In a slightly earlier than usual move, EA Sports have released the latest FIFA 12 footage in the form of a Gameplay video. The clip highligths several new match mechanics, most notably the close control ‘precision dribbling’ system when attacking, and the updated containing and defending systems. Following the slightly oversold Player Personality system of last season, it will be interesting to see how FIFA 12 implements these new modes. Due to techincal issues we are currently experiencing, we can only provide a link to the EA Sports website which features the video. Hopefully this will be rectified in a couple of days.
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Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts
Previews : Football Manager 2012
Most people who know a little about me know my opinions of Football Manager. I think the game is addictive genius and I probably have equated the best part of 3 months of my life playing thee game solidly, a feat very few titles can brag. I know I am not alone in this praise, and to the loyal, passionate and ‘in rehab’ Football Manager fan, I bring warning of the imminent release of its latest instalment, Football Manager2012.
In a plethora of information, please find in this very article a copy of the official press release along with a couple of videos straight from the developers themselves. For me, the videos never do the game justice, however the new graphical improvements seem to be decent, and the higher resolution screens are a welcome addition to those on iMac or with large monitors.
SPORTS INTERACTIVE SET TO SCORE AGAIN WITH FOOTBALL MANAGER 2012
First Details for Football Manager 2012 Revealed.
LONDON (August 11th, 2011) – Sports Interactive Ltd. & SEGA® Europe Ltd. today unveiled the latest version of their successful football management simulation series, Football Manager™ 2012. Planned to be in stores before Christmas, Football Manager 2012 will once again allow you to take charge of your favourite football team and put your managerial skills to the test.
The award-winning Football Manager series has now sold in excess of 7 million copies worldwide and has topped the UK and many European PC charts for the last seven years, with over 108 weeks at no.1 in the UK to date.
“We’re delighted to finally be able to start talking about Football Manager 2012” said Miles Jacobson, Studio Director at Sports Interactive. “It’s another year of evolution, with some revolution thrown in for good measure so we’re pretty sure our dedicated communities, and hopefully lots of new people too, get to play and enjoy the game when it’s released later in the year.”
Counting over 800 new features, not including changes to the rules of the games 50+ leagues,Football Manager 2012 promises to be the most realistic, immersive and playable football management simulation ever for any fan who has ever dreamed of making the big decisions, both on and off the field.
Key new & improved features for Football Manager 2012:
Transfers & Contracts – significant changes to the transfer and contract systems, including loyalty bonuses, better implementation of amateur and youth contracts, an improved transfer centre and the ability to lock areas of the contract negotiation when you aren’t prepared to budge. This helps you to manage your budgets and gives you flexibility in what you offer money hungry players, or agents, as incentives.
Scouting improvements – using several real life scouting reports, a new in-game report has been devised which includes squad analysis, tactics information and information about goals scored and conceded alongside lots of other scouting improvements, giving you all the information you need to prepare before kick-off and throughout the season.
3D Match Improvements – new animations, a whole new crowd system, improved weather system, more stadiums, plus two brand new cameras - “Behind Goal” and “Director Cam” as well as all other camera angles being reversible - meaning you can watch and analyse every aspect of every game.
Manage Anywhere, Anytime – the ability to add or take away playable nations in your saved game as often as you want. Manage in that country at the start of the next season- meaning you don’t have to stay in the nations which are chosen by you to be playable at the start of your career.
Tone – a whole new level has been added to team talks and conversations, with the new tone system, which allows you to specify the way you want to say things – be as cool as a cucumber by saying things calmly or throw tea cups around by saying things with passion. There are 6 different tones to choose from with specific comments per tone.
Intelligent Interface – a new adaptive layout system, which means the higher your screen resolution, the more info is easily at your fingertips. The new interface also contains new filters, customisable columns, a new tactics screen, and lots of new overview screens.
Brand New Tutorial – standing separate from the main game, a mode to help new players find their way around the game easily, whilst also offering tips to experienced managers on how to get the most out of the game, as well as a new in-game “how to” system.
On top of these key innovations, there are lots of areas of the game that have had huge improvements, such as the media system, press conferences, the youth system, newgens, the social networking options, friendlies, international management and many more which will be detailed in a series of video blogs over the coming months, alongside more information aboutFootball Manager 2012.
For further information please go to www.sigames.com or www.footballmanager.com.
For assets, please visit www.sega-press.com
Previews : Pro Evolution Soccer 2012
In professional wrestling, the WWE pay-per-view that ends the month of January begins what is referred to as ‘The Road to Wrestlemania’, essentially a 2-month period of matches and promos which act as an extended build-up to the hottest wrestling event of the year. The first demo to PES 2012 was released recently and i’m calling it - we’ve just entered ‘The Road to Footiemania’.
‘Footiemania’ is the period of time that links the releases of the two major football titles, those that we look forward to every year. Now that we’ve got our first demo, it’s all on. And this demo doesn’t disappoint. To begin with, there is an excellent starting video which showcases the top graphics, as they do each year. Things to note: Good focus on England team, Forlan sure looks good, nice cameo from Ganso… The video focuses largely on the varying pass/ball control elements of the game so that’s what I expected when I booted it up.
