Scharf of Elastic Games About Last Year! <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/last-year-art.jpg" alt="last-year-art" /></p> <p>Written By: Kenneth Seward Jr.<br /><br />It&rsquo;s a great time to be a survival horror fan. That&rsquo;s the general consensus given the resurgence of the genre over the past seven or eight years. You know, since Amnesia darkened our PCs. I personally don&rsquo;t think that&rsquo;s the case though. Don&rsquo;t get me wrong, there are plenty of great titles being released left and right; Resident Evil 7 and Outlast II come to mind. No, I think the real reason to celebrate comes in the form of asymmetrical horror games &ndash; new experiences that try to emulate what inspired this genre in the first place. Horror films. <br /><br />I suspect that most of the people who gravitated towards survival horror games did so because they liked their big screen counterparts. Speaking for myself, my adoration for George Romero&rsquo;s Night of the Living Dead is what propelled me towards early Resident Evil titles. What&rsquo;s interesting though, is that the game is nothing like the film. Very few are like the movies, despite sharing some of the same elements/themes. That&rsquo;s not the case with games like Last Year. Currently being developed by Elastic Games (a Montreal based, independent development team), Last Year is an asymmetrical game where five players play as a group of high school characters who must survive against one player playing as a killer. The setup is something straight out of an 80/90&rsquo;s slasher catalogue, complete with classic tropes like an omnipresent psycho and teenage angst. It&rsquo;s essentially a game made for me&hellip;a personal tribute to someone who knows to stay away from camp sites with shady pasts. At least that&rsquo;s the vibe I got when I spoke with Elastic Games&rsquo; Marketing Director, Kevin Scharf.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/last-year-concept-screen-4.jpg" alt="last-year-concept-screen-4" /><br /><br />I first realized that Last Year was made for me when Kevin told me what inspired its creation. &ldquo;It came heavily from horror movies. So things like, Evil Dead, Scream, I know What You Did Last Summer, The Faculty &ndash; those kind of movies.&rdquo; He also mentioned Cabin in the Woods, which seemed both out of place and appropriate given how it played on horror stereotypes. Explaining further, he mentioned how his team had &ldquo;a conversation about [translating] that kind of experience into a game format. The killer has to be threatening, has to be powerful. But at the same time, the people playing against the killer have to have a chance of either escaping or winning.&rdquo; <br /><br />It needed a human element that was missing before. Having a powerful AI controlled boss character can be great at times. On the other hand, they can prove to be a little too God-like. The xenomorph from Alien: Isolation is a perfect example. While it does track noise and possibly smell, it&rsquo;s knack for hunting isn&rsquo;t totally based on logic; its reluctance to leave an area you&rsquo;re hiding in despite not knowing you were ever there breaks the immersion. Allowing a player to don the shoes of this monster would have fixed that issue. Of course, that&rsquo;s not feasible for a story driven game. It works perfectly for a multiplayer based one though!</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/last-year-screen.jpg" alt="last-year-screen" /><br /><br />Another reason why Last Year was created for me and not you, is because of the movie-based mechanics. Take the aforementioned omnipresent killer &ndash; Elastic found an interesting way of making the player feel like their favorite slasher, popping up on unsuspecting victims at will. &ldquo;Predator mode for us is to create the effect that the killer is always two steps ahead [like] in the movies.&rdquo; Kevin explained. &ldquo;It allows the one player playing the killer to navigate the map quickly and plan their kills.&rdquo; This is done by &ldquo;unspawning&rdquo; before turning invisible. From this stand point, the killer can zoom about the map to better position him/herself before respawning. &ldquo;There are limitations. You can&rsquo;t spawn within a certain area around the survivors. This keeps things balanced; players won&rsquo;t be able to just appear behind someone for an easy kill.&rdquo; Kevin continued by saying that killers couldn&rsquo;t spawn in a survivor&rsquo;s line of sight. To help get the drop on the unsuspecting teenagers, they could deploy traps while &ldquo;ghosting&rdquo; about. From there, the killer can dramatically appear from around a corner and finish off their prey in, what I assume, brutal fashion. <br /><br /><iframe src="https://www.youtube.com/embed/skZS-fviHBI" width="854" height="480"></iframe><br /><br />That&rsquo;s not to say that the survivors are easy pickings. At least not all of the time. Kevin told me that &ldquo;the killer can be killed. We want the players to be able to fight back physically. [They] can get weapons and fight back but it&rsquo;s difficult.&rdquo; Unfortunately, he couldn&rsquo;t elaborate further. Something about not being able to talk about some of the strategies players will be able to use against the killer. He did say that they were going to release a survivor trailer soon that goes deeper into those details though. &ldquo;&hellip;we have a lot of depth to our survivors, our classes. I think people are going to be surprised by that and some really great new stuff that hasn&rsquo;t been seen in the genre before.&rdquo; <br /><br />I thought it was a little unfair to leave me hanging, considering who this game is for. That said, I was able to glean some information about Last Year&rsquo;s maps. &ldquo;For us, we feel that your maps are as much as a character as the characters you have in the game,&rdquo; said Kevin. &ldquo;So, we want you to know every nook and cranny; we want you to know that, that&nbsp; vent leads here. We want players who know shortcuts and then we want players to be in these mind games. Like if I know this shortcut, does the killer know the shortcut? And then we want the killer to be able to jump all over that.&rdquo; From what he was saying, I gathered that the maps are going to be static in nature (not procedural besides maybe weapon/item placement). Elastic&rsquo;s reasoning was sound. Still, I questioned whether or not this would lead to repetition. Where players become so familiar with a map that they only utilize one or two proven strategies. Kevin&rsquo;s response was that, &ldquo;a map has to have a lot of different paths and a lot of character. You need to make sure there isn&rsquo;t just one way to get from A to B. That if you have the open arena kind of space where chaos unfolds, you have to have a lot things to hide behind; ways to get in and out of it.