XCOM: Enemy Within Review – PC

I’d like to start this off with this note: This review is written primarily for people familiar with XCOM: Enemy Unknown. If you’re interested in buying the Enemy Within expansion pack, I recommend playing Enemy Unknown until you’re comfortable with it, then buying Enemy Within. If you’re already comfortable with Enemy Unknown, buy Enemy Within. Enemy Within is a fantastic expansion, but it does add a lot of complexity. Enemy Unknown is known for being a tough game, so if you’re just buying the game, start playing that. Don’t jump into the deep end just yet.

Let’s start with the flashiest stuff. The biggest change to the game is the addition of Meld, a new resource that lets you genetically enhance your soldiers or augment them with cybernetics. Genetically enhanced soldiers gain superhuman traits like the ability to camouflage their skin to match the environment or leap onto rooftops. Cybernetically augmented soldiers have their class replaced with a new one, the MEC trooper. They wear enormous suits of powered armor that transform them into walking tanks that wield huge guns that destroy cover.

These are powerful options, but you’re going to need a supply of Meld. This substance is found in canisters in every abduction and UFO crash site map. However, there’s a catch. Each map contains two canisters of Meld, but the Meld is on a self-destruct timer. If you don’t reach it in time, you lose it. This simple new mini-objective on each map changes play in XCOM enormously. The best approach in Enemy Unknown is usually extremely cautious advancement, crawling around the map at a slow pace, and taking your time to fight on your own terms. In Enemy Within, that strategy won’t cut it if you want to grab all the Meld you can get. For XCOM veterans who were starting to get bored with the optimal approach, Meld encourages riskier plays. The slow and careful approach is, of course, still open, but now it has actual downsides.

This new faster and more aggressive approach to play is especially helpful when dealing with EXALT, a new group of human antagonists. Unlike the aliens, who target humanity in general, EXALT is dedicated specifically to ruining XCOM’s day. Occasionally, a cell of EXALT operatives will steal your money, destroy days of research, or broadcast propaganda to raise a country’s panic level. When they do this, the cell becomes exposed, and you can send one of your soldiers after them to get intelligence on the location of the main EXALT base. After a few days, you’ll get a mission to help that soldier escape with a clue about the location to EXALT’s home base.

During these missions, you often have to fight wave after wave of EXALT operatives, and this is where things get really different. In most situations, you only fight aliens in small groups, and aliens wander the map or stay in just a few places. EXALT, on the other hand, is out to get you. A mission can involve wave after wave of EXALT operatives doing their burst to murder your squad, and if you fight them like they’re aliens, they’re going to succeed. Playing defensively might work against aliens, but against your fellow man, you need to be aggressive. Whatever operatives you kill, more are going to be on their way, and if you can’t keep their numbers down, you’ll be overwhelmed.

Where Meld exists to shake up the battlescape where your soldiers fight the enemy, EXALT exists to shake up the geoscape where you manage your base. If you’re sitting on a surplus of money and saving up for something big, or sitting comfortably on high but not quite maxed out panic levels, EXALT is likely to screw up your day unless you go aggressive. You can pay to conduct a global scan that’ll reveal all EXALT cells on the global map for a short time, and once revealed, those cells can’t hurt you. On top of that, you can send in a soldier as a covert operative to disrupt them and gather intel, just as if they completed an operation against you. Once you’ve gathered enough intel, of course, you can launch an attack on EXALT’s main base and put them out of commission. That, of course, is extremely satisfying, and it manages to turn even the game’s broader strategic layer into an exercise in being proactive and taking the fight to the enemy. My only real complaint about EXALT is that once you put an end to EXALT, you’re likely just in the mid-game, and the rest of the game plays out much like the base game, except for the more aggressive play style.

On top of these brand new systems, the game’s also added a hefty amount of new content on top of what was already there. Loads of new maps have been added to the game, resulting in a much more diverse set of locations for battle. I didn’t see any of the old and familiar maps for months of in-game time, which kept me on my toes, since I had no idea what was ever going to lie ahead. New UFO crash site maps are especially welcome. In the old game, they always crashed into the woods. This time, UFOs can splash down in more diverse areas. The most notable of these was smashed into an office skyscraper where I had to make my way through the wreckage of burning cubicles. However, as a special treat for long-time XCOM fans who have been playing since the title was spelled X-Com, there’s a rural farm crash site map. That really brought a smile to my face. At least, until I shot a rocket into a wall and accidentally triggered an additional spawn of aliens I wasn’t ready to fight. But hey. That’s XCOM, baby.

