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Product Description

Have you ever wished that you could make your desktop background something more exciting than just a regular picture? Would you like to use a video, even a slide show of your favorite pictures, as your desktop background? If so, then you're in luck. Windows DreamScene can make this happen. With Windows DreamScene, you can use a video—either the ones that come with Windows DreamScene, or one of your own—as your desktop background, the same way you would've used a regular picture.

Dynasty Warriors: Strikeforce (PSP)

http://www.cuttingedgeguy.com/store/catalog/images/xmen_wolverine_ps3_cover.jpg

At one point, Wolverine was running around in daisy dukes. It wasn't intentional, this sartorial mockery of Marvel's most badass mutant. Rather, it was a somewhat ironic function of his mutant healing powers or, more specifically, how those powers were implemented by developer Raven Software in the upcoming movie-licensed video game, X-Men Origins: Wolverine.

You see, there are several layers to the Wolverine character (portrayed both in the film and the game by Hugh Jackman), starting underneath with a skeletal system, a layer of muscle, skin, and finally clothing. Any damage inflicted on Wolverine causes damage to one or more of those layers; for example, if he takes a ton of damage, you'll be able to see his adamantium-fortified rib cage. Of course, even grievous injury means little to Wolverine, whose mutant healing power lets him recover from bodily harm. The implementation of those healing powers means that you can watch Wolverine's body literally repair itself automatically, growing new skin and muscle over previously ruined areas. Wolverine's clothes can also be torn apart and, once his shirt or jacket is ripped off by bullets, it stays off (you're welcome, ladies). For a while during the development of the game, the same could be said for Wolvie's jeans--taking damage to his legs would result in increasingly shredded pants, until eventually the Marvel icon would end up running around in shorts that would make an exotic dancer blush.

Needless to say, the sight of Wolverine sprinting around in booty shorts would do little for his reputation, so it wasn't too long before the developers decided to make Wolverine's pants not subject to the wear and tear of the rest of his body. Thus, now Wolverine wears pants that are nearly as unstoppable as the man himself.

Nevertheless, indestructible knickers or not, you can expect Wolverine's mutant healing powers to be tested to their fullest in the game. In a plot line that parallels and expands on the origin story from the upcoming summer blockbuster, you'll follow Logan as he hops around timelines, from the pre-adamantium days to his time doing black-ops missions for Weapon X and dealing with his relationship with Victor Creed (aka Sabretooth). Along the way, you'll fight tons of enemies bent on taking down Wolverine with extreme prejudice.

Raven producers are quick to point out that the Wolverine from this game is authentic and true to character. If by "authentic," they mean "incredibly violent," then consider this Wolverine the most authentic ever seen outside of his comic-book origins. Enemies are dispatched in myriad bloody ways in this game: stabbings, whirlwind attacks, dismemberments, decapitations, and even slicing bodies in half.

It's gleefully gory stuff and, especially in the game's early goings that find Wolverine in a jungle setting working for Weapon X, there's more than a few "I can't believe that just happened" moments. Like when Wolverine leaps onto a helicopter in midair, smashes the cockpit glass, grabs the pilot, and holds his head up to the spinning blades. Or, when crossing a rickety bridge while bad guys hack the support ropes, Wolverine barrels through a mess of enemies in the style of a running back. Or when duking it out with a redneck version of the Blob in an Iowa grocery store. And let's not forget the Sentinel fight.

Although we didn't get a chance to fight the Sentinel, we did get a good idea of how this multistage boss battle will unfold. When you first start the battle, you're given a clue as to the Sentinel's weak spot, a massive malfunctioning foot that is Wolvie's first area of attack. Running up and clawing away at the foot with the face buttons will cause some basic damage, and eventually the massive Sentinel will pick up Wolverine with its hands. Escaping is, as you might imagine, simply a matter of clawing your way free, at which point Wolverine will continue his assault on the Sentinel's feet.

