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Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Victory: The Age of Racing - Review

Victory: The Age of Racing
Victory: The Age of Racing

 

Victory: The Age of Racing

Product Features
Content: Base Game

    Realistic Car Physics
    Multiple Control Methods
    Fun and Easy Multiplayer
    Incredible Car Customization
    Car Attributes Development


Release Date: July 6, 2012

Victory: The Age of Racing - Product Description From the Manufacturer


Race in a world inspired by the open wheels racing scene, as you take your customized car around hairpin turns, swerve past your opponents, and accelerate towards the finish line.

In Victory you can create your car from scratch, choosing different car blocks, accessories, decals, template and more. You level up and top-up your car performance the way you prefer assigning performance points to the different attributes and changing your car setup!

Presented at E3 2009 and then launched in open beta at Gamescom 2012 after three years of development, Victory has already received positive feedback from players and reviewers around the world.

“Bringing serious simulation to the Free-to-play Racing.” PC Gamer

“For those that like racing games with RPG elements, this has the potential to be an addictive title" Massively

“A very unique online racing game set in a Post-Apocalyptic world. Players can build and customize their own car, changing everything down to the finest little details. Where Victory stands out is in its advanced driving physics and the way it handles driving in an online environment. A very cool racing game, and for any formula one fan you will feel right at home with the styles of the cars.” Mmogames

“Vae Victis raised the bar in the free to play racing games market” Everyeye

“The result of this mix of arcade and simulation is a very enjoyable game that forces you to never stop playing” Eurogamer

“One of the best free to play racing games on the market now" SpazioGames

“A realistic driving model matched with an extreme car customization thanks to the best car editor ever seen on a racing game." Mmorpgitalia


Realistic Car Physics
    An easy to use realistic physics means an unprecedented car handling in a game for everyone that is both easy to learn and hard to master.

Multiple Control Methods
    You can choose between gamepad, keyboard or the mouse as the primary control method. This gives the game a large compatibility and doesn't force you to always have the gamepad with you, we've worked hard to create the best keyboard controls available on the market for a racing game.

Fun and Easy Multiplayer
    Victory is based on quick competitions where players gain experience points and collect different car items to increase their car's attributes and reach the top of the leader board. Victory is a game for the casual racers that want more: a realistic car physics and a real racing experience with real time collisions, maintaining easy to learn game controls.best keyboard controls available on the market for a racing game. Steering wheels support is coming in the next patch. Victory is also a game for the hard core racers that don't have time for a full professional three hours race and want to race with a more casual and funny gameplay.

Incredible Car Customization
    Victory car customization system starts with an innovative blocks system where the players choose from different car parts to create an unique car model. Then the Painting System gives the players an unprecedented level of freedom in choosing colors, apply decals and colorable shapes.

Car Attributes Development
    Each car in Victory is described by six different attributes: Weight, Aerodynamics, Traction, Grip, Brakes and Power. Like in a role playing game, you have to spend performance points, unlocked by leveling up, in those six different attributes to finally reach the perfect attributes combination for your driving style and racing conditions.


Victory: The Age of Racing Review


Victory: The Age of Racing is an amazing racing game. The physics are sim enough to entice the hardcore sim racing fanatic, yet arcade enough that absolutely anyone can pick it up and play.
Customizeable cars in both looks and performance related upgrades. It has a level up system that has a bit of an addicting nature to it, I've found myself saying "just one more race" a few times in a row before finally calling it a night. When you level up you add performance points to enhance your vehicle, and also unlock other parts to put on your racecar to get the look you want.

Three tiers of competition to choose from (top two need to be unlocked by leveling to 20 and 40 respectively) each tier hosting a higher powered, harder to drive, more fun to master car.

Car setups can be customized a bit (simplified interface that is easy to use even for the novice racer) which adds extra reason to go testing and complete the time trial challenges. I'm not going to cover the time trial challenges (they can be fun too) but I don't remember a ton of details about them other than them encouraging clean laps and precision driving to really excel at, and being a good time killer if you are waiting for people to come online to race with.

The game itself has a similar feel to something like trackmania, with a much more down to earth/realistic feel. Servers have many options to them such as optional collision, the collisions are simplified but still make the racing that much more intense.

Probably the best server option available is the handicapping. If you race against people who having a more upgraded car, or are just faster than you, after a race they will receive a weight penalty for the next race, if they win again it increases. The reason they will want to keep racing when faced with a weight penalty is that their rewards and experience points get boosted depending on how much of a weight penalty they have and where they place with it. It makes for close fun racing even with people of varying levels of both experience and vehicle.

My only negative points to this game (which don't take away from this being worth the 5 stars I gave it) are the small field sizes, and the short races. Other than that I've really enjoyed this game and must recommend it.

The only other thing lacking in this title (so far) has been the number of people playing (or not playing) it.
If you are a racing fan of any sort, then you have no reason to not go play this game!