There’s also been a load of new gear, making the Foundry especially valuable. Needle grenades have a huge blast radius, but their blasts don’t penetrate cover. Ghost grenades let you cloak your squad and let you stealth around. Reaper rounds give your conventional weapons a little extra oomph in the early game at the cost of long-range accuracy. I could go on and on. On top of this, the new Tactical Rigging project in the Foundry lets you carry two pieces of gear on every soldier, much like the Support class’s old Deep Pockets upgrade. There’s a lot to play with here, and Tactical Rigging lets you experiment with your new options while letting you keep your old standby equipment.

Oh, and the soldier promotions have been changed up as well. Deep Pockets was changed to allow an additional use of limited use items (since Tactical Rigging renders the old one redundant), for example. A lot of skills that never saw much use were made a lot more attractive, so there are fewer obvious choices when customizing your soldiers. The Assault class skill Close and Personal, for example, now makes it so that the first shot you take on a target within 4 tiles doesn’t count as an action (though it can’t be combined with Run and Gun). The old version just gave a bonus to crit chance against extremely close targets.  A very few skills were given an outright nerf. Squad Sight snipers, for example, can no longer land critical hits on enemies beyond their normal range of fire (unless using Headshot). While a little disappointing, I think everyone who played a lot of Enemy Unknown can agree that Squad Sight snipers are overpowered. This new change encourages them to stay closer to their squad instead of staying in their deployment zone and sniping everything without ever putting themselves in harm’s way.

In fact, one of the two new aliens added to the game is there specifically for that purpose. Seekers are flying robotic drones that cloak themselves as soon as they’re discovered, then strangle isolated soldiers. If you spot Seekers and your Sniper is five turns of running away from the rest of your soldiers, things probably won’t end well for your Sniper. Seekers also love to wait until you get into a fight with other aliens before ambushing someone. I’ve never lost a soldier to Seeker strangling, but a soldier that has a Seeker clamp onto them can’t move or shoot, and has a few turns before they die from it. You can shoot the Seeker off, but a soldier needs the rest of the turn to catch their breath, which can complicate a firefight in progress.

The other new alien is the Mechtoid. Like the name implies,.it’s a Sectoid in a huge mech suit. Mechtoids are effectively early-game Sectopods. These guys don’t change the game up too much directly, but they do allow Sectoids to remain a reasonable threat through the course of the entire game, instead of Sectoids just never spawning again after the early months. Sectoids also start spawning in Council missions alongside Thin Men now, so be prepared to see a lot more of them. Considering that Sectoids are the classic gray alien design, it feels appropriate for them to always be present in some fashion.

Enemy Within also offers a number of other lesser changes that bring some solid improvements to the game. There’s now a button you can click to unequip gear from all your soldiers, so you don’t have to go through and look for the guy who’s wearing your sixth set of Titan armor. There’s a new option to allow soldiers to speak the language of their home countries (as long as it’s a language the game was previously localized to). The infamous “teleporting alien” bug has been annihilated once and for all. New Second Wave options have been added, including Training Roulette, which gives soldiers access to random upgrades when promoted. Oh, and Save Scum, which regenerates the random number seed, so players can reload the game if a shot they really need fails. I’m also fond of Aiming Angles, which grants a bonus to aim if a soldier is closer to flanking an enemy.

XCOM: Enemy Within adds a huge amount of new content to the game, and its changes encourage a much more proactive and aggressive play style. For long-time players of Enemy Unknown, this is a welcome change, since playing the game and taking extreme caution can become dry and clinical. If you liked the base game, get this as soon as you can.
Good luck, commander.

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Xseed Games Launches Ys: Memories of Celceta Exclusively for the PlayStation Vita

Greatest Ys Adventure in the Series’ Illustrious 25-Year History Awaits Longtime Fans and Newcomers Alike

XSEED Games, the independent-minded console publishing brand of Marvelous USA, Inc., today announced that the action RPG title, Ys: Memories of Celceta, has launched, exclusively on the PlayStation®Vita handheld entertainment system. The timeless and much beloved Ys series spanning 25 years brings together a special celebratory package for its fans with the Ys: Memories of Celceta Silver Anniversary Edition. This Limited Edition release contains a 3-CD collection of original and arranged music spanning the entire history of the franchise, a cloth map detailing the lands of Celceta, a logo-emblazoned compass, and ‘Adol’s Travel Journal’ containing 130 pages of adventuring strategies and artwork, all within an exclusive commemorative package.

