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Saturday, December 28, 2013

Metal Gear Rising: Revengeance



Metal Gear Rising: Revengeance tries not to waste a moment of your time. In the 4-6 hours required to complete its campaign, you’ll cross the globe, have sword-fights with skyscraper-sized mechs, team up with an A.I. dog, explore a science facility with a remote-controlled robot, leap over missiles to chop up helicopters, and fight a metaphor for American evil. Rising is as silly as it sounds, and it knows it.

Developer Platinum Games accomplishes a lot in a short period of time, and while it sometimes gets in its own way, Metal Gear Rising: Revengeance is a tight action game whose campaign moves as quickly as its excellent combat. It’s all killer, no filler, with more than enough incentive for repeat play-throughs.

The most consistent issue in Rising is its cutscenes. To its credit, you’re rarely made to watch what you’d rather play, but the story bits, interesting though they are for fans, ultimately intrude on the fast-paced flow of combat. The convoluted plot starts as lucidly as the series has ever been, but spirals out of control almost immediately: the assassination of a recovering country’s leader sends Raiden, a cyborg ninja, after a terrorist cell that’s kidnapping kids and infiltrating America’s political infrastructure.


The only thing that really holds back Rising’s combat is the secondary weapons. Killing bosses allows you to acquire their staffs, sais, and swords, but switching to a secondary tools come with a catch. Alternate weapons replace one of your two normal attack buttons, which neuters katana combos. On top of that, alternating between two weapons doesn’t flow together as well as the evolving sword strikes. Switching from one to the next in the middle of a combo has a disjointed feel, a bit like interrupting yourself, as though your new blade wasn’t built to work in tandem with the sword. Despite the cumbersome transitions, these extra weapons strengthen Rising’s variety. The say, for example, doesn’t deal much damage, but it disrupts cyborg A.I. functions, giving Raiden the opportunity to obliterate a stunned opponent.

The erratic camera poses additional issues as well. Rising is such a fast-paced game, with wild combat that encourages unpredictable attack patterns, that it can’t always keep track of Raiden in the thick of battle, especially when large-scale bosses eat up most of the on-screen real estate. Unless you’re acutely aware of your next move, Raiden can get lost in his own chaos from time to time. Having to come to a complete stop before changing from grenades to a rocket launcher, or a heavy blade to a faster crowd-control weapon is another inconvenience that’s antithetical to Rising’s go-go-go mentality.

Even with the original release and early release in Japan they cancel the Xbox 360 version also with some other games. And now in 2014 they are coming out with this game in PC. I know i will be in line for this game when it comes out for PC.
Posted by Unknown at 3:30 PM No comments:
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Batman: Arkham Origins

Batman’s always made the shadows his ally, but in Batman: Arkham Origins, he finds the shadow of his own previous games impossible to escape from. It’s as good as Batman: Arkham City in most ways, having inherited an outstanding combat system, but it lacks interesting ideas of its own, and it’s missing the polish and attention to detail that makes Arkham City and Arkham Asylum great action games.Its name, “Arkham Origins,” is a flagrant misnomer - it may be a prequel, but this story is neither about Arkham, nor is it an origin story in any significant way. It’s more of a traditional Batman plot that retreads some of The Dark Knight’s most familiar themes over its roughly eight hours of main story content: a self-destructive insistence on working alone, and how far he’ll go to avoid taking a life - a concept the final battle cleverly toys with. It’s a respectable plot that even concocts a plausible reason for Batman to face so many villains all in one night – a $50 million bounty on his head. But it’s the kind of prequel that screams “What were we thinking when we killed off that incredibly popular character? Undo! Undo!”Meanwhile, in the stealth fights where Batman picks off armed thugs one by one, there’s another somewhat dirty-feeling win button: a remote grapple that strings up thugs without them even having to walk under a gargoyle. I found myself deliberately avoiding either of those gadgets, because I’m not in this to not fight criminals.Even so, I could live in the challenge rooms for days, trying to string together the ultimate, uninterrupted flow that includes each of the dozen or so moves and gadgets in Batman’s arsenal. With the gamepad in the right hands (which every so often, mine are) it looks like elaborate fight choreography. And Predator still makes me feel like a ninja, particularly when playing in challenge mode where I can disable certain gadgets or enable other handicaps.

Out in the expanded and snow-covered open world, I found Gotham City beautiful but lifeless. In Arkham City, the excuse is that this part of town has been walled off and given to the criminals. Without that (admittedly far-fetched) scenario, the absence of any hint of civilian life makes Gotham feel eerily barren, especially next to Origins’ open-world peers and their populated streets. It may be the middle of the night on Christmas Eve, but streets teeming with nothing but decidedly un-jolly criminals are still weird.

The northern half of the map, which is largely recycled from Arkham City, is connected to a new southern island by a tediously long bridge that your quest marker will frequently make you cross as you chase the next mission waypoint. The bridge stands out as crumby and inconvenient map design and I rushed to skip it with fast travel at every opportunity. Gotham is also full of annoying blockages that seem like Batman should be able to easily grapple or climb over, yet prove frustratingly insurmountable. Also, the PlayStation 3, Xbox 360, and Wii U versions all suffer from framerate problems while gliding around the city. Those slowdowns are most pronounced on the Wii U, where I also ran into mid-game loading pauses. On PS3, I encountered audio glitches that got worse the longer I played – most noticeable during fast-travel animations.
Posted by Unknown at 2:29 PM No comments:
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Theif 2014 Info





There is a rising tide of fear in The City. Hatred saturates every stone and whilst the rich prosper, the less fortunate face misery and repression. Ravaged with sickness and famine, they wait for something to change.

Into this shadowy world steps Garrett, THE Master Thief in 'Thief', a reinvention of a franchise that helped define an entire genre of games which is being developed by Edios Montreal. This first-person, stealth, adventure features intelligent design that allows players to take full control, with open sandbox missions/levels that allow players the freedom to choose their path through the game's levels and how they approach and overcome each challenge.

Square Enix has been listening to fan feedback during the development phase. So far, Square Enix has removed QTE's and the XP system. It has also been stated by the developer that the UI and HUD will all be editable and can be disabled to allow for a more realistic experience.

Thief is set to release on PC, PlayStation 4 & PlayStation 3, and Xbox One & Xbox 360 in February, 2014.
Players control Garrett, a master thief, as he intends to steal from the rich. Similar to previous games in the series, players must use stealth in order to overcome challenges, while violence is left as a minimally effective last resort.

Gameplay is choice-driven, with players having a number of possible paths and approaches in a given level. Players may use the environment to their advantage, as well as pickpocket characters. As Garrett attempts to steal in levels, guards and other non-player character (if they are aware of his presence) will try to flush him out and kill him. Different NPCs may use different means to find him, and the game's artificial intelligence will be aware of the level design, and therefore, know of potential hiding spots.

Players may enter a "Focus" mode, which provides several advantages. It enhances Garrett's vision, highlighting pipes that can be climbed, or candles that can be put out to make the area darker. Focus can also slow down time, so that Garrett is able to steal more effectively while pickpocketing. Garrett can also use Focus to push enemies or perform debilitating attacks. It can be further upgraded over the course of the game.

Garrett carries a blackjack, used to knock guards unconscious; a collapsible, compound bow, which can be used for both combat and non-lethal purposes such as distracting guards; and a claw, which can be used to grapple. Players may use money to purchase supplies and equipment at the end of missions.

An EXP system for the in-game growth of the character was meant to be used in the final game, but was later scrapped due to negative fan feedback, and to reflect the fact that the character was already an experienced thief.
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Friday, December 27, 2013

Tomb Raider


 We’ve seen Lara Croft in many forms over the years, from busty action-heroine to Atlantean explorer to wise-cracking aristocrat. But we’ve never seen her like this before. Crystal Dynamics' new Tomb Raider sees a young Lara on her first expedition, shipwrecked and stranded on an island bristling with danger, pushed to the limits of her ingenuity and will to survive. Over the course of the game we see this intelligent, resourceful young woman become something closer to the Lara Croft we know, fearless in the face of danger. It is a greatly successful origin story, a series reboot that feels both authentic and hugely exciting.


Tomb Raider is a little self-indulgent at the beginning – the first hour is a sequence of carefully scripted set-pieces and, yes, a cavalcade of button-mashing QTEs. But it's all for the sake of character development, and Tomb Raider is so good at this that you'll forgive the strict direction – especially after the game opens out past the 60-minute mark and lets you loose on the island. Camilla Luddington's performance as Croft is impressively convincing, and throughout this adventure you'll really feel for Lara – she is just not having a good time out there. It is a compelling reading of the character; we see Lara's vulnerability, but she is never disempowered, and never less than totally capable in extreme danger.



The supporting cast is less developed, though. Lara herself is so well-realised that her friends and enemies feel two-dimensional by comparison. Lara is shipwrecked alongside a crew of friends, and her guilt over bringing them along on this expedition provides much of the plot’s emotional thrust, but it’s difficult to feel as much for them as you do for Lara. Thankfully, this doesn't rob the plot of impact. There are a few jaw-dropping moments in this story, which develops quickly from survival-struggle into action epic.




that moment, though, the game quickly moves on thematically; the transition from terrified survivor forced to take a life to headshot-happy killer is jarringly instant, and this is the narrative’s only significant weakness. One minute she's retching over a corpse, the next she's skewering five guys through the neck with arrows, which leads to a period of narrative dissonance as you adjust. Lara has to get used to killing quickly, and so does the player.






Combat has never been the strength of Crystal Dynamics' Tomb Raider games, but the developer has finally nailed it here. Whether with a bow, a shotgun or a pistol, fighting is fun, and crucially there's not too much of it (though the body-count is certainly high). Lara periodically discovers new weapons, injecting the combat with fresh novelty every few hours. I gravitated towards the bow – there’s something vastly more satisfying about being a hidden assassin than leaping into the fray with a shotgun or hiding behind a wall with an assault rifle, though the game necessitates all these approaches and more in different situations.


Building Lara’s skills and upgrading her weapons with salvage proves unexpectedly gratifying. By the later stages of Tomb Raider’s story her arsenal rivals that of a small guerrilla army, and she’s equally deadly in hand-to-hand combat. But for most of the game, Lara has to work with what she’s got. Though survivalism is one of the plot’s dominant themes, if anything it’s under-used in the gameplay; hunting and foraging are introduced in the first twenty minutes, but then quickly abandoned.




Climbing, meanwhile, is masterful. Lara moves naturally and confidently in her environment, but it still feels excitingly dangerous. Leaping across cliffsides with a climbing axe never quite loses that heart-in-throat feeling. Croft has been to some really impressive places in her day, and happily this island is among them. It is stunningly beautiful, and the game gives you plenty of opportunities to admire it from cliff-sides, misty mountain outlooks and precarious climbing ropes. It’s also rich with detail and tightly designed, and as Lara masters the skills of survival and picks up new tools along the way, you can venture further into its hidden crevices. It makes you feel like an explorer.


Croft’s Survival Instincts vision – which, at the touch of a button, helpfully highlights things like climbing walls, flammable objects and rope surfaces you can attach to – makes navigating the island and its puzzles easier, and thankfully is completely optional after it’s first introduced. It’s most useful when you’re hunting for collectibles, but otherwise I played the rest of the game without using it. The game is well-designed enough that you can read the environments perfectly well without it.


Tomb Raider has definitely taken inspiration from the other great action games of this generation. There's an escaping-from-a-burning-building scenario, and more than one sequence where you're skidding at speed down a waterfall. But even when Tomb Raider falls back on action-game cliché, it does so with such confidence and aplomb that you don't mind – in fact, that burning-building sequence is one of the game's most breathlessly exciting moments. Once it gets going, Tomb Raider is high-octane and squeezes your adrenaline gland dry, but it's also got great variety and pacing. There are quiet, tense moments inbetween the combat-heavy setpieces, and you're never in the same place doing the same thing twice.


The Tomb Raider heritage shows itself in the game's secret tombs, which are secreted around the island for you to discover. These are self-contained one-off puzzles that lead the way to treasure, and they are frequently ingenious, challenging enough to make you feel properly clever when you find the solution. This traditional Tomb Raider exploration takes a back seat to the storyline in the main campaign, so it's great to see it shine in the secret tombs. Lara's love for archaeology and geeky fascination with ancient civilisations shows through when she's poring over relics and ancient structures, despite the hardship she has to endure.Tomb Raider
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Diablo 3 DLC



Diablo III: Reaper of Souls is the first major expansion pack for Blizzard's blockbuster dungeon crawling RPG. The Prime Evil rages within the Black Soulstone, its essence screaming for vengeance and release. Before the artifact can be sealed away forever, Malthael -- Angel of Death -- manifests in the mortal realms with a deadly new purpose: to steal the Black Soulstone and bend its infernal power to his will. So begins the end of all things...

The first expansion for Blizzard’s Diablo III is now officially scheduled for release on March 25, 2014. On its own, the expansion will run $39.99, but there will be two special editions as well: the Digital Deluxe Edition for $59.99, and the retail-exclusive Collector’s Edition, according to Blizzard.


The expansion introduces a new Act V that puts players up against Malthael, the former Archangel of Wisdom who accepted a new job as the Angel of Death. Malthael is a go-getter in his new career, and he obtains a magical artifact containing the essence of the Prime Evil.


The expansion also introduces a new character class known as The Crusader, that is reminiscent of a tank class with a handful of support options. Reaper of Souls also introduces new item-crafting abilities, a new artisan known as the Mystic, a new level cap of 70, and more.


The standard expansion will run $40, while the next step up, the Digital Deluxe Edition, will run you $60. For the extra money, you’ll receive exclusive helms and weapon transmogrification recipes, a spectral hound, three additional character slots, an in-game Treasure Goblin companion pet forWorld of Warcraft, and a slew of decals and Battle.net portraits.


For $80, you can pick up the retail-only Collector’s Edition that offers everything the Digital Deluxe Edition offers, as well as a Malthael mouse pad, a hardback Collector’s Edition art book, and a behind-the-scenes Blu-Ray/DVD. If you want to buy the standard expansion and then upgrade to the Deluxe version you can do that at any time for $20, but if you want the Collector’s Edition, there are a limited number hitting retailers.

Posted by Unknown at 3:38 PM No comments:
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Battlefield 4

From the beaches of Kharg Island to the hills of Damavand Peak, Battlefield 3's multiplayer maps provide an immediate sense of scale. Everything about their design screams size, personalization, and the need to take creative initiative to succeed. Choose to pop headshots from the prone position, spin barrel rolls in a jet outfitted with personal unlocks, or see how many dog tags you can knife from your opponents; Battlefield 3's multiplayer is about the freedom of choice. The online fight feels like a geography lesson (in a good way). Depending on the game mode, each map utilizes a different area or shifts wider and wider as gameplay progresses. You might not see half of a map like Caspian Border or Seine Crossing during your first few Rush matches. To accommodate Xbox 360's 24-player cap, each map has been modified slightly -- mainly by drawing spawn points closer to the action and limiting Conquest-match points to three (as opposed to PC's five). Where many online shooters teach you the nooks and crannies of every map, Battlefield 3 is a wide sandbox that encourages variety and exploration. 
Posted by Unknown at 3:27 PM No comments:
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GTA 4

 Criminals are an ugly, cowardly lot more worthy of pity and disdain than admiration. This is what you'll learn playing through the single-player campaign in Rockstar's Grand Theft Auto IV. The series cheered (and criticized) for glorifying violence has taken an unexpected turn: it's gone legit. Oh sure, you'll still blow up cop cars, run down innocent civilians, bang hookers, assist drug dealers and lowlifes and do many, many other bad deeds, but at a cost to main character Niko Bellic's very soul. GTA IV gives us characters and a world with a level of depth previously unseen in gaming and elevates its story from a mere shoot-em-up to an Oscar-caliber drama. Every facet of Rockstar's new masterpiece is worthy of applause. Without question, Grand Theft Auto IV is the best game since Legend of Zelda: Ocarina of Time. You play as Niko Bellic, an Eastern European attempting to escape his past and the horrors of the Bosnian war. He arrives in Liberty City to experience the American dream, only to discover his cousin, Roman, may have fibbed a bit in his tales of success. Starting from nothing, Niko makes a living as a killer and enforcer, a amazing foreigner who appears to have no morals. The longer we stay with Niko, the more we see that there is a broken human being inside, one who would give anything to escape the person he once was. 
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Call of Duty: Ghosts

Call of Duty: Ghosts delivers a riveting all-new gameplay experience built on an entirely new story, setting and cast of characters, all powered by a new, next generation Call of Duty engine that redefines the series for the next generation. For the first time in Call of Duty, gamers play as the underdog, fighting as part of a single squad against an enemy that has superior numbers and firepower. Call of Duty: Ghosts’ genre-defining multiplayer delivers gameplay innovations throughout, including dynamic map events and character customization. Call of Duty: Ghosts is the next game in the Call of Duty series set to release in 2013. The new Infinity Ward team has been working on an entirely new storyline and engine, which is said to bring Call of Duty to the next generation. Ghosts will be available on both current gen systems and next gen, though the next gen consoles will most likely not release by Ghosts' Release Date. For that reason, Infinity Ward has allowed players to Transfer Data to Next Gen.