System Requirements
Minimum Specifications: Recommended Specifications:
OS: Win 7, Vista and XP
Processor: 2.2 GHz Dual Core 3 GHz
RAM: 1.5 GB Windows XP or 2 GB Windows Vista/ Windows 7 4 GB or more
Hard Drive: 500 MB
Video Card: GeForce 6800GT with 256 MB RAM / ATI X800 with 256 MB RAM GeForce 9800 with 512 MB RAM / ATI 4850 with 512 MB RAM
Additional Info: None

SimCity 2013 PC beta between January 25 and 28

SimCity 2013 PC beta


SimCity 2013 PC beta between January 25 and 28

Maxis' reboot of the Sim City 2013 franchise will be getting a closed PC beta (not available on Mac) from January 25 to January 28, offering a one-hour slice of the game ahead of its release on March 5.

Revealed by the SimCity Twitter feed, to participate gamers will need to sign-in to an Origin account and fill out a form on the game's beta page.

Be warned, though - at time of writing the beta page is a touch unstable. "Heads up, Mayors -- if you're having trouble viewing the #SimCity beta page, try a hard refresh and clear your cache," reads the game's Twitter feed.

"We are extremely excited with our progress so far and would especially like to thank you the fans for your continued participation and support," reads the signup page for the SimCity beta. "We are humbled by your passion, it fuels us to work even harder to make the game we’ve been dreaming of, and deliver the SimCity you’ve always wanted."

The SimCity reboot is attempting to create communities of players, but its choice to use always-on DRM has been a controversial one. Maxis has repeatedly said its choice to do so is for the benefit of its users as the game intends to feature an interconnected social world.

PS4 is 50% more powerful than Xbox 720'

Sony Playstation 4
A new batch of rumours has surfaced surrounding the next generation games machines from Sony and Microsoft - you'd better get used to this from now on. Gaming site VG 247 has spoken to developers returning from the Consumer Electronics Show in Las Vegas, where they claim to have been briefed on the hardware at secret meetings.

According to these off-the-record discussions, the Playstation 4 processor, apparently based on the AMD A10 APU, will have a run-capability of 1.84 teraflops. In comparison the next Xbox will be capable of hitting 1.23 teraflops – giving PS4 a raw computational advantage. However, it seems that while the PS4 (or Orbis as it has been codenamed) will feature 4GB of system RAM, the 720 (or 'Durango', or indeed 'Infinity) will squeeze in 8GB, 4-5GB of which will be solely for games. This contradicts various rumours the Guardian has heard that both systems will feature 4GB of RAM.

There are also strong indications that both Microsoft and Sony will run their own events this spring, possibly as early as March, to announce their new hardware. It may then be shown off in more detail at the vast E3 exhibition in June. This would seem to make sense, allowing the manufacturers to corner the gaming news agenda without having to compete against the madness of a major trade show.

Other reports have also mentioned that the two machines will be able to read 100GB Blu-ray discs. This would represent a major turnaround for Microsoft, having attempted to compete against Blu-ray in the last generation with an Xbox HD DVD player. It's also likely that we'll see some innovation in the user interfaces. Microsoft is rumoured to be building a new version of its Kinect motion control device into Xbox 720, while Sony may well be experimenting with touch controls, basing its next Dual Shock controller on the Vita, complete with a centrally placed touch pad.

While there's likely to be plenty of truth in all of this, specifications rarely tell the full story, and computing power is only part of the architectural equation in games machines. Just as important tends to be the pipeline between processors, and the way in which memory is managed by the system. Speaking to the Guardian about these performance figures this morning, one developer told us, "that's like asking someone to choose a Lamborghini over a Ferrari, just on top speed."

Richard Leadbetter of Digital Foundry agrees. "The rumours are certainly plausible, but we're essentially looking at singular components in isolation and not in context of the system as a whole. The PlayStation 3 has a graphics core that is basically an entire generation behind that in the Xbox 360, yet no one can deny that it's Sony's first party games that have led the way in the visual arts."

Also, developers the Guardian has talked to have told us that the software and services side will be far more important in the next generation. Which machine will be able to download or stream digitally distributed games the fastest? Which will have the most stable, secure and reliable online infrastructure? With retail sales of physical goods falling, the emphasis is likely to be on downloadable titles – and providing a compelling service rather than raw processing grunt, could be the key to success.

Another factor, of course, is price. In a competitive consumer electronics marketplace filled with desirable gadgets, the Xbox and PS4 machines will need to aim as low as possible. Some analysts have predicted $400 (L250) a piece, which matches the 'pro' Xbox 360 at launch, but is $200 less than the 60GB PS3 when it premiered.

A lower price is realistic though, as it seems both consoles are based on off-the-shelf kit this time round, rather than proprietary hardware that's expensive to design and manufacture. Based so closely on known PC components, however, some will want to compare the systems directly against gaming PCs.

"On a general level, we're looking at medium-level enthusiast PC hardware," says Leadbetter. "My guess is that you could build a PC with equivalent parts for around L400-L450. But the magic of console architecture is that those parts are incorporated into a fixed platform, built principally for games. Just like the PS3 and Xbox 360 before them, these machines will live on for many years – far more than the current-gen PC parts they share equivalent performance to."