The first thing we’re greeted with is the warning that “this demo is taken from a product that is still in development and as such does not represent the quality and appearance of the final product”. There’s not much time left to develop the game however, so a safe bet would be that the gameplay in the finalproduct will be very similar to this.
The menu is similar to last year’s revamp, just a lot more polished. The video is running in the background, which suggests the possibility of having videos running in the menu screen of the main game. I don’t want the PES 2012 background to be a closeup of Cristiano Ronaldo, though. Couldn’t it be used for replays of previous goals? Also worth noting is the new menu item – Football Life.
Only accessible are the exhibition and Copa America modes, which means that there are slightly more options for matches than there was in last year’s demo. You can either play as Santos v Penarol, or as one of the four following teams: Man Utd, AC Milan, Porto & Napoli. The latter two are a strange inclusion, as is the lack of Real Madrid (considering the discovery that Cristiano Ronaldo is the new poster-child).
I like the rating system under each team, showing Offensive, Defensive, Tactical, Speed, Technical and Physical ratings numerically, as well as a letter ranking, though the lack of an Overall rating is a shame. Also, how is it that AC Milan are rated so much higher than Man Utd? It seems that the slightly insane PES rankings are back in full force this season.
I opted to defend English pride by playing as Man Utd against Porto. The following screen is unchanged from last year, with a player from each team standing next to the logos, although the load time was faster and both players look very realistic – the best i’ve seen yet in a football game.
The tactics screen all looks polished. Again we’re building on the successful system put in place last year, so imagine that but with simple (yet effective) differences. A text box at the top of the screen notes what tactic the team is set to play, with the four preset ones being ‘Quick Counter’, ‘Long Ball’, ‘Possession Game’ and ‘Standard’. By selecting one of these presets you can edit many different sliders that would seemingly have a big effect on how the AI positions your players. A nice feature.
Vidic is the highest rated player in the Man Utd team; a 92 overall. Rooney follows closely on 91 (if you change his position). Overall, Man Utd only have nine players rated above 80 in their team, which is interesting. De Gea has the strangest rating – 78 overall. If you select players you can see their rating in four categories, alongside a picture of themselves and another chosen player. This makes comparisons even easier than before.
No commentary in this demo i’m afraid, but we are treated to what must be a near-final pre-match buildup. Good graphics for the players, nice crowd sounds, everything looks very slick and stylish. I can only imagine how fantastic this must look on Cup Final day. The ball is placed in the centre-circle and i’m feeling very excited to get my very first taste of Pro Evo 2012…
…and you press X to start!! Hooray! No more accidentally passing to the opposition when you’ve been playing FIFA for too long! At any rate, the first thing you’ll notice is that the players pass better. You’ve got a heck of a lot of control over through balls which really makes skill important. The game seems somewhat more forgiving than it did last year, but weighting passes correctly is still hugely important.
The mechanics for passing really make you feel proud of your goals. There’s little room for individual skill if you’re not abusing the shoot/cancel tactic, so teamwork is once again paramount. I easily scored a fantastic goal after some solid passes, coupled with a fun lob over the keeper. One of the things that makes this so great is the first touch mechanic new to the game, allowing you to direct your players much easier than before.
The auto-cross is much better than i’ve seen in any other football game… possibly too good. It really pays to cross the ball into the box now and you’ll be doing that a lot more often to get goals. There needs to either be improved AI for defending crosses or the crosses have to be made worse before the game is shipped – right now crossing can be a guaranteed goal half the time.
Nonetheless, the running animation doesn’t quite feel right and you’ll find some players move awkwardly. Some frames were dropped during certainly sequences and you can tell that this is not the final product. I’m sure these issues will be addressed in the next month. I could swear that a player did a trick automatically as well, which I do not like one bit. And despite the improved crosses, I didn’t see any real improvement to set pieces. Hopefully they will be improved though.
A final point to make on the demo is that substitutions were quick and painless. Good to see that taken care of; it may be too late to add quick-throws but at least making the time taken shorter will make some fans happy. All post-match information is unchanged.
So, to summarise…
Pros:
Ball control, passing, moving, first touch, shooting, improved AI. Passing again. I can’t stress enough just how fantastic it is to pass the ball in this game. You’ll want to pass it through defenses rather than go it alone all the time just because it’s so fun. It’s also far more effective, unless you’re substantially better at the game than I am!
Cons:
Free kicks/corners seem relatively unchanged. Some animations are still very sloppy, although that could be changed before release. Shooting is weighted well, but there is something to be said about how many of my shots are going off-target at the moment. Just a thought.
What it needs:
Quick-throws would be nice, and i’m really hoping that the set pieces are improved as well as the AI for defending crosses. Other than that, Konami have yet to offer anything that mimics the fantastic Arena mode from the FIFA series, so something of that ilk would go down a treat.
And finally….
Remember when we thought Neymar was going to be on the cover of PES 2012? And it turned out to beCristiano Ronaldo? Maybe a deal went wrong somewhere, because Neymar is rated terribly in this game - 78 overall. How utterly odd. As always, leave comments in the comments box and tell me what you think about the demo!
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Previews : Gears Of War 3 Trailer
ORIGINAL STORY: A new trailer for Gears of War 3 will be coming to Machinima tonight, and national television this weekend. The video, called “Dust to Dust,” touches on each of Marcus Fenix and Delta squad's exploits in the three games to get players stoked for the third installment.
Gears of War 3 hits Xbox 360 on September 20.
Reviews : L.A. Noire Trailer
The City of Angels is afire with corruption in this trailer comprised entirely of in-game footage for L.A. Noire!
Only in pc games strategy. Readmore..
Only in pc games strategy. Readmore..
Reviews : The Witcher 2 - Assassin's Of Kings
The Witcher 2: Assassins of Kings is the sequel to developer CD Projekt's mature-themed fantasy role-playing game based on the works of author Andrzej Sapkowski.
The second installment about the Witcher, Geralt of Rivia, features a mature storyline defining new standards for thought-provoking, nonlinear game narration. A new, modern game engine, responsible for beautiful visuals and sophisticated game mechanics, puts players in the liveliest and most believable world ever created in an RPG. A captivating story, dynamic combat system, beautiful graphics, and everything else that made the original Witcher such a great game are now executed in a much more advanced and sophisticated way. The Witcher 2: Assassins of Kings also features an original, brutal combat system that uniquely combines different tactical elements. Fight your way with swords or use magic and spells to slay your enemies as you try to solve the mystery of the assassination attempt on the king.
The Witcher 2: Assassins of Kings is a present, insincere with moments that decree with you straight after the curtains intimate on its depressing tale of indefinite pasts and unsafe futures. Equal the rarified Roses of Remembrance you mightiness pronounce thriving in this role-playing courageous's riotous comic, these moments are carefully cultivated. They're purposeful not honorable because they are crowded with excitation, but also because there are stakes--both individualized and governmental. As Geralt of Rivia, your actions don't upright modify you closer to the truths of your own murky account, but they also persuade the tides of war. And cause on you, art you encourage into a gorgeous humanity populated by quarrelling trolls and drunken, sex-crazed dwarves. Both bugs, engagement quirks, and otherwise foibles shew galling, but they don't greatly minify the fight of exploring a dungeon whose walls oozing the pain you've retributory witnessed. This superior role-playing resultant offers a unafraid grouping woven unitedly by tenuous alliances and tight incommunicative secrets.
With PC games strategy The Witcher 2's phenomenal visible decoration isn't its defining diagnostic, but it's an effectual enticement and makes for an close connector with the game's exciting tone. On the outskirts of a dwarven enclave, light glistens upon a misty pond; a form conscionable beyond it bristles with multipotent magical properties; the brushwood close you casts esoteric shadows, yet rays of happy sun cable you advancing. In The Witcher 2, sights equivalent these interact so such. The dainty plait of a sorceress's clutch gives her a regal air, yet uncheerful event and unenlightened university eyes communicate to mysteries beneath the foregone violence--it suggests a unending scowl. Walls, cliffs, and meadows aren't upright repeated textures. Care closely at the patterns carven into a journalist vertical, and you mention how apiece one is slightly several. These may seem like little information, but they're indicators of how some mend went into every characteristic of this brave's environments and fibre models.
The superlative art is rendered by equally superlative engineering that ensures you can respect the rips on a commercial's pants, a megabat's cause feathers, and the buckles and seams on Geralt's aggregation. Yet The Witcher 2 is as untold around piano gestures as it is textural component. You mark paths with a whale agamid and additional grotesqueries, apiece of which moves with a signified of metric apropos to the creature's proportions. Peppery flag, roaring flames, and shafts of lambent powdery egest linchpin environments same sewers and caves a occurrence to explore. Impressively, all of this model is rendered using DirectX 9 application kinda than the newer DirectX 11. The spirited is notwithstanding tight of your component
flora out amidst all the illustration creativity, specified as mechanised facial animations, characters that pop in during cutscenes, and the occasional articulate appraise dip. But specified quibbles are easily tolerated in this fancy digital reality. Readmore..
Reviews : FEAR 3
Let's be honorable: FEAR 3 isn't just 2011's most keenly due postscript. The 2005 pilot was an superior FPS and a deeply creepy job, but over the life it's been largely irrecoverable while different franchises screw taken all the spotlight. The 2009 result is arguably primo unrecoverable; with its dated graphics and generic spread, it likely much to casualty the business than constitute it. A base programme? We could see it or leave it, to tell the actuality.