&rdquo;</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/last-year-concept-screen-2.jpg" alt="last-year-concept-screen-2" /><br /><br />Last Year will feature multiple maps. Some large and some small. Regardless of size, the hope is that the environments will be detailed enough to encourage experimentation. Not only with the players acting as the killer but as the survivors as well. What was refreshing to hear was that all post-launch maps will be free. That&rsquo;s not to say that I got any sort of confirmation about extra content. When asked about it, Kevin stated that he couldn&rsquo;t get into any particulars. &ldquo;What I can say is that we live in an age of DLC. There will be post[launch] content, a large section of it being stuff we want to polish up or new things the team is working on that might not make the game at launch.&rdquo; He did give one example of something that was being worked on. &ldquo;One of the guys on the team is experimenting with a nail gun. Nothing may come of it. It&rsquo;s something that we&rsquo;re testing. But because we&rsquo;re still testing it, if it hits a point where this is what&rsquo;s shipping but [the nail gun] is something we&rsquo;re still working on, we&rsquo;ll [later] go &lsquo;ok guys, here is a nail gun, you can pick them up&rsquo;.&rdquo; <br /><br />Kevin and I talked for what seemed like hours about Last Year. We went over everything from the different types of killers that will be available at launch to the need to use peer-to-peer network over dedicated servers &ndash; at least at first, lest they blow money on servers they could be using for the game itself. One thing we had to talk about though, was how there was a bit of a snafu during the concept stages. Crystal Lake Entertainment approached Elastic Games over concept art that showed one of Last Year&rsquo;s killers in a hockey mask. Given the fact that they own the license to horror icon Jason Voorhees (and Gun Media was given permission to turn Summer Camp into Friday the 13th: The Game), Crystal Lake took issue with the image. &ldquo;At the time, I don&rsquo;t think anyone thought it would be an issue,&rdquo; explained Kevin. &ldquo;We&rsquo;re talking about a hockey mask, and the hockey mask wasn&rsquo;t the Jason hockey mask; it didn&rsquo;t have the red points on it. I&rsquo;d almost say that it looked like a Casey Jones mask with part of it ripped off.&rdquo;</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/last-year-concept-screen.jpg" alt="last-year-concept-screen" /><br /><br />It was supposed to be an homage. &ldquo;There&rsquo;s so many examples of this in our industry. When you&rsquo;re doing a horror game, where are your references coming from? Their coming from horror movies. Let&rsquo;s take an element from here, take one from there. You&rsquo;re trying to build off of that stuff. Now we didn&rsquo;t have any animosity towards [them]. We thought it was a little bit unfair, but we didn&rsquo;t push it. We had no problem complying. There was no intent to copy something.&rdquo; I found it interesting that Crystal Lake was a bit miffed. I mean, there are plenty of examples of characters wearing a hockey mask as a homage to Jason. Like Namco&rsquo;s Splatterhouse. I chock it up to Crystal Lake not knowing that I was the game&rsquo;s intended recipient; once they realized how much of a horror fan I am, they would have backed down. When I asked Kevin why didn&rsquo;t he inform them of this fact, he seemed confused. I guess it wasn&rsquo;t his call to make at the time.<br /><br />Failed opportunities to clear the air aside, he himself didn&rsquo;t seem upset by what happened. &ldquo;Our industry is not a stranger to IP protection. Just look at the Scrolls issue&hellip;Elder Scrolls and Notch&rsquo;s scrolls game. IP laws are treacherous sea [to navigate]. Sometimes you have to do things to protect your IP, even if you don&rsquo;t want to.&rdquo; Going further he said, &ldquo;if you don&rsquo;t do something, then it sets a precedent for someone to come in and copy your work.&rdquo; What he said made sense. And of course, things were worked out between the two companies.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/last-year-concept-screen-3.jpg" alt="last-year-concept-screen-3" /><br /><br />I believe <a class="external" href="http://www.lastyearthegame.com/">Last Year</a> is going to be a great game. As long as Elastic does its due diligence when it comes to testing (a backer beta is scheduled for August) and there&rsquo;s enough content to keep players busy as the community grows, it&rsquo;s a shoe in &ndash; the unique way they're approaching this concept is worth the attention it&rsquo;s bound to get. As of right now, there&rsquo;s no release date. &ldquo;We&rsquo;ve been very clear to our backers,&rdquo; said Kevin. &ldquo;We&rsquo;re from the Blizzard school of development; when it&rsquo;s done, it&rsquo;s done. We&rsquo;d rather have you wait a little bit longer so you get the game that you deserve.&rdquo; Sounds good to me. Of course, I wouldn&rsquo;t be upset if they gave me a copy of Last Year a little early! <br /><br /><strong>Editor&rsquo;s Note:</strong> Obviously, Elastic Games didn&rsquo;t risk their careers launching a Kickstarter just to make a game for Kenneth. Even if he is a big fan of the genre&hellip;<br />&nbsp;<br /><br /><br /><br /><br /><br /><br /></p> /pc/post/ufg-interviews-kevin-scharf-of-elastic-games-about-last-year Wed, 17 May 2017 12:00:00 UFG Goes Hands on With Brawlout! <p>Written By: Kenneth Seward Jr.<br />Date: 05/16/2017<br /><br />I love me some Smash Bros. Ever since the original game launched on the N64, I&rsquo;ve been hooked! It was such a departure from what I came to expect from a fighting game. The goal of knocking characters off of a stage instead of depleting a health bar, a roster full of Nintendo mascots, and the random item drops &ndash; it&rsquo;s was like SNK&rsquo;s King of Fighters and Nintendo&rsquo;s Mario Kart had a baby&hellip;a gloriously cartoonish baby with violent tendencies!&nbsp; &nbsp;<br /><br />Fast-forward to now, the success of Super Smash Bros. has led to a new subgenre of fighter. Platform fighters (I believe that&rsquo;s the name gamers are going with) all share the unique aspects birthed by this franchise. Some notable titles have come and gone, namely Sony&rsquo;s PlayStation All-Stars. That said, up until now, I hadn&rsquo;t really seen a true competitor; most would be hard-pressed to name a game from this subgenre that plays even remotely as well as Smash Bros. Insert Angry Mob Games&rsquo; Brawlout!