Halo 4: The best weapon, armour and mod tactics

Halo 4 gameplay screenshot
Halo 4 gameplay screenshot

Halo 4 tips and triks - The best weapon, armour and mod tactics


Besides a close run US presidential race, 6 November also saw the eagerly awaited return of John-117, clambering once more from his icebox ( minus codpiece) to save the universe.

The Master Chief's epic (though brief) campaign outing is only a slice of the action-packed pie offered by 343 Industries' Halo 4. After killing the Cov, aiding the AI and causing untold mischief on the Forerunner shield world Requiem, Spartans can seek out new adventures and friendship aboard the UNSC Infinity -- the crown jewel of the UNSC fleet, and the new home of all things multiplayer, Forge and Theatre related in Halo 4.

Having played its fair share of Halo 4 multiplayer during the review phase, Wired.co.uk has amassed the following tips on weapons and loadouts for all those players looking to get ahead in life aboard the Infinity.

Lock and load

343 Industries' love and adoration of the Halo series is most evident in the way it's gone about assembling Halo 4's arsenal; all of the favourites are here -- and it's even squeezed a few extra toys online that don't appear in the main campaign missions.

The weapons have been finely tuned to the extent that no single gun will rule online play -- but some guns have clearly been balanced in such a way that they suit some tasks better than others. Here's our weapon overview:

UNSC weapons

Assault Rifle (MA5D ICWS -- but you totally knew that)
Most effective: Mid- to short-range.
For both Halo 3 and Reach, the Assault Rifle largely played second fiddle to the BR and DMR -- it was great for rushing a cornered foe and following up with a melee, but that was about it. It feels like 343 has boosted the damage of the Assault Rifle in Halo 4, making it a bullet hose of Halo: CE standards. Such is its power that in a short-range battle, the Assault Rifle can now easily dispatch a lesser-skilled BR or DMR user.

In team-based games, the Assault Rifle should be the weapon of choice for the bum-rushing assist player -- while scope-wielding teammates hang back looking for the headshot, a player armed with an Assault Rifle can ruin an enemy's shield and cause a very noisy, scope-ruining distraction.

Battle Rifle (BR85HB SR)

Most effective: Mid-range.
The BR is back, spiting its triple bullet death spew with wonderful familiarity. The BR has been very carefully balanced to allow it to sit alongside the DMR (see below) without feeling like the same gun. The BR suits mid-range scenarios better than its DMR counterpart, making it the better rifle to take into medium-sized levels where the majority of action will take place in tight corridors. Five shots will take down an enemy (free of overshield), but if you go one-on-one against a skilled DMR user at a longer range, chances are the DMR will finish you off given its better accuracy.

DMR (M395 Designated Marksman Rifle)
Most effective: Long- to mid-range
In short, the DMR feels like the Magnum of Halo: CE; a superb single shot weapon, ideally used to pick off any foe whose mid-range weapon can't reach you. The 'bloom' inaccuracy ofReachhas been toned down significantly, but the single shot means that you have to be spot on against a player armed with the BR, whose burst shot will finish off less-than-perfect DMR users. Just as with the BR, the DMR takes five shots to take down an enemy.

The battle will no doubt rage for a while as to whether the BR or DMR is the better primary weapon if Halo 4; they will suit different playing styles and different scenarios, but will both kill with five accurate shots.

Magnum

Most effective: Mid- to short-range
Returning to the sidearm role of Halo 3, the Magnum has been downgraded from the powerful position it found itself within Reach. It's now a very "agile" weapon; in a notable change to the Halo series, the Magnum can now be used by flag carriers in CTF matches. The Magnum is now slightly quicker at unloading its clip; the most effective use witnessed by Wired.co.uk was in emptying rounds as quickly as possible into an onrushing opponent while strafing/running backwards.

Rail Gun (ARC-920)

Most effective: Mid- to short-range
A new edition to the Halo arsenal, the Rail Gun is a shockingly brutal charge-to-fire weapon. Hold the trigger, watch the charge gauge and unleash a single shot of death with immense satisfaction. But beware, the magazine only holds one shot, and the longer-than-average reload time could see you look like a total fool should you miss your target. Brilliant for aiming into a crowded corridor, or taking out team players stupid enough to run through narrow doorways one behind the other.

Rocket launcher

Most effective: Mid- to short-range
Significantly, the rocket launcher of Halo 4 can lock onto vehicles, making it a must for any Big Team Slayer games as larger vehicles can wreak havoc on ill-equipped foe. Rockets move at much the same pace as they did in Reach, and it feels like they have the same damage radius. Essentially, aim for the feet, and only pull the trigger if your enemy isn't standing in your face.

SAW

Most effective: Short-range
Wired.co.uk's favourite new weapon of Halo 4, the SAW machine gun turns a player into a one-man bullet storm, ideally used for sweeping busy battlefields and corridors. Given the extra long clip, players should note that they can rack up two or three kills before needing to reload. This is the perfect tool for supporting a flag carrier in CTF, or for laying down heavy fire in team-based action.