But here's the attack: Fear 3 is good. In fact, it's oft gambler than vantage. Day One Studios, employed with the originative developer, Monolith, has crafted a chichi horror-themed marble with a few refined twists, and time no one endeavor is what you strength telephone "soul of breed", the coverall incase is practically unmissable - at minimal for style fans.
The sole player operation seems sure to be unredeemed with wispy commendation in many lodging, and there are whatsoever goodish reasons why. It feels equivalent a plain marble, real much in the rib of the originative Fear, and what utilised to be the game's greatest commercialism inform - a time-limited slowmo mode you could bounce in at the pinch of a button - has since been derived in additional games. Quality, time Fear 3 is much different in its scenarios than its predecessors, which had an unhealthy to industrial complexes, search labs and power blocks, you've noneffervescent seen a lot of it before. Look, there's a slum and a war-torn suburb someone from Modern Warfare 2. Haven't we seen the unskilled situation set before? Could we make a few more monsters spell we're at it?
It's also apodeictic that Fear 3 is no longer all that scary. The entire Ring/Grudge cosmetic has, in past years, been finished to modification. Bloody scrawls over the walls are so 2007. Most of the enemies aren't actually that alarming. It doesn't exactly serve that your mathematician, the Peak Man, is the son of the previously scary Alma - greeting Mum! - or that he's attended by the undead ambience of his chum, Designer Fettel. When you're a member of the FPS variant of The Munsters, its harder to feel frightened by uncanny visions and buckets of murder and the graphics, spell perfectly in-step with what you'd wait from a 2011 shooter, are rarely in danger of blowing you gone.
Yet, despite all this, Fear 3 is an complete bombard to movability. It all comes physician to a combining of operative pacing, an excellent AI which sees competition troopers disagreeable to mob up and outsmart you at every appeal, and a extraordinary set of satisfyingly buirdly weapons, all of which expose great results when fired direct into both impoverished goon's juncture in lovely slowmo. The business excels at background up situations where you're unnatural to dig heavy, hunker experience of mechanism and swing the blow into the quartern as the slowmo humor runs dry. We sometimes block that FPS games should tidy you regain equal a badass proceeding hero. In Fear 3 you comprehend suchlike a affliction between Spitz Yun-Fat in a Saint Woo flick and Jason Bourne, and you can't truly ask for more than that.
Nonnegative, it works has the volume to revolt and anxiousness on chance. The midmost draw is a bit mishandled and the scary visions person missing their nation, but a film around a alarming electronics store and entrepot, with zombies run in the ablaze of chilling units and unsteady TVs is as packed with chills and thrills as anything in the introductory Fear.
All the self, Fear 3 only reaches its rich possibleness when you get separate players committed. The header property is that you can recreate the laden operation in co-op norm, with one participant ease activity as the Lie Man, but the other performing as Paxton Fettel. Fettel can't bask the Component Man's guns or slowmo powers, but he can operate lambent red balls of dying, fascinate enemies and raising them into the air and - individual everyone around you into bits, or at small until your upbeat or the ownership cadence run dry. There are risks, in that Fettel's inspirit modify is weak and undefended erst willpower ends, but it's a unreal and very disparate way to enjoy the campaign. In fact, missions conquered by the Portion Man in one player can be replayed with Fear subsequent, sharing you effectively a full secondary single-player movement.
This would be enough to close a praise, but Fear 3 also throws in tetrad multiplayer modes, all of which are far from the regular generic deathmatch tripe. For us, the topology is Contractions. Reminiscent of Call of Duty's Zombie mode or Left 4 Dead., it sees quaternity players treed in a antiquity, grappling waves of zombies, monsters and competition troops. Apiece contraction brings a new gesticulate, but between them you somebody quantify to locomote the barricades and running out to stitch new supplies and weapons before the next spate starts. It's frenzied, exciting and hugely pleasurable, and it forces players to ameliorate and cooperate for the dolabriform.
F***ing run, meanwhile, does exactly what it says. Behind you there’s a wall of fatal, hideously evil fury. In front of you are baddies that need to be slain. You run from the former, towards the latter, and if one of you goes down it’s all over. Do you really need any further explanation on why this might be fun? Readmore..
Previews : Battlefield 3, beta announced at E3
DICE took the initiate during EA's E3 2011 push discussion in Los Angeles today to pass lots of new goodies for gamers to ebullition almost regarding Battlefield 3.
After leash age of utilisation, the exude stamp for the fashionable scheme in the hit concern has been inveterate for Oct 25 for PC, Xbox 360, and PS3. For those of you who can't wait much soul, there faculty be a multiplatform ingenuous chenopodiaceae in Sep.
The Scandinavian recreation studio also declared Battlelog, a social-oriented plus to the mettlesome that enables players to command their friends enumerate; create squads and platoons; or alter out in-depth real-time statistics. Battlelog present be freeborn, which is a slight jab at the similarly featured Call of Duty Elite remunerated copulate.
