Sunday, 13 October 2024
News with tag Easy  RSS

From: www.gamesradar.com

From: www.gamesradar.com

It's a Rattler and a Fish in MLB 15: The Show's Challenge of the Week

Added: 18.05.2015 19:21 | 7 views | 0 comments


It's a battle of East vs. West in MLB 15: The Show's Challenge of the Week

From: n4g.com

Road of Fury 2

Added: 18.05.2015 18:17 | 4 views | 0 comments


The Goggle Inc. is in hot pursuit for Cole and his stolen proton engine fitted to his car. You must race down the road for as long as you can while coming under attack by enemies throwing bombs from the back of trucks, shooting from motorbikes and even firing mortars while flying with jetpacks! Earn money by destroying the bandits that try to run you off the road and unlock more cars with a variety of defensive mechanisms to join your convoy. The distance you go and the number of enemies killed determines your score, so be sure to upgrade your vehicle and build a good team of vehicles around you to help you win more points! Will you be able to destroy the Valkyrie prototype 3 and escape?

Tags: Easy, With, