Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Friday, August 30, 2013

Nintendo Reveals The Hideous $130 2DS, Will Cut Wii U Price To $299


Nintendo wants to compete with cheap tablets more than ever, but just not the way you think. The company will release a new version of the 3DS — the Nintendo 2DS, which has a tablet-esque form factor. As the name suggests, it is a 2D-only handheld console compatible with 3DS and DS games. At $129.99, the 2DS is $40 cheaper than its sibling. The company also announced a $50 price cut for the Wii U on September 20, ahead of the releases of the PlayStation 4 and Xbox One.
While the 3DS is doing well, it’s another story for the Wii U. As of June 30, Nintendo reported 3.61 million sales. As a reminder, in July 2007, seven months after the release of the Wii, the company was selling 1.8 million consoles each month. Now, Nintendo wants to compete on price to stay relevant.
But the console still lacks games. Many third-party publishers, such as Electronic Arts, Activision and Ubisoft, will only release their games on the Xbox One and PlayStation 4. The PlayStation 4 will cost $399 and the Xbox One $499.
Nintendo probably thought that launching the Wii U a year before its competitor was the right move to get a head start. But it is hard to convince existing Wii owners that the Wii U isn’t just a tiny upgrade with a tablet-like controller. The name of the console itself doesn’t help. It finally is an HD console from Nintendo, but it’s hard to communicate about the number of pixels on a screen.

With the 2DS, Nintendo finally built a gaming tablet. It could have a certain appeal to parents who are hesitating between a cheap Android tablet and a Nintendo handheld console, but the form factor doesn’t seem very practical for gamers, and especially children with tiny hands.
Available on October 12, the 2DS will retain the same features as the 3DS, except its main feature — the 3D display. It has the same stylus, Wi-Fi and comes with a 4GB SD card. While $130 is cheap, 3DS games are still more expensive than iOS or Android games. But you won’t find Mario on your iPad.
As Nintendo suggests in the 2DS promo video, the new console is “a handheld gaming system from Nintendo like you’ve never seen before.” Everyone can agree that Nintendo is right on this one.
An earlier version of this article misstated the price of the 3DS. It is $40 more expensive than the 2DS ($169), not $50.
Nintendo 2DS Gameplay

Thursday, August 29, 2013

LOST PLANET 3


Lost Planet 3 is a third-person shooter video game developed by Spark Unlimited and published by Capcom for Microsoft Windows, PlayStation 3 and Xbox 360. The game is the prequel to Lost Planet: Extreme Condition and Lost Planet 2 and takes place on the same planet of E.D.N. III. The game will take a more story-driven narrative approach to the campaign similar to the first game. Unlike previous games in the series, which were developed internally by Capcom, the game will be developed externally by Spark Unlimited with Matt Sophos serving as game director, though series creator, Kenji Oguro, is still attached as franchise creative director. This follows a recent trend of Capcom games being developed by Western developers rather than internally, such as DmC: Devil May Cry.
In the first game, NEVEC had become a dictatorial force on E.D.N. III having defeated the Akrid and only being left with defeating the Snow Pirates who were rebelling against their governance. However, in the game NEVEC has not yet become an antagonist and instead is helping make the planet habitable to humans by constructing thermal posts on the planet to combat the harsh icy weather conditions. Though as the story progresses Jim begins to unravel the dark secrets of NEVEC.
The Akrid, an enemy that has been present through the entire series, is suggested to be one of the enemy types faced by the main character. This was shown in a leaked trailer for the game.
Lost Planet 3 reveals new truths about the foreboding planet and the colonial history of E.D.N. III, returning players to the extreme and unpredictable conditions that characterized the Lost Planet series, now harsher than ever before. The game delivers a diverse range of gameplay including on-foot battles and intense first person action. With a number of multiplayer modes and a compelling single player experience, Lost Planet 3 will delved into the hidden truths within the unique and dynamic environment of E.D.N. III.
Lost Planet 3 introduces Jim, a rig pilot who leaves Earth to take on a hazardous but lucrative contract on E.D.N. III working for Neo-Venus Construction (NEVEC.) NEVEC's existing Thermal Energy reserve is running low, and the fate of the Coronis mission depends on the natural source of the energy supply being located. Realizing the opportunity for a huge pay-off and early ticket home, Jim braves the risk of the treacherous environment and threat of the indigenous Akrid. Acting as a home away from home and boasting an array of tools that can assist Jim on the field, the utility rig provides Jim's safety and is essential for not only his contract work but also his protection against the ever-changing climate.
The game's gameplay will be more similar to the first game with a story-driven adventure rather than the second game which replaced the story-driven narrative with a simple co-op and grind-heavy campaign. Using the game's mission-based mechanics, players can choose to take on core quests that progress the story, or side-quests to help out fellow colonists on the planet. The game will allow players to openly explore areas in a style similar to role-playing games with the ability to talk to non-player characters, obtain side-quests, upgrade equipment and build their own bipedal rigs using items gathered throughout the campaign. Thermal energy will no longer be tied to the characters life support, and instead will primarily be used as a form of currency, giving the player more freedom to explore E.D.N. III. Once again, the antagonists of the game will be the Akrid, "aliens" indigenous to the planet of E.D.N. III.