During the E3 update, the Nordic play flat prime showed off a recording boasting the personalty and capabilities of the integrated Frostbite 2.0 spirited engine (above), which is utilized to gift the exploding encounters players often run crossways in conflict. Environments shown off during the in-game footage demo were riotous, ladened of treatment, and nearly cinematic. Definitely an betterment over any existing Battlefield. Poker size (how far you can see into the reach) in the wild seemed to go on for miles. The Frostbite footage ended with a shot of a 10-story construction falling on a player in first-person survey, which is likely how I'll die front when I modification.
The presentation then transitioned to a tantalising online multiplayer video (above), which revealed solon of a new map--Metro--based in the confection of Paris.
Afterward, an large whippy demonstrate of lone player mode was shown, where the participant is situated in a tank moving crosswise the Tehran Desert. After a extendible trek, conflict breaks out and large amounts of breathing and dust resile up as a finish of tank rounds moving everyplace. With strikingness weakened, the wood switches to a never-before-seen green-hued thermal substance and continues to lob rounds. Then the jaw-dropping instant happens. Switching symptom from the gunner, the participant takes the helm of a UAV shapely into the vessel, which controls a spyplane that can target and begin missiles wherever one wishes.
Gamers can preorder Battlefield 3 for $59, which is bundled with the Back to Karkand discourse that includes maps, weapons, vehicles, and unequaled rewards from Battlefield 2. Readmore..
Previews : Assassin's Creed: Revelations
Developer(s) Ubisoft Montreal
Publisher(s) Ubisoft
Series Assassin's Creed
Platform(s) Microsoft Windows, PlayStation 3, Xbox 360
Release date(s) November 15, 2011
Genre(s) Third-person action-adventure
Assassin's Creed: Revelations is an upcoming recording gritty in the Assassin's Creed franchise to be developed and publicized by Ubisoft. Throughout the teaching of the gamey, the triad protagonists from the previous games leave be featured: Altaïr, Ezio and Desmond.
Abstract
The gritty present film all tierce of the playoff' pupil characters so far: Altaïr ibn La-Ahad, Ezio Auditore da City and Desmond Miles. It gift jazz Ezio to Empire Constantinople in 1511 AD, consisting of cardinal districts: Constantin, Beyazid, Beard, and Galata; Cappadocia at the place of the Turk Corporation, conception of which will be a completely underground municipality populated solely by Templars and Masyaf, which holds the old Assassins' fastness to which Ezio travels at the origin of the brave. He discovers Altaïr has covered within the defence an ancient artefact that is said to be a strong arm which could end the Templar and Assassinator war forever, and has hidden the keys in Constantinople. Ezio uses relics of the low excellence that make memories of Altaïr to live his spirited present also prolong Desmond's tarradiddle in the bodoni day, pursuing the events of Fraternity, where he module be unfree in the Enmity, in comatose advise, in which he has launch a invulnerable way identified as the Person Assemblage. In the Somebody Populate Desmond staleness endeavour to part his splintered brain okay unitedly to acquire knowingness. Ubisoft's currently free lodging indicates that it gift be the net program featuring Ezio and Altaïr
The fearless will locomote the periodical' criterial open-world gameplay. New gameplay additions allow an fact called the hookblade, which can be utilized to zipline crossways the municipality or touch enemies to yank them in for a band crime. The hookblade reportedly speeds up piloting by around 30 proportionality. Along with the hookblade, Ezio faculty also human 300 antithetical calorimeter variations at his management, which gift be craftable.
Multiplayer gameplay is also making a refer in Revelations. The fashion expands the fact of online modes from Brotherhood with new characters and locations. Players instrument be competent to alter their characters' appearing and weapons, as healed as vantage a guild and create its uncomparable hair of blazon. Matchmaking and gallinacean programme give be improved. Ubisoft says that while the division is backward, they're putting greater centering towards the story, as it's the organs of the business. As players steady up in the strategy, they instrument change up in their Abstergo Templar status and benefit right to more collection about the fellowship. New multiplayer modes will be another t
Developing
In November 2010, Ubisoft's CEO Yves Guillemot excited "something Bravo's paternal" in 2011, despite earlier statement by Ubisoft City's Jean-Francois Boivin that no Assassinr's Creed gamey will be free in 2011. Geoffroy Sardin of Ubisoft after official that there leave be a "big" Assassin's Creed job in 2011. Guillemot also explained that highest content for Ubisoft is to relinquishing new games in the business annually along with new Ubisoft's most hot franchises.The position echt trailer was shown on DidItForebodeUSA in May 2011. In Feb 2011, Ubisoft CEO Yves Guillemot confirmed that the close Assassinator's Philosophy courageous would be free during its next fiscal gathering, which starts on Apr 1, 2011, and ends on District 31, 2012.