</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/brawlout-screen.jpg" alt="brawlout-screen" /><br /><br />Brawlout is a platform fighter that looks to offer a competitive edge by combining elements from games like Super Smash Bros. with more traditional fighting games. That wasn&rsquo;t what first caught my attention though. No, it was the colorful characters and fast paced combat. After seeing the first trailer, I was all &ldquo;man this looks like a real contender&rdquo;. It was only later that I learned that Angry Mob wasn&rsquo;t just trying to emulate what came before. And because of this, I believed it could give Smash a run for its money, when it comes to the basics &ndash; something that was confirmed shortly after I received my preview key. <br /><br />True competitor status was first established with&nbsp; the utilization of the Brawlout characters&rsquo; limited move sets. If you&rsquo;ve played a game like this before, you know that there are a total of two attacking buttons, one for regular moves and one for specials. Moving your character in different directions while pressing one or the other will cause your character to perform different attacks. Just tapping B might make you jab while pressing Forward and B sends out a powerful kick. Simultaneously holding Forward and B will charge the kick, making it stronger than normal. The super moves help by dealing damage and maneuvering around the stage; pressing Up and A gives your character a unique &ldquo;third jump&rdquo; to help them get back on a platform. The other face buttons allow for a jump and dodge. It&rsquo;s simple at first. After a few hours playing though (mostly in the game&rsquo;s training mode) I started see how these simple moves could connect to one another.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/brawlout-screen-3.jpg" alt="brawlout-screen-3" /><br /><br />Most of the special moves in Super Smash Bros. are either damaging in nature (Bowser&rsquo;s Fire Breath) or made to knock players off the stage (Samsus&rsquo; Charged Shot). A few are there to lock down an opponent in order to follow up with a hard attack but for the most part these special moves are meant to inflict damage. In Brawlout, most of the specials are supposed to be used in conjunction with others. Take Sephi&rsquo;ra for example. She can throw out slow moving sand clouds that do little damage. However, if a character is hit by one they&rsquo;ll be launched back towards her, allowing for a follow up ability. If you&rsquo;ve ever used Reptile&rsquo;s force balls in Mortal Kombat, then you&rsquo;d have a pretty good idea of what I mean. <br /><br />What I&rsquo;m getting at is, Angry Mob was looking layer more traditional elements over the arcade-like mechanics. This is also seen with the Rage Meter; a bar that fills as players deal and take damage. Filling it halfway will allow them to Rage Burst, interrupting an opponent&rsquo;s combo before pushing them away. Fill it all the way up and they&rsquo;ll go into Rage Mode. This mode increases a character&rsquo;s knockback (making it easier to send opponents flying) while reducing the amount of damage they take, essentially weighing them down. There is a bit of strategy at play here. Seeing as how it&rsquo;s easy to get knocked off a stage, balancing when to Rage Burst/Rage Mode is important; using either ability at the right time could keep save you from an early exit.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/brawlout-screen-2.jpg" alt="brawlout-screen-2" /><br /><br />It&rsquo;s hard to really explain how Brawlout is similar, yet different to other games of this ilk. What I can say is that it&rsquo;s entertaining, even in its Early Access state. So much so, I don&rsquo;t care that there are no items or random happenings. Yes&hellip;I&rsquo;m that guy who loves the chaotic nature of Smash Bros. Fighting one-on-one without crazy stage transitions and such is boring to me. That&rsquo;s not the case here. At least, not for now &ndash; the elements taken from more mainstream fighters help in this regard. Multiple modes of play both online and off, including a spectator mode that allows players to watch matches while waiting for their own to start, are present.&nbsp; Most of which will keep me busy for the time being. Angry Mob is promising more though. Alongside the casual, ranked, and tournament styled modes will come a story campaign and single-player challenges. The only place I can see Brawlout failing is in the characters themselves. Not because they are poorly designed &ndash; they are all charmingly made especially Paco, the four-armed frog/luchador &ndash; but because they aren&rsquo;t familiar. They aren&rsquo;t a part of a long running franchise. They also aren&rsquo;t very relatable. Beyond their look and a brief bio, we don&rsquo;t know much about them; making an angry face while attacking is about as much personality as we&rsquo;ll get at this stage in the game. &nbsp;</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/brawlout-screen-4.jpg" alt="brawlout-screen-4" /><br /><br />All and all, I think Brawlout is going to be a real winner. It has the moves, the cartoony characters, and a decent amount of content (both present and on the way). I think Angry Mob needs to build up these characters when it comes to a persona. Maybe that&rsquo;ll happen when the story mode is implemented. Other than that, I can whole heartily recommend Brawlout. It&rsquo;s a good time waiting to happen. <br /><br /><strong>Side Note:</strong> I&rsquo;m aware of Rivals of Aether. Unfortunately, I haven&rsquo;t had the chance to play it. I heard it&rsquo;s great though. That said, based on overall design, I still believe Brawlout is the closest to competition Smash has right now! <br /><br /></p> /pc/post/ufg-goes-hands-on-with-brawlout Tue, 16 May 2017 12:00:00 Brawlout /pc/post/brawlout Tue, 16 May 2017 12:00:00 The Walking Dead: A New Frontier Episode 4: Thicker Than Water <p>Reviewed By: Kenneth Seward Jr.<br />System: PC (Also on Xbox One, PS4, iOS, Android) <br />Genre: Adventure<br />Rated: M<br />Players: 1<br />Cost: $24.99 (Full Season)<br />Release Date: 04/25/2017<br />Publisher: Telltale Games<br />Developer: Telltale Games<br /><br />Since 2012, Telltale&rsquo;s aim has been to develop adventure titles that emphasized player choice;where the story is altered by how we handle difficult situations. This mechanic was so well received that other developers started including it in their adventure games, seemingly creating an industry staple. While all of that is true, &ldquo;Thicker Than Water&rdquo; is the first episode of any of Telltale&rsquo;s games to fully realize the potential of player agency.