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#461. Posted:
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Joined: Oct 26, 201113Year Member
Posts: 1,709
Reputation Power: 75
Status: Offline
Joined: Oct 26, 201113Year Member
Posts: 1,709
Reputation Power: 75
The name itself commands attention and respect throughout the games industry. This is the company that gave us Doom and Quake, arguably two of the most influential first person shooters of all time. This is the company that is the creative output of the legendary John Carmack. Fans have been hoping and waiting for a new game from this outfit for a long time. Well, in 2007 development started on two key items within ids portfolio - id Tech 5, their latest feature-packed game engine, and RAGE, the first game to use the technology. Now, some four years later, RAGE is on the shelves. Was it worth the wait? Lets find out together, shall we?
RAGE is set in the future, in a post-asteroid-impact Earth that is a remnant of its former glory. Knowing the asteroid (which is approximately the size of South America) is coming, the government actually has a pretty good idea to bury Arks with cryogenically-frozen people who will survive the impact and eventually wake up, set with the task to re-populate the world once it becomes livable again. You play as an Ark Survivor whose Ark has a power disruption, resulting in you waking up and finding everyone else in your Ark in a state of mummification apparently due to some kind of earlier mishap. From there you discover a world that is vastly different than the one you left, some 106 years ago. There are small pockets of settlers trying to survive out in the Wasteland, and trying to avoid run-ins with the many varied Bandit clans scattered about who are each vying for control of pieces of the land. Above all that is The Authority, the ruling organization bent on finding and using Ark survivors for their own purposes.
Cue the Dukes of Hazzard horn!
The general aesthetic initially is steampunked-western, mixed in with some Mad Max-esque vehicular combat. The settlements feel like turn of the 20th-century outposts the likes of which youd see in an old John Wayne movie. As you progress through the game, though, you enter many other environments that really speak to the careful design decisions that went into this game. You run through a ruined city-center area that speaks to the level of modern design and technology that was once prevalent, you crawl through sewers and old subway stations, and eventually you encounter new cities that have sprung up under The Authoritys auspices.
Graphically the game is stunning. The character models are top-notch, not to mention the weapon modeling as well. Even the skyboxes look like much thought and careful planning went into them to ensure the experience was both visually appealing and immersive. id went all-in in creating the world and its inhabitants, and their efforts really take shape in those areas specifically. The textures for other areas though, are not as high-quality as I would have liked to have seen. For example, if you walk up to a door youre treated to something of a pixelated jumble sometimes; it varies depending on the door and whether or not it is able to be opened. This is one area where I believe the 360 is going to be falling short. The PC version is said to feature a higher-resolution texture pack that for one reason or another was not possible to shoe-horn into the three discs that RAGE already has.
Your mayor, taking care of business.
While on the topic of graphics, one more issue Ill bring to light is the texture pop-in. When I first booted the game up, I played for a couple of hours without having installed anything to the hard drive because I wanted to have a basis for comparison after I installed the discs to my hard drive. What I got was a lot of pop in and texture replacement. Now, one good thing in this is that it is not as noticeable as what I had mentioned in my Dead Island review, where it was the actual weapon model being re-textured every time you switched weapons. These are more well-hidden places (like the axle assembly on your buggy, for instance), but nevertheless, if youre looking at all carefully for it youll see it, and see it often. So after playing for a while I installed all three discs (which Id recommend if you have the hard drive space, though you can just get by with installing whatever disc you currently need), and the texture pop-in was all but removed. You could still catch the game loading something occasionally, but it was much harder to spot. All in all though, this is not a huge concern to me as it doesnt detract from the gameplay in any real tangible way.
There was one big challenge facing the developers with RAGE: How do you keep the experience an engaging one when most all of the normal enemies you fight (excluding bosses and mini-bosses) are humanoid in nature? You have Bandits, The Authority and Mutants, all of whom are bipedal and stand upright. Well the answer is that it needs to feel different when you are engaging each enemy. This is where the amazing AI comes in to play. When you are fighting mutants, they scurry and scramble, running up along walls and doing all sorts of evasive maneuvers as they head straight for you, hot and heavy. Bandits even vary in tactic from gang to gang. Some are very calculated, stealthy and tactical, whereas others are grab a nail board and run full tilt kind of in-your-face experiences. The Authority is responsible for the most tactical experience youll encounter by far. They have true squad intelligence. You can hear a commander calling for a retreat if youre close to dispatching all of the soldiers in one area, and in others youll find yourself flanked quickly if you do not set up a defensible position. They are patient, waiting for you to make your move and get yourself killed.
Rate
9.5
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RAGE is set in the future, in a post-asteroid-impact Earth that is a remnant of its former glory. Knowing the asteroid (which is approximately the size of South America) is coming, the government actually has a pretty good idea to bury Arks with cryogenically-frozen people who will survive the impact and eventually wake up, set with the task to re-populate the world once it becomes livable again. You play as an Ark Survivor whose Ark has a power disruption, resulting in you waking up and finding everyone else in your Ark in a state of mummification apparently due to some kind of earlier mishap. From there you discover a world that is vastly different than the one you left, some 106 years ago. There are small pockets of settlers trying to survive out in the Wasteland, and trying to avoid run-ins with the many varied Bandit clans scattered about who are each vying for control of pieces of the land. Above all that is The Authority, the ruling organization bent on finding and using Ark survivors for their own purposes.
Cue the Dukes of Hazzard horn!
The general aesthetic initially is steampunked-western, mixed in with some Mad Max-esque vehicular combat. The settlements feel like turn of the 20th-century outposts the likes of which youd see in an old John Wayne movie. As you progress through the game, though, you enter many other environments that really speak to the careful design decisions that went into this game. You run through a ruined city-center area that speaks to the level of modern design and technology that was once prevalent, you crawl through sewers and old subway stations, and eventually you encounter new cities that have sprung up under The Authoritys auspices.