If you cause enough damage, the boss battle will enter its second stage, with the Sentinel blasting into the air with Wolvie in tow. Clever sound design is on display in this stage; when the camera is up close, you can hear the roar of the Sentinel's thrusters with deafening clarity. At one point, though, the camera moves to a point further away and the thrusters have a distinctive staticlike sound, reminiscent of a Space Shuttle launch. As the Sentinel makes its way skyward, you'll be maneuvering Wolverine around the bot's body and causing as much damage as possible. Eventually, you'll do enough damage to send the Sentinel careening back toward the earth and you'll guide a free-falling Wolverine to finish the Sentinel in midair by diving toward it (avoiding the random debris as well), clinging to the robot's chest and looking to tear it apart just a bit more. Eventually you'll both crash to the earth, and it's probably not spoiling things to note that Wolverine's killing blow is a satisfying one.

X-Men Origins: Wolverine (XBOX360)


X-Men Origins: Wolverine (XBOX360)


X-Men Origins: Wolverine (XBOX360)


X-Men Origins: Wolverine (XBOX360)


X-Men Origins: Wolverine (XBOX360)

X-Men Origins: Wolverine (XBOX360)


X-Men Origins: Wolverine (XBOX360)


X-Men Origins: Wolverine (XBOX360)


X-Men Origins: Wolverine (XBOX360)


X-Men Origins: Wolverine (XBOX360)


X-Men Origins: Wolverine (XBOX360)

At one point, Wolverine was running around in daisy dukes. It wasn't intentional, this sartorial mockery of Marvel's most badass mutant. Rather, it was a somewhat ironic function of his mutant healing powers or, more specifically, how those powers were implemented by developer Raven Software in the upcoming movie-licensed video game, X-Men Origins: Wolverine.

You see, there are several layers to the Wolverine character (portrayed both in the film and the game by Hugh Jackman), starting underneath with a skeletal system, a layer of muscle, skin, and finally clothing. Any damage inflicted on Wolverine causes damage to one or more of those layers; for example, if he takes a ton of damage, you'll be able to see his adamantium-fortified rib cage. Of course, even grievous injury means little to Wolverine, whose mutant healing power lets him recover from bodily harm. The implementation of those healing powers means that you can watch Wolverine's body literally repair itself automatically, growing new skin and muscle over previously ruined areas. Wolverine's clothes can also be torn apart and, once his shirt or jacket is ripped off by bullets, it stays off (you're welcome, ladies). For a while during the development of the game, the same could be said for Wolvie's jeans--taking damage to his legs would result in increasingly shredded pants, until eventually the Marvel icon would end up running around in shorts that would make an exotic dancer blush.

Needless to say, the sight of Wolverine sprinting around in booty shorts would do little for his reputation, so it wasn't too long before the developers decided to make Wolverine's pants not subject to the wear and tear of the rest of his body. Thus, now Wolverine wears pants that are nearly as unstoppable as the man himself.

Nevertheless, indestructible knickers or not, you can expect Wolverine's mutant healing powers to be tested to their fullest in the game. In a plot line that parallels and expands on the origin story from the upcoming summer blockbuster, you'll follow Logan as he hops around timelines, from the pre-adamantium days to his time doing black-ops missions for Weapon X and dealing with his relationship with Victor Creed (aka Sabretooth). Along the way, you'll fight tons of enemies bent on taking down Wolverine with extreme prejudice.

Raven producers are quick to point out that the Wolverine from this game is authentic and true to character. If by "authentic," they mean "incredibly violent," then consider this Wolverine the most authentic ever seen outside of his comic-book origins. Enemies are dispatched in myriad bloody ways in this game: stabbings, whirlwind attacks, dismemberments, decapitations, and even slicing bodies in half.

It's gleefully gory stuff and, especially in the game's early goings that find Wolverine in a jungle setting working for Weapon X, there's more than a few "I can't believe that just happened" moments. Like when Wolverine leaps onto a helicopter in midair, smashes the cockpit glass, grabs the pilot, and holds his head up to the spinning blades. Or, when crossing a rickety bridge while bad guys hack the support ropes, Wolverine barrels through a mess of enemies in the style of a running back. Or when duking it out with a redneck version of the Blob in an Iowa grocery store. And let's not forget the Sentinel fight.