<br /><br />I would be lying if I said that Telltale hadn&rsquo;t done a good job of offering interesting scenarios that resulted in tough choices for players in the past. It would also be a disservice to imply that it took this long to improve upon an element that they themselves introduced, in its current form, to the genre. On the contrary, my sentiment is less critical and more congratulatory; their story telling proficiency is on display once again, if you will.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/the-walking-dead-new-frontier-ep-4-screen-2.jpg" alt="the-walking-dead-new-frontier-ep-4-screen-2" /><br /><br />While this season&rsquo;s central theme has always been about what it means to be a family, I feel that &ldquo;Thicker Than Water&rdquo; ironically eschews some of that for more moral dilemmas. Things looked bad for Javi and Clem&rsquo;s group. They&rsquo;ve been separated by dire circumstances, some locked away by Joan while others were in hiding. Much of Richmond&rsquo;s militia had taken up arms in anticipation their arrival; the place was on lock down as guards patrolled the streets. If that wasn&rsquo;t bad enough, the place was slowing being surrounded by a horde of zombies making a sneaky exit impossible. An encounter between Javi&rsquo;s and Joan&rsquo;s people was all but certain...<br /><br />One can imagine the types of choices Javi and Clem had to make with all of this going down. What was great was that this episode&rsquo;s difficult situations went beyond the story&rsquo;s conventions. It&rsquo;s like the first episode where, playing as Javi, we had to deal with choices that would affect Clementine. Because we&rsquo;ve known her for two seasons, choosing a path forward was made difficult. It&rsquo;s tough to &ldquo;be&rdquo; Javi, in terms of looking out for oneself, and know what we know about other characters; Javi doesn&rsquo;t know if Clem is trustworthy but we do. It also doesn&rsquo;t help that at certain points we also play as Clem. Basically, these two conflicting concepts of self puts pressure on returning players.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/the-walking-dead-new-frontier-ep-4-screen.jpg" alt="the-walking-dead-new-frontier-ep-4-screen" /><br /><br />This isn&rsquo;t necessarily a bad thing. As seen in this episode, it can be exploited. Instead of presenting scenarios where we would have to weigh the pros and cons in terms of what benefits the lead characters, we&rsquo;re given options that speaks to us, acting as these characters. Do I side with Clem knowing that my actions would go against who I believe Javi is as a person? Or do I maintain Javi&rsquo;s integrity, knowing that it may prevent Clem from doing the one thing that gave her life meaning (at least, in the current context of the story)? <br /><br />While I believe this type of dilemma works because of my exposure to the previous seasons, I&rsquo;m certain that new players will have a hard time as well. These characters are relatable in the best ways, making most take a moment of pause before deciding their fates. My only gripe about this set up though is in how Telltale manipulates the dialog. I don&rsquo;t like it when I choose a phrase and the character goes overboard with their response. Like if I told Clem to say &ldquo;no thank you&rdquo; to an offer of food and instead of saying just that, she smacks the person&rsquo;s plate out of their hands and storms off. There are a few times in this episode where I picked a seemingly mature response to a question and the character I was controlling went completely nuts. This in turn caused more drama amongst the cast and a profound &ldquo;WTF!&rdquo; from me &ndash; it sucked for everyone involved.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/the-walking-dead-new-frontier-ep-4-screen-3.jpg" alt="the-walking-dead-new-frontier-ep-4-screen-3" /><br /><br />&ldquo;Thicker Than Water&rdquo; is one of the best episodes of this season. It raised the bar in terms of player choice, utilizing a well-written script and an engaging plot. However, some of its thunder was stolen thanks to misleading dialogue options. It would be ok if my choices turned out to be bad. That I can get over. But when I think I&rsquo;m doing one thing and my character does another, by design, that feels unfair. All and all, fans will be pleased with most of what&rsquo;s present. There&rsquo;s even a bit of a cliffhanger, setting us up for the finale. Here&rsquo;s hoping that it will close this season out in a grand fashion.&nbsp;&nbsp; &nbsp;<br /><br />Gameplay: 9<br />This is one of the best episodes when it comes to player choice. That said, I take issue with the deceptive dialog options. <br /><br />Graphics: 10<br />Everything looks great!<br /><br />Sound: 10<br />Same as the graphics; great!<br /><br />Replay Value: 8<br />Though most will want to wait until the finale before replaying, there are some interesting paths one can take to change the story in this episode. <br /><br />Final Score: <br /><br />9.3</p> <p><em><strong>Editor's Note:</strong> Click <a class="external" href="http://www.unitedfrontgaming.com/blog/post/3698/the-walking-dead:-a-new-frontier">here</a> to see how the other episode fared!</em></p> /pc/post/the-walking-dead:-a-new-frontier-episode-4:-thicker-than-water Tue, 16 May 2017 12:00:00 UFG Goes Hands on With Quake Champions! <p>Written By: Kenneth Seward Jr.<br />Date: 05/09/2017<br /><br />I can&rsquo;t remember the last time I played a Quake title. Assuming it was Quake III: Arena &ndash; Enemy Territory doesn&rsquo;t count &ndash; it had to be about fifteen years ago, give or take. I remember it fondly though. Bounding around corners, strafing to dodge incoming rockets, returning fire with the railgun. All the while the announcer is calling out the action; an exploding skull by way of a flying projectile was often accompanied by a disembodied voice saying &ldquo;Headshot!&rdquo;. Good times. This nostalgia is what got me excited about Bethesda and id&rsquo;s announcement of Quake Champions during last year&rsquo;s <a class="external" href="http://www.unitedfrontgaming.com/post/3447/bethesda-e3-2016-press-event-recap-">E3 press conference</a>. I mean, given how awesome Doom turned out, I just knew we were witnessing a resurgence of classic first person shooters&hellip;<br /><br />My excitement diminished a bit after learning that id was going the free-to-play route. Still, I wanted to jump into the twitch-based shooter. If only to test my reflexes against others online. So, when Bethesda sent over the code, I quickly booted up the launcher and installed the game. From there I proceeded to que up a match using the only available champion, Ranger &ndash; the main character from the long forgotten single player campaign. The other champions must be unlocked using real or in-game currency (more on that later). Once the match started, I fell into a familiar groove of grabbing the nearest rocket launcher and stacking up on armor boosts. Constantly moving, turning occasionally to see if anyone was tailing me, I made my way around the outer portion of the map. This made it easy to spot enemies while becoming accustomed with the environment; a well-placed rocket or two would turn anyone I saw into a red mist. Things were going well to say the least.