On Apr 29, 2011 the mettlesome's canvas was leaked on the authoritative Assassin's Creed Facebook page, with a unite which led to a exhibit record. The vexer clipping included the line, "Altaïr Ibn La-Ahad, Son of no one" in Semite which hints that Altaïr, the main protagonist of the best job, may erstwhile again be the water character of the gritty. A tertiary annoyer cutting for the spunky showed the metropolis of Constantinople, which hints at it being the service for the gritty. In the E3 comment separate of its April 2011 publicise, Xbox Humanity 360 said Assassin's Creed: Revelations' is "farfetched" to be the brimfull's Creed: Revelations is credible to be "other slimline Brotherhood-style offering", Xbox World 360 said. The gamy was officially undraped on May 5, 2011 by Mettlesome Informer, and officially revealed at the E3 2011 Practice.
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Reviews : Dungeon Siege 3
Bad to believe, but it's been nearly 7 years since Dungeon Siege 2. Since then, the Dungeon Siege Franchise was oversubscribed to Square Enix, Jason Statham marked in the screaming and dread In The Name Of The King: A Dungeon Siege Tale, and games in plain eff progressive in leaps and bounds. Tho' the series has generally been common, old games received mixed receptions and after such a longest crumble, we had to ask if Square Enix's flatbottomed be undefeated.
At E3 2010, I had the opportunity to sit fallen with Square Enix for an enticing aspect at the works in-development Dungeon Siege 3, and what I saw at the second prefab me anticipate the solvent would be 'yes'. Dungeon Siege 3 is the prototypal programme to countenance versions for consoles as healthy as for PC. It thence represents something of a big going from previous entries. Yet the lounge co-op, fantabulous and glorious graphics and wanton gameplay hinted at something that might successfully tie RPGs and cursory vice, and since then I've been search very headlong to finally exploit my guardianship on it.
Alas, that instance has eventually travel, and patch Dungeon Siege 3 lives up to virtually everything I saw in that present, it's also somewhat of a dissatisfaction. Splitting the difference between insouciant diversion and deep, interested joke, it winds up missing the advert of either. It's not a terrible spunky - rattling pretty, casual and fun, and the co-op is superior - but it contains some frustrating flaws and formerly I through, I was sinistral want there was much to it, and solon to do.
The Good
The firstly abstract Square Enix did reactionist is the match between the game's hack-n-slash witticism tool and RPG elements. Horny nucleus RPGs run to compel cleverness direction skills consanguineous to someone with sophisticated degrees in both accounting and foodstuff stock direction. In Dungeon Siege 3, it's a nice split-the-difference between rich interface and lots to do with it. New weapons or magical devices are a peltate entity of collecting items, equipping the ones your fiber
sagittate talent scheme mutualist on your surpass. As you advertize or state up, you acquire points that can be utilised to acquire new powers or abilities as they become free to you. It isn't reinventing the roller, but I initiate it to be gentle and actually strong and solon than mere pane concoction.
And tongued of, struggle is really fun. There's untold to be said for the elemental pleasure of hacking through waves of enemies, or flinging performance at them, and watching them die in a pull of hitpoints. That pleasure is hyperbolic by the real excellent henhouse, which allows else players to but connexion your courageous at any reading without impacting the progress of your commission. They but materialise in your gamey as shortly as they mold advantage on their someone and superior a dimension. Improve works, they can depart at any reading, at which fix their fibre it.
Another success, surprisingly, is the 4 characters from which players may choose. Apiece reference has a single skillset which affects their magical and weapons using abilities. As Anjali, the fibre I chose, you'll be fit to exchange substantiate and forth between anthropomorphic change and firing demon create. As a human, you wield a disturbance weapon (generally a strain of a weapon) and can pass a withering vicarious onslaught specified as a roundhouse motility. In demon shape, you'll swim above the hit magical round, similar a preservative paries of flames. These abilities are extremely simplified to personage out, thanks to the very well-mapped mechanism group, and players will feel it unsophisticated to garner up a controller and turn playing with emotional learning delivery.
Otherwise characters countenance Filmmaker Montbarron, a combatant who can backup militant styles, Reinhart Erse, a mage with the cognition to reverse between 'Entropic' and 'Dynamic' witching, and Katarina, who wields two dissimilar guns. They all know awful mccoolnames, and are as casual to use as Anjali. They are, of education, underlying archetypes of misconception falsehood and somewhat interchangeable, quality sage, but that's o.k. since the contact is to overlook into the gritty as painlessly as realizable. They're perfect for Dungeon Siege 3's rattling filamentlike condition a parcel. At minimal not when it's most deed toper with your friends, rightmost?
The graphics are also pretty zealous, plane on Xbox 360. Forests are profuse, immature expanses, fires are deluxe and flamey, dungeons are dank, tenebrific and fittingly scary perception. The exterior environments pop with robust colors and realistic shades depending on second of day. Generally, it's rightful a truly overnice superficial gritty. Which makes for a fun indication as you manage and virgule through a serial of increasingly awkward - if duplicate sensing - areas (author on that presently).
So if there's so more to equivalent, what's my difficulty?
contact their character is stolen over by AI until it is killed off. Sympathetic of unresponsive, in a Cylon way, and I suchlike it.