Graphically the game is stunning. The character models are top-notch, not to mention the weapon modeling as well. Even the skyboxes look like much thought and careful planning went into them to ensure the experience was both visually appealing and immersive. id went all-in in creating the world and its inhabitants, and their efforts really take shape in those areas specifically. The textures for other areas though, are not as high-quality as I would have liked to have seen. For example, if you walk up to a door youre treated to something of a pixelated jumble sometimes; it varies depending on the door and whether or not it is able to be opened. This is one area where I believe the 360 is going to be falling short. The PC version is said to feature a higher-resolution texture pack that for one reason or another was not possible to shoe-horn into the three discs that RAGE already has.
Your mayor, taking care of business.
While on the topic of graphics, one more issue Ill bring to light is the texture pop-in. When I first booted the game up, I played for a couple of hours without having installed anything to the hard drive because I wanted to have a basis for comparison after I installed the discs to my hard drive. What I got was a lot of pop in and texture replacement. Now, one good thing in this is that it is not as noticeable as what I had mentioned in my Dead Island review, where it was the actual weapon model being re-textured every time you switched weapons. These are more well-hidden places (like the axle assembly on your buggy, for instance), but nevertheless, if youre looking at all carefully for it youll see it, and see it often. So after playing for a while I installed all three discs (which Id recommend if you have the hard drive space, though you can just get by with installing whatever disc you currently need), and the texture pop-in was all but removed. You could still catch the game loading something occasionally, but it was much harder to spot. All in all though, this is not a huge concern to me as it doesnt detract from the gameplay in any real tangible way.
There was one big challenge facing the developers with RAGE: How do you keep the experience an engaging one when most all of the normal enemies you fight (excluding bosses and mini-bosses) are humanoid in nature? You have Bandits, The Authority and Mutants, all of whom are bipedal and stand upright. Well the answer is that it needs to feel different when you are engaging each enemy. This is where the amazing AI comes in to play. When you are fighting mutants, they scurry and scramble, running up along walls and doing all sorts of evasive maneuvers as they head straight for you, hot and heavy. Bandits even vary in tactic from gang to gang. Some are very calculated, stealthy and tactical, whereas others are grab a nail board and run full tilt kind of in-your-face experiences. The Authority is responsible for the most tactical experience youll encounter by far. They have true squad intelligence. You can hear a commander calling for a retreat if youre close to dispatching all of the soldiers in one area, and in others youll find yourself flanked quickly if you do not set up a defensible position. They are patient, waiting for you to make your move and get yourself killed.
Rate
9.5
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#462. Posted:
Status: Offline
Joined: Feb 17, 201014Year Member
Posts: 7,159
Reputation Power: 305
Status: Offline
Joined: Feb 17, 201014Year Member
Posts: 7,159
Reputation Power: 305
iiLeeHD wrote The name itself commands attention and respect throughout the games industry. This is the company that gave us Doom and Quake, arguably two of the most influential first person shooters of all time. This is the company that is the creative output of the legendary John Carmack. Fans have been hoping and waiting for a new game from this outfit for a long time. Well, in 2007 development started on two key items within ids portfolio - id Tech 5, their latest feature-packed game engine, and RAGE, the first game to use the technology. Now, some four years later, RAGE is on the shelves. Was it worth the wait? Lets find out together, shall we?
RAGE is set in the future, in a post-asteroid-impact Earth that is a remnant of its former glory. Knowing the asteroid (which is approximately the size of South America) is coming, the government actually has a pretty good idea to bury Arks with cryogenically-frozen people who will survive the impact and eventually wake up, set with the task to re-populate the world once it becomes livable again. You play as an Ark Survivor whose Ark has a power disruption, resulting in you waking up and finding everyone else in your Ark in a state of mummification apparently due to some kind of earlier mishap. From there you discover a world that is vastly different than the one you left, some 106 years ago. There are small pockets of settlers trying to survive out in the Wasteland, and trying to avoid run-ins with the many varied Bandit clans scattered about who are each vying for control of pieces of the land. Above all that is The Authority, the ruling organization bent on finding and using Ark survivors for their own purposes.
Cue the Dukes of Hazzard horn!
The general aesthetic initially is steampunked-western, mixed in with some Mad Max-esque vehicular combat. The settlements feel like turn of the 20th-century outposts the likes of which youd see in an old John Wayne movie. As you progress through the game, though, you enter many other environments that really speak to the careful design decisions that went into this game. You run through a ruined city-center area that speaks to the level of modern design and technology that was once prevalent, you crawl through sewers and old subway stations, and eventually you encounter new cities that have sprung up under The Authoritys auspices.
Graphically the game is stunning. The character models are top-notch, not to mention the weapon modeling as well. Even the skyboxes look like much thought and careful planning went into them to ensure the experience was both visually appealing and immersive. id went all-in in creating the world and its inhabitants, and their efforts really take shape in those areas specifically. The textures for other areas though, are not as high-quality as I would have liked to have seen. For example, if you walk up to a door youre treated to something of a pixelated jumble sometimes; it varies depending on the door and whether or not it is able to be opened. This is one area where I believe the 360 is going to be falling short. The PC version is said to feature a higher-resolution texture pack that for one reason or another was not possible to shoe-horn into the three discs that RAGE already has.
Your mayor, taking care of business.
While on the topic of graphics, one more issue Ill bring to light is the texture pop-in. When I first booted the game up, I played for a couple of hours without having installed anything to the hard drive because I wanted to have a basis for comparison after I installed the discs to my hard drive. What I got was a lot of pop in and texture replacement. Now, one good thing in this is that it is not as noticeable as what I had mentioned in my Dead Island review, where it was the actual weapon model being re-textured every time you switched weapons. These are more well-hidden places (like the axle assembly on your buggy, for instance), but nevertheless, if youre looking at all carefully for it youll see it, and see it often. So after playing for a while I installed all three discs (which Id recommend if you have the hard drive space, though you can just get by with installing whatever disc you currently need), and the texture pop-in was all but removed. You could still catch the game loading something occasionally, but it was much harder to spot. All in all though, this is not a huge concern to me as it doesnt detract from the gameplay in any real tangible way.
There was one big challenge facing the developers with RAGE: How do you keep the experience an engaging one when most all of the normal enemies you fight (excluding bosses and mini-bosses) are humanoid in nature? You have Bandits, The Authority and Mutants, all of whom are bipedal and stand upright. Well the answer is that it needs to feel different when you are engaging each enemy. This is where the amazing AI comes in to play. When you are fighting mutants, they scurry and scramble, running up along walls and doing all sorts of evasive maneuvers as they head straight for you, hot and heavy. Bandits even vary in tactic from gang to gang. Some are very calculated, stealthy and tactical, whereas others are grab a nail board and run full tilt kind of in-your-face experiences. The Authority is responsible for the most tactical experience youll encounter by far. They have true squad intelligence. You can hear a commander calling for a retreat if youre close to dispatching all of the soldiers in one area, and in others youll find yourself flanked quickly if you do not set up a defensible position. They are patient, waiting for you to make your move and get yourself killed.
Rate
9.5
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You like copying someone elses work? Why don't you just write your own review? It's not that hard.
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#463. Posted:
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Joined: Dec 16, 201112Year Member
Posts: 311
Reputation Power: 18
Status: Offline
Joined: Dec 16, 201112Year Member
Posts: 311
Reputation Power: 18
Minecraft
I remember the first time my friends and I discovered Minecraft. For a short span, it became the center of our incredibly nerdy existence. It was all we talked about. "What if I build this? What if I build that? Should Sauron's all-seeing eye go next to the Millennium Falcon, or over by the half-finished attempt at recreating The Wall from Game of Thrones?" It was all we did. We each dreamed up increasingly elaborate super lairs, and then built them from the ground-up -- one block at a time. We also made a volcano for some reason. It had flowing lava and everything. All of it was ours, though. And we were proud.
I remember falling in a ditch in Survival Mode and loving it. The second gravity stopped punishing me for daring to defy it, I heard sounds coming from all directions. Moans, groans, growls, cries, screams -- and all of them were headed right for me. Minecraft's baddies love darkness, so they stick to caverns and tunnels while the sun's out. Unfortunately, I'd been unwisely frolicking in the open field moments beforehand, so my entire inventory consisted of three pieces of wood and a flower. I was prepared to make birdhouse decorations, not war. And then zombies. Tons of them. I was certain that I was about to (figuratively) go six feet under. I punched and flailed and panicked in protest. And then a Creeper showed up and kindly exploded on the spot, obliterating everyone except me.
I remember barely surviving, thankful for my second lease on life and scared to death. I quickly hacked a nearby wall to pieces, tunneled a bit deeper, filled in the entrance, and waited out my first night in my makeshift lair. Slowly but surely, though, I went from sweat-and-tear-soaked prey to cold, calculating predator. I read online tutorials (a necessity, honestly) and learned crafting recipes. I made picks and swords and explosives. I set traps. By day, I ventured further and further away from my safety hole and collected supplies. By night, I crafted, mined, and made startling revelations about the origin of the game's name. Eventually, I graduated to a real house with a real bed and a real sign that said, "This sign is only here so you'll step on the landmines surrounding it." I was a master of my domain. I hopped up hills and laughed in the face of blocky, computer generated nature. Then a Creeper snuck up on me and exploded. So Creepers giveth, so they taketh away.
I remember scratching my head in confusion when Mojang patched in experience points, enchantments, NPC villages, and even a boss battle followed by an extremely, er, unique "ending." The former bits, frankly, added very little to my experience -- mostly because they're bloated with needless complexity and unfinished as of now. The latter, meanwhile, is absurdly challenging -- on purpose, mind you. Even so, the simple act of reaching the spookily empty "End" zone is, well, not simple at all. And even after that herculean portal crafting effort, the fight is nearly an exercise in futility without armor made out of rare diamonds.
I realized, however, that those things are works-in-progress, and -- at the moment -- can be ignored almost entirely. The core Minecraft experience remains brilliantly open and incredibly personal, even if Notch and Co. are trying to take a part of it in a more game-y direction. Is the abrupt, gear shift away from what made Minecraft's beta such a hit disconcerting? Somewhat. But at this very moment, the tower's hardly even leaning -- let alone crumbling to the ground. Returning to the game post-official-release, I was still able to play it just like I did back in the "good old days."
I remember wandering around for hours in Skyrim, mowing down waves of identical baddies in Modern Warfare, and not killing a single soul in Deus Ex. But I don't remember ever feeling quite the same way as I did when I fell in that ditch or dug out my first hobbit hovel of a Minecraft home, or when built an entire world with my friends. Minecraft is what you make of it, and that makes it pretty damn special.
-Derpy_Hooves
I remember the first time my friends and I discovered Minecraft. For a short span, it became the center of our incredibly nerdy existence. It was all we talked about. "What if I build this? What if I build that? Should Sauron's all-seeing eye go next to the Millennium Falcon, or over by the half-finished attempt at recreating The Wall from Game of Thrones?" It was all we did. We each dreamed up increasingly elaborate super lairs, and then built them from the ground-up -- one block at a time. We also made a volcano for some reason. It had flowing lava and everything. All of it was ours, though. And we were proud.
I remember falling in a ditch in Survival Mode and loving it. The second gravity stopped punishing me for daring to defy it, I heard sounds coming from all directions. Moans, groans, growls, cries, screams -- and all of them were headed right for me. Minecraft's baddies love darkness, so they stick to caverns and tunnels while the sun's out. Unfortunately, I'd been unwisely frolicking in the open field moments beforehand, so my entire inventory consisted of three pieces of wood and a flower. I was prepared to make birdhouse decorations, not war. And then zombies. Tons of them. I was certain that I was about to (figuratively) go six feet under. I punched and flailed and panicked in protest. And then a Creeper showed up and kindly exploded on the spot, obliterating everyone except me.
I remember barely surviving, thankful for my second lease on life and scared to death. I quickly hacked a nearby wall to pieces, tunneled a bit deeper, filled in the entrance, and waited out my first night in my makeshift lair. Slowly but surely, though, I went from sweat-and-tear-soaked prey to cold, calculating predator. I read online tutorials (a necessity, honestly) and learned crafting recipes. I made picks and swords and explosives. I set traps. By day, I ventured further and further away from my safety hole and collected supplies. By night, I crafted, mined, and made startling revelations about the origin of the game's name. Eventually, I graduated to a real house with a real bed and a real sign that said, "This sign is only here so you'll step on the landmines surrounding it." I was a master of my domain. I hopped up hills and laughed in the face of blocky, computer generated nature. Then a Creeper snuck up on me and exploded. So Creepers giveth, so they taketh away.
I remember scratching my head in confusion when Mojang patched in experience points, enchantments, NPC villages, and even a boss battle followed by an extremely, er, unique "ending." The former bits, frankly, added very little to my experience -- mostly because they're bloated with needless complexity and unfinished as of now. The latter, meanwhile, is absurdly challenging -- on purpose, mind you. Even so, the simple act of reaching the spookily empty "End" zone is, well, not simple at all. And even after that herculean portal crafting effort, the fight is nearly an exercise in futility without armor made out of rare diamonds.
I realized, however, that those things are works-in-progress, and -- at the moment -- can be ignored almost entirely. The core Minecraft experience remains brilliantly open and incredibly personal, even if Notch and Co. are trying to take a part of it in a more game-y direction. Is the abrupt, gear shift away from what made Minecraft's beta such a hit disconcerting? Somewhat. But at this very moment, the tower's hardly even leaning -- let alone crumbling to the ground. Returning to the game post-official-release, I was still able to play it just like I did back in the "good old days."
I remember wandering around for hours in Skyrim, mowing down waves of identical baddies in Modern Warfare, and not killing a single soul in Deus Ex. But I don't remember ever feeling quite the same way as I did when I fell in that ditch or dug out my first hobbit hovel of a Minecraft home, or when built an entire world with my friends. Minecraft is what you make of it, and that makes it pretty damn special.
-Derpy_Hooves
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#464. Posted:
Status: Offline
Joined: Apr 29, 201113Year Member
Posts: 4,324
Reputation Power: 192
Status: Offline
Joined: Apr 29, 201113Year Member
Posts: 4,324
Reputation Power: 192
Call of Duty: Modern Warfare 3 Xbox 360
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Release Date: 11/8/11
Developed By: Infinity Ward Sledgehammer Games
Genre: First-person shooter
Platform: Cross Platform
Age Restrictions: 17+
Synopsis:
Call of Duty: Modern Warfare 3 (abbreviated as Call of Duty: MW3, or just simply MW3) is a first-person shooter video game, developed by Infinity Ward and Sledgehammer Games, with Raven Software having assisted in development. It is the third installment in the Modern Warfare series, a direct sequel to 2009's Call of Duty: Modern Warfare 2, and the eighth Call of Duty installment.
Single Player:
The single player has many different twists and turns in it and for many it kept them guessing. In the single player there are many different "bio-domes" you can play in including Africa, Jungles, and even an airplane. The single player has many different weapons some can't even be used in the Multiplayer. Throughout the campaign you learn many techniques that can help you in Multiplayer which is nice considering there is no Combat Training in MW3. Sadly though there isn't too much difference gameplay wise in the different Modern Warfares. The game lets you try out the different attachments and learn the ranges and uses of the guns. I hope the guns you get in the Campaign that aren't in the Multiplayer, are released in a DLC later on. The campaign has a nice length that isn't too long or too short. The Veteran difficulty is too easy compared to even one of the easiest CoD 4. I was hoping for a harder campaign like WaW.
Multiplayer:
The multiplayer in MW3 is about the same as the previous CoDs; but thats how it should be. Unlike many players I didn't want a big change in the Multiplayer. I am glad they got rid of the "Cash" system that was in Black Ops. The gold camo doesn't look like spray-paint anymore like in Black Ops; but yet it still looks fake. The guns in the game are amazing, and none of them are over powered. The perks in the game are all fair and fun to play with and there are so many customizations in the game that makes your class your own. I think the new Strike Package choice is great, between Specialist, Assault, and Support. Support in my opinion is the cheapest thing ever, the EMP and Stealth Bomber are easy to get and are spammed and can change the game completely. The Map concepts are great especially Arkaden, a mall in the Middle East. Sadly the map takes place mostly outside, and who wants a shootout in the parking lot? The spawns are horrible in the game especially on Free for All and HeadQuarters.
Controls:
RT (right trigger) = shoot
LT(left trigger)= aim
RB (right bumper) = grenade
LB(left bumper) = flash/stun grenade
left stick = move (click/hold to run)
right stick= look around (click to knife)
X = reload
A = jump
B= crouch/ hold for prone
Y = change weapons
back = leaderboard for the round/game
Rating:
Single Player: 8/10
Gameplay: 9/10
Multiplayer: 9/10
Graphics: 7/10
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Release Date: 11/8/11
Developed By: Infinity Ward Sledgehammer Games
Genre: First-person shooter
Platform: Cross Platform
Age Restrictions: 17+
Synopsis:
Call of Duty: Modern Warfare 3 (abbreviated as Call of Duty: MW3, or just simply MW3) is a first-person shooter video game, developed by Infinity Ward and Sledgehammer Games, with Raven Software having assisted in development. It is the third installment in the Modern Warfare series, a direct sequel to 2009's Call of Duty: Modern Warfare 2, and the eighth Call of Duty installment.
Single Player:
The single player has many different twists and turns in it and for many it kept them guessing. In the single player there are many different "bio-domes" you can play in including Africa, Jungles, and even an airplane. The single player has many different weapons some can't even be used in the Multiplayer. Throughout the campaign you learn many techniques that can help you in Multiplayer which is nice considering there is no Combat Training in MW3. Sadly though there isn't too much difference gameplay wise in the different Modern Warfares. The game lets you try out the different attachments and learn the ranges and uses of the guns. I hope the guns you get in the Campaign that aren't in the Multiplayer, are released in a DLC later on. The campaign has a nice length that isn't too long or too short. The Veteran difficulty is too easy compared to even one of the easiest CoD 4. I was hoping for a harder campaign like WaW.
Multiplayer:
The multiplayer in MW3 is about the same as the previous CoDs; but thats how it should be. Unlike many players I didn't want a big change in the Multiplayer. I am glad they got rid of the "Cash" system that was in Black Ops. The gold camo doesn't look like spray-paint anymore like in Black Ops; but yet it still looks fake. The guns in the game are amazing, and none of them are over powered. The perks in the game are all fair and fun to play with and there are so many customizations in the game that makes your class your own. I think the new Strike Package choice is great, between Specialist, Assault, and Support. Support in my opinion is the cheapest thing ever, the EMP and Stealth Bomber are easy to get and are spammed and can change the game completely. The Map concepts are great especially Arkaden, a mall in the Middle East. Sadly the map takes place mostly outside, and who wants a shootout in the parking lot? The spawns are horrible in the game especially on Free for All and HeadQuarters.
Controls:
RT (right trigger) = shoot
LT(left trigger)= aim
RB (right bumper) = grenade
LB(left bumper) = flash/stun grenade
left stick = move (click/hold to run)
right stick= look around (click to knife)
X = reload
A = jump
B= crouch/ hold for prone
Y = change weapons
back = leaderboard for the round/game
Rating:
Single Player: 8/10
Gameplay: 9/10
Multiplayer: 9/10
Graphics: 7/10
Last edited by Love ; edited 1 time in total
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#465. Posted:
Status: Offline
Joined: Mar 26, 201113Year Member
Posts: 1,482
Reputation Power: 82
Status: Offline
Joined: Mar 26, 201113Year Member
Posts: 1,482
Reputation Power: 82
Techno Kitten Adventure Review
Techno kitten Adventure is a fun game to play either when you have friends over or you are just very bored.
The game is pretty much like the game for the / touch where you must control a "Kitteh" trying to avoid obstacles while techno music plays in the background causing the screen to flash and try and put you off.
Techno Kitten Adventure is a XBLA indie game which costs 240msp but there is a demo that you can try to see if you like it or not.
*please note I dont recommend playing this game if you have photo sensitive epilepsy*
I would give this indie game a rating 8/10
The controls are very simple as in press "A" to control the Kitteh
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Techno kitten Adventure is a fun game to play either when you have friends over or you are just very bored.
The game is pretty much like the game for the / touch where you must control a "Kitteh" trying to avoid obstacles while techno music plays in the background causing the screen to flash and try and put you off.
Techno Kitten Adventure is a XBLA indie game which costs 240msp but there is a demo that you can try to see if you like it or not.
*please note I dont recommend playing this game if you have photo sensitive epilepsy*
I would give this indie game a rating 8/10
The controls are very simple as in press "A" to control the Kitteh
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#466. Posted:
Status: Offline
Joined: Apr 29, 201113Year Member
Posts: 4,324
Reputation Power: 192
Status: Offline
Joined: Apr 29, 201113Year Member
Posts: 4,324
Reputation Power: 192
iiLeeHD wrote The name itself commands attention and respect throughout the games industry. This is the company that gave us Doom and Quake, arguably two of the most influential first person shooters of all time. This is the company that is the creative output of the legendary John Carmack. Fans have been hoping and waiting for a new game from this outfit for a long time. Well, in 2007 development started on two key items within ids portfolio - id Tech 5, their latest feature-packed game engine, and RAGE, the first game to use the technology. Now, some four years later, RAGE is on the shelves. Was it worth the wait? Lets find out together, shall we?
RAGE is set in the future, in a post-asteroid-impact Earth that is a remnant of its former glory. Knowing the asteroid (which is approximately the size of South America) is coming, the government actually has a pretty good idea to bury Arks with cryogenically-frozen people who will survive the impact and eventually wake up, set with the task to re-populate the world once it becomes livable again. You play as an Ark Survivor whose Ark has a power disruption, resulting in you waking up and finding everyone else in your Ark in a state of mummification apparently due to some kind of earlier mishap. From there you discover a world that is vastly different than the one you left, some 106 years ago. There are small pockets of settlers trying to survive out in the Wasteland, and trying to avoid run-ins with the many varied Bandit clans scattered about who are each vying for control of pieces of the land. Above all that is The Authority, the ruling organization bent on finding and using Ark survivors for their own purposes.
Cue the Dukes of Hazzard horn!
The general aesthetic initially is steampunked-western, mixed in with some Mad Max-esque vehicular combat. The settlements feel like turn of the 20th-century outposts the likes of which youd see in an old John Wayne movie. As you progress through the game, though, you enter many other environments that really speak to the careful design decisions that went into this game. You run through a ruined city-center area that speaks to the level of modern design and technology that was once prevalent, you crawl through sewers and old subway stations, and eventually you encounter new cities that have sprung up under The Authoritys auspices.
Graphically the game is stunning. The character models are top-notch, not to mention the weapon modeling as well. Even the skyboxes look like much thought and careful planning went into them to ensure the experience was both visually appealing and immersive. id went all-in in creating the world and its inhabitants, and their efforts really take shape in those areas specifically. The textures for other areas though, are not as high-quality as I would have liked to have seen. For example, if you walk up to a door youre treated to something of a pixelated jumble sometimes; it varies depending on the door and whether or not it is able to be opened. This is one area where I believe the 360 is going to be falling short. The PC version is said to feature a higher-resolution texture pack that for one reason or another was not possible to shoe-horn into the three discs that RAGE already has.
Your mayor, taking care of business.
While on the topic of graphics, one more issue Ill bring to light is the texture pop-in. When I first booted the game up, I played for a couple of hours without having installed anything to the hard drive because I wanted to have a basis for comparison after I installed the discs to my hard drive. What I got was a lot of pop in and texture replacement. Now, one good thing in this is that it is not as noticeable as what I had mentioned in my Dead Island review, where it was the actual weapon model being re-textured every time you switched weapons. These are more well-hidden places (like the axle assembly on your buggy, for instance), but nevertheless, if youre looking at all carefully for it youll see it, and see it often. So after playing for a while I installed all three discs (which Id recommend if you have the hard drive space, though you can just get by with installing whatever disc you currently need), and the texture pop-in was all but removed. You could still catch the game loading something occasionally, but it was much harder to spot. All in all though, this is not a huge concern to me as it doesnt detract from the gameplay in any real tangible way.
There was one big challenge facing the developers with RAGE: How do you keep the experience an engaging one when most all of the normal enemies you fight (excluding bosses and mini-bosses) are humanoid in nature? You have Bandits, The Authority and Mutants, all of whom are bipedal and stand upright. Well the answer is that it needs to feel different when you are engaging each enemy. This is where the amazing AI comes in to play. When you are fighting mutants, they scurry and scramble, running up along walls and doing all sorts of evasive maneuvers as they head straight for you, hot and heavy. Bandits even vary in tactic from gang to gang. Some are very calculated, stealthy and tactical, whereas others are grab a nail board and run full tilt kind of in-your-face experiences. The Authority is responsible for the most tactical experience youll encounter by far. They have true squad intelligence. You can hear a commander calling for a retreat if youre close to dispatching all of the soldiers in one area, and in others youll find yourself flanked quickly if you do not set up a defensible position. They are patient, waiting for you to make your move and get yourself killed.
Rate
9.5
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Nice copy and paste bro!
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#467. Posted:
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Joined: Jul 11, 201113Year Member
Posts: 306
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Posts: 306
Reputation Power: 11
-ReaperUK- wrote In the Fallout universe, nuclear war has ravaged the country, but religious faith abides. In Fallout: New Vegas - Honest Hearts, men of God struggle to find peace in a land where strife is inescapable--a powerful theme for a downloadable add-on. The story in Honest Hearts doesn't take advantage of this fertile premise, but that premise still enriches this formulaic yet enjoyable adventure into Utah's Zion National Park. As its name would suggest, some see this region as a promised land, and it's here that two religious leaders struggle to maintain control in the face of a warring tribe that would drive them out. Zion is a big and atmospheric setting for a new adventure, and there's enough new content here to keep you busy for four or five hours as you shoot up charging geckos and get to know the local tribes. That said, Honest Hearts doesn't make a lasting impression; none of its characters, places, or events stand up to those of the main game or even those of Fallout 3's better content packs. Yet, this enjoyable excursion gives you several welcome chances to exercise the power of choice, and it rewards you with new perks, new weapons, and an increased level cap.I love fallout and nice review
Shooting and looting: the best way to survive any trip to Utah.
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The two men at the center of Honest Hearts are good, sincere blokes that nonetheless don't see eye to eye on how to deal with the White Legs, a violent tribe of nomads eager to scalp anyone that dares oppose them. One of these men is Daniel, a Mormon missionary with close ties to a tribe called The Sorrows. The other is Joshua Graham, otherwise known as The Burned Man. Joshua favors an aggressive approach toward the White Legs, which is no surprise given his violent past with Caesar's Legion. He is beloved by the Dead Horses tribe and preaches that mankind should shun the greed of the outside world. You stumble upon both men after the trading caravan you join falls victim to the White Legs, though neither makes a very strong impression. Joshua needs supplies like lunch boxes and walkie-talkies; Daniel sends you to find maps and disarm traps. These are nice men that nonetheless make you wonder how they managed to inspire the devotion of the locals. Joshua tells you that he was put on Earth to show people how to fight, yet he speaks in even tones, without an ounce of passion. For someone called The Burned Man, his personality lacks fire, and the tasks he needs performed are hardly extraordinary.
As mundane as the narrative is, you still get welcome opportunities to make decisions, though they would have more weight if you felt more invested in the consequences. Standard quests allow for a bit of flexibility. You might kill the gigantic Yao Guai creatures threatening the camp or collapse the cave in which they live. You could convince a tribesman to follow his heart and explore the "civilized" world or encourage him to stay with his people. The final series of decisions determine the future of several characters and their tribes, and these are outlined in an epilogue that closes the adventure in traditional Fallout fashion. Some of these characters include a few that join you as followers, and they, like Joshua and Daniel, are remarkably even tempered. It's nice to have their company, however--particularly that of Waking Cloud, a pious Sorrow tribeswoman indebted to Daniel for her saving her life. It's too bad that some of the quests these characters join you for are so routine. Find a key, open a cabinet, search for a compass: These are simple fetch quests that needed some dressing up with better context.
Even honest men keep a few secrets.
A few quests offer some variety, however, including one that pits you against a giant creature in Honest Hearts' best battle. The reward is an excellent melee weapon that nicely complements an intimidating helmet you might also grab before you head back to the Mojave. Other tangible goodies in this content include weapons (such as tomahawks) and new perks (extra damage when limbs are crippled). In addition, the level cap has been increased by five. Zion also serves as its own reward; its prickly cacti and red-orange plateaus provide a great backdrop to your travels. This graphics engine is showing its age, what with the bland textures, inconsistent shadows, and awkward animations. Yet campsites dotted with empty beer bottles and abandoned communal grills are an effective reminder of the civilization from which Joshua wants to shield his followers.
This being a Fallout game, it's no surprise that you could run into a number of bugs. These include some enemies you cannot damage or target in the Vault-Tec Assisted Targeting System because they are standing in water; corpses hovering in midair; and non-player characters running from you in fear for absolutely no reason. Don't let such typical bugs dissuade you from considering Fallout: New Vegas - Honest Hearts, however. The story and related quests don't surprise, but this add-on gives you the opportunity to once again influence those you meet and accomplish your goals as you see fit. And, you do those things in a desert environment harboring enough creatures and caves to make it worth exploring.
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#468. Posted:
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Joined: Apr 29, 201113Year Member
Posts: 4,324
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Fable 2
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Developed: Lionhead Studios
Release Date: October 21, 2008
Genre: RPG, Action, Sandbox
Platform: Xbox 360
Age Restrictions: 17+
Synopsis:
Fable II is an action role-playing game (RPG) in the Fable game series developed by Lionhead Studios and published by Microsoft Game Studios for Xbox 360. It is the sequel to Fable and Fable: The Lost Chapters, it was originally announced in 2006 and released in October 2008. A compilation of the game, and its two downloadable content packs, was released on October 7, 2009, titled the "Game of the Year" edition.[4]
The game takes place in the fictional land of Albion, five hundred years after Fable's original setting, in a colonial era resembling the time of highwaymen or the Enlightenment. Guns are still primitive, and large castles and cities have developed in the place of towns.[5] Unlike the original, the player may choose to be either male or female, while also choosing a character's sexuality, allowing for marriage and sexual liaisons with male and female NPCs.
Gameplay:
The game starts as you as a child either being the sister or the brother of the two main characters. You start with a few challenges that allow you to learn the controls and basics of the game. Being one of my first RPGs besides Oblivion. The 3rd person role wasn't really my thing; but it brought a new expirience to my eyes, as never playing the original Fable except for watching my brother play it when I was little. The game kept me entertained for at least 100 hours, which a lot of games cannot do, except for other RPGs or Sandbox games. The game lets you evolve from kid to teen to adult and try different things like taking care of your dog, learning new spells, and raising a family. The graphics aren't the best which takes me out of the game and into real life, which is not what I want in a game. The character customization is great in the sense that you can make them act like you want. I really liked the game and its definitely one of the best games ever and deserves its premium hit.
Graphics:
The graphics resemble any game of 2006, so its a little behind on its time. Graphics are one of the most important thing I judge in video games.
Controls:
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Ratings:
Gameplay: 10
Graphics: 7
Replay Value: 9
Overall: 9
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Developed: Lionhead Studios
Release Date: October 21, 2008
Genre: RPG, Action, Sandbox
Platform: Xbox 360
Age Restrictions: 17+
Synopsis:
Fable II is an action role-playing game (RPG) in the Fable game series developed by Lionhead Studios and published by Microsoft Game Studios for Xbox 360. It is the sequel to Fable and Fable: The Lost Chapters, it was originally announced in 2006 and released in October 2008. A compilation of the game, and its two downloadable content packs, was released on October 7, 2009, titled the "Game of the Year" edition.[4]
The game takes place in the fictional land of Albion, five hundred years after Fable's original setting, in a colonial era resembling the time of highwaymen or the Enlightenment. Guns are still primitive, and large castles and cities have developed in the place of towns.[5] Unlike the original, the player may choose to be either male or female, while also choosing a character's sexuality, allowing for marriage and sexual liaisons with male and female NPCs.
Gameplay:
The game starts as you as a child either being the sister or the brother of the two main characters. You start with a few challenges that allow you to learn the controls and basics of the game. Being one of my first RPGs besides Oblivion. The 3rd person role wasn't really my thing; but it brought a new expirience to my eyes, as never playing the original Fable except for watching my brother play it when I was little. The game kept me entertained for at least 100 hours, which a lot of games cannot do, except for other RPGs or Sandbox games. The game lets you evolve from kid to teen to adult and try different things like taking care of your dog, learning new spells, and raising a family. The graphics aren't the best which takes me out of the game and into real life, which is not what I want in a game. The character customization is great in the sense that you can make them act like you want. I really liked the game and its definitely one of the best games ever and deserves its premium hit.
Graphics:
The graphics resemble any game of 2006, so its a little behind on its time. Graphics are one of the most important thing I judge in video games.
Controls:
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Ratings:
Gameplay: 10
Graphics: 7
Replay Value: 9
Overall: 9
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#469. Posted:
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Joined: Dec 08, 201112Year Member
Posts: 1,296
Reputation Power: 67
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Posts: 1,296
Reputation Power: 67
Tekken 6 Review.
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The Story: Tekken 6 brings many characters together in the King of iron fist 6.Play as over 40 characters and 8 new characters as you take on the king of iron fist tournament 6 each with a different ending,costumes and Bonus character unlocks.
Teken 6 features 8 new characters which include
.Leo
.Bob
.Alisa Bosconovitch
.Lars Alexandersson
.Miguel Caballero Rojo
.Zafina
.Azazel (New Giant Bird Type Boss)
.NANCY-MI847J (bonus boss before fighting Jin Kazama)
The previous returning characters are.
.Anna Williams
.Armor King
.Asuka Kazama
.Baek Doo San
.Bruce Irvin
.Bryan Fury
.Christie Monteiro
.Craig Marduk
.Jack-6
.Devil Jin
.Eddy Gordo
.Feng Wei
.Ganryu
.Heihachi Mishima
.Hwoarang
.Jin Kazama
.Julia Chang
.Kazuya Mishima
.King
.Kuma Jr.
.Lee Chaolan
.Lei Wulong
.Lili
.Ling Xiaoyu
.Marshall Law
.Mokujin
.Nina Williams
.Panda
.Paul Phoenix
.Raven
.Roger Jr.
.Sergei Dragunov
.Steve Fox
.Wang Jinrei
.Yoshimitsu
Game play. The game play in Tekken 6 is just like every platform fighter Contains multiple characters And can be Play for many hours before getting bored.
Multiplayer. The multiplayer Puts you up against fighters all around the world In online arcade mode and Tournaments Competing for cash prizes. There is still a ranking system on Tekken 6 It goes following to order.
Beginner
9kyu~1kyu
1st dan~4th dan (from 4th dan, background changes)
Mentor
Master
Brawler
Marauder
Berserker (from Brawler, Background and font changes to green)
Warrior
Avenger
Vindicator (from Warrior, Background and font changes to yellow)
Vanquisher
Destroyer.
Customization. The amount of items for sell in the Customization shop is unbelievable and each character has a couple of unique Items and Special objects.
In conclusion i would give Tekken 6 a 8/10 It has amazing game play,Amazing Graphics And i cant leave out the huge amount of Characters And customization Available for selection.