Ys: Memories of Celceta is an extensive reimagining of Ys IV, one of the few titles in the acclaimed series’ long-running history never to have made its way to the West. Re-worked from the ground up from famed series creators Nihon Falcom, the framework of the story has been updated to create a more intriguing tale filled with mystery and distrust.

Ys: Memories of Celceta revolves around the Ys series stalwart hero, Adol Christin, who awakens on the outskirts of the Great Forest of Celceta with no memory of how he got there. Soon, Adol finds himself beginning a new journey with an unknown companion as they delve into the forest on a quest to explore its vast expanses, searching for clues to his identity along the way.

Long-time fans and newcomers will find much to relish in Ys: Memories of Celceta. Combined with the largest overworld map in series history, players will undertake a majestic venture filled with new experiences, challenges and foes. The party battle system from Ys SEVEN makes its triumphant return, with a host of upgrades such as enhanced flash-guarding, adjustable party AI and unique abilities to help streamline encounters for fast and furious combat. Boss Rush mode makes a comeback too, pitting Adol and his companions against implacable foes to keep the challenge going well after the main story has been completed.

Ys: Memories of Celceta was developed in Japan by Nihon Falcom and is published by XSEED Games in North America for the PS®Vita. The standard edition of Ys: Memories of Celceta is available for a suggested retail price of $39.99, and the Ys: Memories of Celceta Silver Anniversary Edition is available for a suggested retail price of $59.99. The game is also available for purchase as a digital download from the PlayStation®Store for $39.99. This title has been rated T (Teen) by the ESRB.

More information can be found at the recently launched product website: www.worldofys.com/celceta

Regular Show: Mordecai and Rigby in 8-Bit Land Review – 3DS

Being born in the 80’s has given me a greater view of just how much gaming has changed over the last three decades. In that time I’ve felt that games have gotten comparatively easier while the graphical advancements have skyrocketed. Now that isn’t always the case as there have been more than a few franchises known for their difficulty. There are a few companies though that have been bringing that old school vintage toughness back recently including developer WayForward, a company who’s work I’ve become very familar with over the last few years.

Regular Show: Mordecai and Rigby in 8-Bit Land, based upon the Cartoon Network show by creator J.G. Quintel, is one of those platformers that brings the show’s two main characters and serves them with a huge slice of nostalgia and frustration. The premises of the game much like the show has park workers and slackers extraordinaire, Mordecai the Blue Jay and Rigby the raccoon, once again shrugging off work and opening a package addressed to them. Much like a hyper child on Christmas the two find a game console and promptly get themselves sucked into the game. The only way out is for them to do what they like to do best and beat the game.

Mordecai and Rigby in 8-Bit Land at its very core is a platformer, something WayForward is very familiar with based on what I’ve seen and played of their other games, as you navigate either of the two characters through the interesting choices of level design in each world. A lot of this title’s levels are either incredibly chaotic or cleverly orchestrated to allow you to use both Mordecai and Rigby’s specific abilities. Mordecai, who I spent most of my time playing, can double jump reaching higher locations or platforms while Rigby can navigate small tunnels and move across multiple small platforms without a second thought. Often times the level designs requires you to switch between the two on the fly mid-jump which is cool.

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What isn’t cool is how much Regular Show: Mordecai and Rigby in 8-Bit Land sticks to old traditions. Seriously if you hate seemingly cheap deaths like not sticking a landing that you think you should have made, then well…you should probably get out of 8-Bit Land now. Enemies can be defeated by the usual means of jumping on their head though if you’re off by a few pixels from their sweet spot then its an instant death. The only exception to that rule is if you managed to procure a power up somewhere in most of the levels you can take an extra hit as well as attack enemies from a distance with lasers or a launching fist attack.