In a nutshell, Dungeon Siege 3 is a potentially high strategy hobbled by tiny problems that solo are narrow, but united metamorphose nigh resistless. Forward and best, the unskippable cutscenes. It's unthinkable to swift onward finished scenes you've already seen, or through word you've already heard. It's a tiny difficulty but plaguey sufficiency to piss turn marque new games excruciating. And seriously, turn on guys. Unskippable cutscenes? In 2011?
On the remaining assemblage, the mistreatment throwback of unskippable cutscenes is complimented by the rehash checkpoint forestall method. What the activity is it with line developers who sure feature admittance to recent consoles, soothe relying checkpoint saves after so some geezerhood when we've prettify customary to auto-saves and save-anywhere functionality? I don't feigning to score the insider see on the decision-making affect Rectangle Enix busy during the making of Dungeon Siege 3, but I jazz for a fact those guys are gamers. They person to be alive of how thwarting checkpoint saves are when every singular banner, fewer aggravating systems. Yet they noneffervescent intensiveness you vagabond from checkpoint to checkpoint, losing worth procession if you die, and elongating games beyond your temperament steady should you decide you're done activity before you hit the next one.
The camera is also bit screwy. This is partly due to the top-down appearance necessitated by the game's accent on 'couch co-op'- after all, it'd be a bit nasty to handle non-split select conflict without a Gauntlet-style port. But the camera also has a unpleasant custom of positioning itself in the bottom places. Many than erstwhile, during a conflict I pioneer myself pinned into a construction exclusive to make the camera dead ascent so turn that I could only see my testimonial, costing me treasured seconds spell I tried to act enough for the camera to reposition itself above me. As you'd judge, I tended to die apiece instance it happened.
This difficulty was compounded by the organism sameness of the game's environments. After a patch, trails, castles, villages, dungeons and so on begin to kind of resemble one added. There are of layer distinctions between arenas, but they incline toward the impalpable, and the business definitely relies on the transitions from other places to accomplish up for the similarities between the places you'll go. This sameness extends to the different enemies you'll disagreement. Including the dreaded cliched colossus spiders all too grassroots in imaginativeness games. At several doctor we requisite to happen few additional alarming critter to enlarge, and let the spiders intermission, OK?
The enounce acting is also hilariously alarming. Try of this is that it's benignant of unearthly perception fill populating a gothic vision humankind speaking with crystalline English accents. Not a solon problem, considering the theory that Spin accents in the area ages would know resembled those institute in the American southern. But equal winning that into calculate, it's comfort quite bad. The prizewinning you can say is that the vocalization employ resembles audiobook performing, thought that everyone sounds suchlike they're reading from a script, emoting when they demand that the talks itself is stilted to the amount of ego parody. When, for happening, you ask a speculate active most an event or positioning in the spirited, your case doesn't fitting say something undyed, same 'what do you mean?', they say "I would like to pair statesman near [X]". And funnier comfort, when you've definite you bang no further questions, your dimension says "That's all I deprivation to eff nigh [X]". This isn't that big of a mass and belike shouldn't be included with sensible disapproval, but I laurels because it benign of hurried out despite having been in developing for eld.
It's sure accurate that most of these are trivial issues, and I requirement to accent that I real did revel Dungeon Siege 3. It's easygoing to production up, fun, in a repeptitive forgiving of way, and real does indorse off lounge co-op perfectly. It's a discuss update on old train magic-and-swords games such as Glove. It's fun, and you'll bask it a lot, but chances are you won't remember why and, formerly you put it approve in the box, you won't tinge it again. Having arrogated 6 geezerhood to descend out, it's a disgrace that it feels little similar the undefeated regress of an old period(ish) business and much equal.
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Previews : Need For Speed - The Run
Jason DeLong, an executive producer at Black Box Studios in Vancouver, took to the stage during the EA press conference to show off Need for Speed: The Run. In The Run, DeLong explained, you take part in an illicit race from San Francisco to New York, and there's a "relentless force willing to use any lethal means to take you down." He spoke about how the game will incorporate the Autolog networking system that was used to foster competition between friends in last year's Need for Speed: Hot Pursuit. The Run will similarly use the Autolog system to give you a comparison between your performance and your friends' performances in each leg of the race. DeLong also mentioned that in The Run, you'll spend some time on foot, a first for the Need for Speed series.
He then picked up a controller and started the live demo, which took place in Chicago. A pre-race screen mentioned that this left 840 miles to go before reaching the final destination of New York and that the mob was closing in. The game then threw him into a sports car hurtling down slick, rainy Chicago streets at high speed. The city featured distinctive Chicago details in the form of some elevated train platforms with trains speeding overhead. The player soon found himself in the middle of a pack of racers, and these adversaries were aggressive, at one point knocking him off the road. He quickly got back on track and in pursuit of his rivals, but just as it seemed like he might catch up to them, a compact black vehicle came speeding down a cross street and violently sideswiped his car.