Lost Planet 3 Minimum System Requirements

OS: Windows XP
CPU: Intel Pentium Dual Core E6400 2.13GHz or AMD Athlon X2 Dual Core 5600+
RAM: 3GB System Memory
GPU: GeForce 9800 GT or ATI Radeon HD 4770
DX: DirectX 9.0c
HDD: 16GB Free Hard Drive

Lost Planet 3 Recommended System Requirements

OS: Windows 7 64bit
CPU: Intel Core 2 Quad Q6700 2.66GHz or AMD Athlon II X4 630
RAM: 8GB System Memory
GPU: GeForce GTX 460 or ATI Radeon HD 6850
DX: DirectX 9.0c

Well, those recommended requirements aren't messing around, asking for a hefty 8GB of RAM as well as a potent quad core. The minimums are also fairly high, but with the 9800 GT not being much better than the 8800, they aren't too bad.

Ouya review


The ongoing explosion in independently developed, low-budget video games has been a boon for players who travel. Whether I'm on the road with an iPad, an Android smartphone or a laptop, I know there's a huge library of games to play.

When I get home, though, I want to play on a bigger screen. That's where the Ouya comes in. It promises to deliver the best in inexpensive indie gaming on a high-resolution screen, through a small device that runs the Android operating system designed for phones and tablets.

Ouya costs just $100, a few hundred dollars less than what you'd pay for a major game console. Thousands of gamers and game developers got Ouyas over the past few months after contributing at least $95 to Ouya's creators through the group-fundraising site Kickstarter. The device went on sale more broadly on Tuesday.

Ouya runs Google's Android system and is built around Nvidia's Tegra 3 processor, used mostly in smartphones and other mobile devices. That should make it easy to port over the thousands of games already made for Android phones and tablets, but for now you're limited to software specifically designed for Ouya. Nearly 180 games are available so far through Ouya's online store, with many more expected.

Each game has a version you can download for free. If you like what you see, you can download a full version for a few bucks. By contrast, games for one of the big three consoles can cost as much as $60 each - usually with no free trial.

The device itself is a cube measuring 3 inches on each side, with slightly rounded corners on the bottom. The controller is a bit chunkier. It resembles what's available with Microsoft's Xbox and Sony's PlayStation, with two exceptions: The Ouya controller has a touchpad in the middle (although none of the games I sampled took advantage of it), and its grips are longer, each accommodating an AA battery. One controller comes with the Ouya, and extra ones cost $50 each.

