All posts under Promoted
The Witcher 3

By on January 29, 2015 at 9:25 am

During our time at Namco Bandai’s headquarters, we managed to sit down with The Witcher 3: Wild Hunt‘s senior level designer, a handsomely bearded chap named Peter Gelencser. In between adjusting his badass bracelet made out of skulls and making pretend monster noises with a toy Godzilla action figure that was also in the room, Peter answered my ridiculous questions about Wild Hunt.

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By on January 28, 2015 at 11:05 am

If being part of the gaming industry for a few years has taught me anything, it is that people will inherently distrust anything I say if I sound like I’m too excited about it. Would that I was getting paid by the companies for my opinion! And so, as a naturally exuberant person, I hope you appreciate the effort it will take me to calm my farm about The Witcher 3: Wild Hunt, because I want you to believe me when I say I loved it.

The last time you heard from me, I was trying to convince you that Dragon Age: Inquisition was worth your time. I stand by what I said, but it seems like some people were disappointed because the hype train had led them to believe they were going to fight actual dragons IRL or something. Okay, so you won’t be able to fight monsters in real life. But if you’re looking for a monster fighting simulator, may I suggest The Witcher 3?

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Satellite Reign

By on January 15, 2015 at 4:14 pm

Satellite Reign, one of the few local Kickstarted titles to funnel its way into a proper office not too far away from my own in Brisbane, has been ticking all of the Early Access model boxes. Since they escaped the 30-day Kokoda Track that is a crowd sourcing campaign, they have been hard at work, keeping their backers updated roughly twice a month for the last year and a half. Bravely, they asked us if we would like to take a look at the recently released Alpha, ensuring that what we would see is only a tiny taste of what was to come.

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Evolve

By on January 15, 2015 at 9:24 am

Evolve is only one short month away (launching here on February 10), there’s precious little time left to decide if you want to get in on day one of this monster hunt. Earlier this week we popped into 2K’s offices in Sydney for some more hands-on time with the game and a brief chat with the Jon Bloch, one of the game’s producers.

Here, in one place, is everything you need to know before picking this game up on PC.

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Lara Croft and the Temple of Osiris

By on January 6, 2015 at 12:42 pm

Lara Croft and the Guardian of Light was one of those weird sleeper hits where Crystal Dynamics just kind of made and released it without any fanfare, and when people discovered it and had a play around with it they quickly realised that it was actually pretty bloody good.

A lot of people will tell you that it was so good because of its great exploration, or the smooth and satisfying twin-stick combat, or maybe just the great and well-thought-out co-op gameplay. Sure, yeah. These things are true. But what carries it for me is the absolute straight-faced absurdity of the game, and I’m pleased to report that Temple of Osiris, the recently-released sequel to Guardian of Light, delivers that in spades.

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Halo 5 Guardians

By on January 5, 2015 at 12:53 pm

The Master Chief Collection, the heavily patched Halo compilation that grants its owners the very occasional pleasure of online matches should the stars align perfectly during a full moon, has taught me a lot about the current online Halo environment. I last put serious time into Halo in the months after Halo Reach’s 2010 release, and before that I’d spent a few fun weeks in Big Team matches of Halo 3, hooning around in Warthogs with friends. I reached a level of competence with Halo, if not actual commendable skill – I could consistently not embarrass myself, and occasionally excel in some measurable way.

The people playing the Master Chief Collection, and now killing me repeatedly in Halo 5, almost definitely did not stop playing Halo in 2010. Like JC Denton in the Deus Ex ending I chose, they merged with the system and became digital gods, capable of impossible feats. My first few matches in the Halo 5 beta were genuinely embarrassing, my kill/death ratio so poor that I would actively mute my teammates before each game in anticipation of the deserved drubbing they were likely to give me as I lost the match for them – which is a real possibility in this beta, as every match is a four on four fight and individual performance has a substantial impact on the team’s score.

The first two weeks of the beta have given me a chance to get killed repeatedly across six different maps and two modes, and to wrap my head around the little changes made to the core game.

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Evolve

By on December 5, 2014 at 1:03 pm

Shear is a planet on the brink. Humanity, as it often does when faced with a glorious world untouched by “civilisation”, has milked the planet of all its resources, exploiting its minerals and unique environments for its own gain. But Shear is fighting back, rejecting the parasitic foreign organism in a unique way — with monsters by the truckload.

For so long, it seemed like Evolve was just Hunters vs Monsters — a sort of “because it was there” approach to the game. We’d seen Hunt mode, where the Hunters tracked down the Monster, and we knew of two groups of Hunters and Monsters. It all seemed a little basic, a little shallow, but the game was so much fun that it didn’t matter. I don’t need a reason to hunt down a monster, surely. It’s a monster!

Well, not any more. I travelled to Orange County, to Turtle Rock Studios… studios… to see what Evolve was actually bringing to the table, and damn is it good.

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battlecry

By on November 25, 2014 at 11:00 am

At this year’s PAX Australia, we (along with thousands and thousands of others) got to sit down for a few rounds of Battlecry — I’m sorry, Bethesda, but I’m not going to spell it BATTLECRY – the new F2P MOBA-thing that Bethesda are hoping to use to crack open the lucrative freemium market so currently dominated by games like League of Legends.

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By on November 24, 2014 at 2:25 pm

The modern stable of Grand Theft Auto titles are arguably the best life simulator available in the land of video games. This is a game where you can follow police cars on patrols, sit at a traffic intersection for an hour and watch a true day and night cycle, complete with sunsets, rush hour, traffic jams and drive-by shootings. It’s also a game where you can push people in front of buses, and murder practically everyone that exists with almost zero consequences.

So when the PS4 iterative update of GTAV dropped in my lap, I figured this would be a good opportunity to see if Rockstar was able to improve on what was already an impressive feat of software engineering.

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