Thursday, May 1, 2014

Battlefield 2142



Battlefield set in the near-future? Well, it raised a few eyebrows at first, we can tell you, but once we'd all got comfortable with the idea of the series tweaking the nose of science fiction we settled down and waited for the ride. It turned out EA and Digital Illusions didn't disappoint, and yes, it helped enormously that it had great stomping metal bastards - or 'mechs if ya like - in it. The new Titan mode of play proved pretty damned good as well, managing to combine the series' trademark 'open-area' battles with fast-paced and lethal combat one inside the Titan itself. It boasted more persistent player features than Battlefield 2 too, meaning fans had plenty to work for.

Faces of War


Faces of War thrusts gamers into the decisive battles of World War II in Europe. Players command American, English, Soviet and German troops while fighting famous conflicts such as the Normandy Invasion, the Battle of the Bulge or the Battle of Berlin. Thanks to complex artificial intelligence, soldiers don't simply execute any order given by a player, they think about how to do it in the most efficient and safe way, integrating a psychological element into the combat gaming fray.




Ghost Recon: Advanced Warfighter



2006 was the year that saw Ubisoft's squad-based tactical shooter series Ghost Recon finally return to the platform where it all began. And it was worth the wait, GRAW delivering a delicious slice of gun porn with plenty of tense gun fights and hot action. One of the game's real standout features was the Cross-Com, a tech device on your helmet's visor that fed you information on waypoints, objectives, locations of squad members, enemies etc, and which was responsible for lifting the tactical part of the game considerably. And, GRAW on PC was developed exclusively for the platform, which makes us feel all warm and loved.

Tuesday, September 24, 2013

Metal Gear Solid: Rising

Metal Gear Solid: Rising is a cancelled game that was intended to be the ninth title in the Metal Gear series. Originally announced at E3 2009, the game went through a long development process at Kojima Productions, who struggled to fully develop the game. At the beginning of 2011, Hideo Kojima decided to hand the development of the game over to Platinum Games, who revamped the entire game into Metal Gear Rising: Revengeance.
The game was to star Raiden and was to be set between Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 4: Guns of the Patriots. Kojima was the executive producer while Shigenobu Matsuyama was the original producer but was replaced by Yuji Korekado prior to the game's cancellation.
Metal Gear Solid: Rising was based around a concept known as "zan-datsu", literally "cut and take." The game's original director Mineshi Kimura explained in a Konami press conference that the "take" part revolved around Raiden literally taking power from enemies, a concept shown in the trailer as Raiden absorbed the power from a robotic soldier's intestinal battery. This concept of "taking" was not limited to power; intelligence essential for a mission objective might also be taken from enemies, as well as other components. The game was also to feature a slow motion element that would aid in the accurate cutting mechanic. This would be carried over into Metal Gear Rising as Blade Mode. 

Tuesday, July 30, 2013

Mirror's Edge




Mirror's Edge is a single-player, first person, action-adventure platform video game developed by EA Digital Illusions CE (DICE) and published by Electronic Arts. The game was announced on July 10, 2007, and was released for the PlayStation 3 and Xbox 360 in November 2008. A Microsoft Windows version was released on January 13, 2009. Mirror's Edge is powered by the Unreal Engine 3, with the addition of a new lighting solution, developed by Illuminate Labs in association with DICE.

The game has a brightly colored style and differs from most other first-person perspective video games in allowing for a wider range of actions—such as sliding under barriers, tumbling, wall-running, and shimmying across ledges—and greater freedom of movement; in having no heads-up display; and in allowing the legs, arms, and torso of the character to be visible on-screen. Mirror's Edge is set in a futuristic dystopian society, in which a network of 'runners', including the main character, Faith, are used as couriers to transmit messages while evading government surveillance. In the style of a three-dimensional platform game, the player guides Faith over rooftops, across walls, and through ventilation shafts, negotiating obstacles using movements inspired by parkour.

Mirror's Edge has received mostly positive reviews, with the PC version garnering a Metacritic aggregated score of 81%. The game's uniqueness and its expansive environments have received praise, while criticism has centred on its weakness of plot, trial and error gameplay and short length. A soundtrack featuring remixes of the final credits song "Still Alive" by Swedish singer Lisa Miskovsky (unrelated to the song of the same name featured in the credits of the 2007 game Portal) was also released. A side-scroller version of the game for the Apple iPad was released on April 1, 2010 and for the iPhone on September 2, 2010. A port of the game was released for Windows Phone on July 13, 2012, with an initial exclusivity period for owners of Nokia Lumia phones.

At the Electronic Entertainment Expo 2013, a prequel was officially announced. The story will revolve around Faith's past and beginnings




EA Need for Speed Shift



 Shift into high gear! Designed to deliver a true driver's experience that reflects contemporary motorsports, Need for Speed Shift is built by racers for racers. Need for Speed Shift delivers an authentic and immersive driving experience, replicating the true feeling of racing high-end performance cars like never before. Players are thrust into the heart of the action with immersive and exciting features including a stunningly realistic first-person cockpit view camera and an all-new crash mechanic, providing an unrivaled sensation of the speed and feeling of racing a car on the extreme edge of control.
Release Date: September 15, 2009
E for Everyone: Mild Violence

System Requirment 
Processor : Intel Core2 Duo 1.4 GHz
Ram 1 Gb
Operating System Window Xp Or Window Vista/7
Video Card Memory : 256 Mb
6.5 Gb Free Hard Disk Space
Sound Card - DirectX 9.0c Compatible

Dragon Age: Origins




It is a giant leap back in time. It is an old school fantasy RPG for old school fantasy RPG fans. It is a 100 hour epic for those with the time and patience to experience it. It is a step in the wrong direction for some, but, for a chosen few, it is a step in the right direction.

Not for them is the third-person cover-based shooting of Mass Effect. Not for them are radial dialogue wheels. Not for them are cinematic camera angles and film grain effects. Not for them are trendy science fiction shotguns and power wheels mapped to controller shoulder buttons. For them, top down camera angles, text-based dialogue and spells and swords and rings and Dwarven chainmail are as welcoming as a camp fire set in an elven forest.

This is Dragon Age: Origins, BioWare's latest RPG epic. It is a game that modern day BioWare fans, schooled on the Canadian studio's skill in making console RPGs accessible without sacrifice, may have imagined as Mass Effect in Oblivion's clothes. They were wrong. Dragon Age is archaic. It is the spiritual successor to BioWare's own Baldur's Gate series, which last saw a release in 2001 with Baldur's Gate II: Throne of Bhaal. It is a game that reeks of decade-old PC mechanics, both good and bad. It is a game designed for the mouse and keyboard interface of the PC, and for PC fans familiar with the genre's jargon. Pause-and-play combat, spell combinations, aggro, tanking, dispelling, buffing, ranged DPS, melee DPS, talents, skills, willpower, constitution, rogues, warriors, mages, humans, dwarfs, elves... for the Dragon Age fan these terms are as familiar as the simple act of clicking on a line of unspoken dialogue.

This is not to say Dragon Age is a poor game - it is superb, in fact. It sucks you in from the moment it begins, and, like the best page-turners, leaves an itch in your mind. In the shower, on the bus, at work, in meetings, over dinner, Dragon Age's gargantuan world is there, compelling you to return like an addict seeking a hit of relief.

This addiction sets in remarkably quickly, which is testament to the gravity of the game's opening. Your first act is a choice; one you know will affect all that follows. Which Origin story do I wish to play? There are six: human noble, magi, city elf, Dalish elf, dwarf commoner and dwarf noble. Your starting area, your first hour with the game, and how the game's many non-player characters react to you, is changed as a result of this choice. It's a remarkable effort on BioWare's part. If we were to score replayability, Dragon Age would get a 10.

I am Alexia, a female human noble. She is tall, beautiful and blonde. She favours coercion over brute force, despite her proficiency with one-handed blades and shields. She is a herbalist, able to concoct healing potions by combining flasks with Ferelden's many plants. She began her adventure as a warrior in training - fearsome, but privileged. Her family are aristocrats, admired and respected as members of the noble house Cousland. But their cosy peace is about to be shattered: there is a darkness coming. The Blight is here. The darkspawn, evil mutant monsters, wish to purge the land of all that is good and green. Some wish to ignore the threat; others, including the mysterious and powerful warriors known as the Grey Wardens, know the truth, for they faced the darkspawn hundreds of years ago. Their mission is to first convince the races of the world to mobilise for war, then send the darkspawn back into the hole from which they crawled.

Whatever your Origin story, you end up recruited into the Grey Wardens and fighting the darkspawn in the Battle of Ostagar. It is a scene airlifted from The Lord of the Rings' Battle of Helm's Deep: As the battle rages below the fortress' stone walls, as the night sky spews a relentless rain, you, along with three party members, head to a tower to signal a flanking force. Inside, darkspawn defend. You make your way to the top and slay an ogre. Blood and guts adorn your sword, armour and face. But aid does not come: You are betrayed as your ally turns its back on the battle. You escape, but only just. You find the Grey Wardens' good name tarnished - you are blamed for the defeat. From there, you set out to spread the truth and mobilise bickering factions into action. The darkspawn have arrived, and their fury will be without mercy.

It is a familiar setup, one high fantasy fans will have seen before. Indeed, Dragon Age is a familiar game, one that does nothing new or groundbreaking. The PC version (the version tested), is particularly old school, with a tooltip-based user interface and a panned-out top-down perspective - one the console versions do not include - for easier party micro-management. The combat is a brutal, bloody, and slow clash of steel and magic. The mechanics are as they were a decade ago. The space bar pauses combat - your four-man party frozen in time as you dish out precise actions. What buffs should I trigger? What abilities should I use? What spells should my mage cast? Where should I position my rogue? Who is tanking, and what? Dragon Age on PC is unforgiving. BioWare violates the Trades Description Act with its "Easy" difficulty setting. The game demands careful planning, flanking tactics and clever use of skills. A word of advice: quick save as often as your F5 button can withstand.