Setup is easy once you connect the Ouya to your high-definition television set using a supplied HDMI cable. When you turn on the console, it automatically searches for Wi-Fi connections. You can also connect to the Internet through an Ethernet cable, which you have to provide yourself. Once connected, you need to create an account and supply credit card information.

Then you're taken to a simple menu with four options: play, discover, make and manage. "Make" takes you to an area for potential game developers, while "manage" lets you tinker with system settings.

ouya_ceo-635.jpg

"Discover" takes you to Ouya's game store. You can find games by genre, such as role-playing, sim/strategy and "meditative." You can also check out showcases such as "couch gaming with friends."

Download speeds aren't bad; it took about 20 minutes for me to transfer a 725-megabyte file over Comcast high-speed Internet. Smaller games are, of course, much faster. The device has 8 gigabytes of internal storage, and you can add more by connecting an external hard drive to the Ouya with a USB cable.

Once you have your game, clicking "play" on the home page takes you to your personal library. Compared with the sometimes daunting menus on the Microsoft's Xbox 360 and Sony's PlayStation 3, Ouya's displays are clean and elegant.

The offerings on the Ouya store vary wildly in quality and ambition. Android is an open platform, so anyone can write software for it. That means you have professionally executed games such as the beloved "You Don't Know Jack" competing head-to-head with the sloppy trivia game "Quizania." Some popular console games, including "The Bard's Tale" and "Final Fantasy III," have been adapted for the Ouya, but it isn't the place for blockbuster titles such as the latest "Call of Duty" and "Grand Theft Auto."

More prevalent are games that have been cult hits on PCs and smartphones, including "Canabalt," "Saturday Morning RPG" and "Organ Trail." There are a few Ouya exclusives, including the 3-D puzzler "Polarity" and the multiplayer archery game "TowerFall."

Ouya offers high-resolution displays in 1080p, comparable to the PlayStation 3, Xbox 360 and Nintendo's Wii U. Most of the Ouya's offerings are fairly low-def, though, and if you're looking for the wide-screen majesty of "The Elder Scrolls V: Skyrim" or "BioShock Infinite," you won't find it here. If your video-game habit dates back to the 1970s, you'll notice a distinct retro feel to the Ouya's library. That's not a complaint; there's something refreshing about taking on a simple running-and-jumping game such as "Canabalt" after you've survived a grueling epic like Sony's PS3 hit "The Last of Us."

Indeed, some of the more satisfying indie releases of the last few years - say, "Fez," "Hotline Miami" or "Monaco: What's Yours Is Mine" - have combined old-school graphics with game play that's more sophisticated than most big-budget console releases offer. Nothing currently on Ouya matches the quality of those games, but if the system can attract that level of talent, it will be a console to be reckoned with. If you're a hardcore gamer, it won't replace your Xbox or PlayStation, but for $100 it's a worthy supplement.
The ongoing explosion in independently developed, low-budget video games has been a boon for players who travel. Whether I'm on the road with an iPad, an Android smartphone or a laptop, I know there's a huge library of games to play.

When I get home, though, I want to play on a bigger screen. That's where the Ouya comes in. It promises to deliver the best in inexpensive indie gaming on a high-resolution screen, through a small device that runs the Android operating system designed for phones and tablets.

Ouya costs just $100, a few hundred dollars less than what you'd pay for a major game console. Thousands of gamers and game developers got Ouyas over the past few months after contributing at least $95 to Ouya's creators through the group-fundraising site Kickstarter. The device went on sale more broadly on Tuesday.

Ouya runs Google's Android system and is built around Nvidia's Tegra 3 processor, used mostly in smartphones and other mobile devices. That should make it easy to port over the thousands of games already made for Android phones and tablets, but for now you're limited to software specifically designed for Ouya. Nearly 180 games are available so far through Ouya's online store, with many more expected.

Each game has a version you can download for free. If you like what you see, you can download a full version for a few bucks. By contrast, games for one of the big three consoles can cost as much as $60 each - usually with no free trial.