Of course, it wouldn’t be a Call of Duty game without elaborate setpieces, fierce shootouts, and tense stealth missions, and Ghosts delivers some of the most memorable experiences in the series. I felt genuine dread as the ground and buildings collapsed around me during orbital weapons strikes, the zero-gravity spectacle of the Federation’s space station ambush is awe-inspiring, and bursting through a highrise window as the entire building crumbles during the Federation Day mission is exhilarating.


But like previous CoDs, the story of Ghosts struggles to remain in focus amidst the fray of explosive cinematic moments and relentless firefights. Narrated loading sequences with stylized story animations push the campaign forward, but only last for one or two minutes before launching back into the action. It’s there, on the front lines, that much of the plot progression is presented and oftentimes lost.

It's by no means an achievement in dramatic storytelling — it's more about dumb fun — and it lacks the player-choice element introduced with Call of Duty: Black Ops II, but when given time to breathe Ghosts actually offers some interesting human drama. The story centers around two brothers, Logan and Hesh, their father Elias, and yes, their dog Reilly as they fight the Federation as part of the battered remnants of the U.S. military, and later as the elite Ghosts squad. The family ties, specifically the relationship between Logan and Hesh, made me care about the protagonists in a series that's habitually made its characters a dispensable commodity. The voice acting is decent overall, though there are periodic moments of cringe-worthy dialog, like one superfluous moment when Elias reveals he’s a member of the Ghosts. And then there’s Riley. Though the subject of many a meme at this point, Riley not only acts as a useful tool for recon and silently dispatching enemies, but is integral to several dramatic sequences, saving your character on more than one occasion.

The story stumbles in the second act when it strays away from the more evocative character focus in favor of a long stretch of back-to-back missions driven almost exclusively by guns-blazing combat. While not poorly done, this visually arresting, action-packed, but ultimately hollow middle stands in stark contrast to the effective first and final acts. On the bright side, that padded out my play time to roughly 10 hours, making this campaign one of the longest CoD single-player experiences.
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Killer is Dead


Killer is Dead is a new 2 console game. Made by Grasshopper Digital, and Suda51. The Maker of No More Heroes and Killer7. I have seen the videos of Sumor 51 talking to IGN & YouTube. He said that Killer is Dead is not related to No More Heroes & Killer7, they have similarities for all being assassins. Mondo the main character is a playboy & a killer. Mondo has an amazing wepon that Suda51`s other game characters dont have, a gun. But not any ordinary gun. The way it runs if you have enough blood mist from the demons. The cool thing about his gun is its his hand. This game is not yet out in USA (August 28, 2013), but in Japan already. Only out for PS3 & XBOX 360. This game may act like DMC5 with assassins, but no it isn't. This game looks better than DMC5 and has a better dialog speech also, but most importation is the fighting.I have been a big fan of Suda51 ever since first playing No More Heroes several years ago on my previous gamertag. While his games are never quite perfect, they always have that aspect of style which draws me (and hopefully others!) into them, Killer Is Dead is one big exception for the fact that, not only does it look beautiful visually and sound amazing (Akira Yamaoka... no more needs to be said!), the controls and fluidity are balanced really well so the overall experience becomes even more than the sum of the parts.
Posted by Unknown at 3:24 PM No comments:
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Minecraft


Minecraft, as if you’ve never heard of it, as if we haven’t been telling you to play it for years, as if we didn’t already give it Game of the Year in 2010, is a game about building things out of blocks with your friends.

The game world is rendered in cubes, every one of which can be destroyed, stored in your inventory, and placed back down anywhere you like. The map generates more terrain as you explore in a new direction, almost infinitely (you will run out of hard disk space at some point). That terrain is a quilt of discrete environmental regions, or biomes: as you travel, the thick forest you spawned in will give way to veldt or cliffs, or a desert peppered with cacti. You might reach the ocean, or a marsh clogged with exploding monsters and lily pads, or an ice floe leading to a wintry island.

Such random features as rivers, caves, waterfalls and ravines thread this world. Herds of friendly, blocky animals graze happily here and there: pigs, sheep, cows and chickens all provide useful products when slaughtered, and they can even be kept and bred.When the square sun sets, however, you need to worry. Whenever a given tile is dark, a monster can spawn on it, and at night, there are hundreds of them. They’re a varied bunch. Spiders are low and wide, can climb vertical surfaces, and tend to jump right in your face while hissing. Zombies are slow melee oppressors, walking in a straight line towards you and able to hop over short, one-block-high obstacles. Skeletons prefer to circle you and fire arrows. Endermen are tall, teleporting nasties who only get angry when you look at them. They’re scattered infrequently throughout the night, and each requires careful attention to dispatch when you’re unarmed.

Creepers are the iconic, green, cactus-like Minecraft enemies that populate fan art all over the internet. They have four stubby legs at the base of their long, phallic bodies. They like to scuttle deftly towards you, hiss, inflate alarmingly, then explode. The explosion deals significant damage, tearing a great chunk out of the ground and any surrounding masonry. It doesn’t happen often, but when it does, the impulse to rebuild – or perhaps improve – is invigorating.


Crafting caters to that impulse. Crafting enables you to make new and upgraded equipment. Once you’ve fashioned yourself a sword and some armour, stabbing skeletons is a great way to while away the moonlight. With a punchy iron sword, if you slice while falling through the air to score a critical hit, there aren’t many foes that won’t drop in a few swings. Until then, you can keep a few zombies at bay for a while, but all the teleporting and climbing and shooting and exploding will get you one way or another. Better to keep moving.Better still, you could scrape together a mud hut with your bare hands and avoid running into anymonsters. Then again, it’ll be dark in there and you won’t be able to tell when it’s morning and, just, what the hell is wrong with you? Cut down trees! Make a log cabin! Sing hearty songs! Grow a beard! Then go outside anyway and punch skeletons until dawn! Endermen, skeletons, and zombies all catch fire and die in the morning light, while spiders who aren’t already chasing you become docile. Creepers still try to explode at you, but for the most part, the danger is over at sunrise. Only where it’s still dark, deep in caves and under rocky overhangs, are monsters alive and deadly during the day.


But I can’t stay mad at it. Minecraft is a phenomenally important game for the PC. The appeal is vaster than the objects I’ve built in it. You can build anything you can imagine, and it’s vastly more functional than you first realise. Waterfalls are just the beginning. You can craft pistons that shift blocks back and forth. You can harvest a curious red dust that functions like electrical wire – and you can lay it out in the shape of functioning circuits. That means logic gates. That means computation. There are computer science students who have built functioning CPUs in Minecraft, and some have even developed rudimentary computer games to run on these computers of dust and dirt.


Even you and I can easily wire a series of traps and security doors and secret panels. Crucially, you’re learning real electronics when you do this – it’s not some abstract skill that won’t help you in real life. I know what an RSNOR latch is.
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Quake 4



The next-gen chapter of id's infamous shooter series (built on the DOOM 3 engine) for consoles and PC systems. In the game, you are Matthew Kane, an elite member of Rhino Squad and Earth's valiant invasion force. Fight alone, with your squad, and in hover tanks and mechanized walkers as you engage in a heroic mission into the heart of the Strogg war machine. But, in this epic war between worlds, the only way to defeat the Strogg is to become one of them. Battle through early missions as a deadly marine, then after your capture as a marine-turned-Strogg with enhanced abilities and the power to turn the tide of the war.