Although we didn't get a chance to fight the Sentinel, we did get a good idea of how this multistage boss battle will unfold. When you first start the battle, you're given a clue as to the Sentinel's weak spot, a massive malfunctioning foot that is Wolvie's first area of attack. Running up and clawing away at the foot with the face buttons will cause some basic damage, and eventually the massive Sentinel will pick up Wolverine with its hands. Escaping is, as you might imagine, simply a matter of clawing your way free, at which point Wolverine will continue his assault on the Sentinel's feet.

If you cause enough damage, the boss battle will enter its second stage, with the Sentinel blasting into the air with Wolvie in tow. Clever sound design is on display in this stage; when the camera is up close, you can hear the roar of the Sentinel's thrusters with deafening clarity. At one point, though, the camera moves to a point further away and the thrusters have a distinctive staticlike sound, reminiscent of a Space Shuttle launch. As the Sentinel makes its way skyward, you'll be maneuvering Wolverine around the bot's body and causing as much damage as possible. Eventually, you'll do enough damage to send the Sentinel careening back toward the earth and you'll guide a free-falling Wolverine to finish the Sentinel in midair by diving toward it (avoiding the random debris as well), clinging to the robot's chest and looking to tear it apart just a bit more. Eventually you'll both crash to the earth, and it's probably not spoiling things to note that Wolverine's killing blow is a satisfying one.


X-Men Origins: Wolverine (PSP)

X-Men Origins: Wolverine

At one point, Wolverine was running around in daisy dukes. It wasn't intentional, this sartorial mockery of Marvel's most badass mutant. Rather, it was a somewhat ironic function of his mutant healing powers or, more specifically, how those powers were implemented by developer Raven Software in the upcoming movie-licensed video game, X-Men Origins: Wolverine.

You see, there are several layers to the Wolverine character (portrayed both in the film and the game by Hugh Jackman), starting underneath with a skeletal system, a layer of muscle, skin, and finally clothing. Any damage inflicted on Wolverine causes damage to one or more of those layers; for example, if he takes a ton of damage, you'll be able to see his adamantium-fortified rib cage. Of course, even grievous injury means little to Wolverine, whose mutant healing power lets him recover from bodily harm. The implementation of those healing powers means that you can watch Wolverine's body literally repair itself automatically, growing new skin and muscle over previously ruined areas. Wolverine's clothes can also be torn apart and, once his shirt or jacket is ripped off by bullets, it stays off (you're welcome, ladies). For a while during the development of the game, the same could be said for Wolvie's jeans--taking damage to his legs would result in increasingly shredded pants, until eventually the Marvel icon would end up running around in shorts that would make an exotic dancer blush.

Needless to say, the sight of Wolverine sprinting around in booty shorts would do little for his reputation, so it wasn't too long before the developers decided to make Wolverine's pants not subject to the wear and tear of the rest of his body. Thus, now Wolverine wears pants that are nearly as unstoppable as the man himself.

Nevertheless, indestructible knickers or not, you can expect Wolverine's mutant healing powers to be tested to their fullest in the game. In a plot line that parallels and expands on the origin story from the upcoming summer blockbuster, you'll follow Logan as he hops around timelines, from the pre-adamantium days to his time doing black-ops missions for Weapon X and dealing with his relationship with Victor Creed (aka Sabretooth). Along the way, you'll fight tons of enemies bent on taking down Wolverine with extreme prejudice.

Raven producers are quick to point out that the Wolverine from this game is authentic and true to character. If by "authentic," they mean "incredibly violent," then consider this Wolverine the most authentic ever seen outside of his comic-book origins. Enemies are dispatched in myriad bloody ways in this game: stabbings, whirlwind attacks, dismemberments, decapitations, and even slicing bodies in half.

It's gleefully gory stuff and, especially in the game's early goings that find Wolverine in a jungle setting working for Weapon X, there's more than a few "I can't believe that just happened" moments. Like when Wolverine leaps onto a helicopter in midair, smashes the cockpit glass, grabs the pilot, and holds his head up to the spinning blades. Or, when crossing a rickety bridge while bad guys hack the support ropes, Wolverine barrels through a mess of enemies in the style of a running back. Or when duking it out with a redneck version of the Blob in an Iowa grocery store. And let's not forget the Sentinel fight.