The device itself is a cube measuring 3 inches on each side, with slightly rounded corners on the bottom. The controller is a bit chunkier. It resembles what's available with Microsoft's Xbox and Sony's PlayStation, with two exceptions: The Ouya controller has a touchpad in the middle (although none of the games I sampled took advantage of it), and its grips are longer, each accommodating an AA battery. One controller comes with the Ouya, and extra ones cost $50 each.

Setup is easy once you connect the Ouya to your high-definition television set using a supplied HDMI cable. When you turn on the console, it automatically searches for Wi-Fi connections. You can also connect to the Internet through an Ethernet cable, which you have to provide yourself. Once connected, you need to create an account and supply credit card information.

Then you're taken to a simple menu with four options: play, discover, make and manage. "Make" takes you to an area for potential game developers, while "manage" lets you tinker with system settings.

"Discover" takes you to Ouya's game store. You can find games by genre, such as role-playing, sim/strategy and "meditative." You can also check out showcases such as "couch gaming with friends."

Download speeds aren't bad; it took about 20 minutes for me to transfer a 725-megabyte file over Comcast high-speed Internet. Smaller games are, of course, much faster. The device has 8 gigabytes of internal storage, and you can add more by connecting an external hard drive to the Ouya with a USB cable.

Once you have your game, clicking "play" on the home page takes you to your personal library. Compared with the sometimes daunting menus on the Microsoft's Xbox 360 and Sony's PlayStation 3, Ouya's displays are clean and elegant.

The offerings on the Ouya store vary wildly in quality and ambition. Android is an open platform, so anyone can write software for it. That means you have professionally executed games such as the beloved "You Don't Know Jack" competing head-to-head with the sloppy trivia game "Quizania." Some popular console games, including "The Bard's Tale" and "Final Fantasy III," have been adapted for the Ouya, but it isn't the place for blockbuster titles such as the latest "Call of Duty" and "Grand Theft Auto."

More prevalent are games that have been cult hits on PCs and smartphones, including "Canabalt," "Saturday Morning RPG" and "Organ Trail." There are a few Ouya exclusives, including the 3-D puzzler "Polarity" and the multiplayer archery game "TowerFall."

Ouya offers high-resolution displays in 1080p, comparable to the PlayStation 3, Xbox 360 and Nintendo's Wii U. Most of the Ouya's offerings are fairly low-def, though, and if you're looking for the wide-screen majesty of "The Elder Scrolls V: Skyrim" or "BioShock Infinite," you won't find it here. If your video-game habit dates back to the 1970s, you'll notice a distinct retro feel to the Ouya's library. That's not a complaint; there's something refreshing about taking on a simple running-and-jumping game such as "Canabalt" after you've survived a grueling epic like Sony's PS3 hit "The Last of Us."

Indeed, some of the more satisfying indie releases of the last few years - say, "Fez," "Hotline Miami" or "Monaco: What's Yours Is Mine" - have combined old-school graphics with game play that's more sophisticated than most big-budget console releases offer. Nothing currently on Ouya matches the quality of those games, but if the system can attract that level of talent, it will be a console to be reckoned with. If you're a hardcore gamer, it won't replace your Xbox or PlayStation, but for $100 it's a worthy supplement.

ouya_ceo-635.jpg

Wednesday, August 28, 2013

Reasons why Xbox one is better than ps4



Given the vitriol directed at the Xbox One since its unveiling in May you'd think it was a competition to see who could throw the nastiest insult. It is too expensive, underpowered, unfocused, overly restrictive and invasive of our privacy.

Except I think it isn't. Certainly there are flaws, but I still think the Xbox One will be a big hit and (controversially) a bigger hit than Sony's much praised PS4 in the long run. Here are the reasons why:

Content will be more innovative

Bundling Kinect means the Xbox One's £429 RRP is significantly more than the PS4's £349, but it also means this remarkable technology will be fundamental to developers and provide them with a consistent platform to work with letting their innovation run wild.

By contrast the PS4 makes its Kinect-equivalent £55 PlayStation Camera optional to win a price war. This is popular in our economically savaged times, but even if Camera sales are huge they will never cover 100 per cent of PS4 owners and developers can never code with the confidence they can for the Xbox One. Furthermore with the outlay for the PlayStation Camera, the PS4 totals £405. For the sake of £25, it wasn't worth fracturing the PS4 platform.


The Xbox One's performance shortfall will be irrelevant

Some impressive analysis of Xbox One and PS4's performance has been made, but in reality it is unlikely to matter. The PS3 was also more powerful than the Xbox 360, but coding difficulties meant gamers rarely saw the benefit. Now the machines are so similar much of the code can be shared and that issue has gone, but two problems remain: laziness and the PC.

The first has me questioning whether developers will take the time and effort to truly code incremental improvements into the visuals of PS4 titles and even then whether the majority will actually notice the difference.

As for the PC, its performance stands above both consoles this time around and its titles will likely be 

the source code for multi-format conversions rather than separate development of each format. In this scenario tweaks to prioritise one console's performance over the other seems even less 
likely,especially as Xbox One titles should look incredible in any case.

Greater functionality will give it a longer shelf life

Much anger has been expressed that the Xbox One is a jack of all trades with not enough focus on gaming. The problem with this stance is the One actually gives games developers a more ambitious and creative core platform for titles then provides a greater multimedia experience on top.

Both consoles come with a range of US and UK centric streaming services (with more inevitably in the pipeline) and Blu-ray drives, but the key differential is the One's HDMI pass-thru. This lets the console control your television and potentially any connected digibox allowing the One to become centre of your living room. There are a lot of ifs and buts here, but the PS4 simply cannot ever do this. Yes a £40 annual Xbox Live Gold pass will be required, but it looks far more ambitious and integral to our long term home entertainment than the PS4. 

Better controller

The PS4 adds a lot into its new Sixaxis – Move, a trackpad and a share button to share moments of gameplay – but it doesn't do enough to address its predecessor's biggest problem: it simply isn't as comfortable as the Xbox controller.

On top of this the Xbox One controller has added trigger rumble motors, a flush battery pack, new low power state when not in use, upgraded headset audio data rates,  WiFi Direct pairing and Kinect integration which can automatically orientate split screen gaming based on users' positions during 
same room multiplayer. 

FIFA 14

Better launch line up / launch bundling


The most subjective of these points is the quality of the consoles' games selection, but as we approach launch to me it is the Xbox One that looks to have both the better launch line-up and base bundle. Following Gamescom we now know the Xbox One will have 22 boxed titles at launch verses 15 for the PS4 and arguably bigger exclusives: Halo 5, Forza 5, Dead Rising 3, Ryse, TitanFall, Killer Instinct, Sunset Overdrive, Project Spark, Quantum Break and Below verses Drive Club, Killzone: Shadowfall, Infamous: Second Son, Knack, Octodad: Deadliest Catch and The Order: 1886.

On top of this the £429 RPP of the Xbox One will see it come bundled with FIFA 14 (worth £55), the aforementioned Kinect and a headset. The £349 PS4 will also come with a headset, but no games or PlayStation Camera. To match the One bundle would cost PS4 owners £460. No wonder Sony execs are becoming a little more cautious.

SmartGlass verses Remote Play

Good news for PlayStation fans - recently Sony dropped the price of the floundering PlayStation Vita from $299 to just $199 (£190 to £126) which makes Remote Play between it and the PS4 even more appealing. Furthermore we have Sony's promise that Cloud advances will see the Vita be able to play PS4 games on the move in the coming years.



The problem for Sony is that Microsoft's rival SmartGlass has a much greater scope. Whereas Remote Play currently offers second screen functionality for a PS3 or PS4 with a PSP or Vita, 


SmartGlass on the Xbox 360 and Xbox One offers this with devices running Windows 8, Windows RT, Windows Phone, Windows Server 2012, iOS and Android – devices we no doubt already own. With phones and tablets also looking like the portable gaming formats of the future Sony may need to significantly redesign Remote Play to match it.

Flexibility

For our final point, we're not talking SmartGlass or the wider multimedia capabilities of the Xbox One and its bundled Kinect, but rather something which initially infuriated everyone: Microsoft's attitude.

It is clear with the Xbox One that Microsoft is listening to concerns and taking action. Since the initial reveal it has reversed the console's always-on requirements, mandatory use of Kinect, embraced self-publishing and indie games, taken restrictions off second hand games and added a headset and FIFA14 to the basic bundle to offset the £429 asking price. It has also fractionally boosted the speed of the Xbox One GPU with talk of another spec bump before release.

By contrast Sony has done nothing. In many respects it did not need to, but it hasn't responded to Microsoft repeatedly sweetening the Xbox One bundle and doesn't have a great track record when things do go wrong. Sony has been increasingly smug in recent times, but it is Microsoft actually proving it is determined to act and that attitude when combined with Microsoft's greater financial resources bodes well for the future of the Xbox One long term.

One Finger Death Punch review


In real life, you mustn't let a fight escalate, or so the veteran scrappers and brawlers advise through toothless gums and with black-eyed wisdom. Instead you hit them with everything you've got, right from the off: maximum violence, instantly. That way you have a chance to end things before they get out of hand, to remove your astounded opponent from the equation without risking much pain or, hopefully, any damage.
But on-screen violence plays by a different set of rules. Here fights must build and grow, moving back and forth through moments of distance, intimacy and rebuttal like a love scene, before reaching the final knockout climax. There's a reason that kung fu movies usually employ choreographers: screen violence is its own sort of dance. And beneath, or perhaps inside, every dance, there's a rhythm.
This is something that fighting game players are acutely aware of. While fighting games and music games appear to be opposed (the former primarily concerned with conflict, the latter with resolution) there's a rhythm action component at the core of every Street Fighter. Opponents must read one another's moves and, on finding an opening, tap out a rhythmic sequence of buttons to execute a balletic combo. Trip the rhythm and the combo (maybe even the entire fight) is lost.
One Finger Death Punch, a recent release for Microsoft's jilted Xbox Indie Games platform by Silver Dollar Games, offers perhaps the clearest presentation of the link between ryhthm and combat yet seen in a video game. Your warrior, a stick man silhouetted in front of a familiar-looking kung fu movie backdrop, stands in the centre of the screen while waves of attackers approach from either his left or his right side. When an enemy combatant strides within range, a snappy tap of the corresponding button (X for left side, B for right) sends your fighter streaking forwards to land a sharp strike. The order in which opponents reach you establishes the fight's rhythm. They slide towards you like notes approaching along a musical stave, and the resulting tapping tempo has the feel of a Guitar Hero performance - albeit one with lingering close-ups of cracking ribs and hurtling eyeballs.
Played out on a vast map, filled with nodes to represent each stage, One Finger Death Punch's complexity quickly scales. Initially, most opponents disappear in the impact of a single strike, but soon enough you face waves of stronger enemies that require combo hits, dodging backwards and forwards around your position, thereby changing the buttons you must tap to dispatch of them. Even stronger enemies temporarily slow the game to a crawl as you speedily enter a long string of inputs - and later you must bat away incoming projectiles as well as attackers.
What could so easily have become a disposable, short-lived distraction grows into a deep and complex series of tests of nerve, timing and dexterity
Soon enough, each mission - few of which last more than 60 seconds - is a riot of colour and action, the game's designers employing Capcom's age-old visual tricks such as hit pauses and zooms to mesmerising effect. The animation throughout is exemplary, despite the fact that each combatant is little more than a line drawing.
What could so easily have become a disposable, short-lived distraction grows into a deep and complex series of tests of nerve, timing and dexterity as Silver Dollar Games twists its central premise into unusual and creative new shapes. In some stages you must simply bat away a series of incoming throwing knives; in another, it's you doing the throwing. In one scene you fight with a glowing lightsaber atop a mountain, while later 'retro film rounds' desaturate the screen into a vintage sepia mush, removing the colour cues to aid you in your split second decision-making.
1
The combos required to dispatch stronger foes are shown beneath their feet, so a quick-witted player can plan their winning attacks long in advance.
There are also 21 skills to collect. These are won by completing special battles and up to three can be equipped at any given point. Their effects vary from temporarily extending your attack distance to equipping you with new weapons or adding shields to absorb the damage incurred whenever you leave yourself open to counterattack. Selectable skills may be de facto standard for modern brawlers, but One Finger Death Punch introduces one quiet yet fascinating novelty by increasing the game's global speed every time you successfully complete a battle. Lose a fight and the game's speed drops (but never below 100%), but continue to rack up the wins and your reactions will soon be grimly tested. It's truly dynamic difficulty, the game adapting to your proficiency in a novel, exciting way.
Nevertheless, as it stands, One Finger Death Punch is an enormously generous and exhilarating combat game - one whose capacity for expression and mastery is far broader than its simplistic appearance suggests