Quake 4 is the fourth title in the series of Quake first-person shooter computer games. The game was developed by Raven Software and published by Activision. Raven Software collaborated with id Software, the creators and historical developers of preceding Quake games. In this case, id Software supervised the development of the game as well as providing the Doom 3 engine, now referred to as "id Tech 4" and released under the GNU General Public License on 22 November 2011, upon which it was built. Quake 4 went gold in early October 2005 and was released on 18 October 2005 for Microsoft Windows and later for Linux, Xbox 360 and Mac OS X. A special DVD Collectors Edition also exists, including promotional material and the game Quake II with its expansions, The Reckoning and Ground Zero. The Xbox 360 version of Quake 4 is based on the Special Collectors Edition, and therefore also includes Quake II. On 4 August 2011 the game was made available through Steam.


Plotwise, the game is a sequel to Quake II and takes place during the same war as Enemy Territory: Quake Wars. Quake II, Quake 4, or Enemy Territory: Quake Wars do not share story lines with Quake or Quake III Arena; their only relation is their names and logos. Compared to other titles in the Quake series, Quake 4 has an increased emphasis on the single-player portion of the game. A multiplayer mode is available, but it does not involve playable bots like Quake III Arena, without 3rd party modifications.


Multiplayer modes are Deathmatch, Team Deathmatch, Tourney, Capture the Flag, Arena CTF and DeadZone. Players at QuakeCon reported the multiplayer gameplay to include elements similar to those in previous Quake games such as Strafe-jumping or Rocket jumping. Notable new additions to play are the ability to send shots through the teleporters and the advancement of the game physics provided by the new technology including the ability to bounce grenades and napalm fire off of jump-pads.


Like the previous Quake games the multiplayer has a client-server architecture. The network code has been altered from Doom 3, allowing for larger numbers of players on each server (Doom 3 has a four player restriction, whereas Quake 4has a standard 16 player limit).


One of the changes to the network code is a move from the per-polygon hit detection system used in Doom 3 back to using a hitbox system like most other online first-person shooters such as other Quake games and Half-Life. In the 1.4.x point release, these "axis aligned bounding boxes" were replaced with axis aligned octagonal "cylinder", to make the hit-boxes more representative of the model shape.
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Titanfall

Titanfall is an upcoming first-person shooter video game developed by Respawn Entertainment and published by Electronic Arts as an exclusive for Microsoft Windows, Xbox 360, and Xbox One. The game was officially announced as Respawn's debut game at Microsoft's E3 2013 press conference, and is scheduled for release on March 11, 2014.
In Titanfall, players fight in online multiplayer-only matches set on a war-torn planet as mech-style Titans and their pilots. Its action is fast-paced, including abilities to run on walls and hijack mechs, and extended periods between player deaths. Respawn describes the game as bringing "scale, verticality, and story" to first-person shooter multiplayer gaming, incorporating elements traditionally used in single-player campaigns. The game uses Microsoft's cloud computing services to offload non-player activity to servers and optimize the home computer for graphical performance.
The game won over 60 awards at its E3 2013 reveal, including a record-breaking six E3 Critics Awards, and Best of Show from several media outlets. It also won official awards at Gamescom and the Tokyo Game Show. Many reviewers predicted Titanfall to be the next step for the first-person shooter genre, and IGN's Ryan McCaffrey declared the game "Microsoft's killer app".
Players fight either on foot as free-running "pilots" or inside agile mech-style walkers called "Titans" to complete team-based objectives on a derelict and war-torn planet as either the Interstellar Manufacturing Corporation (IMC) or the Militia. The game is online multiplayer-only, but injects single-player elements such as plot, character chatter, and non-player characters into its matches. Respawn founder Vince Zampella described the game as bringing "scale, verticality, and story" to first-person shooter multiplayer gaming.
Players choose their pilot types and are dropped on the map, beginning the game. A timer displays the time until a Titan can be deployed, which is reduced by killing other players. Once deployed, Titans are protected by a forcefield for about 30 seconds, which protects the player-pilot as well. Pilots are agile and accumulate momentum while running (similar to Tribes), which lets players run on walls and chain together double jumps. There are multiple types of Titans, each with unique abilities and animations. Pilot and Titan controls are identical except where the pilot's double jump becomes the Titan's dash, as Titans cannot jump, crouch, or cover. The mechs are not slow, but their movement is slower than the nimble pilots. Titan game-balancing abilities include the vortex blocker, which stops and returns enemy ammunition in midair, and electrified smoke, which hurts and repels pilots climbing the Titan's back. Player-pilots can eject from Titans that take too much damage, and the Titan replacement timer is reset upon the Titan's death. Games end with a race to the losing team's evacuation dropship.
Respawn has unveiled three Titan classes: the agile Atlas, the ponderous Ogre, and the nimble Stryder.
Posted by Unknown at 11:33 AM No comments:
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Turtle Beach Ear Force Z22



Starting from the outside before moving in, the Ear Force Z22 is dressed in a predominantly black design that’s edged with red in the stitching and on the product logo. The headband has a cloth interior and faux-leather exterior, while the rest of the headset is constructed from a plastic that feels a little cheaper than that of the Ear Force Z Seven, but sturdy nonetheless. The microphone is mounted on the left ear cup and the drinking straw style of the boom makes it nice and malleable for adjusting to the right distance from your mouth.

Gamers who insist upon having a surround-sound experience for the purposes of being able to determine exactly where that shotgun fire is coming from might be turned off by the fact that the Ear Force Z22 is stereo sound only, but for a stereo headset it’s at the top of its game with 50mm drivers lending a real kick to the bass and, by extension, to any explosions in the immediate area. We tuned into some music using the Ear Force Z22 as well and found that the experience wasn’t nearly as satisfying as that offered in the nuance and detail that the higher-end headset was capable of, but for casual listening it definitely beats the average set of earphones.

While the sound performance might not be quite as powerful as some of the more high-end headsets, the price compromise doesn’t affect the microphone, which delivers communications in clear quality even during hectic battle, and is perfectly serviceable for recording a basic Let’s Play or for chatting with friends over Skype. The Ear Force Z22 also boasts Turtle Beach’s Dynamic Chat Boost, which raises the volume of chat during intense gameplay (with explosions or gunfire) so that it can be heard more clearly, but we didn’t find this was powerful enough to make communication noticeably more effective.

One area where the Ear Force Z22 really does shine is comfort. The design is lightweight enough that it can be worn for long periods of time without any discomfort, and the fabric ear cups are nicely breathable without noticeably compromising the headset’s noise-cancelling capabilities. Unlike the Ear Force Z Seven the microphone can’t actually be removed from the headset, but it folds up easily and is unobtrusive enough that it won’t make you think twice about using it purely as a headphone set.


The customization options offered by the inline amplifier are limited to a bass and treble boost, volume controls for both chat and game sound and controls to switch the microphone either on or off and to optimize it for recording or for phone call. It’s easy to disconnect from the amp and simply plug the Ear Force Z22′s jack directly into a computer or mobile device, but whereas the Ear Force Z Seven’s ACU occasionally caused driver issues and had trouble connecting, the Ear Force Z22 amp never ran into any kind of technical speedbumps. The three cables involved with connecting the headset to the device via the amp still feel a bit unwieldy, but since by combining two of them into one for much of the length Turtle Beach has made it fairly easy to keep everything in order.

For those who don’t need the extensive customization available in headsets like the Ear Force Z Seven and are just looking for a solid, good quality headset with optimum comfort, we’d definitely recommend the Ear Force Z22. It’s versatile, comfortable, affordable, facilitates some truly immersive audio and feels like a build that will withstand both time and frequent usage.

The Turtle Beach Ear Force Z22 is available now for $80.99

Posted by Unknown at 10:24 AM No comments:
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Thursday, December 26, 2013

League of Legends




Built using the same principles as the wildly popular Defense of the Ancients mod for Warcraft III, League of Legends gives each player control of a powerful champion unit in a team-based battle to destroy each other's bases. real-time strategy elements, like AI controlled foot soldiers and turrets, and roleplaying features, like leveling abilities and buying better equipment, provide lots of variety and flexibility. The popularity of this Defense of the Ancients gameplay style seems to be rising with the release of not just League of Legends, but also Demigod and Heroes of Newerth.


With so many options on the market, it can be hard to tell just which of the games is right for you. Whichever way your own personal tastes are leaning, there's a lot to like about League of Legends. The game design is relatively direct but still has a lot of nuance, and the core strategies are basic but still allow for multi-layered tactics. On the downside, the game's official launch status is still a mystery with no clear reason for the abundance or shortage of various features throughout the game.