Although we didn't get a chance to fight the Sentinel, we did get a good idea of how this multistage boss battle will unfold. When you first start the battle, you're given a clue as to the Sentinel's weak spot, a massive malfunctioning foot that is Wolvie's first area of attack. Running up and clawing away at the foot with the face buttons will cause some basic damage, and eventually the massive Sentinel will pick up Wolverine with its hands. Escaping is, as you might imagine, simply a matter of clawing your way free, at which point Wolverine will continue his assault on the Sentinel's feet.

If you cause enough damage, the boss battle will enter its second stage, with the Sentinel blasting into the air with Wolvie in tow. Clever sound design is on display in this stage; when the camera is up close, you can hear the roar of the Sentinel's thrusters with deafening clarity. At one point, though, the camera moves to a point further away and the thrusters have a distinctive staticlike sound, reminiscent of a Space Shuttle launch. As the Sentinel makes its way skyward, you'll be maneuvering Wolverine around the bot's body and causing as much damage as possible. Eventually, you'll do enough damage to send the Sentinel careening back toward the earth and you'll guide a free-falling Wolverine to finish the Sentinel in midair by diving toward it (avoiding the random debris as well), clinging to the robot's chest and looking to tear it apart just a bit more. Eventually you'll both crash to the earth, and it's probably not spoiling things to note that Wolverine's killing blow is a satisfying one.

Company of Heroes: Tales of Valor (PC)

Stand-alone expansion Tales of Valor coasts on the Company of Heroes name. That isn't necessarily a bad thing, given that the 2006 original is still the gold standard of World War II real-time strategy gaming. But this latest addition to the family is pretty paltry, featuring just a trio of miniature campaigns comprising nine abbreviated missions, three new multiplayer modes, and a few game tweaks that you could probably do without.

None of the three new campaigns feel much like those in either the original game or 2007's Opposing Fronts expansion. Most of the missions have been scaled down to focus on handfuls of units battling for chunks of the French countryside in the weeks after the D-Day landings. This enhances combat intimacy nicely, giving you a reason to care about individual troops. The tradeoff comes in depth, though; you don't have to worry about wide-ranging tactical issues that affect an entire map when you're looking after just a few units. Here, you're pretty much always going it solo, especially in Tiger Ace, in which you lead a single German tank crew during a seesaw battle for control of the French village of Villers-Bocage, and Causeway, which deals with 82nd Airborne infantry squads assaulting the heavily defended La Fiere Causeway. All you generally do in these campaigns is fight, which leaves you with few decisions to make aside from ordering flanking maneuvers, moving units in and out of cover, and selecting special abilities. Only the Falaise Pocket campaign expands the scope of the add-on, forcing you to capture territories, build defenses, and order reinforcements while helping a German army escape an Allied pincer movement.

But it's still over way too soon. Even Company of Heroes newcomers should be able to blitz through the three minicampaigns in Tales of Valor on Normal difficulty in no more than a couple of hours of playing time. Both Tiger Ace and Causeway involve little more than straightforward attacks, defenses, and counterattacks. It's frenetic and exciting, especially during the second mission of Tiger Ace, wherein you have to sneak an on-foot tank crew out of a French village swarming with British patrols and machine-gun nests. Nevertheless, even this isn't particularly challenging. Quick button-clicking is more important than strategizing. And the new "direct fire" shooting option with which you can manually guide weapons is completely superfluous. Falaise Pocket is much more elaborate, although poor enemy AI ruins a lot of the fun. For example, in the first mission in this campaign, you begin with a small German force under siege by attacking Allies. Your goal is to withstand this onslaught by running around and alerting garrisons of the attack and building 88 antitank guns to defend hiding Panzers until nightfall. But what starts off as a tense scramble against overwhelming opposition soon turns into a joke, considering that Allied tanks refuse to press advantages. One moment they're blasting down the road toward your main base, forcing you to run for cover; in the next, they've pulled out for points unknown, leaving the way clear for you to wake up more garrisons and build those 88s.