In another taste of nostalgia, Regular Show: Mordecai and Rigby in 8-Bit Land also features two other game types in the 2nd and 3rd world. One is an old school side-scrolling shooter featuring Mordecai in the style of Gradius and the other has Rigby shooting his way through top-down shooter levels similar to games like Gauntlet. Of the two, I have to say that I enjoyed Rigby’s shooter segments more as the controls for his segments are a lot easier to use as piloting Mordecai’s ship is awkward at times. The final world will require you to use all three game types randomly to make it through to the final boss. Each world has a boss all of which come from the show including the goose robot from the show’s fourth season. Don’t be surprised though if you see a lot of the “Lives” screen though as I cannot count the number of times I died from stupid mistakes or cheap shots.

My favorite thing about Regular Show: Mordecai and Rigby in 8-Bit Land has to be its chiptunes audio and graphical presentation. It’s quickly apparent that the show’s creator and game developers worked together to capture the show’s art style as well as its main characters and villain cameos. While the game’s title is a bit inaccurate graphically, more along the lines of 16 or 32bit the graphics look really good which is something that I expect more and more from WayForward? There isn’t a lot do spoken dialog so you’re just left with the background music and sound effects both of which fit nicely with the era of gaming that is showcased here. They even bring the shows theme into the game as a nice touch.

For those that like the little extra challenge there are three golden VHS tapes hidden throughout each level as well as a duffel bag of cash. The cash from the duffel as well as cash gained from defeated enemies, that constantly respawn adding to the difficulty, can be used to earn extra lives or cash in a game of chance. There’s even the chance to get a bonus if you can get through the level within the time limit though there is no penalty for not finishing a level in time.

Regular Show: Mordecai and Rigby in 8-Bit Land isn’t WayForward’s first attempt at a platformer and at times it definitely shows. Controls aren’t perfect, especially during the shooter levels and cheap deaths make this one outrageous adventure that doesn’t quite live up to WayForward’s other licensed endeavors. The music sounds good and the graphics are strong as are the ties to the show but that’s not quite worth the overall frustration that’s anything but Regular.

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Take to the Skies! Air Conflicts: Vietnam Is Out Today for PC, Xbox 360 and PlayStation3

Are you ready to enter the cockpit and throw yourself into battle across the deadly skies of Vietnam? Well it’s time to do your duty, as Air Conflicts: Vietnam launches today for retail in North America and Canada. Experience the explosive conflict of Vietnam by piloting more than 20 incredible fighter jets and helicopters, destroying enemy artillery and guiding your squadron to victory.  With an extensive storyline and multiplayer gameplay modes, Air Conflicts: Vietnam will keep armchair fighter jocks glued to their seats on console and PC.

Air Conflicts: Vietnam is an arcade-styled air-combat game that immerses players in the harrowing skies over Vietnam. Take to the air in screaming fighter jets or grab the controls of devastating helicopter gunships as you shatter enemy encampments with explosive ordinance, decimate North Vietnamese ace fighter squadrons, escort bombers as they deliver their deadly payload, or rescue stranded soldiers and deliver support troops to the ever-changing front lines of the vicious battlefield.

Key Features:

  • ·Live a thrilling wartime narrative. In an epic single-player campaign, filled with heroic moments and the darker side of war, your performance in air combat and support missions drives the story from the initial escalation of tension, through key battles of the Vietnam War and, ultimately, the fall of Saigon.
  • Jump into the cockpit for instant action. Pilot and customize more than 20 planes and – for the first time in the Air Conflict series – helicopters, including the workhorse UH-1 Iroquois, fire-breathing AH-1 Cobra attack gunships, the devastating F4 Phantom and F104 Starfighter jets, plus fearsome enemy MIG fighter jets.
  • Lead your squadron to victory. Command up to four jets or helicopters, maximizing their unique abilities to complete challenging objectives, while earning experience, leveling up and improving your leadership and air combat skills.
  • Challenge your friends for air supremacy. Play up to eight online opponents in nail-biting, fast-paced capture-the-flag, deathmatch and team deathmatch air battles.
  • Get your groove on. As you test your pilot skills against AI or human opponents, treat your ears to a cool rock soundtrack in the style of vintage Vietnam-era tunes.

View the trailers below for a look at the fearsome combat aircraft you’ll encounter in the game and see how they tear up the skies in action-packed flight combat.

Air Conflicts: Vietnam Feature Clip “MiG15 & MiG21”

Air Conflicts: Vietnam Feature Clip “F4 Phantom II”

Air Conflicts: Vietnam is out today for PC, the Xbox 360® video game and entertainment system from Microsoft and the PlayStation®3 computer entertainment system.