Sunday, August 25, 2013

Wolfenstein : The new order


Wolfenstein: The New Order is an upcoming game and the ninth installment of the Wolfenstein series for Xbox 360, PS3, PC and next generation consoles. It is being developed by MachineGames, and published by Bethesda Softworks. It is the sequel to Wolfenstein, and will utilise id Software's proprietary game engine id Tech 5. It is originally to be release in Quarter 4, 2013. However, It is push to Quarter 3, 2014 after July announcement.Unlike previous games, it will not have a multi-player component.


"We are excited to bring a new chapter of Wolfenstein to gamers everywhere; As fans of the series, working on this game is an honor, and our team is driven to create an unforgettable action-adventure experience that will make FPS fans proud."
The new game was first teased by the Bethesda Softworks twitter feed, before a trailer was exclusively released to GameSpot.com on May 8.
The game promises to be "A reimaginging of the series", with famed Wolfenstein hero B.J. Blazkowicz again taking on the Nazis; however unlike previous games this game takes place in the 1960's, where the Nazis had won World War 2.In 1946, Blazkowicz suffers from amnesia received at the height of the war due to a secret mission gone awry. For the remainder of the war and the next few decades he resides in an asylum. The Nazis arrive at the asylum many years later, intent on wiping out the sick due to their inferiority. Their barbarism stirs Blazkowicz's memory, and he escapes with the help of a nurse named Anya. The two later join the Resistance, meeting a whole slew of vibrant and interesting characters, all the while skirting around possible feelings for one another and the hope of humanity spirit to be spread once again from the free of the Tyranny.

SCREENSHOTS:






Saturday, August 24, 2013

DEAD RISING 3

Dead Rising 3 is an open world survival horror video game, being developed by Capcom Vancouver and published by Microsoft Studios. The game was announced as an Xbox One exclusive title during Microsoft's E3 2013 press conference on June 10, 2013.It is slated for release in November 2013. It is set for release in November 2013.
Dead Rising 3 takes place ten years after the events of Fortune City in Dead Rising 2. The story follows a young mechanic named Nick Ramos and his attempt to survive a massive zombie outbreak in the fictional city of Los Perdidos, California, 72 hours after the outbreak begins. Ramos must team up with other survivors and find a way to escape Los Perdidos before an impending military strike wipes out the city and its inhabitants.
"In the demo I watched, there were no less than 20 guns, almost 50 outfits and 101 Combo Weapons."There are new Combo Weapons and regular weapons,Larger numbers of weapon and character customization.Combining weapons can now be done anywhere, so long as the player has the required base weapons and a blueprint.Every weapon and piece of clothing that Nick finds will automatically be added to his weapons locker. These items instantly accessible from any safe house around the city. Once Nick finds a katana, assault rifle, or grenade, it’s the players forever (though the player still has limited inventory slots).To create combo weapons in the past, the player could create only at a workbench. Now Nick can create a combo weapon anywhere.