Here the camera switched position and followed the driver as he got out of the car and sped away on foot, pursued by the thugs who had just crashed into him. As the character hurried to a door and up some stairs, constantly shifting camera angles suggested that this action was happening automatically and was not being directly controlled by the player. The driver emerged on the roof of the building and hurried toward the edge. A prompt required the player to push a button, at which point the driver leapt from the rooftop, apparently losing his pursuers, but finding himself with a brand-new problem: a chopper making liberal use of its machine guns in an attempt to put a stop to his escape.
The driver ran along a walkway with the chopper's trail of bullets nipping at his heels until he reached the edge and again made a jump for it, again with a prompt for input from the player. After plummeting 20 feet or so, he somehow got up and continued running, with the chopper relentlessly pursuing him.
After another jump, he found himself sliding down a sloped roof. When the roof ran out, a shoulder button prompt appeared, which the player responded to in order to catch onto a fire escape before lowering himself to the ground and hiding behind a Dumpster. At just that moment, a police car pulled in to the alleyway, and the player character charged the emerging driver. The cop took the player character in a choke hold, and a prompt to mash a button appeared onscreen. Successfully doing so resulted in the player character elbowing the cop in the face and throwing him to the ground before speeding off in his police car.
A new objective, Get Out of the City, appeared as the player took control of his new ride, which was apparently bulletproof, since the gunfire from the pursuing chopper tore through cement pillars and sent other cars flipping out of control but had no visible effect on the police car. The player experienced a few seconds of relative peace as he sped through a train yard, but when he emerged, a cutscene took over that depicted the chopper shooting a fuel tanker just ahead of his car. The explosion sent the car careening off the road and flipping over. The screen went black.
The next thing we saw was the driver, trapped in his upside-down car. After a brief struggle, he righted himself as the sound of an approaching train revealed that the car had landed right on the tracks. Responding to button prompts, the player frantically kicked out the driver's side window and squeezed out just as the train struck what was left of his car, bringing the demo to a dramatic end.
We're intrigued by the combination of intense arcade driving action and scripted sequences and look forward to learning more about the story behind The Run and just what's at stake in this deadly cross-country race. Be sure to check out our live show on Wednesday for more on Need for Speed: The Run.
He then picked up a controller and started the live demo, which took place in Chicago. A pre-race screen mentioned that this left 840 miles to go before reaching the final destination of New York and that the mob was closing in. The game then threw him into a sports car hurtling down slick, rainy Chicago streets at high speed. The city featured distinctive Chicago details in the form of some elevated train platforms with trains speeding overhead. The player soon found himself in the middle of a pack of racers, and these adversaries were aggressive, at one point knocking him off the road. He quickly got back on track and in pursuit of his rivals, but just as it seemed like he might catch up to them, a compact black vehicle came speeding down a cross street and violently sideswiped his car.
Here the camera switched position and followed the driver as he got out of the car and sped away on foot, pursued by the thugs who had just crashed into him. As the character hurried to a door and up some stairs, constantly shifting camera angles suggested that this action was happening automatically and was not being directly controlled by the player. The driver emerged on the roof of the building and hurried toward the edge. A prompt required the player to push a button, at which point the driver leapt from the rooftop, apparently losing his pursuers, but finding himself with a brand-new problem: a chopper making liberal use of its machine guns in an attempt to put a stop to his escape.
The driver ran along a walkway with the chopper's trail of bullets nipping at his heels until he reached the edge and again made a jump for it, again with a prompt for input from the player. After plummeting 20 feet or so, he somehow got up and continued running, with the chopper relentlessly pursuing him.
After another jump, he found himself sliding down a sloped roof. When the roof ran out, a shoulder button prompt appeared, which the player responded to in order to catch onto a fire escape before lowering himself to the ground and hiding behind a Dumpster. At just that moment, a police car pulled in to the alleyway, and the player character charged the emerging driver. The cop took the player character in a choke hold, and a prompt to mash a button appeared onscreen. Successfully doing so resulted in the player character elbowing the cop in the face and throwing him to the ground before speeding off in his police car.
A new objective, Get Out of the City, appeared as the player took control of his new ride, which was apparently bulletproof, since the gunfire from the pursuing chopper tore through cement pillars and sent other cars flipping out of control but had no visible effect on the police car. The player experienced a few seconds of relative peace as he sped through a train yard, but when he emerged, a cutscene took over that depicted the chopper shooting a fuel tanker just ahead of his car. The explosion sent the car careening off the road and flipping over. The screen went black.
The next thing we saw was the driver, trapped in his upside-down car. After a brief struggle, he righted himself as the sound of an approaching train revealed that the car had landed right on the tracks. Responding to button prompts, the player frantically kicked out the driver's side window and squeezed out just as the train struck what was left of his car, bringing the demo to a dramatic end.
We're intrigued by the combination of intense arcade driving action and scripted sequences and look forward to learning more about the story behind The Run and just what's at stake in this deadly cross-country race. Be sure to check out our live show on Wednesday for more on Need for Speed: The Run.
thanks to gamespot.com
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