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/quake-champions-screen-3.jpg" alt="quake-champions-screen-3" /><br /><br />That is until a player instantly appeared in front of me with a railgun. Apparently, the champion they were using could go invisible, allowing them to wait until I got in close before taking my head off. I knew that each champion had their own unique abilities, I just didn&rsquo;t expect that to happen. That&rsquo;s when I noticed that my active ability was available (a special icon was glowing at the bottom of my screen). Hitting F would allow me to throw out the Dire Orb &ndash; an item Ranger acquired after defeating the All-Mother at the end of the first game. Enemies will take damage if they are hit by it or are near it when it explodes; it&rsquo;s like a cosmic grenade. Hitting F a second time before it explodes teleports me to the orb&rsquo;s location, a great way to reach platforms before my rivals. <br /><br />Though the Dire Orb proved to be useful, it didn&rsquo;t propel me to the top of the scoreboard. One of the things I worried about was how impactful these new abilities would be. Especially, considering only one champion is made available from the start; all you need is one powerful, high priced character to really throw off the balance. Over the course a few matches though, I found that these special abilities only really impacted a fight or two. Take Clutch, the Automaton. His active ability is a barrier that allows him to deflect all incoming damage as well as enemies from passing through it (he body blocks them). The only time he is vulnerable is when the barrier is deactivated temporarily, allowing him to shoot a weapon before going back up. So unless his opponent&rsquo;s timing is spot on or they attack him from behind, he&rsquo;s winning a shootout. At the same time, his large frame makes him a large, slow moving target. It&rsquo;s easy to evade him until his barrier goes down before returning to finish the fight. And, seeing as how all of the active abilities have a decent cooldown period, Clutch&rsquo;s effectiveness when it comes to mitigating damage is always kept to a minimum. Basically, the real thing to focus on is the moment to moment shooting. The active abilities are really only there to spice things up a bit.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/quake-champions-screen-2.jpg" alt="quake-champions-screen-2" /><br /><br />That said, there are also passive abilities. These traits, I feel, impact the gameplay more. Some champions are faster than others, have more or less health, some can even wall jump &ndash; there are aspects of each character that makes them a good or bad choice depending on how you play. Being able to aim trumps all of that of course. Still, a good player will be better when using a champion that caters to his or her playstyle. This is why I&rsquo;m not a fan of the shop. I understand that the game is going to be free-to-play (for the most part) but it doesn&rsquo;t help the community to give players an advantage, no matter how small. This isn&rsquo;t a MOBA and death comes quicker in Quake than in most first-person shooters. Learning why you died in a specific encounter is tough enough without having all of these extra &ldquo;stats&rdquo; to worry about. Like, did they outlive me because their character&rsquo;s base health is higher than mine or because they had a stronger weapon? Did they activate an active ability? All I know is that one second, I was there and the next my body parts where all over the place. This sort of thing doesn&rsquo;t leave me much room for improvement. At least, when it comes to going beyond my base twitch shooter skills of course. <br /><br />What&rsquo;s interesting about this set up is that Quake Champions will be available for purchase. Meaning, you could outright buy the game and unlock all of the characters right away. It&rsquo;s also possible to buy each character separately, though with the shop not being fully functional as of this preview, I can&rsquo;t say if they&rsquo;ll be offered at a reasonable price. Lastly, characters can be rented using an in-game currency, called Favor, earned by playing matches and/or completing daily and weekly objectives (getting a select number of headshots, winning certain match types, etc.). Having three ways to unlock characters is smart. It&rsquo;s good for consumers because we can pick and choose how we want to procced and it&rsquo;s good for id because it generally points towards people making a purchase. Favor can&rsquo;t be used to buy anything but loot crates and backpacks, with the best of those requiring real money; you know, if you want more cosmetic items and such.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/quake-champions-screen-4.jpg" alt="quake-champions-screen-4" /><br /><br />Going back to the gameplay, the fast-paced shooting is as entertaining as it&rsquo;s ever been. Some of that has to do with how smooth the game runs. id has worked hard on making sure the framerate stays above or around 60fps regardless of what&rsquo;s going on onscreen. It&rsquo;s also due to the fact that the shooting hasn&rsquo;t evolved too much. What I mean is, the tricks of the trade still apply. Rocket jumping, strafing, hoarding powerups&hellip;it&rsquo;s all here. The maps are pretty decent too. Open areas flow into choke points, resulting in crazy skirmishes while strategically placed portals and bounce pads help players move quickly from one end of the map to the other. The only real complaint I had was in the unbalanced weapons. Similar to Doom, there are few that are vastly superior to everything else; namely the rocket launcher, railgun, and lightning gun. Right below that is probably the shotgun. The two machine guns are both garbage &ndash; even with the quad damage powerup it can be hard to get kills &ndash; with the nailgun being slightly better. <br /><br />I understand why the first three I mentioned are considered the best but they shouldn&rsquo;t outclass the rest by so much. Yes, a rocket to the face is much more damaging than a shotgun to the torso. But I shouldn&rsquo;t be able to drop multiple attackers with my lightning gun if they are all hitting me with machine guns. Extra health or not, it feels unfair at that point. It would be different if the rocket launcher and railgun were a hard to get items. Given their fast respawn rate and placement on the map, they are easy to scoop up while running around.