"In Dead Rising 3, vehicles not only help you navigate the world of Los Perdidos, they are a weapon against the zombie horde. But watch out – zombies will cling to your car and attack you while you’re driving!
"Players can choose from 26 different high fidelity vehicles to navigate the world, including Nick’s muscle car. Dead driving has never been this much fun – or effective."
  • Muscle car
  • Bulldozer-Confirmed by Xbox One DR3 site code
  • Motorcycle
  • SUV
  •  Ferrari.



Gameplay
  • Co-op and no load times.
  • The game will have advanced Artifial Intellegence (AI), zombies will react to the player via Kinect.
  • The game will employ the Xbox Smartglass. Players can use a SmartGlass enabled tablet of phone to connect to the Zombie Defense and Control network (ZDC) and gain access to exclusive missions, new weapons, military support features and more.
  • As many as three times as many zombies on screen at once as in the previous game.
  • Nightmare Mode - "No auto-saves; clock is ticking; we'll fail your ass if you don't make it to the next mission in time. It works just like old Dead Risings – so if you're a Dead Rising fan and you want a sadistic experience, you can totally do that.
  • Dead Rising 2 and Dead Rising 1 can fit into Dead Rising 3 with space left over.
  • Horror first and comedy is second.
  • The leveling system has been completely revamped. In the first two games leveling up stats was automatic - attributes would automatically level up. In Dead Rising 3 players can choose which attributes they want to increase.
  • Big suprise when a player reaches level 50.
  • If player levels up categories, any weapon in that category can be used. For example the Iron Edge requires a Machete and Broadsword (Dead Rising 3). If a player upgrades his blade category, any blade can be used to create the Iron Edge, like a Chef's Knife.

TOTAL WAR : ROME 2 Paid and unpaid content in detail

1


Total War: Rome 2 developer Creative Assembly has detailed its upcoming content plan for its highly-anticipated strategy sequel.
The game's Greek States Culture Pack DLC can be obtained for free by pre-ordering from participating retailers, while the Pontus playable faction will arrive as a free update on day one. Come October, the developer will add the Seleucid Empire as a free playable faction as well.
There will be other free updates too, but these will be smaller tweaks mostly focused on optimisation as opposed to substantial new content. "As with Shogun 2, we will continually improve the game's compatibility, optimisation and integral features such as AI and gameplay balancing post-release, and plan to add to that with new control schemes and additional free formats on other operating systems," explained lead designer James Russell, "We are also very proud of how Shogun 2 is our most moddable Total War to date with over 500 user-made mods on Steam Workshop alone. We hope to support Rome 2 in a similar fashion."
As far as paid DLC goes, Creative Assembly has plans for the Nomadic Tribes Culture Pack, which features the Royal Scythians, Roxolani and Massagetae, though no price has yet been announced.
Russell further explained that paid DLC will consist of: "Culture Packs that add more playable factions and unique units, Feature Packs that add gameplay or wide-ranging aesthetic changes, and Campaign Packs that add entirely new story-based campaign expansions."
"Rome 2 will be the biggest game we've ever released, in terms of scope, gameplay features and sheer weight of content," said Russell, "but even then we're just scratching the surface of the Roman period, an era so rich in diversity that it's easy to foresee releasing relevant content for years after Rome 2 has shipped."
Total War: Rome 2 is due on 3rd September for PC.