Never, ever run head-on at a player carrying a SAW, even if you're wielding the Shotgun or Scattershot -- it's too much of a gamble. Run away, go for headshots and throw grenades -- and pray they need to reload.

Shotgun

Most effective: Short-range
Six rounds, six instant kills in the right hands, the Shotgun feels like the same death-wand that Halo players have always loved. Play a few games of Flood if you want to sharpen your Shotgun skills -- it's vital to work out just how close is close enough before you pull the trigger.

Sniper Rifle

Most effective: Long-range
Not a lot has changed concerning the awesome power of the Sniper Rifle -- other than the devastating new soundtrack that accompanies a pull of the trigger. Aim for the top of the head and happy hunting.

Spartan Laser

Most effective: Long- to mid-range
The crowd pleaser is back, with no changes to speak of other than its aesthetic. The best anti-vehicle weapon in the game by a mile (rockets can be dodged by skilled drivers), and deeply satisfying to use against Spartans stuck in open ground. Takes three seconds to charge and fire. Point, pause and smile.

Sticky Detonator

Most effective: Mid- to short-range
Remember that funny little pistol that the Master Chief grabbed in the first E3 video of Halo 4? That was the Sticky Detonator, a medium to short-range grenade launcher. Fire the grenade at a surface or opponent with the first pull of the trigger, then pull again to detonate it remotely. There's a short delay before you can detonate the round, so be sure to have plenty of practice before you try heading into the middle of a match with one of these; it can be deeply frustrating to watch an opponent run past your shot before you have the chance of detonating it.

It should be noted that the DMR and BR make for a deadly partnership for the Sticky Detonator -- if your detonated round doesn't finish off an opponent, it will have more than likely have ruined their shield. Follow up with a swift round to the head -- the new n00b kill of Halo 4.

Covenant weapons

Beam Rifle
Most effective: Long-range
The Beam Rifle makes a welcome return to Halo 4, with no major changes. It'll kill at the same rate as the Sniper Rifle, but if you fire off two shots too quickly, the gun will overheat and render you useless. Instant kill with headshot, two body shots anywhere else for a kill.

Concussion Rifle

Most effective: Mid- to short-range
The Concussion Rifle can pop up from time to time in ordinance drops, and makes for a brilliant crowd control weapon. A high rate of fire and decent damage radius makes it ideal for taking on Ghosts, Warthogs or enemy teammates stupid enough to stand next to each other. Not as powerful as the rocket launcher, but its larger clip means that you don't have to be as accurate with every shot.

Covenant Carbine

Most effective: Mid-range
The Covenant Carbine offers an interesting alternative to the DMR and BR; it takes more shots to kill your target (roughly seven), but has a faster rater of fire and larger clip (18 shots) than either of the UNSC rifles. This means when working alongside a SAW wielding teammate, you may be able to find the all important killing headshot a little quicker with the DMR or BR.

Energy Sword

Most effective: Short-range
The Energy Sword returns, even more super-sparkly than ever. As with previous Halo games, if you miss with your lunge, be sure to follow up swiftly with a melee attack, as the melee is available in less time than a second lunge.

Needler

Most effective: Mid- to short-range
Prepare yourself for this -- Halo 4 sees the Needler become a map-dominating power weapon. We were surprised too. The moment you lock onto a target, drain out a clip and chances are you enemy will explode in a purple cloud before they can take you down. An ideal weapon to have if you're trying to take down a jet-pack equipped enemy (they can't strafe as quickly, and look ridiculous trying to avoid the needles) or for use on opponents from above. Beware the small clip size.

Plasma Pistol

Most effective: Mid- to short-range
Still at the bottom of the Halo weapon food chain, the Plasma Pistol should only ever be used for taking down an opponent's shield before following up with a headshot. The charged up shot appears to track enemies a little more generously than in previous games, but this will never be a weapon of choice.

Storm Rifle

Most effective: Mid- to short-range
The replacement for the Plasma Rifle (we miss it too), the Storm Rifle works on a single clip and must be discarded once used. It's a very effective distraction weapon, with similar power to the UNSC Assault Rifle -- although slightly less useful given that it can overheat and you can't pick up new ammo for it.

Promethean weapons

Binary Rifle
Most effective: Long-range
The Promethean sniper rifle packs a heck of a wallop, and doesn't suffer from the same overheating issues as the Beam Rifle. Some players might prefer the larger clip of the UNSC Sniper Rifle (the Binary Rifle only holds two shots), but the Binary Rifle will take a Spartan down in one shot. Deeply satisfying noscope action.

Boltshot

Most effective: Mid- to short-range
The Boltshot is a slightly chunkier variant on the Plasma Pistol; a rung below the Magnum as a sidearm, but a charged shot is brilliant at taking off an enemy shield.

Incineration Cannon

Most effective: Mid-range
As the name suggests, the Incineration Cannon is more than a little aggressive. The projectile it fires produces further cluster damage once it's hit its target, meaning that the Incineration Cannon is devastating against vehicles or crowds of opponents. Be sure that you're not anywhere near your target though, as you can easily be damaged by the cluster blast of your own shot.

