Showing posts with label Computer Gaming Reviews. Show all posts
Showing posts with label Computer Gaming Reviews. Show all posts

Monday, October 8, 2012

Dishonored Xbox 360 Overview

Dishonored is an upcoming first-person stealth action adventure video game being developed by Arkane Studios and published by Bethesda Softworks. It is scheduled for release worldwide in October 2012 for Microsoft Windows, PlayStation 3, and Xbox 360, beginning in North America on October 9.

Set in the fictional industrial city of Dunwall, modeled after seventeenth century London, Dishonored follows Corvo Attano, a legendary bodyguard to the Empress who is framed for her murder and forced to become an assassin to seek revenge on those who conspired against him. Attano is aided in his quest by the Outsider, a powerful being who imbues him with magical abilities. Several actors provide voice work for the game, including Susan Sarandon, Brad Dourif, Carrie Fisher, and Chloƫ Grace Moretz.

Dishonored Xbox 360 Overview

The game is played from a first-person perspective and allows the player to tackle a series of assassination missions in a variety of ways, with an emphasis on player choice. Missions can be tackled by stealth, combat or a combination of both. Exploring levels opens new paths and alternatives for accomplishing mission goals, and it is possible to complete all missions and eliminate all of Attano's targets in a non-lethal manner. The story and missions are modified based on violent actions, or lack thereof, committed by the player. Magical abilities are designed to be combined to create new, more powerful effects.

Gameplay


The game is played in first-person, with an emphasis placed on stealth action and the utilization of gadgets as well as the environment to eliminate opposing forces. The game world is a series of self-contained, mission-focused sandboxes designed to allow for multiple avenues of exploration in terms of in-game movement and powers. Between missions the player is taken to a central hub in a pub. In the pub Corvo can meet with his allies, receive mission briefings, alternate objects, and convert recovered loot into new equipment and upgrades.In-game areas include loading docks, royal estates, poverty stricken streets, and a bathhouse.The game features the ability for the player to save anywhere and also includes a checkpoint save system, with both disabled during combat. There are four difficulty levels which affect the effectiveness of health and mana potions, and enemy perception, damage and responsiveness. The easy difficulty also enables health regeneration.
Dishonored also features role-playing game elements including a character upgrade system and moral choices with focus on non-linear consequences. The game is designed to allow the player to complete it without killing any NPC, including boss characters and mission targets. An example of a non-lethal situation given by co-creative designer Harvey Smith involved the player completing a side mission for a character which in turn was rewarded with the mission targets being kidnapped and enslaved in a mine. Each mission contains multiple avenues of exploration and reaching targets, with traversal and exploration of levels designed to support the array of abilities at the player's disposal, rather than having a specific "hacking path" and "sneaking path". Specific elements of missions are also randomised such as altering the color of a targets clothing and mask in one mission, requiring the player to explore the game area to locate the intended target each time the mission is played.
Actions committed by the player are not judged to be of a good or evil morality, but instead are tracked by a "chaos" system that records how much collateral damage, violent actions and deaths are caused by the player. The game world is modified by how little or much damage is caused, affecting story decisions with an emphasis on not punishing the player or forcing them to choose one style of play over another.For example, a non-player character (NPC) who disapproves of violent methods may not support the player and may even betray them.The game reacts to the chaos caused in both scripted ways, such as dialog, and dynamic ways, such as increasing rats, plagued citizens and adding new scenes, and can affect the current mission and future ones.The system also influences the two game endings obtainable, with variations based on which characters live or die.Playing violently can allow missions to be completed in less time than a stealth approach, but will consume more resources such as health and mana potions, which are required more often in direct combat.