Multiplayer is just as disappointing. Tales of Valor includes three new game modes, Assault, Panzerkrieg, and Stonewall, all of which just inflate minor aspects of combat into major concerns. Assault focuses on heroes assaulting enemy lines, Panzerkrieg on an armor mash-up deathmatch, and Stonewall on defending a town with buddies from an all-out attack. It's hard to really get into any of these games, mostly because they vary so little from the core Company of Heroes gameplay already seen in both the solo missions and the earlier multiplayer modes. Panzerkrieg seems to be the only one of the new three to be developing something of a following online, probably due to its fast-flowing action. Regardless, there is no comparison between the numbers of players playing it and the crowds taking part in Classic Match and Skirmish games.

Even middling Company of Heroes action is typically better than what most other RTS franchises can offer, but the slim content in Tales of Valor is really pushing it. Although the core gameplay is still spectacular, both the single-player campaigns and the multiplayer modes of play on offer here aren't exactly inspired. You can safely skip the whole thing and not miss much unless you're determined to complete your Company of Heroes collection.

Company of Heroes: Tales of Valor (PC)


Company of Heroes: Tales of Valor (PC)


Company of Heroes: Tales of Valor (PC)


Company of Heroes: Tales of Valor (PC)


Company of Heroes: Tales of Valor (PC)

Product Description

Santa Fe in the late summer of 1883. Lester Lloyd Goodman is dead and buried, and his railway empire lies in ruins.

Cooper enjoys his bittersweet revenge, but only for a short while, because something else is wrong: Doc McCoy has disappeared. He was kidnapped and poisoned. The person behind the disappearance seems to be Goodman’s widow.

She meets Cooper in a church in Santa Fe, where she makes him a diabolical offer: she will spare Doc’s life if Cooper will carry out a few assignments that will brand him as a criminal. Cooper agrees.

Together with his friends he sets out to free Doc McCoy. But the more enmeshed they become in the crime, the clearer it becomes that much more is involved than the revenge of a young woman.

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Product Description

Autodesk® Revit® Architecture software helps you explore early design concepts and forms, and more accurately maintain your vision through design, documentation, and construction. Make a change, and it’s automatically updated across the project. Use the essential building information modeling (BIM) data that Autodesk Revit Architecture software provides to support sustainable design, clash detection, construction planning, and fabrication.

Product Description

AutoCAD® Structural Detailing software, built on the familiar AutoCAD® platform, enhances productivity with precise detailing and creation of fabrication shop drawings for steel and concrete structures.

Product Description

Autodesk® Revit® Structure software integrates a multimaterial physical model and an independently editable analytical model for more efficient structural analysis, design, and documentation.

Product Description

AutoCAD® Mechanical design and drafting software is AutoCAD® software for manufacturing, purpose-built to accelerate the mechanical design process. It includes all the functionality of AutoCAD, the world’s leading CAD software, plus comprehensive libraries of standards-based parts and tools for automating common design tasks. AutoCAD Mechanical offers significant productivity gains and saves hours of design time.

Product Description

AutoCAD® Electrical software is AutoCAD® for controls designers. Purpose-built to create and modify electrical control systems, it includes all the functionality of AutoCAD plus a complete set of electrical CAD features. Comprehensive symbol libraries and tools for automating electrical engineering tasks help save hours of effort, so you can spend more time innovating.

Product Description

Create innovative consumer product models faster with Autodesk® Alias® Design software. Part of the Autodesk solution for Digital Prototyping, Alias Design is for consumer product designers who own the entire process—from ideation to the final surfaces that are passed to engineering.

Product Description

Have you ever wished that you could make your desktop background something more exciting than just a regular picture? Would you like to use a video, even a slide show of your favorite pictures, as your desktop background? If so, then you're in luck. Windows DreamScene can make this happen. With Windows DreamScene, you can use a video—either the ones that come with Windows DreamScene, or one of your own—as your desktop background, the same way you would've used a regular picture.

مجموعة ضخمة من خلفيات الشاشة المتحركة خاصة بويندوز فيستا
أكثر من 180 خلفية شاشة ترضي جميع الأذواق

موسوعة الموبايل المشهورة بإصدارها الجديد حصرياً من مراكزنا

Product Description

Explore, validate, and communicate your ideas with Autodesk® 3ds Max® Design 2010 software—a comprehensive 3D modeling, animation, and rendering solution that supports the way architects, designers, engineers, and design visualization specialists approach their projects—from initial concept models to final, cinema-quality presentations. Digital continuity with the AutoCAD®, Revit®, and Autodesk® Inventor® software product families makes 3ds Max Design a key solution for seamless digital visualization workflow.