Lightrifle

Most effective: Mid-range
The Lightrifle is one of the most interesting guns of Halo 4 thanks to its unique round-changing capacity; when scoped, the Lightrifle fires a single shot like the DMR -- but can stop an opponent in four, rather than five shots. Unscoped, the Lightrifle fires a burst round, like the BR, but takes six shots to stop an opponent. Given its potentially quicker kill-rate, don't be surprised to see more advanced players switching from the DMR to the Lightrifle after a few months of game time.

Scattershot

Most effective: Short-range
The Promethean shotgun is a formidable weapon in the right hands, with shots that are able to bounce off surfaces and track players to a small extent -- making it an arguably more useful weapon than the UNSC Shotgun (though the UNSC Shotgun is able to hold six shots to the Scattershot's five).

Suppressor

Most effective: Mid- to short-range
The Suppressor is the Promethean variant of the Assault Rifle, carrying slightly more rounds at 50, but with slightly less stopping power than the UNSC variety.

Building your loadout

Following in the wake of other major online FPSs, Halo 4 has introduced ordinance drops to Infinity Slayer: earn enough in-game "points" from kills, assists and other reward-worthy plays like distraction or assassination, and you can call in your own ordinance dropped weapon or armour boost.

Customisable loadouts have also been included, allowing you to take control of more than just your weapon combination, with Armour Abilities and Armour Mods. Here's our guide to their best uses and tips on how to partner them up.

Armour Abilities:


Active Camo:
As in Reach, Active Camo generates near invisibility for a player. Best teamed with a mid- or close-ranged weapon, like the Shotgun or Assault Rifle, and the Stealth Upgrade armour mod (see below).

Hardlight Shield:

Like a Jackal's wrist shield, the Hardlight Shield throws up a protective shield in front of the player, though you can't fire while using it. It can be easy to forget about the Hardlight Shield in the heat of battle, but it can be a life-saving tool for evading multiple enemies or killing time against a SAW-equipped opponent while teammates come to the rescue. Your shield won't recharge while using the Hardlight Shield, but it can be vital to use it as cover while you backpedal into more stable cover.

Promethean Vision:

This battlefield changing ability allows you to see the outlines of all the players on the map in a Predator-like red glow. Best used on smaller maps (the scan can take too long to cover wider maps), and in quick bursts, to see if an enemy is lurking round the corner. Tap it on before entering a room -- should there be someone in there already, throw in a grenade first and follow it up.

Hologram:

A brilliant and underrated armour ability from Reach returns. You can easily find yourself hammering a player wondering why they won't just die -- only for that player to run headlong into a wall, causing you to realise it's a hologram, cursing as the real player pops up to finish you off. Used wisely, this is one of the most useful armour abilities available, allowing you to escape battles or create battle-winning distractions.

Jet Pack:

A favourite of Reach, the Jet Pack coupled with a dexterity or fast track armour mod can make a player one an impossibly slippery player. One of the most terrifying encounters Wired.co.uk had during the test phase was against one such player armed with a Needler, who proceeded to bounce and skip around the map, reducing all other gamers to a heap of tears and anger.

Regeneration field:

For team players, the regeneration field will heal all nearby Spartans. Useful in the loadout of assist players or drivers, along with the Wheelman armour mod.

Thruster Pack:

Like the Elite dodge of Reach, the Thruster Pack can be vital for getting yourself out of a sticky situation, and wickedly useful when facing off against a foe armed with the Sword or Shotgun. Coupled with a dexterity or fast track armour mod, no one is ever, ever going to catch you.

Autosentry:

Deploying a little turret (which can be blown up if required) can be pointless for some game types, but game changing for others. Deploy a turret by a flag or base and it's like your team has gained an extra man.

Armour Mods


Firepower Package:

Want to carry a primary weapon in your secondary weapon slot? Then the Firepower Package is for you. Particularly useful if you want to carry both the BR and DMR (but Wired.co.uk advises against this), the Firepower Package is only really useful once you've unlocked some powerful primary weapons in the loadout options.

Resupply Package:

Allows you to recover grenades from dead Spartans. The least useful Mod Wired.co.uk used.

Wheelman Package:

If you're the designated driver, then the Wheelman Package is a must. This gives your vehicle more stamina, and prevents charged Plasma pistol shots from stopping your onslaught. Keep this in a second loadout for use in points mid-game when you know there's a Scorpion tank or Warthog at your team base.

Fast Track Package:

This is a good go-to Mod for all players, allowing you to rank up at a faster rate than usual. Useful for improving your overall rank before you start specialising in particular skills.

Sensor Upgrade:

By increasing the motion sensor, you can annoy every player on the field with your terrifying knowledge of where everyone is at all times. Coupled with Promethean Vision and a Sniper Rifle, and you're nearly unstoppable.

Stealth Upgrade:

This will make you near silent when sprinting (an ever available option in Halo 4), the Stealth Upgrade is a must for players using the Active Camo armour mod, allowing you to assassinate players (an act that gives you more points than a standard melee to the back) with quicker speed, leaving you less vulnerable to counterattack from teammates.