The highly inventive champions are clearly the best part of the game. The developers have created something like forty different champions you can choose from, from hulking brutes to nimble archers to stealthy assassins. The visual style is very charming, so you'll see mad scientists, giant robots, jesters, little girls with dolls, big-headed mummies all fighting it out with explosive and colorful visual effects. As you defeat enemy AI minions and champions you'll level up and gain access to even more powerful abilities that allow you turn invisible, fire missiles, set glue traps and a host of other options. Heading out into the field of battle with these effects at the ready is an awesom feeling and at higher levels you can really chew through enemy minions and even other champions.


Each champion has his or her own abilities but one of the downsides is that there can seem to be almost too many much to choose from at times. Fortunately, you can filter the champions based on the general characteristics you'd like and even investigate their abilities and read tips for fighting as and against them. Even so, it can be hard to settle on a favorite, much less determine what your opponents are likely to do. Sure, you'll soon learn that Ashe hits at long range and can slow you down, but you'll spend a lot of the early game being surprised by your enemies. Fortunately, there's a less competitive solo practice mode where you can fight against entire teams of bots.


Leveling up your abilities is only half the story. As you kill the AI minions, destroy turrets and slay other champions, you'll also be earning gold that you can use in the item shop. Unlike Defense of the Ancients, there's just one shop here and the items are all laid out in smart groups. So if you know you need mana regeneration, you can just flip to that page and see all the items that confer that ability. Better still, you can see all the combinations at a glance and can even buy finished projects for the full price of all the items it contains. It makes for a much faster way to customize your champion and get right back into the action.
Posted by Unknown at 8:55 PM No comments:
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Sunday, December 22, 2013

FIFA Soccer 14

In recent years, FIFA has benefitted from big changes. Tactical Defending, Player Impact Engine, First Touch: they all advanced the series by rewriting the fundamentals. But FIFA 14 doesn’t really have a big marquee feature. It feels more like a consolidation than a reinvention – an opportunity to cement what has already been successfully laid down. This year’s changes are smaller, more subtle, but they bring out the very best in in FIFA, which is already a fantastic experience. This time around it's more attacking, more polished, and will keep you coming back throughout the season.
Initially, most of FIFA 14’s innovations appear superficial. The way players move and shoot have both been dramatically improved, and there’s a new level of realism to the animation on the pitch (cutscenes look a bit robotic in comparison). But the longer I played, the more I realised these additions subtly affected how matches played out, and the style in which I played.
Improvements have also been made to shooting. Pulling the trigger now produces a range of different shots – balls dip at the last minute, gradually rise into the top corner, or are thumped low and hard. Combined with the improved ball physics, I found myself scoring types of goals that I never saw in FIFA 13: there are more rebounds, more balls falling marginally over the line, more deflections, more venom. It adds pleasing visual variety, but it’s ultimately determined by factors largely out of your control.
Meanwhile, passing definitely feels like it’s in need of some attention. It’s just not as clean or as precise as it is PES. Playing a cross-field pass should feel more graceful than it currently does and close, one-touch passing should be faster. It’s never really been as central to the style FIFA has tried to recreate, and this year it definitely feels a touch behind its other fundamentals.
My favourite aspect of FIFA 14, though, is unquestionably the improved AI of teammates. When going forward, I always had plenty of options. Players intelligently run into space, demanding the ball played into their feet or down the line. I’ve always been a fan of the lobbed-through ball, and in FIFA 13 I obstinately use it to no great effect. But in FIFA 14 there’s someone there, making the run I always wanted. And I find putting them through just as satisfying as scoring a goal. This intelligence is also present when defending (players don’t get sucked towards the ball so easily), but I definitely found it more useful going forward. Perhaps it’s a consequence of having a more inquisitive forward line, but I experienced more dubious offside decisions than in previous seasons.
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Saturday, December 21, 2013

NBA 2K14






NBA 2K14 on PS4 and Xbox One practically sells itself. I mean, look at it. Look. At. It. Here is a game whose visuals are so beautifully realistic that you almost have to stop and try it, regardless of how much you like basketball. Not since Fight Night Round 3 in 2006 has a sports game lured me in with its stunning graphics and kept me hooked with rock-solid gameplay the way NBA 2K14 is capable of doing. Only the new set of modes unique to this version of the game, which differ but don’t quite deliver on their full potential, keep next-gen 2K14 from dethroning its cousin.




Laudably, the new 2K14 and its smart AI and NBA-accurate pacing plays almost exactly like the excellent 360 and PS3 version -- complete with this year’s new Assist Pass and improved dribbling controls. That’s a disappointment to anyone hoping for a whole new experience from the new generation of consoles, but it’s hard to complain that it plays like one of the best basketball games ever. I only have a couple of issues. First, the ball behaves like its own physics object now, and seemingly because of that it ends up loose or bouncing off a guy’s back more often than it should in a game about pro ball players. Also, though the players look and feel noticeably more planted to the court and less floaty than we’re used to, I still occasionally caught someone magnetizing over to his nearby assignment.




Though it bears the same name, NBA 2K14 on next-gen is, in fact, a totally different package than the one that released in October for PS3 and Xbox 360. Instead of the LeBron Path to Greatness and Crews, the next-gen version introduces several new modes (and a refreshingly simplified redesign of the menus). Notably, MyCareer has you create a player and take him through a everything from a pre-draft showcase to Draft Night to working your way up from benchwarmer to starter. It’s loaded with fully acted cutscenes and played-up drama, and much of it is laughably cheesy. Neither the dialogue nor the voice acting can ever be taken seriously, and when you get accosted by an angry DeMarcus Cousins (since I was drafted by the Kings) after a game for not getting him the ball, it’s especially jarring when he’s a mute who speaks only in subtitles.

MyGM is a fresh, considered take on the age-old franchise mode. You control everything from roster moves to coaching staff to budget to hot dog and merchandise prices, and you have to keep your owner, coaches, players, fans, and the media happy along the way. It’s deep and gets rather engrossing, though you won’t earn many GM-related unlocks (such as influence in contract negotiations) unless you go in and play the games yourself, which adds a ton of time to a mode that should allow me to focus on the off-court parts of the NBA if I want to.

And Park is an evolution of the Blacktop mode from NBA 2K on 360 and PS3; in this incarnation, up to 100 players on each server can either play or be waiting for the next game in either 2-on-2 halfcourt, three-quarters-court 3-on-3, or full-court 5-on-5, all with custom-created MyCareer hoopsters. The three-on-three is the sweet spot for me, as everyone gets involved enough (including on-mic trash talk) without the streakiness that a 2-on-2 halfcourt match is prone to or the chaos of a 5-on-5 showdown. But it needs more structure; you can’t form crews or leagues, or otherwise conveniently meet up and play together unless you coordinate externally through your console’s Friends list.
Posted by Unknown at 2:31 PM No comments:
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Lightning Returns: Final Fantasy XIII



Lightning Returns: Final Fantasy XIII (ライトニング リターンズ ファイナルファンタジーXIII Raitoningu Ritānzu: Fainaru Fantajī Sātīn) is a console action role-playing video game developed and published by Square Enix for the PlayStation 3 and Xbox 360. Released on November 2013 in Japan and set for release on February 2014 in Europe and North America, the game is a direct sequel to Final Fantasy XIII-2, concludes the storyline of Final Fantasy XIII, and forms part of the Fabula Nova Crystallis subseries. Lightning Returns employs a highly revamped version of the gameplay system from the previous two games, with an action-oriented battle system, the ability to customize the player character's outfits, and a time limit the player must extend by completing story missions and sidequests. The story takes place five hundred years after the previous game's ending; Lightning, the main protagonist of the first game and a key character in the second, awakes from a self-imposed hibernation thirteen days before the world's end, and is given the task of saving the people of the dying world, including former friends and allies.

Development of the game started in early 2012, shortly after the release of XIII-2, and was unveiled at a special 25th Anniversary Event for the Final Fantasy series in September that year. Most of the previous games' key creative minds and developers returned, and it was developed by Square Enix's First Production Department. The development team wanted the game to bring a conclusive end to the story of both Lightning and the XIII universe, and also wanted to address criticisms leveled against the last two games. Lightning Returns built upon the gameplay basics of the previous games, while adding new content such as a more action-based combat system, an open world that players could freely navigate, and a mechanic wherein the game's events took place within a certain period of time.