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/quake-champions-screen-6.jpg" alt="quake-champions-screen-6" /><br /><br />All and all, I think Quake Champions is shaping up nicely. I have a few reservations about the free-to-play model, though the different in-game purchasing options help to alleviate that. The weapon and skill balancing is something that can be addressed in later patches if the community deems them unworthy. Aside from those things, the combat is fast and fierce, as it should be. I only got to play on a few maps, though the ones I played on were great. Team Deathmatch and Deathmatch are still fan favorites. I do see fans and eSport players jumping into the Duel mode though. This mode puts players against each other in 1v1 matches. The catch is that each player has a team of three champions that are swapped out as they die. Whoever defeats all three of their rival&rsquo;s champions wins the round. Best two out of three wins the match. Personally, I found it a little on the boring side given how large the maps are. That said, I&rsquo;m sure some will get a kick out of it come open beta. <br /><br />Quake Champions is currently in closed beta. A large-scale tech test (or open beta) will be launching on May 12th to May 21st. I&rsquo;d recommend <a class="external" href="https://quake.bethesda.net/en">signing up</a>. At the very least, you can see how you stack up against other players online. And who knows, you may come away a fan! <br /><br /></p> /pc/post/ufg-goes-hands-on-with-quake-champions Wed, 10 May 2017 12:00:00 UFG Goes Hands on With TESO: Morrowind! <p>Written By: Kenneth Seward Jr.<br />Date: 04/24/2017<br /><br />One of the great things about certain longstanding franchises is their ability to make the player feel like they belong. Stepping foot into the Commonwealth for the first time in Fallout 4 is a memorable experience. Not just because of the traumatic events that lead to its current state, but because we&rsquo;ve ventured through similar locals before; there is familiarity. The same can be said about the Elder Scrolls series, as most of them take place on the planet Nirn, specifically on the continent of Tamriel. The difference between each Elder Scrolls title was the time in which players visited this fantastical place. &nbsp;<br /><br />For this reason, it&rsquo;s understandable that fans of The Elders Scrolls Online: Tamriel Unlimited are excited for the upcoming Morrowind expansion. That last time anyone had the pleasure of journeying to that region of Tamriel was back in 2002, when The Elder Scrolls III hit the scene. Heading back there fifteen years later is akin to going to a high school reunion after graduating college; despite the numerous monsters, cultists and Daedric hordes trying to kill us, it can be a nice place to visit&hellip;</p> <p>&nbsp;<img src="http://s3.amazonaws.com/unitedfrontgaming/files/teso-marrowind-screen.jpg" alt="teso-marrowind-screen" /><br /><br />Even though this expansion takes place roughly 700 years prior to the events of The Elder Scrolls III, your hero&rsquo;s journey starts in a similar fashion &ndash; that is, it does if you create a new character. The brief intro ends with you being held captive on a slave ship headed towards Vivec City, the capital of Vvardenfell island. Your time in shackles is short lived however, thanks to a sneaky stowaway. Apparently, the ship&rsquo;s captain was kind enough to accrue a large bounty before tossing you amongst his other prisoners. This, of course, resulted in someone coming to claim his head (our stowaway). And because you look like you can handle yourself in a fight, she decides to free you in exchange for the extra muscle. What comes next is a series of fights that minimally act as a tutorial. Once you&rsquo;ve dispatched most of the slavers and freed some of their captives, you&rsquo;ll come face to face with the captain. This encounter culminates in his ship going up in flames as multiple explosions erupt from its bowels. From here, you&rsquo;ll again awaken to mixed company. I&rsquo;d assume with a concussion given the fact that you were knocked unconscious twice in one night. <br /><br />After you&rsquo;ve made it to Vivec City and subsequently cleared your name &ndash; the city&rsquo;s guards were concerned after finding you floating amongst the remains of the slave ship &ndash; you&rsquo;ll run into some of Lord Vivec&rsquo;s servants. For those that don&rsquo;t know, Lord Vivec is one of the three immortal god-kings of Morrowind and Vvardenfell&rsquo;s guardian. For years, he&rsquo;s helped to maintain peace by defending Morrowind from invasions and such. Things haven&rsquo;t been going so well for him as of late though. Someone or something is draining his power at a rapid pace, leaving him in a weakened state. This is a serious problem given his position as a protector; he&rsquo;s currently keeping a meteor from crashing into the city by suspending it in mid-air using his will alone. To find out what&rsquo;s going on without drawing the suspicion of those in his care (namely the people of Vvardenfell), he secretly sent servants to an ancient tomb not far from his palace. Before they could get on with the business of summoning someone of great importance, they&rsquo;re ambushed by Daedra. This is where you come in.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/teso-marrowind-screen-4.jpg" alt="teso-marrowind-screen-4" /><br /><br />Going any further into the story could lead into spoiler territory. However, what I can say was that the main quest line is rather entertaining for a longtime Scrolls fan. Some of it has to do with the quests themselves. While they aren&rsquo;t anything we haven&rsquo;t seen before gameplay-wise, at least not early on, the reasons I&rsquo;m gallivanting all over Morrowind are intriguing. Furthermore, there&nbsp; is this odd sense of nostalgia. Though I&rsquo;m revisiting a familiar place, it isn&rsquo;t what it once was. This is because of the passage of time or rather, the lack thereof. Take Vvardenfell for instance. One of the first things I noticed was all the construction going on; the citywasn&rsquo;t finished being built. <br /><br />It&rsquo;s hard to explain the feeling of going to a place &ldquo;before&rdquo; the first time you visited years prior&hellip;you know, because time travel isn&rsquo;t a thing. Of course, even if it were the same year in ESO time, it would still be different. For obvious reasons, the parts of Morrowind I explored are better realized than in the previous iteration. The mysterious home of the Dark Elves returns, bust in a different way.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/teso-marrowind-screen-5.jpg" alt="teso-marrowind-screen-5" /><br /><br />Now returning to my comment about choosing to begin a new character, you do have the option to use your previous ESO characters. The reason one might choose to start with a fresh face is because of the new Warden class. This nature-based magic user seems to be a combination of the Dragonknight (Tank) and Sorcerer (damage dealer/healer) classes which is interesting considering its role as a support. The Warden&rsquo;s three skill lines are Animal Companions, Green Balance and Winter&rsquo;s Embrace. The first allows one to summon animals during a fight but not in the way you&rsquo;d think. Instead of summoning them into battle as NPCs, he or she uses them as projectiles. For instance, the Scorch ability sends a row of Shalks (think giant crab) at enemies in a straight line. It&rsquo;s sure to do a decent amount of damage if properly positioned before casting. That said, the crabs don&rsquo;t stay in the battle like a Sorcerer&rsquo;s Familiar&rsquo;s or Winged Twilights. <br /><br />The Warden&rsquo;s Animal Ultimate does conjure a powerful ally in the War Bear though. Depending on the circumstance, he can either turn the tide of battle or give you enough time to heal by drawing the attacks of nearby enemies. The Green Balance skill line is all about helping to keep your group alive. The Fungal Growth skill allows the Warden to grow mushrooms that heal allies in a coned-shaped area in front of them. Healing Seed is similar, though it grows healing flowers in a large area. These types of abilities are good, but they don&rsquo;t allow for the Warden to out heal other classes (at least not early on). What makes them stand out though is the Warden&rsquo;s passive abilities, particularly Nature&rsquo;s Gift. At level 1, this passive restores 125 Magicka or Stamina whenever a Green Balance ability is used. While the Warden might not be able to heal very well right away, passives like this allow him or her to use their abilities more often, making up the efficacy deficit of this skill set. Combining this with something like Maturation, which grants &ldquo;minor toughness&rdquo; to temporally increase a player&rsquo;s max health, you start to see how useful this new class can be.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/teso-marrowind-screen-3.jpg" alt="teso-marrowind-screen-3" /><br /><br />The last skill line, Winter&rsquo;s Embrace, is more on the defensive side of things. Frost Cloak for instance, will wrap all nearby allies with a cloak of ice. This will grant them Major Resolve and Major Ward, increasing their physical and magickal resistance, respectively. The Frozen Gate ability is similar to the Dragonkight&rsquo;s Fiery Grip as it allows you to pull enemies to you. It isn&rsquo;t as good on activation because it requires them to run over it before being pulled (or in this case teleported). However, it does root them in place once they&rsquo;ve been pulled and if you morph it into Frozen Device, it&rsquo;ll also reduce their damage output.&nbsp; &nbsp;<br /><br />Ultimately, I found myself liking the Warden. I think this class is quite flexible especially if you&rsquo;re looking to dabble in all of the skill lines as opposed to focusing on one. I have some reservations when it comes to how similar it is to other classes at lower levels. They just seem to do the Warden&rsquo;s job better at first. That said, after a few levels the combinations of select abilities and passives make them a jack-of-all-trades&hellip;but in a good way. And while I can&rsquo;t speak of any end game variations or special builds given my limited time, I&rsquo;m sure the Warden will prove to be valuable asset to any party.&nbsp;</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/teso-marrowind-screen-2.jpg" alt="teso-marrowind-screen-2" /> &nbsp;<br /><br />Like always, there&rsquo;s so much to talk about when it comes to games of this ilk. I could write tons on the different locations, promising quest lines, and exciting dungeons. What you really need to know though is that Morrowind is more than worth your time. This is especially true if you&rsquo;ve played The Elders Scrolls III. The Warden seems like a good addition to the list of classes; I wish I had time to really dig into the different skill lines. Bottom line, if you&rsquo;ve never played ESO or stopped after reaching the level cap, Morrowind is a good reason to jump in or return when it launches June 6th! &nbsp;<br /><br /><strong>Editor&rsquo;s Note:</strong> <em>Feel free to read our <a class="external" href="http://unitedfrontgaming.com/post/2283/the-elder-scrolls-online-review-part-1">review</a> of The Elder Scrolls Online. Just know that the game has changed for the better since its release!</em> <br /><br /></p> /pc/post/ufg-goes-hands-on-with-teso:-morrowind Mon, 24 Apr 2017 12:00:00 Guardians of the Galaxy Episode 1: Tangled Up in Blue <p>Reviewed By: Kenneth Seward Jr.<br />System: PC (Also on Xbox One, PS4, iOS, Android) <br />Genre: Adventure<br />Rated: T<br />Players: 1<br />Cost: $24.99 (Full Season)<br />Release Date: 04/18/2017<br />Publisher: Telltale Games<br />Developer: Telltale Games<br /><br />I know I&rsquo;ve said this before but, Telltale is a machine. Their ability to release multiple licensed titles over a short period of time is nothing short of impressive. Not so much because of the time it takes to develop them &ndash; which isn&rsquo;t surprising given how &ldquo;small&rdquo; each adventure is &ndash; but because of their level of quality. Telltale has nearly perfected the episodic gaming approach to storytelling. <br /><br />Their latest series, based on Marvel&rsquo;s Guardians of the Galaxy, starts off with a bang in the most literal sense. Minutes in and Star-Lord (charming leader of the Guardians) is receiving a distress call from the Nova Corps. Apparently, Thanos is taking it to the Corps on a nearby Kree planet. The Guardians fly in to assist but are blown out of the sky&hellip;er&hellip;space by the mad titan. Their ship crashes right outside a Kree temple, which as luck would have it, happens to be where Thanos was headed. Unfortunately, they are too late to rescue the remaining Nova Corps though. Looking to make things right, the Guardians do something downright crazy. They venture forth in hopes of confronting Thanos on their own!