Features and abilities


The game features six active powers, four enhancements (passive powers), and 40 "bone charms" that grant the player supernatural perks such as increasing the duration of rat possession. Only three bone charms can be active at any time.Smith and Colantonio stated that it is impossible for a player to accrue all of the powers and abilities in a single playthrough. Mana is necessary to use the abilities and only partially regenerates after use, enough to allow the use of powers like "Blink" and "Dark Vision", but mana potions are required to recover larger amounts of mana, restricting the use of higher cost abilities like "Possession" and "Bend Time". Magic is assigned to the player character's left hand and weapons to the right hand.
The main supernatural powers are unlocked and purchased using Runes, and each can be upgraded.Announced powers include: "Dark Vision", which allows the player to see enemies through walls, their field of view and an abstract representation of sound made by the player;"Blink", a short-distance teleportation ability;"Possession", that allows the player to inhabit and possess other characters from rats and fish to humans temporarily;"Devouring Swarm", which summons a swarm of deadly rats; "Bend Time", that slows or freezes time; "Wind Blast", a gust of wind; and "Shadow Kill" that turns dead enemies to ash preventing their discovery. The player also has access to weaponry including a sword, grenades and pistols.Coins must be collected to upgrade weapons and gadgets.
Stealth is based on occlusion, hiding behind objects and architecture and avoiding the enemies' cone of vision, with lighting also a factor in player visibility. When hiding behind an object, the player can lean around the sides to view the immediate area and eavesdrop, and as long as Corvo's body remains hidden, enemies will not see him. The player can also look through keyholes to gain insight into closed rooms.Enemy AI will respond to sound and can be distracted by the player creating a sound in one place to lure a guard away from their position.
Guards have several states of alertness ranging from normal, to suspicious, aware of the players presence and then actively searching for the player. Remaining concealed from guards eventually reduces the alertness to aware, but it will not return to normal in that particular mission. Enemies communicate their alertness state to their allies, in turn increasing their alertness level.

Synopsis

Setting

Dishonored takes place in the industrial city of Dunwall, modeled after late 1800s-early 1900s London and Edinburgh, that is ruled over by an oppressive regime. In the city, technology and otherworldly forces coexist. Dunwall is a center for fishing and whaling, with whale oil a valuable resource necessary for powering the city.Following philosopher Esmond Roseburrow's discovery of whale oil's use as a fuel—known in the city as trans—the government used it to develop powerful weaponry which in turn bred government corruption.The city is stricken with a plague spread by rats and dogs that is killing the poor and isolating the rich. The infected, known as "Weepers", cry blood and can become violent against others.
The government uses the plague as an excuse to take or purge citizens as they wish.Order is maintained by the Tallboys, heavily armored officers on tall, mechanical legs, and districts are separated by Walls of Light, barriers made of energy that disintegrate those that attempt to cross them.

Thanks : wikipedia

Friday, February 24, 2012

Plants vs. Zombies Complete Review

Plants vs. Zombies Complete Review

Plants vs Zombies


You would be forgiving for saying you've had your fill of surpass protection games. The past little years have seen a flood of these approach clones filling downloadable portals like PlayStation system. But you know who might be able to bring you back: the good people that brought you Peggle. PopCap, one of the best developers and publishers around, has brought its excellent tower defense game Plants vs. Zombies to PSN. While it uses the basic mechanics of all efforts in this genre, it stands out for its charm, personality, and loads of gameplay variety. The result is another addictive experience from PopCap that will appeal to all walks of gamers.

Zombies are creeping on your lawn, and your garden is the last line of defense against these brain-crazy cannibals. You have some pretty peculiar (but useful) plants at your disposal, including pea shooters that spit green balls at the undead, hot tamales that burn everything in their path, and Venus zombie traps that will devour an enemy in one gulp. By planting various seeds in strategic locations around your lawn you may be able to hold off the onslaught and keep them from entering your house and eating your brain.

It's a very simple design and, while it does eventually become challenging, this is one of the easier tower defense games I've played. The real draw here is the incredible variety of plants (towers) and zombies. There are 48 kinds of plants with numerous offensive, defensive, and production capabilities, and 26 different zombies. Completing each level in the game will unlock a new plant or item to add to your arsenal. The array of choices means you can customize your strategy and confront the undead on your own terms. These constant rewards really keep you involved and will have you defending your lawn for much longer than you may have expected.

There is also a wide assortment of gameplay styles. Some levels take place during the day and some at night, which has a large effect on what plants are available to you, how you harvest sunlight (your resources), and what environmental obstacles you encounter. Interspersed among the regular levels are more arcade-like variations on the tower defense formula. You may lose the ability to select plants and instead have to make do with pre-selected weapons that come down a conveyor belt. Or you may be asked to play Whack-a-Zombie out of the blue. A Survival Mode can be unlocked and there are special puzzle levels that let you play as the zombies. You can't go more than a few minutes with this game without discovering something new and delightful.