As Lightning, it is your mission to save souls so they may be brought to a new world. However, with only thirteen days remaining, not everyone can be saved. Armed with all-new weapons, player customization and battle abilities, you are in a race against time to fully understand your destiny. It all ends here.

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Friday, August 9, 2013

Crysis 3

I liked Crysis 2. It took a lot of the cool enemy tagging and freeform tactical combat fromCrytek's previous games and presented it in a more coherent way. It was an intelligently streamlined experience that, as a person that couldn't get into the first game's wide-open antics, split the difference between the first game and the more guided, rollercoaster-style take on shooter campaign design that was, at one point anyway, all the rage. Crysis 3, on the other hand, feels like a developer attempting to push its luck a little too far. It picks up where the previous game left off and doesn't make dramatic changes. For the most part, it's well-made, and on thePC it's still quite a graphical showpiece, but that doesn't make up for the prosaic nature of the rest of Crysis 3. Crysis 3 reunites Prophet, the nanosuit-wearing super soldier of record, with Psycho, the playable character in the old side-story, Crysis Warhead. In the years since that game, Psycho has been painfully yanked out of his nanosuit, and Prophet--whatever the heck he is at this point--has just been broken loose by Psycho and a ragtag group of rebels who are up against CELL, which is your typically evil corporation-slash-private-military-slash-toying-with-power-it-doesn't-understand. While the rebels are obsessed with CELL, Prophet's worried about the greater threat of the Ceph, the alien race he crippled in Crysis 2. With Prophet being, well, a prophet, it shouldn't surprise you that you'll spend more time in Crysis 3 fighting off the alien menace. The story hinges on your ability to care about Psycho and Prophet as characters, something that the previous games haven't exactly made a priority. As a result, the reasoning behind the action is straight-up bland, skirting dangerously close to the same "only One Man can save us from this Ancient Alien Threat" story that seems to drive so many different sci-fi trilogies these days.The action end of Crysis 3 is totally competent, with the same suit powers you saw in the previous game. The cloak lets you move slowly and quietly to get behind enemies for stealth kills, while the armor mode lets you get out of a jam when you get caught. This time around, Prophet can wield a bow, giving you another way to kill enemies while staying fully cloaked. If you're the patient type, the bow is overpowered, letting you trivialize many of the game's encounters as long as you're willing to back off and let your cloak energy recharge. If you're the gung-ho type, it's useless. The game also has collectable upgrade points that unlock perks across four different categories. The game takes the Call of Duty comparison a step further by offering upgraded versions of those perks that unlock when you complete in-game challenges. So you may have to get 25 stealth kills to make your cloak last even longer than it would normally, or perhaps your ability to tag enemies extends even further when you tag 25 enemies with your spotting scope with the basic version of the upgrade equipped. There are a lot of different options to unlock and use, but I found that the vast majority of them didn't fit at all with my style, so I had already selected and upgraded the optimal perks well before the game was over.
Posted by Unknown at 8:24 PM No comments:
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Syndicate

Recreating a classic game in a new genre runs an overwhelming risk of failure. Not only must the product satiate fans of the original experience, the new game also needs to stand on its own with successful design choices and innovation. Oftentimes the redo reflects the exact standards and formulas of its new genre rather than marching boldly into new territory. Syndicate falls into this trap, telling a boring tale of swapping allegiances amidst flurries of gunfire. Yet it escapes the "just another shooter" label by executing an entertaining co-op mode, fun, manipulative gameplay, and good scoring ideas -- it just doesn't take them far enough to be great. Giant corporations rule the world in Syndicate. Each employs deadly agents to fight over turf and technology. In this horrifying future, every citizen has a chip implanted in their head which the manufacturer can access. Eurocorp, the company employing Syndicate's protagonists, created top tier technology in the form of DART 6, a chip so powerful it allows its owner to slow down time using augmented vision and break into other's chips. This shooter draws inspiration and a few details from its 1993 PC origins, but sets itself up as a completely new experience. There's no isometric strategy here, Syndicate is all shooter.The single-player plot tells the tale of Miles Kilo, a newly prepped agent who rediscovers his mysterious origin, and struggles with questions of why he fights and who he's fighting for. It's a generic story that cycles like an exercise in familiarity. Regardless of the player's choices at various junctures, Syndicate follows a singular route that doesn't reflect the player's behavior. While the lack of control is thematically congruent, all gameplay indicators point to a more open-ended conclusion which is frustrating. The co-op campaign takes a different route, opting for a "day in the life" approach rather than a story, which makes the missions more fun to fight through as they don't force plot into action.
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Thursday, August 8, 2013

Mirror's Edge

Just a few years ago Electronic Artswasn't exactly known for taking chances on fresh ideas with new intellectual properties. This holiday season has already seen one stellar release from the mega publisher in the form of Dead Space and now we have the company's second attempt at establishing a new videogame franchise. It comes to us in the form of Mirror's Edge. Mirror's tells the story of Faith, a runner in an unnamed city almost completely devoid of personality thanks to the overbearing totalitarian government that rules the region. Faith's job is to deliver important pieces of information to an underground network who still live with a modicum of freedom. She uses her considerable acrobatic abilities to outrun, out-leap, and out-swing "Blues" (cops). Throughout the game players learn that Faith's sister, Kate, has been wrongly accused of murder. Faith must clear her name.The story isn't quite as involving as it reads. Characters are fairly uninteresting with few emotional ties to the player. It doesn't help that all of the cutscenes are presented in a style that's reminiscent of Esurance commercials which instantly hurt my ability to enjoy them. Luckily the story doesn't last long as the game clocks in at less than six hours and even less on your second time through.
Posted by Unknown at 12:21 PM No comments:
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Tuesday, August 6, 2013

Ailenware 14

Over the last few years, Alienware's designs have grown stagnant with the company focusing primarily on spec refreshes and subtle tweaks. But now, Dell's enthusiast PC gaming arm is revamping its laptops with brand new designs, premium components, and state-of-the-art processors from Intel and Nvidia. The new Alienware 14 (previously the M14x) now acts as the entry-level model in the range, delivering significant punch in one of the category's more compact form factors.Regardless of whether you're a fan of Alienware's other worldly aesthetic, there's no questioning that its new designs are a vast improvement over the previous generation. The company has traded matte black plastic casing for a predominantly aluminum and magnesium alloy chassis in a charcoal color palette. Its rounded edges, thin illuminated cutaways in the lid, and wraparound LED lining at the base give it a distinctly modern, yet futuristic vibe.Despite its sleek new look, the Alienware 14 hasn't shed much in the way of thickness or weight. At 1.6-inches thick and roughly 6 pounds, it's a still quite a beefy laptop. Although the market is quickly moving toward ultra-thin, lightweight designs, like the MacBook Pro or Razer Blade, Alienware is still committed to maintaining power and customization. The Alienware 14 is designed with plenty of headroom to maximize airflow across its quad-core Intel Core i7 and GTX 750M or GTX 765M processors, driving peak performance and ensuring a longer livespan.
Posted by Unknown at 12:54 PM No comments:
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Monday, August 5, 2013

RockSmith

In a noted departure from preexisting guitar-driven rhythm games, Rocksmith has you using an actual guitar, and not just in that "actual guitar with some Xbox 360 guts thrown in" way, but any electric guitar with a 1/4" jack will work. Connecting your guitar is a snap, simply plug the USB end of the included cable to your Xbox and the audio jack end of it to your guitar. Following this, the game will enter a tuning mode that will ensure that all six of your strings are in tune, and then you're all set to embark on your journey to rock stardom. There are a few minor hurdles to get through before you get rocking. Rocksmith requires you to own an actual six-string electric guitar and won't work with any old plastic peripherals you have lying around. It's a great excuse to dust off the old axe if you have one, but the high cost of picking up the Epiphone bundle or a separate guitar will be prohibitive for some players. That said, wielding an honest-to-goodness instrument of rock is what makes this game so fun. Once you have the requisite guitar in hand, you plug it into your system using the included 1/4-inch adapter cable, but it takes some fiddling to get a comfortable response time between the visual and audio lag. Running the sound out via analog audio cables into a stereo offers the best performance, though there are a few different options to explore. Once you get that mess sorted out, it's time to melt faces. Well, eventually.
Posted by Unknown at 1:22 PM No comments:
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Sunday, August 4, 2013