Explosives Upgrade:

Hard to detect when active, this armour mod will mean that grenade explosions will do less damage to you, changing their blast radius and thus hopefully taking out other nearby opponents.

Dexterity Upgrade:

A very useful generic mod, this upgrade will see you reload and change weapons with terrifying speed.

writen by: David Cornish; Edited by Nate Lanxon, article source: wired.co.uk

Nvidia hand-held video-games console


Nvidia plans to produce own hand-held video-games console.

Project Shield is Android-based and marries a 5in (12.7cm) touch-screen with joysticks, buttons and other controls, in a clam-shell design.

It is also designed to link to PCs offering access to more powerful games such as those on the Steam library.

The announcement was a surprise, as the US company has previously focused on selling chips and graphics cards to other manufacturers.

Intel, another chip manufacturer, is also reportedly working on its own device - a television set-top box.
Android apps

Nvidia's announcement came at the first major press conference of this year's Consumer Electronics Show (CES) in Las Vegas.

The company's chief executive, Jen-Hsun Huang, did not reveal a release date or price for the device, but he did show off a working prototype and outline its specifications.
Nvidia chief executive Jen-Hsun Huang Nvidia's chief executive said the console had taken five years to develop

The console is bigger than an Xbox controller but smaller than the Wii U's game-pad.

Its screen resolution is 720p, but the machine is capable of playing out games and video in the 4k standard - which offers eight times the detail - on compatible TVs via an HDMI cable.

At its heart is the firm's new quad-core Tegra 4 chip - which Mr Huang described as the fastest mobile processor on the market.

As well as keys representing the standard Android commands, the console also sports a "shield" button that takes users to a curated games store featuring titles selected from the Google Play marketplace. However, it can also be used to run other types of apps - Mr Huang gave music players and Facebook as two examples.

Using wi-fi it can also be paired with a computer containing one of Nvidia's GeForce video cards to run PC games. In this case the desktop computer's processors power the software, offering higher quality graphics than could be rendered by the mobile processor.

Mr Huang boasted that "latency was so short it was as if you are connected to the PC" - playing down potential concerns that this kind of set-up might involve a delay between a user pressing a button on the console and the connected PC registering the command.

A demonstration involving titles from Valve's Steam PC platform appeared to bear this out.

However, to avoid such latency issues, users will only be able to connect the console to a PC on the same home network - although Mr Huang said it was an ambition to allow them to go "beyond the house" with future devices.

Nvidia's move takes advantage of the growing number of games being released for the Android and Windows operating systems without it having to develop its own ecosystem - as is the case with the PlayStation, Wii and Xbox families.

However, it will have to convince consumers that they need a dedicated portable gaming console in addition to their other computing devices.

Earlier this year Sony had to cut sales forecasts for its PlayStation Vita hand-held - analysts linked the news to the growth of gaming on smartphones and tablets.

In addition, one industry watcher suggested Nvidia's move would prove controversial with hardware makers that currently use its chips.

"It is a bit of a reach for Nvidia as it does not typically involve itself much with the end-user," said Josh Walrath from the PC Perspective tech site.

"They normally have partners in between. So by doing such a thing you do have to wonder if they're going to alienate any of their really close partners, and if they have the ability to get consumers to buy into it."

Facebook games go 'Offensive' with first first-person shooter



While many people still associate Facebook games with casual offerings like Zynga's "FarmVille," the social media giant has expanded its game catalog through titles like KIXEYE's "War Commander" and Kabam's "The Hobbit: Kingdoms of Middle Earth."

Now, Facebook has partnered with start-up U4iA Games (pronounced "euphoria") to launch its first "core" video game, the first-person shooter "Offensive Combat."
The game, which had a soft launch three weeks ago, has already attracted over a half-million players with no marketing. The game is playable as a Facebook App and included in the Action games section of the site's App Center.
"Facebook wants to bring the next-level gaming consumer to their platform," said Dusty Welch, co-founder and CEO of U4iA Games. "Core games monetize the highest and are the stickiest."
Welch and co-founder and CCO Chris Archer have backgrounds that include having overseen huge franchises when they were at Activision like "Call of Duty," "Spider-Man" and "Guitar Hero."

Archer said his studio designed "Offensive Combat" for a fast-growing segment of core gamers who want a fine-tuned, shooter game that can be played anywhere, anytime via their Web browser, and not limited by the need for a major software install or dedicated hardware.
"Offensive Combat" is a shooter that blends elements from the most popular shooters out there like Microsoft's "Halo 4" and Activision's "Call of Duty: Black Ops II" into a free-to-play experience that's fully customizable.

Players can choose from 30 game archetypes like modern soldiers, space marines and robots and engage in a variety of multiplayer modes across nine maps. The online game will expand with new content every two weeks.

Players can purchase in-game items, including weapons, to further customize the experience. These micro-transactions will allow players to move through the progressive "grind" of leveling up and unlocking content, but Welch said the battlefield will remain even for all players.
"There are millions of consumers around the world who play core games and want to play these types of free-to-play games," said Welch. "First-person shooters have dominated gaming since the early days of 'Doom,' 'Wolfenstein' and 'Quake.' When you look at the success of free-to-play games like Riot Games' 'League of Legends' and Wargaming's 'World of Tanks,' there's room for a first-person shooter like 'Offensive Combat.'"