Adding to the game's charm is the cast of undead, ranging from football players to zombies that carry screen door shields to aquatic zombies that ride dolphins (you have a pool in the backyard). These aren't your gruesome Left 4 Dead or Resident Evil zombies. This is a zombie game for the whole family -- never thought I'd say that. It also has a catchy soundtrack that becomes more intense as your yard is flooded with enemies. The light voice acting gives the undead character as they lurch toward your house grunting and moaning for brains.
Thanks: ps3.ign.com

Monday, January 30, 2012

Resident Evil: Revelations Review

The tale revolves around exposure yet another strand of weaponized virus called the T-Abyss, released by a terrorist group known as Veltro. If you're expecting some revelations, you're definitely in for a treat. The game plays out a lot like Alan Wake did, with each part of the story separated into its own episode, complete with a story recap after each mission to ensure you remember exactly what happened and what's going on. It's a handy feature for those that like to take frequent breaks between game play sessions, as it quickly brings them up to speed.

Resident Evil Revelations

Exposure plays a lot like RE4 rather than RE5. Though you still have companions at your side, you don't rely on their participation much, aside from a little help with firepower. The control scheme is fairly unchanged from Resident Evil: Mercenaries and still allows you to aim down your sights while moving around as long as you have the left shoulder button pressed down. This was an extremely helpful addition in Mercenaries and really helps out in tight situations when you just need to move further away but you want to keep pumping those virus abominations full of lead. The game also features a Circle Pad Pro control scheme which I'm sure makes the game much easier to play, but sadly since we didn't have the add-on, we couldn't put this to the test.

In true continued existence horror spirit, the game doesn't necessarily throw a lot your way. Sure it's scattered around levels here and there, but since the monsters take quite a few hits to take down, aiming carefully and precisely is an absolute necessity. Weapons can also be upgraded at various workbenches scattered around each level with upgrade items found through exploration, which makes taking down nasties a much quicker affair.

Resident Evil

New to the series is an item called the Genesis Scanner. Much like the scanning done in Metroid Prime, this allows you to survey the surroundings for any hidden useful items, such as healing herbs and ammo clips. Scanning downed enemies also fills up a percentage meter, which when full grants an extra healing item. It definitely adds incentive to use this scanning device about everywhere you go. There in lies a little bit of the problem. Since scanning is so necessary for your survival, you'll find yourself more behind the lens of the scanner, than actually in third person.

If there ever should be a benchmark of what the 3DS is capable of graphically, Revelations should be that benchmark. Whether you're playing with the 3D effect on or off, the game looks absolutely amazing. Mercenaries was no slouch in the graphics department either, but I feel like that was just a taste of what Revelations has to offer. The sound design is equally as impressive with an ambiance that will send shivers up your spine. I highly recommend playing with headphones if you want to feel some fear while you're playing.

Thanks: http://www.gamezone.com

Friday, January 27, 2012

Dustforce Review

Dust and grime surround us. Every day, they gather atop coffee tables and in beyond kitchen corners, but no more. In Dustforce, it's time to fight back. 5th Filth falls before four acrobatic janitors--each identical parts ninja and handyman. Their world is built on speed and has you building momentum while sweeping away patches of leaves and battling waste-covered foes. It's up to you to determine how these chores piece together to earn the best score, and when you do, it's immensely satisfying.

Dustforce Review
DustForce Review

There is a unique economy of movement in Dustforce that must be mastered to succeed. Running and jumping are simple. It's when you start zipping around in midair that things get tricky. For instance, most characters can either double jump or dash while in the air. That is, unless you defeat an enemy while airborne. Then you can either dash again or make a third jump. And once you touch the ground, the whole system resets. If this sounds confusing, don't worry; the game eases you into this system through a comprehensive tutorial stage and several basic early stages.

At the end of each stage, you're graded on completion, finesse (a blanket term that factors in your combo meter, whether you defeated all enemies and the like), and speed. If you perform well enough, you earn keys that unlock doors leading to more challenging stages. Each stage also has two unique leaderboards: one for overall score and another for time. However, the best feature is the replay support for each entry on the leaderboards. These can offer insight into surmounting the tougher stages. They also offer plenty of "That doesn't look so hard" moments and feed into the game's already addictive nature.

Compared to other 2D platformers, such as the masterful Super Meat Boy, Dustforce feels slower and heavier. This weight stems from the extra layers of complexity afforded by the game's movement and combat. For combat, each character has a light and heavy attack. By chaining light attacks together you can propel your character through the air while striking an enemy. Hitting a foe with a single, heavy attack is faster; however, this leaves behind a patch of filth for you to clean up. Everything--from cleaning to combat--feeds into your combo meter.

Thanks: http://asia.gamespot.com