Grand Theft Auto: San Andreas Mobile Coming this December

Rockstar Games has just announced that Grand Theft Auto: San Andreas is coming to mobile devices next month.

Encompassing Los Santos, San Fierro, Las Venturas and everything in between, Grand Theft Auto: San Andreas has been upgraded for its mobile release. Newly remastered graphics including dynamic and detailed shadows, greater draw distance, an enriched color palette, plus enhanced character and car models make this the best-looking version of San Andreas yet.

Grand Theft Auto: San Andreas also features brand new touch controls including contextual control options to display buttons only when you need them and three different control schemes for driving and maneuvering, as well as a reworked checkpoint system for easier progression. Grand Theft Auto: San Andreas for mobile also comes equipped with full controller support, including Made for iOS controller capability on iOS7. It will be available for select iOS, Android, Amazon Kindle and Windows Mobile devices. Stay tuned for more details in the weeks ahead.

Digital Board Game Adaptation of Space Hulk to Launch on the App Store for iPad on December 5th

The first Warhammer 40,000 based iPad title soon to be available

Get the original board game experience with this fully featured digital version of Space Hulk

spacehulkDanish development studio Full Control today revealed that the first Warhammer 40,000 based title will be available on iPad on December 5th. Space Hulk, the 3D digital  adaption of the best-selling board game will launch on the App Store for iPad this December priced at $9.99. Featuring cross-platform play between iPad, PC and Mac, the iPad release follows the successful PC and Mac launch earlier in summer 2013.

“We are excited to unleash Space Hulk, to a new generation of tablet players”, said Thomas Hentschel Lund, CEO of Full Control. “With single player turn based action, intense cross platform multiplayer battles, Space Hulk is destined to become a cult classic”.

Space Hulk is a 3D digital turn based strategy game that recreates the classic claustrophobic board game experience for single player and multiplayer. Set in the isolated corridors and tomb-like chambers of an ancient vessel lost in the graveyard of space, players lead a small army of fearless Space Marine Terminators to battle in a ferocious fight for survival against hordes of predatory alien Genestealers. Based on the “Sin of Damnation” campaign from the 3rd edition board game, Space Hulk includes a robust 12-mission single-player campaign.

Developed by Full Control, Space Hulk will be available on the App Store for iOS on December 5th, 2013. For more information about Space Hulk, please visit: http://www.spacehulk-game.com/

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Warlock 2: The Exiled Reveals its Magic Tricks in First-ever Screens

Paradox Interactive, a publisher of games and an exile from their previous offices, today revealed the first-ever images of gameplay in Warlock 2: The Exiled, the forthcoming turn-based strategy fantasy wargame from Ino-Co Plus. Coming to PC in Spring 2014, Warlock 2’s magical war-gaming is revealed for the first time to eager practitioners of the dark arts in a series of spellbinding screenshots and a live stream using the sorcery of the Internet.

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These images will magically spring to life during a livestream on November 26 at 8 p.m. CET (11 a.m. PST), where Paradox’s own magical staff – that is, personnel, not walking stick – will show off live gameplay for the first time. Behold their power by visiting their Twitch.TV channel: www.twitch.tv/paradoxinteractive

Journey back to the realm of Ardania, the land that cannot go an entire week without being conquered, and conquer it once again! Exiled to a shard from a shattered world, players of Warlock 2: The Exiled must contend with fellow exiled mages and a host of terrifying creatures. Wield ancient magic, summon even more terrifying creatures, go to war, and discover just who possesses the greatest balls of fire.

Warlock 2: The Exiled features:

  • Spelling Counts – Over 150 spells to add to your tome, allowing command over powerful enchantments, nasty hexes, and elemental forces
  • A Crass Menagerie – Hundreds of different mythical and magical beasts to deploy on the battlefield with distinct tactical uses, from giant rats and dwarven prospectors to werewolves with hats on them
  • Friendship is Magic – A multi-player experience as robust as the single-player experience, including PvP, Co-op PvE, and every combination in between
  • Warlock 2: The Playstyles – Fight your way through the shards to reclaim Ardania in new ‘Exile’ mode or dispatch opponents the old-fashioned way in ‘Sandbox’ mode.

For a glimpse at the perils of Warlock 2: The Exiled, watch this trailer, courtesy of a confused old man who claimed to be able to shoot lightning:

Infinite Crisis: New Champion – Mecha Wonder Woman!