Gary's Mod

Garry's Mod was a user-made set of tools which, among much else, enabled you to pose ragdolls. The boorish humour value in doing that badly, obscenely or grotesquely has made it so hugely popular that it's nearly eclipsed the physics tinkering that actually makes the mod so wonderful. In the course of 20 successive versions of his free mod, British programming genius Garry Newman has added more and more tools to string, weld, spin, pump, winch, propel, ignite and levitate any object from the Half-Life 2 universe. All this is achieved with a Manipulator Gun and a pop-up menu: to all other intents and purposes you're playing Half- Life 2 - albeit in a weird open arena.
Other mods have tried to give creative gamers an outlet, and Garry's has beaten them at every turn by being far more intuitive, updating far more often and giving people new features they never knew they needed. That's what your £6 is getting you here: Garry's going to carry on updating this retail version for free via Steam, while version 9 (still free here) is left alone. It's also worth the asking price just to be on the same version as the majority of Garry's Mod players: jumping onto a random server exposes you to some of the most surreal, hilarious and inspired sights of any world, virtual or real.
A typical five minutes: a Combine soldier seems to be trying to make a catapult. Dr Kleiner says "Imma make a robot", summons a large metal sphere and paints eyes on it. I, as Judith Mossman, wonder if I can make a tombstone into a plasma-jet powered hoverboard. Thanks to hoverballs - a new gizmo to keep any construction stable at the altitude of your choice - it takes about 20 seconds. Kleiner attaches two long blades to his spherical friend, it takes off and starts spinning dangerously. A new player shoots my floating grave with the Duplicator gun to create a copy, and attaches a spinning blade to the front. Kleiner zooms by on a pimped-out hovering airboat, jets of flame streaming from its rear and an intent look on his bespectacled face. The Combine steps into his own catapult and is slammed straight into a support post, sending his body cartwheeling over the apex to land with a thud four feet away. The catapult catches fire.
Posted by Unknown at 10:58 PM No comments:
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Persona 4 PT. 2

here's a healthy mix of fighting types to be found among the cast to suit every style. I enjoyed playing the ranged type (Yukiko or Persona 3's Elizabeth) the most, but stronger, closer characters like Akihiko and Kanji were equally as fun. Aigis, another Persona 3 entry, is also ranged, but has some tricks up her robo-sleeves with an alternate stance and would be a good fit for more experienced players. I think creative players will enjoy exploring some of the game's more inventive and uncommon moves with characters like Teddie or Naoto. Really, there are no duds inP4A's roster. While there is a lot in the way of dialogue and story, P4A is a fighting game and a great one at that. This is more of the Arc System Works (BlazBlue, Guilty Gear) side, of course. What comes from their side is all that you'd expect: a solid, tight fighting game engine, lovely animation, and net code that fighting game fans can really get behind. The game's battle system lets each fighter use their respective Persona in battle, essentially giving the player two characters for one. Two of the four attack buttons are assigned to character attacks (weak and strong), and the other two call forth their Persona for stronger and often flashier ones. In a sort of tag fighting mechanic, character and Persona attacks can be used in tandem, opening the door for combo-ing and chaining, and further interplay between character and Persona begs to be explored. But even from their most basic uses, like mashing the weak attack button for auto combo-ing, these four attack buttons alone make for some pretty solid fighting game play that just about anyone can get into.
Posted by Unknown at 10:05 PM No comments:
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Persona 4 Arena PT. 1

I am an Anime fan and a fighting game fan so what to have a game of both. Persona 4 Arena the fighting game with anime characters hand drawn. I have been wanting to find a game like this. So now the Review. Arc System Works has been making great fighting games since I was a teenager (read: a really long time). Both of its flagship franchises -- Guilty Gear and BlazBlue -- have enjoyed a passionate niche following for years. Yet despite having standout visuals and one-of-a-kind play mechanics, they've never caught on the way Capcom's or even SNK's offerings in the genre have. In fact, even amongst hardcore fighting game aficionados, these games and others like them bear something of a scarlet letter on their heads. We call them “anime fighters”, a term as useless as it is pointless. Maybe it's the technically demanding fighting engines, or perhaps the cross-dressing nuns, but for whatever reason this sub-genre within a sub-genre has always been forced to stand in the corner. For beginner players there’s the All Out Attack. In Golden these saw the entire party pile in on a downed foe in a cloud of fists and feet; here, you press A and B together and your character sprints towards your opponent. If it connects, furious mashing of A will dole out a flurry of blows, while finishing off with a different button will knock your foe to the other side of the screen or up in the air where the combo can continue. Every character has access to one basic, but powerful combo: as long as your SP gauge is half full, successive taps of A will perform a three-hit chain, followed by a special move, cancelled into Super. There’s an extensive tutorial, too, that’s every bit as thorough and helpful as Blazblue’s but is, oddly given the story mode’s excesses, pleasingly less text-heavy.
Posted by Unknown at 8:38 PM No comments:
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Saturday, August 3, 2013

Mortal Kombat

The story is weak compared to other recent, non-MK video game efforts. I was entertained from start to finish -- partly because of all the dismembered limbs and the fact that Baraka is a total joke -- but it was a cheesy ride. Mortal Kombat has returned to a 2D plane, which I've always preferred for fighting games. Both one-on-one and tag team matches are available, so there's plenty of options when you're setting up a fight. When it comes to the basics, each character has a set of simple moves as well as a bunch of special attacks. I found combos and special attacks easy to execute, but stringing together attacks and keeping an opponent stunned/juggled will take some time to get. The crux of Mortal Kombat's fighting engine is the super gauge, which fills as you give and receive damage. This is where a fair amount of Mortal Kombat's strategy comes into play. The gauge is divided into three segments, and those segments can be spent in different ways. Expending one segment will enhance any of your character's special moves. So instead of Nightwolf's single glowing green arrow, he fires three. If you fill the gauge more and spend two segments, you can break out of an opponent's combo. This is a critical defensive option if you find yourself flailing through the air with a rapidly depleting health bar. Lastly, spending the whole shebang will unleash a devastating x-ray attack, which deals terrible, terrible damage to your victim. It can turn the tide of a fight, but missing it will put you in an awful spot with no super gauge to spend.
Posted by Unknown at 1:47 PM No comments:
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Injustice: Gods Among Us

Black Adam streaks towards Earth, wreathed in golden-hued lighting. He touches down on the streets of downtown Metropolis with a simple proclamation: "I have returned." Cut to its guardian, the son of Jor-El, tearing his suit off to reveal the iconic “S” beneath it. After being slammed through a skyscraper, Black Adam rears up and shouts, “SHAZAM!” rending Superman with a massive thunderbolt. Supes responds by punching Black Adam into the atmosphere, flying up past him, and sending him crashing back down to Earth with a towering overhead smash. It's exactly the kind of glorious fight you expect from the DC Universe's mightiest, and Injustice: Gods Among Us makes it almost as fun and rewarding to watch as it is to play. NetherRealm’s follow-up to Mortal Kombat is both a very good brawler and a big old sloppy love letter to fans. And while it buckles just a bit under the weight of all it tries to do, Injustice definitely earns its spot on the shelf of fighting aficionados, whether they dig comics or not. 
Posted by Unknown at 1:19 PM No comments:
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Wednesday, July 31, 2013

Fallout New Vegas Mods

Mods for Fallout is great to use so it would make gaming fun for this game. I might be staring a Fallout Mod Series for it using the fallout nexus website. Might be staring a YouTube series in December for that and might have a normal walk through also. With some anime mods. :) Also i might have a new computer to do these videos and blogs then.  So the mods will be good and the controle shift codes are hard so i will need to find them.
Posted by Unknown at 3:43 PM No comments:
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Fallout New Vegas

Posted by Unknown at 1:42 PM No comments:
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Fallout New Vegas PT. 1