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The Story: Tekken 6 brings many characters together in the King of iron fist 6.Play as over 40 characters and 8 new characters as you take on the king of iron fist tournament 6 each with a different ending,costumes and Bonus character unlocks.
Teken 6 features 8 new characters which include
.Leo
.Bob
.Alisa Bosconovitch
.Lars Alexandersson
.Miguel Caballero Rojo
.Zafina
.Azazel (New Giant Bird Type Boss)
.NANCY-MI847J (bonus boss before fighting Jin Kazama)
The previous returning characters are.
.Anna Williams
.Armor King
.Asuka Kazama
.Baek Doo San
.Bruce Irvin
.Bryan Fury
.Christie Monteiro
.Craig Marduk
.Jack-6
.Devil Jin
.Eddy Gordo
.Feng Wei
.Ganryu
.Heihachi Mishima
.Hwoarang
.Jin Kazama
.Julia Chang
.Kazuya Mishima
.King
.Kuma Jr.
.Lee Chaolan
.Lei Wulong
.Lili
.Ling Xiaoyu
.Marshall Law
.Mokujin
.Nina Williams
.Panda
.Paul Phoenix
.Raven
.Roger Jr.
.Sergei Dragunov
.Steve Fox
.Wang Jinrei
.Yoshimitsu
Game play. The game play in Tekken 6 is just like every platform fighter Contains multiple characters And can be Play for many hours before getting bored.
Multiplayer. The multiplayer Puts you up against fighters all around the world In online arcade mode and Tournaments Competing for cash prizes. There is still a ranking system on Tekken 6 It goes following to order.
Beginner
9kyu~1kyu
1st dan~4th dan (from 4th dan, background changes)
Mentor
Master
Brawler
Marauder
Berserker (from Brawler, Background and font changes to green)
Warrior
Avenger
Vindicator (from Warrior, Background and font changes to yellow)
Vanquisher
Destroyer.
Customization. The amount of items for sell in the Customization shop is unbelievable and each character has a couple of unique Items and Special objects.
In conclusion i would give Tekken 6 a 8/10 It has amazing game play,Amazing Graphics And i cant leave out the huge amount of Characters And customization Available for selection.
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#470. Posted:
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Joined: Nov 02, 201113Year Member
Posts: 363
Reputation Power: 27
Status: Offline
Joined: Nov 02, 201113Year Member
Posts: 363
Reputation Power: 27
Half Life
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Developed by: Valve Corporation and Gearbox Software
Release Date: November 19th, 1998
Genre: First-Person Shooter
Platform: PC and Playstation
ESRB: M (Mature)
Media Distribution: CD
Synopsis:
Half-Life is a first-person shooter that requires the player to perform combat tasks and puzzle solving to advance through the game. This game is for those who enjoy puzzles and complicated obstacles. The player must rely on the ability to navigate various platformer-style jumping puzzles in Xen toward the end of the game. Freeman becomes one of the survivors of an experiment at Black Mesa that goes horribly wrong, when an unexpected resonance cascade rips dimensional seams, devastating the facility. Parasites from another dimension known as Xen subsequently enter the facility through these dimensional seams
Gameplay:
Half-Life used scripted sequences, such as a Bullsquid ramming down a door, to advance major plot points.While most contemporary first-person shooters relied on cut-scene intermissions to detail their plotlines, Half-Life's story is told entirely by means of scripted sequences, keeping the player in control of his or her first-person viewpoint. Progress through the world is continuous, except for breaks for loading. For the most part the player battles through the game alone, but is occasionally assisted by non-player characters; specifically security guards and scientists who fight alongside the player, assist in reaching new areas and impart relevant plot information.
Graphics:
Graphics aren't the best and sort of sharp. They can be better and the game would be fantastic if it were we made into HD quality.
Controls:
W A S D to move.
CTRL to crouch
Space to jump
E to use
Left Click to use primary
Right Click to use secondary
R to reload
Shift to walk
F for flashlight
T to spray logo
1,2,3,4,5 for weapons
Q to take screenshot
F6 to quicksave
F7 to quick load
Esc to pause
Ratings: 8.5
Graphics: 7.0
Replay Value: 4.0
Single Player: 10.0
Multiplayer: N/A
Overall: 8.9
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Developed by: Valve Corporation and Gearbox Software
Release Date: November 19th, 1998
Genre: First-Person Shooter
Platform: PC and Playstation
ESRB: M (Mature)
Media Distribution: CD
Synopsis:
Half-Life is a first-person shooter that requires the player to perform combat tasks and puzzle solving to advance through the game. This game is for those who enjoy puzzles and complicated obstacles. The player must rely on the ability to navigate various platformer-style jumping puzzles in Xen toward the end of the game. Freeman becomes one of the survivors of an experiment at Black Mesa that goes horribly wrong, when an unexpected resonance cascade rips dimensional seams, devastating the facility. Parasites from another dimension known as Xen subsequently enter the facility through these dimensional seams
Gameplay:
Half-Life used scripted sequences, such as a Bullsquid ramming down a door, to advance major plot points.While most contemporary first-person shooters relied on cut-scene intermissions to detail their plotlines, Half-Life's story is told entirely by means of scripted sequences, keeping the player in control of his or her first-person viewpoint. Progress through the world is continuous, except for breaks for loading. For the most part the player battles through the game alone, but is occasionally assisted by non-player characters; specifically security guards and scientists who fight alongside the player, assist in reaching new areas and impart relevant plot information.
Graphics:
Graphics aren't the best and sort of sharp. They can be better and the game would be fantastic if it were we made into HD quality.
Controls:
W A S D to move.
CTRL to crouch
Space to jump
E to use
Left Click to use primary
Right Click to use secondary
R to reload
Shift to walk
F for flashlight
T to spray logo
1,2,3,4,5 for weapons
Q to take screenshot
F6 to quicksave
F7 to quick load
Esc to pause
Ratings: 8.5
Graphics: 7.0
Replay Value: 4.0
Single Player: 10.0
Multiplayer: N/A
Overall: 8.9
source:
http://en.wikipedia.org/wiki/Half-Life_(video_game)
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