Get an extensive look at Mecha Wonder Woman in the latest Champion Profile from Infinite Crisis, the upcoming free-to-play MOBA from Turbine based in the DC Universe.

Mecha Wonder Woman began life as D1A-NA, a diplomatic robot in service to Queen Hippolyta, ruler of the Amazon women of the island nation of Themyscira.

Called the “Wonder Woman” by mass media, Hippolyta made it her life’s work to forge a more peaceful world. D1A-NA was ever-present as the queen traveled the world and in time developed a personality that reflected the idealistic woman’s feelings on justice and equality.  Sadly, while accompanying Hippolyta on an errand of mercy, D1A-NA witnessed the horrific assassination of her queen at the hands of Doom Legion assassin bots. At that moment, she was transformed. An iron resolve developed within her, and she vowed to both avenge the queen’s death and continue her quest.

With aid of the Justice Consortium D1A-NA remade herself, far exceeding her creator’s original design. With these upgrades and knowledge of the Amazonian Warriors stored within her memory banks, she has taken on the mantle of “Wonder Woman” to shine the light of truth on a corrupt, violent world.

Check out the new Champion profile video and make sure to sign-up for the closed beta to be among the first to test your skills in the Infinite Crisis battle arena.

‘NASCAR The Game: Inside Line’ Releases Final DLC Bundle Packs of Season (360, PS3)

Hey NASCAR Fans,

As the checkered flag waved for the last time this season over the weekend at Homestead, NASCAR fans and racers everywhere can still relive the tremendous 2013 NASCAR Sprint Cup Series season with Activision’s and Eutechnyx’s NASCAR The Game: Inside Line, available now* for Xbox 360, PlayStation 3 and Nintendo Wii. Alongside the excitement of every race weekend, Inside Line Highlight DLC packs were released, giving players and diehard fans the chance to relive and rewrite the most memorable NASCAR moments from previous races using telemetry data.

Throughout the 2013 season, NASCAR The Game: Inside Line released a total of 28 DLC packs**, starting off at Daytona and crossing the finish line at Homestead, including a free NASCAR Sprint All-Star DLC pack. The latest batch of Inside Line Highlights, a sampling of which is described below, can be purchased in discounted bundles for only 30 in-game tickets each:

Bundle Pack 1
Bank of America 500, Charlotte, October 12
Highlight: Holding the Lead
Who: Kasey Kahne
Type: Rewrite
Description: Rewrite history and help Kasey Kahne hold off Brad Keselowski and take the win at Charlotte

Camping World RV Sales 500, Talladega, October 20
Highlight: Through the Pack
Who: Kurt Busch
Type: Relive
Description: Drive as Kurt Busch and match his fight into the top ten by the start of lap 50

Bundle Pack 2
Goody’s Headache Relief Shot 500 Powered By Kroger, Martinsville, October 27
Highlight: Manoeuvring Past Matt
Who: Jeff Gordon
Type: Relive
Description: Drive as Jeff Gordon and take the lead from Matt Kenseth by the end of lap 480

AAA Texas 500, Texas, November 3
Highlight: 88 to the lead!
Who: Dale Earnhardt Jr.
Type: Rewrite
Description: Dale Jr. was in 5th place for the green flag on lap 80, rewrite the restart and help the 88 into first position in three laps

Bundle Pack 3
Advocare 500, Phoenix, November 10
Highlight: Leading From Pole
Who: Jimme Johnson
Type: Rewrite
Description: Jimme Johnson had a tough first lap, losing a lot of places after a close call with Joey Logano. Rewrite the start and hold the lead after 3 laps.

Ford Ecoboost 400, Homestead, November 17
Highlight: Two Positions, One Pass
Who: Dale Earnhardt Jr.
Type: Relive
Description: On lap 224 Dale Jr. went from third to frist in a great pass on the outside. Can you relive his pass and run around the outside?

 

NASCAR The Game: Inside Line is now available on the Xbox 360, PlayStation 3 and Nintendo Wii. Keep up to speed on the latest NASCAR The Game: Inside Line news at www.NASCARTheGame.com or join us on Facebook (www.facebook.com/NASCARthegame) and Twitter (@NASCARTheGame).

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*Inside Line Highlights DLC only available for Xbox 360 and PlayStation 3
**Races at Bristol, Kansas and Dover will not be available