More than 251 million of Facebook's 1 billion-plus members currently play games every month. Even with droves of players leaving Zynga's games, there remain new audiences that haven't yet gravitated to the platform.
"Gaming on Facebook is all about connecting with friends," said Welch. "FPS games are the most social of all the core gaming genres. FPS fans want to connect with their friends and clans and do it quickly. What better, simpler way to do that than Facebook where there are a billion gamers? The problem has been that the genre hasn't been represented yet."
Michael Pachter, a video game analyst at Wedbush Securities, said the free-to-play business model is popular because it reaches the broadest audience, it's approachable and easy, and there's no barrier to entry.
"You can make $100 million off a game that's free to play like Riot Games' 'League of Legends,' said Pachter. "Free-to-play takes away some of the risk."
As much money as Activision and Microsoft have generated from billion-dollar shooters like 'Call of Duty,' 'Halo' and 'Gears of War,' Welch believes there's a much larger audience willing to jump into the genre without the requirement of a $60 disc. He also believes there's something to be learned from Zynga's failure to keep its gamers happy.

"It's crucial to continually innovate and stay connected with your community," said Welch. "The lather-rinse-and-repeat methodology that Zynga used too many times gets stale fast with your user base and they degrade and move on. We saw that happen in the console space with games like 'Guitar Hero' and 'Wii Fit.' True innovation creates a sticky audience. Zynga games didn't attract mid-core to core gamers and they flooded back out to 'American Idol' or whatever other entertainment is popular today."
Facebook has partnered with U4iA Games to develop new social mechanics that are being designed to build engaging gaming communities. These features will eventually debut with "Offensive Combat" before moving on to other Facebook games.

In the wake of the Sandy Hook tragedy, violent video games have come under fire in some quarters. Welch believes "Offensive Combat," which was designed as a mash-up of different constructs, offers a more irreverent and light-hearted approach to the genre than more realistic shooters.
"I'm a parent with two children and I believe it's the responsibility of parents to monitor and decide what's appropriate for their situation and we take that very seriously," said Welch. "Facebook is for people 13+ so there's age gating for that platform. While the gameplay experience was designed for hardcore gamers, you can run around in a banana suit with futuristic plasma weapons."

Review Planetside 2



Review Scores: 8.5

Planetside 2’s most expansive firefights might be among the most intense you’ve ever had. The massive first-person battles make you fear every step and celebrate every kill, knowing that one small victory contributes to the greater cause. A number of quality online shooters think big, but none think bigger; you are a small but vital cog in a restless war machine seeking to steamroll the opposition with a few dozen rumbling tanks and a vast swarm of armored soldiers.


There’s no doubting the ambition and scope of this free-to-play massively multiplayer shooter, in which thousands of players vie for dominance across three spacious, persistent continents. Before entering the fray, you choose one of three empires: the authoritarian Terran Republic; the rebellious New Conglomerate; or the techno-cultist Vanu Sovereignty. All three boast faction-specific weaponry but share the same six classes, so whether you prefer playing a supportive role as a turret-repairing engineer or blowing up tanks as a heavy assault soldier, each faction has a place for you. There are no class-based vehicle restrictions: you can drive ground vehicles and pilot aircraft, or hop in the gunner's seat and harass the enemy on the go.
Discovering the ways you can contribute to your faction’s cause isn’t easy at first: Planetside 2 is daunting. There are numerous official videos that describe the game’s ins and outs, but they’re not a proper substitute for an interactive tutorial. When you first emerge from your landing pod, you are both awe-stricken and dumbfounded. Dozens of fellow soldiers rush about your faction’s primary base, armored vehicles ramble across the distant landscape, and the hum of nearby aircraft has you peering into the skies. If you’ve played a shooter before, you know how to aim and shoot; Planetside 2’s structural details, however, are initially elusive.


Far Cry 3 Review


Review Scores: 9.0 

Far Cry 3's intelligent and elegant open-world structure balances exciting action with the joys of free-form adventuring, making it one of the best shooters of the year.

Far Cry 3 is a delightful and harsh tropical wonderland, crawling with wildlife and threatened by the pirates and drug runners that disrupt its peace. The troubled paradise you explore is colorful and wild, enticing you to investigate its ravines and discover new ways to enjoy the open-world playground sprawling in front of you. This is a game that ignites the desire to complete every last challenge and check out every last icon on your map. You gradually journey across the entirety of two sunny and sinful islands, hunting for rare game, speeding medicine to needy communities, and skinning sharks so that you might craft new wallets with their hides. Far Cry 3 is an excellent game, marred mainly by some irritating design elements and an inconsistent story that often defaults to generic "tribal" cliches to make an impact. 


