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One thing that the popular multiplayer survival games like DayZ or Rust are lacking is eye candy. Miscreated, by Entrada Interactive, tries to address this issue and deliver gaming of great quality in a niche that’s getting more and more crowded. But this particular game seems to have some really nice things to offer, and not just visually.
The game takes place in 2089 in a world devastated by the Final War (a really nice way to call World War III). After half a century of nuclear war combined with bioweapons, nanoweapons, and even kinetic-kill weapons, the world’s population is at just 100 million, with most of the planet being inhabited by mutated monsters resulted from the radiation. Your goal? To survive, of course. And as you probably expect it, it’s not going to be easy!
There are stories of enclaves here and there, where they’re lucky enough to have plenty of food stockpiled and mutants are thin on the ground or there’s lots of ammunition to throw at them. My advice is find one. Or make one. The Earth abides, all this too shall pass away, and if Darwin blesses you then you or your kids will inherit what’s left. For now, it’s one day at a time.
Miscreated is getting closer and closer to hitting Alpha stage, it has been submitted to Steam for Early Access approval and you can already vote it on Greenlight – which you should actually do, because we’re talking about a very promising game. Here are some of its top features:
– Realistic Bullet Physics: Bullet trajectory will change based on gravity, air resistance, and wind.
– Persistent Characters
– Dynamic Weather System: Rain, snow, fog, wind, and other weather patterns are all dynamically generated and will create unique game play opportunities.
– Bounty system: Place a contract on someones head or go reap other bounties yourself.
– Underground Areas: Explore hidden underground bunkers, caves, and caverns. Explore the map well as some will be hard to find, and you’ll have to swim to get in some of them.
And although they are not listed as features, the Miscreated trailer you can see below also shows base creation, which looks pretty impressive, and means that there will also be a lot of crafting involved in your race for survival, too:
America's Army: Proving Grounds — the latest installment in the U.S. Army's official video game franchise — will take the series "back to basics" by focusing on hardcore strategy, lethality and teamwork, according to the game's developers.
Launching tomorrow for free on Steam, Proving Grounds will let players step into the shoes of the U.S. Army to complete missions and drills in a fictitious country. Players will be able to take part in two kinds of missions: Battle Drill Exercises, which are shorter operations that allow players to practice and perfect their military skills, and bigger 12 on 12 missions that are played out in larger maps.
Speaking to Polygon, America's Army: Proving Grounds' executive producer, Randy King said the development team has tried to keep the game accurate and representative of what the U.S. Army does, how it is equipped and how soldiers train. But it has also tried to strike a balance between realism, accuracy and a fun experience, while ensuring that the game is accessible to newer players and challenging enough for seasoned gamers.
"IT'S A LOT CLOSER TO A PURIST OLD SCHOOL SHOOTER."
"We're got a Normal Mode, which is friendly to new players and is very intuitive," King said. "It has a lush user interface that gives lots of information and tries to anticipate the player's needs, such as reloading weapons and situational awareness.
"Then there's Hardcore Mode, which is where the training wheels come off. "That's where we take away all the user-friendly stuff and put players in an environment where they have to keep track of their health, their ammo and the situation they're in. It becomes a lot harder. It's a lot closer to a purist old school shooter."
According to King, the two modes are part of the game's back to basics approach which, rather than focus on kill streaks and perks, goes back to the army's principles of teamwork and co-operating to achieve objectives.
"The scoring is reflective of that, too," King said. "It's not a case of you killed 100 people, so you win the game. It's if you complete your objectives, if you play as a member of a team — those are the things you get rewarded for."
Game designer Matthew Roberts told Polygon that the game encourages players to play as a team through the nuances of the game design. So rather than commanding players to work together, the game is designed in such a way that if players go off on their own, they are much less likely to succeed — much like in real life.
"One of the things that influences the teamwork is how lethal you are," Roberts said. "Positioning is the ultimate dominant strategy. In order to do that, you need to be talking to each other because there's not a big accuracy cone like in Call of Duty where you can circle strafe and somebody goes down. You can put a reticle on someone to take them down, but positioning matters more."
Because of the way levels are designed, players will have to watch each other's backs, communicate what they see to each other and stick together. Squadmates can heal each other and also free those who have been tied up, so it is to the player's benefit to always communicate where they are to their team.
During a hands-on session with the game, our soldier separated from the group and we failed to communicate our whereabouts to the team. When we got shot, our soldier began to bleed out and we were tied up by the enemy. Players who are secured by the enemy are knocked out of a match if they are tied up for more than a few seconds, so our soldier was neutralized not two minutes into the match.
In a separate round, we stuck closely with our team, listening for instructions and taking care to avoid areas that our teammates had flagged as dangerous. When we were struck by a bullet, we were close enough to our team that they could heal us. When we were shot and tied up, the team was able to retaliate, heal us and free us.
King told Polygon that if players charge into the game, guns blazing, then they might not perform very well because of the lethality of the other players. The key, he says, is to stick with the team, always be communicating and to go after the objectives with strategy and tact.
"We wanted to build a thinking man's game," he said. "A game where it's non-linear, so you've got a lot of different ways to achieve those different objectives.
"If you work with your team, there's a lot of different ways of gameplay. And if one method doesn't work, then you can strategize and come back and try it again."
THE NEXT GENERATION OF SPACEFLIGHT
An unprecedented chance to live your own deep space adventure! Star Citizen places you in the middle of a living, breathing science fiction universe populated with friends, enemies and the unknown.
You decide how to make your way in the galaxy, whether you’re a simple merchant trader, a fearsome pirate or a badass mercenary… and anything in-between.
In Star Citizen, you control your destiny as you inhabit a world with an unparalleled level of immersion.
Rockstar has revealed when there PC version of Grand Theft Auto V will launch via their support site FAQ, saying: “Yes, pre-loads via Rockstar Warehouse and Steamwill be available on April 7th. We will update this page with an exact time as soon as that information is available.”
“If you pre-ordered GTAV from a digital retailer other than Rockstar Warehouse or Steam, please contact your retailer’s customer support departments for details on pre-loads.”
Steam has also listed Grand Theft Auto V on their store page, stating it will take up at least 65GB from your hard drive thanks to all the game’s high-res texture goodies. Let us know in the comments below if you’ll be getting the PC version of Grand Theft Auto V when it launches later this month.
Open-world survival simulators are nothing new in the world of videogames, but so many of them tackle the same subject material. New developer Studio Wildcard has just announced a title that takes that well-tread fear of personal extinction and puts aThe Land Before Time twist on it.