Product Description

Autodesk® Softimage® 7.5 (formerly SOFTIMAGE|XSI) is a complete 3D software for visual effects and game production. Built on a new, highly extensible architecture, Softimage gives you the power and flexibility to bring your creative visions to life quickly and profitably. Softimage features Interactive Creative Environment (ICE), a new platform for building effects and tools visually using a node-based paradigm. Powering ICE is a high-performance parallel processing engine that takes advantage of multi-core workstations, giving you the utmost performance and scalability. The result is a giant leap forward in production efficiency and consistency that culminates in higher production standards.

Demigod (PC)

Demigod is the latest hybrid of the role-playing and real-time strategy genres. First made popular by the Warcraft III mod Defense of the Ancients, Demigod looks to flesh out this formula as you take control of giant hero characters. The assassins, the first hero class, are larger-than-life warriors, meant to inflict maximum damage at close range. Assassins gameplay is akin to traditional action role-playing games in which you right-click your way to victory.

Developer Gas Powered Games stopped by to give us our first look at the second hero class, generals. Generals are weaker when in close combat and prefer to inflict damage from a distance. To do so, they summon and command minions that can be ordered about the battlefield to do your bidding. Generals gameplay is similar to that of an RTS game in which you click on multiple units and send them to perform different tasks. Though the gameplay of assassins and generals isn't as deep as you would see in a dedicated action RPG like Diablo III or a true RTS game like Command & Conquer, Gas Powered Games is hoping that blending these two elements will make for a unique and addictive multiplayer experience.

Each general can summon minions to his cause. No matter which character you play as, the minions are all the same and come in three basic classes. The minotaur captain acts as a standard infantry class, charging enemies as a foot soldier. The siege archers are a standard ranged class, and high priests act as a wizard or mage class, firing spells and debuffs from a distance. It's a shame that each minion is not specific to each general, considering how different the generals are in style and appearance. Instead, every general will control the same minotaur captains, siege archers, and priests. Thankfully, the generals have very unique characteristics.

Oak is a giant warrior, a fallen paladin that died defending his kingdom. He has the ability to capture the souls of dead enemies on the battlefield and summon them to his cause. Lord Erebus, on the other hand, is a creepy vampire capable of transforming into mist or even a swarm of bats to escape danger. When the king, Erebus' father, died, Erebus turned down the crown, raised his father from the dead, took control of his undead father, and now rules the kingdom by proxy. Erebus is now free to unleash his nefarious plans upon the kingdom. In battle, some of his attacks will transform enemies into his personal guard of vampires. Finally, there's Sepna, a beautiful witch who rides a giant cat into battle. She summons yetis as personal protectors and is complementary with assassins since she can heal from a distance. One of her best attacks is a silence spell that prevents enemies from using items or spells for a time.

Demigod will also feature a persistent upgrade system in which you will be able to purchase skills and items that are not limited to one battle, which is one of the major limitations of Defense of the Ancients. Click on the images for fresh screens of Demigod, which is currently slated for release in February.

Demigod (PC)


Demigod (PC)


Demigod (PC)


Demigod (PC)


Demigod (PC)

7.62 High Calibre (PC)

Serving as a follow-up to Brigade E5, 7.62 is a tactical action game. A professional mercenary seeks for a Russian “businessman”, who stole a lot of money from his “colleagues”, then hid in a small country of Latin America to avoid inevitable punishment there. Soon the assignment turns into an intense and dangerous adventure, for there are many things that must be kept in mind — intricate political situation, confrontation between governmental military and rebels, not to mention a necessity to choose friends and foes wisely.

Game features:

  • Sequel to Brigade E5: New Jagged Union, the best strategy game according to the GameLand Award 2005, “Best Computer Games”, “GameLand” and “Game World Navigator” magazines.
  • SPM (Smart Pause Mode) battle system combines RTS dynamics with diverse opportunities of turn-based gameplay.
  • Over 150 accurately modeled firearms with possibility for upgrade.
  • Varied ammunition as well as the extensive list of equipment.
  • Non-linear storyline gives you an opportunity to make you own choice – to reach one of multiple endings
  • Over 30 mercenaries.
  • Upgraded graphics engine.