</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/guardians-of-the-galaxy-ep-1-screen-2.jpg" alt="guardians-of-the-galaxy-ep-1-screen-2" /><br /><br /><strong>Side note:</strong> <em>I assume those of you who are interested in this first episode are aware of who these characters are. If you aren&rsquo;t, no worries as the game does a great job of explaining who&rsquo;s who. Besides, you can pretty much guess who is or isn&rsquo;t a good guy based on my review&hellip;</em><br /><br />&hellip;and so the hulking tattooed brute Drax the Destroyer, along with the other Guardians, took the fight to Thanos. Faces where punched, bodies were thrown, and energy blasts destroyed much of the environment. I won&rsquo;t go into what happened next beyond stating that things took an interesting turn. Fast forward a few hours later and our heroes are contemplating life as they knew it. Moral and existential dilemmas are coaxed out of each of them between celebratory shots of alcohol; just what does one do with oneself after a lifelong goal has been achieved? The short answer: get into a whole lot of trouble. <br /><br />&ldquo;Tangled Up in Blue&rdquo; does a good job of easing gamers into an already established narrative. Like the first episode of Telltale&rsquo;s Batman series, this isn&rsquo;t exactly an origin story. That said, it doesn&rsquo;t assume you know who these people are. Well, I mean, it does but not in a bad way; you&rsquo;re given enough information to easily follow along regardless of your level of GotG fandom. It also doesn&rsquo;t seem to be a rushed attempt to capitalize on the upcoming film. This could very well be a story ripped from the current comics, sans a character change here or there, providing a sense of adventure that only these characters can provide.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/guardians-of-the-galaxy-ep-1-screen.jpg" alt="guardians-of-the-galaxy-ep-1-screen" /><br /><br />Speaking of adventure, this episode is packed with action! What made the fighting entertaining was that you weren&rsquo;t just controlling Star-Lord. Sure, he&rsquo;s the main character when it comes to making tough decisions (moving the plot along) or solving this episode&rsquo;s brief puzzles. But when the blasters and swords come out, it&rsquo;s a team effort. During battle, I could go from pouncing on foes as Drax to swinging stone pillars as Groot with the game&rsquo;s smooth transitions between each hero&rsquo;s perspective. Not to sound cheesy, but it really felt like you were part of this group which, in part, strengthens the team aspect. <br /><br />Like most Telltale games, the talent behind these characters did their job well. Of course, Nolan North&rsquo;s Rocket Raccoon stole the show; like good depictions of the Joker, he just sounds like what we&rsquo;d imagine Rocket to sound if he were real. A good script lent to this achievement. With witty banter and well-placed jokes, there isn&rsquo;t much room for error. Building on the audio quality of the voice acting is the&nbsp; great soundtrack that paints key moments in nostalgic hues. When a character has a flash back to a certain time, so does the player but in a different way.&nbsp; &nbsp;<br /><br />From a visual stand point, this series gets high marks for graphical fidelity. Telltale&rsquo;s past titles had great aesthetics that made them appealing to look at. GotG is the closest they&rsquo;ve come to achieving a certain level of realism. Everything is still comic book-like with its bright color palette and stylized caricatures, but there&rsquo;s a sense of weight to the characters that was either missing or not fully realized before.</p> <p><img src="http://s3.amazonaws.com/unitedfrontgaming/files/gotg-screen.jpg" alt="gotg-screen" /><br /><br />All and all, &ldquo;Tangled Up in Blue&rdquo; was a solid introduction into the crazy that is GotG. Marvel fans will eat this stuff up. Most Telltale fans will be entertained as well. Here&rsquo;s hoping that the next instalment can continue to push the envelope in exciting ways!<br /><br />Gameplay: 10<br />The plot is interesting and the action segments are entertaining. There really isn&rsquo;t anything I can complain about. <br /><br />Graphics: 10<br />Most of Telltale games score well here. Still, GotG is one of the best-looking games they&rsquo;ve developed thus far.&nbsp; &nbsp;<br /><br />Sound: 10<br />The cast did a great job. And the music&hellip;I mean come on! <br /><br />Replay Value: 6<br />There are a few reasons to go back through this episode. But like every other episodic game, most will wait to see how their choices pan out as the series progresses. <br /><br />Final Score: <br /><br />9<br /><br /><br /></p> /pc/post/guardians-of-the-galaxy-episode-1:-tangled-up-in-blue Mon, 24 Apr 2017 12:00:00 Two Worlds II DLC Dropping This May! <p>Written By: Kenneth Seward Jr.<br />Date: 04/21/2017<br /><br />TopWare Interactive has finally given a release date for the upcoming Two Worlds II DLC, Call of the Tenebrae. You know, the DLC that was <a class="external" href="http://www.unitedfrontgaming.com/post/3337/topware-interactive-announces-two-worlds-iii-">announced</a> for the six-year-old game&hellip;alongside Two Worlds III. No? Well&hellip;yeah, there&rsquo;s DLC coming! <br /><br />Topware revealed that they had created a new engine, multiplayer maps and more for the PC version of TWII a while ago. However, during the development of the Tenebrae, things kind of blew up. Check what Alexandra Constandache, CEO of TopWare had to say on the matter: <br /><br /><em>&ldquo;When we started development on Two Worlds II: Call of the Tenebrae in early 2016, we underestimated how excited our team would be to get back to Antaloor. It took longer than expected, but we ended up with a 10+ hour adventure that is nearly a full sized release! Due to how large Call of the Tenebrae became, we&rsquo;ve decided to release our game as an add-on to Two Worlds II, in addition to a standalone version for fans both new and old.&rdquo;</em></p> <p><em></em><img src="http://s3.amazonaws.com/unitedfrontgaming/files/two-worlds-ii-cot-screen.jpg" alt="two-worlds-ii-cot-screen" /><br /><br />10+ hours, new enemies, weapons, achievements, multiplayer options and an HD upgrade&hellip;sounds like TopWare had a lot going on. It makes sense that the add-on was delayed. Fan won&rsquo;t have too much longer to wait though. Two Worlds II: Call of the Tenebrae will be released on PC, Mac, and Linux on May 25th for $14.99 (it $9.99 for just the DLC add-on). The follow up DLC &ndash; Shattered Embrace, multiplayer map packs, digital content like soundtracks &ndash; will be release late this year via a Season Pass. <br /><br />While that&rsquo;s all and good, as a fan of the series, I&rsquo;m more concerned about Two Worlds III. Like, when is that coming out? &nbsp;<br /><br /></p> /pc/post/two-worlds-ii-dlc-dropping-this-may Fri, 21 Apr 2017 12:00:00