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Game Review

The art of deception can be pretty slick if it's played to the right extent. An espionage-based movie, for instance, will keep our attention if it has a hero who's a master of con games, or an extraordinary twist midway through that changes everything you've come to realize in the film. Ubisoft has adapted the art of deception into its latest game, the real-time strategy title R.U.S.E. And... Read Review

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Weekly Wrap-Up 7/1/11

It's been a busy week here at GameZone. This week was packed with reviews, previews, and editorial content, so we're not going to be upset if you mis Read More

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RUSE Review

Each battle is fought hard, each war hard fought, but the most difficult thought to accept is that to stand among the proud and free, lives must be lost. Such is the case in the often told stories of World War II, as many a sacrifice was made so that the rest of us may live as we do. R.U.S.E. puts the player in the shoes of a new army commander as he does his part to help the allies push the Nazi's back to Germany. While there are sure to be plenty of tanks, planes and infantry to assist in doing so, this game gives you access to the most important weapon of all: deception. This is what R.U.S.E. is based upon, and what separates it from the rest of the crowd. It's hard to believe that such a focus has been passed over for so long, because proper planning is one of the most important aspects of battle. Fortunately, R.U.S.E. succeeds in creating an entertaining experience based around confusing an opponent... or at the very least it has a clever guise to trick you into long sessions of play. It's one or the other. To start off, R.U.S.E. is a slower paced game then most RTS titles. One that is less reliant on the commander’s actions per minute and more so on planning the right balance of attacking, defending, and using special abilities (RUSEs) appropriately. It brings a whole new method of warfare into the RTS genre in the art of deception. The majority of the special abilities in this title are made to trick the opponent into believing what the player wants them to, all the while hiding the true plans until the troops are ready to strike. There are a bunch to choose from and favourites will quickly be developed, though to be truly successful it is a good idea to use all of them when appropriate. From spying on enemies or initiating radio silence to prevent opponents from seeing friendly units, to messing with enemy frequencies so they confuse small units with large ones and vise versa. There is sure to be one R.U.S.E. that puts a smirk on the face of its user, because messing with an opponent's head is just as fun as messing up their tank squad with a bombing run. Read More

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R.U.S.E. review

The art of deception can be pretty slick if it's played to the right extent. An espionage-based movie, for instance, will keep our attention if it ha Read More

original

R.U.S.E. Ditching Ubisoft PC DRM

Ubisoft revealed yesterday that the PC version of R.U.S.E. will not use their infamous DRM scheme. Although the game will be an exception, it still represents the possibility of a shift in Ubisoft’s policies with their PC games. Ubisoft on their forums on August 11th announced that R.U.S.E. on PC will use Valve’s Steamworks DRM. “It will benefit from Valve’s Steamworks API to offer the best community experience to players,” said a Ubisoft community manager. “For this reason, R.U.S.E. will not use the Ubisoft protection. Single player can be played offline.” Users will need an internet connection to initially activate the game, but not to play it afterwards. Ubisoft later confirmed that R.U.S.E. will be the exception, not the new rule. “We will continue to use Ubisoft protection system on most of our PC Games,” said Ubisoft PR Manager Stefano Petrullo to VG247. Read More

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The Comic Of Your Playthrough Of The Game Of The Film Of The Book

So many games these days purport to offer "choice". The opportunity to "play the way you want". The chance to "be good or evil". Many attempt to make us believe that the choices we make will have a significant effect on the eventual outcome of the narrative. In some cases, this actually happens. Other times, it simply affects a few minor scenes throughout the game. But in games where this possibility is offered, one thing is usually constant. The desire to talk about "your playthrough" with anyone else who is interested. And in some cases, people who aren't interested and find themselves backing away slowly. Wouldn't it be cool if there could be some sort of permanent record of how players beat a game? And this doesn't mean a clear game file ready to import into the sequel. An actual, physical thing. Like a book. Some clever people have had the same idea. Find out more after the jump. Read More