Company of Heroes: Tales of Valor (PC)

2006's Company of Heroes changed what people have come to expect from real-time strategy by focusing on explosive, small-scale battles featuring squads of soldiers behind enemy lines in World War II--soldiers with the ability to drive tanks through walls and blow up buildings. The game expanded in 2007 with the stand-alone game Opposing Fronts, and later this year, developer Relic Entertainment is getting ready to finish its next follow-up, Tales of Valor, which will be a stand-alone game that won't require the original game. It'll also have plenty more smashing tanks through walls and exploding buildings. Senior producer Tim Holman explains.

GameSpot: Give us an update on Tales of Valor. What aspects of the game is the team working on at this point?

Tim Holman: We're closing bugs at the moment and about to finish--close enough that we started thinking about the wrap party!

GS: We understand that Tales of Valor will be a stand-alone product rather than an expansion that requires the original game. Why go in this direction for the product? What exactly will players get out of the box?

TH: We'd rather make our content accessible to any new players rather than having them fork out cash for the original, and we don't want to split our multiplayer community. You will get three short campaigns (instead of one long campaign), three new multiplayer games modes, new units for multiplayer, new skirmish maps, and more.

GS: We understand that the campaigns will have an even stronger focus on small-scale tactical battles, including the Tiger Ace campaign, in which you basically play as a single tank crew rather than controlling an army. Why the even smaller-scale focus? What does this add to the experience?

TH: We've done big campaigns focused on telling long stories, and this time we wanted to do more intimate stories of small groups of soldiers fighting against overwhelming odds. It's hard to create that when you have a huge army behind you, but when you've got only a small number of troops, it's easier to create that tension.

GS: Tales of Valor will also have an arcade-style "direct fire" mode for the King Tiger tank in the Tiger Ace campaign. What does this new mode add to the game? Will we see it anywhere else other than in Tiger Ace?

TH: Players can play units in the regular way, but direct fire gives even more intimacy. In the hedgerow-and-city terrain of [the] Tiger Ace [campaign], it makes for some fun tactical maneuvering and fire control. And yes, [it's used for] other units. Defend against a rush of infantry with an HMG, funnel tanks toward your direct-fire-controlled 88, and my personal favorite, painting the landscape with fire, with my direct fire flamethrower (and that's just a few). We only use it in the single-player missions and one of the operations modes--original multiplayer stays the same.

GS: We understand the expansion will include a new set of multiplayer vehicles. Give us a rundown of them, how they work, and what they add to the game.

TH: I can only reveal some right now, so I'll do [a few of my] favorites. The first is the Schwimmwagon--this amphibious vehicle was used as a scout car--which acts as a great early-game harassment and capture vehicle. The second would be the Hellcat, a mean little tank destroyer used by the Allies. And then there is the Kangaroo, which the British used. It acts as a troop carrier and, while slower than others, is much more [heavily] armored. These new units are swapped for existing units and fill the role of the unit they are replacing in multiplayer, but people can also play with the "classic" units.

GS: What other additions and tweaks to Company of Heroes' multiplayer will Tales of Valor add?

TH: While there are some adjustments to multiplayer balance based off community feedback, the biggest multiplayer addition are the game modes. Invasion is a cooperative mode where players defend a town against waves of attackers--a very fun comp-stomp mode. In Assault, players choose a hero unit and join a larger battle to push back the front lines of their enemy and destroy their base. And finally we have Panzerkrieg. Multiplayer tank destruction using direct fire is a recipe for mayhem.

GS: Finally, is there anything else you'd like to add about Tales of Valor, or about Company of Heroes in general?

TH: Tales of Valor has allowed us to create a more-intimate single-player experience while greatly expanding multiplayer. We think we've struck a good balance that meets the needs of both audiences.


Company of Heroes: Tales of Valor (PC)


Company of Heroes: Tales of Valor (PC)


Company of Heroes: Tales of Valor (PC)


Company of Heroes: Tales of Valor (PC)


Company of Heroes: Tales of Valor (PC)

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