Experience all the sights and sounds of fabulous New Vegas, brought to you by Vault-Tec, America's First Choice in Post Nuclear Simulation. Explore the treacherous wastes of the Great Southwest from the safety and comfort of your very own vault: Meet new people, confront terrifying creatures, and arm yourself with the latest high-tech weaponry as you make a name for yourself on a thrilling new journey across the Mojave wasteland. From Bethesda Softworks and the veteran RPG designers at Obsidian Entertainment (a team which includes members of the original Fallout and 2 teams) comes Fallout: New Vegas, a thrilling and chilling episode in the Fallout saga. When Bethesda released Fallout 3 in the fall of 2008, it was lauded as one of the greatest open-world role-playing games of the time. Now, two years later the juggernaut of a franchise has another addition to its repertoire with Fallout: New Vegas. It appears that Obsidian didn't feel the need to change much about the successful formula, as the similarities to its predecessor are so significant I often want to call it Fallout 3: New Vegas. Since the first game was so widely loved, that's certainly not a bad thing, but New Vegas does feel like a giant, awesome expansion. I will be having this game on PC because of the mods i could use for this game are amazing. The price on Steam is good also for $19.99 for the ultimate edition. 
Posted by Unknown at 1:41 PM No comments:
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Sunday, July 28, 2013

DmC Devil May Cry 5 PT. 1 "Story"

Detailing Dante's early years and set against a contemporary backdrop, DmC Devil May Cry will retain the stylish action, fluid combat and self-assured protagonist that have defined the iconic series but inject a more brutal and visceral edge. The Dante of DmC is a young man who has no respect for authority or society in general. Dante knows that he is not human, but also that he is not like the demons that have tormented him throughout his life. Caught between worlds, he feels like an outcast. He is now discovering and coming to terms with what it means to be the child of a demon and an angel. This split personality has a real impact on gameplay with Dante being able to call upon angel and demon abilities at will, transforming his Rebellion sword on the fly to dramatically affect both combat and movement. For DmC Capcom has teamed up with UK development studio, Ninja Theory, renown for delivering action titles with compelling characters and narrative coupled with high production values. The combination of Ninja Theory's expertise and Capcom's unrivalled heritage in producing combat focused action titles will ensure that this latest addition to the multi-million selling series will remain true to the Devil May Cry DNA so cherished by the fans, while bringing a new level of cinematic quality to the title. The Son of a Demon and an Angel  wants revenge on his uncle for killing his parents. Using help of Dante's twin brother Vergil.
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Saturday, July 27, 2013

Fallout 3 PT. 4 "DLC"

Operation: Anchorage

The first PC DLC for Fallout 3. This is from the events of the Battle of Anchorage. The Lone Wanderer must battle the frigid cold as a US Army solder in 2077 and fight for America's Freedom from the Chinese. The add-on mainly focuses on the combat/stealth paths and gives the player new tools to use. The mission takes about four to five hours for the player to complete. The player is able to access the simulation via a new quest and map marker. It is accessible at any level, as soon as the player has left Va
DLC nameOperation: Anchorage
PlatformPC
Release date January 27, 2009
Developers
Publishers
Launch price 10.00
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Mothership Zeta

The 5th and final DLC (?) for PC came out one day earlier than previous DLC (a Monday rather than Tuesday). A weird signal is picked up by the Lone Wanderer. When you investigate, you discover a crashed alien ship and are quickly abducted. Upon your arrival on your ship, you have one thing left to do - get back to Earth!
DLC nameMothership Zeta
PlatformPC
Release date August 3, 2009
Developers
Publishers
Launch price 10.00
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Point Lookout

The 4th DLC for PC for Fallout 3. This time, similar to the Pitt - you leave the Wasteland to Point Lookout, Maryland. Encounter weird cults and new types of irradiated people. Plenty of new weapons and quests to complete.
DLC namePoint Lookout
PlatformPC
Release date June 23, 2009
Developers
Publishers
Launch price 10.00
Add on types

Broken Steel

The 3rd DLC for PC is the most essential DLC to get as it changes the original "end-game" for Fallout 3 to not end. Now you get to work with the Brotherhood of Steel to purge the Enclave from the Wastes once and for all! Additionally you can level from 20 (original cap) to 30 (new cap).
DLC nameBroken Steel
PlatformPC
Release date May 5, 2009
Developers
Publishers
Launch price 10.00
Add on types

The Pitt

The 2nd PC DLC for Fallout 3. This time, takes you to the slave town of Pittsburgh, PA - also known as THE PITT. When you arrive, you quickly learn why that nickname has been given. Will you be the savior or the destroyer of the town?
DLC nameThe Pitt
PlatformPC
Release date March 31, 2009
Developers
Publishers
Launch price 10.00
Add on types

PlayStation 3 downloadable content

Broken Steel


DLC nameBroken Steel
PlatformPlayStation 3
Release date September 24, 2009
Developers
Publishers
Launch price 9.99
Add on types

The Pitt


DLC nameThe Pitt
PlatformPlayStation 3
Release date October 1, 2009
Developers
Publishers
Launch price 9.99
Add on types

Operation: Anchorage


DLC nameOperation: Anchorage
PlatformPlayStation 3
Release date October 1, 2009
Developers
Publishers
Launch price 9.99
Add on types

Point Lookout


DLC namePoint Lookout
PlatformPlayStation 3
Release date October 8, 2009
Developers
Publishers
Launch price 9.99
Add on types

Mothership Zeta


DLC nameMothership Zeta
PlatformPlayStation 3
Release date October 8, 2009
Developers
Publishers
Launch price 9.99
Add on types

Xbox 360 downloadable content

Mothership Zeta

The final DLC for Fallout 3 has a 50s sci-fi vibe to it with early screens depicting UFOs. It will partially take place in outer space.
DLC nameMothership Zeta
PlatformXbox 360
Release date August 3, 2009
Developers
Publishers
Launch price 10.00/800 MSP
Add on types

Operation: Anchorage

An add-on featuring a virtual simulation of the liberation of Anchorage, Alaska from the Chinese Communist invaders. The simulation is a "what if" scenario, created by the United States Government in order to test different counter-offensives against the Chinese. In the simulation the player will have to secure a mountainside and fight his/her way into a Chinese base. The add-on mainly focuses on the combat/stealth paths and gives the player new tools to use. The mission takes about four to five hours for t
DLC nameOperation: Anchorage
PlatformXbox 360
Release date January 27, 2009
Developers
Publishers
Launch price 10.00/800 MSP
Add on types

The Pitt

The Pitt is the second downloadable add-on for Fallout 3 and allows your character to visit a ravaged Pittsburgh, Pennsylvania.
DLC nameThe Pitt
PlatformXbox 360
Release date March 29, 2009
Developers
Publishers
Launch price 10.00/800 MSP
Add on types

Broken Steel

Broken Steel gives the player more missions to complete for the Brotherhood of Steel, as well as new weapons and armor. But most importantly, it removes the definite end of of Fallout 3 and raises the level cap to 30.
DLC nameBroken Steel
PlatformXbox 360
Release date May 5, 2009
Developers
Publishers
Launch price 10.00/800 MSP
Add on types

Point Lookout

The Point Lookout DLC for Fallout 3 takes place in Point Lookout, MD. which is now a swampy wasteland inhabited by "swamp folk".
DLC namePoint Lookout
PlatformXbox 360
Release date June 23, 2009
Developers
Publishers
Launch price 10.00/800 MSP
Add on types
Posted by Unknown at 1:23 PM No comments:
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Time Line

  • ►  2014 (1)
    • ►  December (1)
  • ▼  2013 (50)
    • ▼  December (17)
      • Metal Gear Rising: Revengeance
      • Batman: Arkham Origins
      • Theif 2014 Info
      • Tomb Raider
      • Diablo 3 DLC
      • Battlefield 4
      • GTA 4
      • Call of Duty: Ghosts
      • Killer is Dead
      • Minecraft
      • Quake 4
      • Titanfall
      • Turtle Beach Ear Force Z22
      • League of Legends
      • FIFA Soccer 14
      • NBA 2K14
      • Lightning Returns: Final Fantasy XIII
    • ►  August (10)
      • Crysis 3
      • Syndicate
      • Mirror's Edge
      • Ailenware 14
      • RockSmith
      • Gary's Mod
      • Persona 4 PT. 2
      • Persona 4 Arena PT. 1
      • Mortal Kombat
      • Injustice: Gods Among Us
    • ►  July (19)
      • Fallout New Vegas Mods
      • Fallout New Vegas
      • Fallout New Vegas PT. 1
      • DmC Devil May Cry 5 PT. 1 "Story"
      • Fallout 3 PT. 4 "DLC"
    • ►  June (4)
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