Hold down the "Use" button - if you're playing on keyboard I *think* you need to press shift + use.
Hold down the "Use" button - if you're playing on keyboard I *think* you need to press shift + use.
I agree that the question surrounding single-player could be phrased better, i.e. indicating the length of the campaign. I wouldn't pay more than about £15 (~$20) for a single-player campaign that lasted less than 10 hours, especially for something like CoD - epic though it might be, I don't see myself playing it…
It's certainly true in my personal experience, but then again I'm playing it on PC rather than console. YMMV...
The main reason I prefer BF over CoD isn't the level of content (yes, MW3 has a lot more maps out of the box than BF3 does). In my experience - CoD 1 through BlOps - the basic gameplay of CoD doesn't change a lot between iterations, with the majority of players gravitating towards the lowest-common-denominator…
There's still weekly DLC for Rock Band. The quantity's gone down (4-5 weekly tracks is the norm), but there's still a regular stream.
I'm only a few missions into the campaign (I've just started the level where you're handed the mortar) but by playing it completely straight, the writers have so far completely failed to create any characters I care about, or to capture that 'Battlefield feel' that was evident in the Bad Company games.
Spider Jerusalem!
You might have your wires crossed there - it's Bethesda who are suing Mojang... :^)
My first regular haunt was the Day of Defeat boards, around beta 1.2 or so (the tail end of 2001, anyhow). I'd only just got my first gaming PC and an internet connection and was really into WWII history at the time when a friend sat me down in front of DoD.
Ask the average gamer - the kind of person that EA are trying to woo away from CoD - what the difference is between a beta and a demo. Odds are they won't have a clue.
Good point - one that I'd overlooked completely, and is in fact one of the reasons I can never get into most mainstream comics. I much prefer self-contained stories / characters over the bloated continua that Marvel, DC and other companies keep adding to - and which require a lot of background reading on behalf of new…
I've done a fair bit of design work myself and my view has always been to think about how something operates first, then extrapolate from there. If the weapon clearly couldn't fire the ammunition it's supposed to be using (like the examples on the cover), then you've failed as a designer.
Another comics paramilitary team using guns that look like water pistols. Are most comic artists too lazy to spend 30 seconds on a Google Image Search, or something?
My brother and I got the Space Hulk board game for our birthday when we were... 11? 12? (about 20 years ago, at any rate.)
It's this part from the game's 'leaked' description that has me concerned:
As I said in the comments for the previous article... the whole point of the original Syndicate games is that you were a corporate executive remotely issuing orders to (mostly) mindless agents, raising some fairly deep questions about the nature of free will. Your Agents weren't people, they were puppets - but puppets…
The original Syndicate involved more than its fair share of shooting as well, you know... :^)
Speaking as someone who played the original to death on both Amiga and PC, Syndicate has never been a turn-based game - and for that matter it wasn't really a strategy game, either. There was a research management metagame in the between-mission sections (prioritising research, setting tax rates, equipping and…
I had that happen to me as well. It tells you that any uncompleted side-quests that you've got running (or haven't discovered) will be canceled.
*Here be minor end-game spoilers*