When the story leaves those cliches behind for deeper territory, however, it does manage to communicate ideas of substance. It takes many hours for its themes to come together in a coherent way--yet in certain aspects, the incoherence makes sense. As protagonist Jason Brody, your initial quest to rescue your friends from a chaotic and truly frightful pirate named Vaas turns into a personal journey blurred by drugs, and fueled by the desire to follow a new and exciting spiritual path. Those friends are too shallow for you to care much about them, which keeps the story at arm's length for a good half of the game. But his friends' shallowness ultimately allows Jason to take a guilt-free look inward, as he grows further mesmerized by the customs of the local Rakyat tribe that takes him under its wing. You might see the narrative curveballs coming after a while, but the trippy manner in which certain events unfold effectively blurs the lines between reality and Jason's occasionally drug-addled imagination.

Nonetheless, narrative oddities stand out. Some of Jason's friends are strangely unaffected by the horrors inflicted upon them. The game quickly glosses over an event that would make most of us emotional wrecks, making Jason's proclamations that the issue was harder to deal with than he expected ring hollow. Some moments seem made to be shocking for the sake of shock alone--not because they develop the world or its characters--but Far Cry 3 isn't so much about story as it is about its world, and the ways you exploit it for your own personal enjoyment. Story missions have you navigating caves and holding off enemies in modern shooter fashion, but out in the wild, you have an entire paradise to tame. 
And it's that lush and menacing world that makes Far Cry 3 utterly enthralling. The game is big, certainly, but where Far Cry 2 could feel aimless, its sequel feels more focused without ever losing its sandbox appeal. One core activity may sound familiar to returning fans: you shoot up enemy outposts so that you may liberate them, turning them into safe zones where you can load up on ammo and other supplies. These camps also serve as quick-travel points, lessening the tedium of driving from one objective to the next. Early on, freeing an outpost can be remarkably easy: you shoot down a handful of pirates, and the flag is raised declaring the camp as the Rakyat's. Further in, however, you must put Far Cry 3's diverse possibilities to intelligent use.


One consideration: you must be aware of an outpost's alarm. Should a pirate trigger it, reinforcements arrive in a matter of seconds, so you might want to sneak in and deactivate the alarm system. Or, you could snipe the individual alarms, though shooting one does not deactivate others. Caged leopards and bears can be freed with a single shot, granting you a temporary ally in your quest for vengeance. Consider using a C4 charge and luring a small group of pirates to an explosive demise, or using a flamethrower to char evil henchmen to a crisp. That same flamethrower can lay waste to vegetation and effectively create moats of fire that can keep combatants at bay. (Well, some combatants, anyway.) Near the end of the game, your foes can put up quite a fight, and be great in number, so Far Cry 3 doesn't just give you the tools to be creative; it ultimately demands you use them to survive. 



You don't have to conduct your business so loudly and dramatically, however: Far Cry 3 gives you ample opportunity to be stealthy and sometimes outright requires it. Forced stealth, such as that seen in a later-game mission that fails you the moment you are discovered, isn't that enjoyable. Fortunately, sneaking about is usually a blast, because it pays off in a brutal takedown of your unsuspecting target. Such moments are even greater once you have earned certain powerful abilities, such as the one that allows you to assassinate a pirate and toss a blade into another's skull in a single, effortless move.
Liberating outposts is only one of many activities to pursue in Far Cry 3. To reveal more of the map and gain access to free weapons, you climb radio towers and hack their transmitters. The entire concept is clearly inspired by the Assassin's Creed series, and no wonder, considering both games were created by the same development studio. First-person platforming is a frequent frustration in shooters--but Far Cry 3 makes it a delight. The tower creaks and groans as you climb ladders, make a few well-timed leaps, grasp some ledges, and ultimately arrive at the pinnacle. After you make a few hardware adjustments to the transmitter, the camera zooms to several points of interest, and you can make a breathless descent to the ground via zip line.

Trailer: Call of Duty Modern Warfare 2 PC

All right. It's time to separate the men from the geeks. You may have read a bunch of reviews of how great Call of Duty: Modern Warfare 2 is but we bet that most of them have concentrated on the console versions. After all of the hubbub about no dedicated servers, no mod tools and only 18 players allowed online, can Infinity Ward's latest first-person shooter be any good on the PC?

Actually, there's quite a bit to like about the game as it turns out... but many of our concerns regarding the PC port of Modern Warfare 2 also proved to be true.

Let's start with the game's very short (inside of six hours on normal) single player campaign. Although it's incredibly brief, playing through the campaign is much like experiencing a Hollywood summer action flick. That's also a bad thing because, while it's thrilling during your playtime it also means that you will likely forget about the whole experience once you finish the campaign and it's also unlikely that you'll want to go back and replay any of it.

There are lots of huge levels to play through in single player. The game itself is truly global as you travel to four different continents, and there's even a brief non-playable sequence in orbit. From raiding a Russian military base to running through the slums of Rio to fighting in the Oval Office itself, Infinity Ward knows how to craft a single player experience that will keep you on your trigger and your toes. AI for the enemies is fairly solid. They will run toward you but also try to duck and flank your position at times so it's not entirely scripted.

more on: news.bigdownload.com/2009/11/13/review-call-of-duty-modern-warfare-2-pc





 
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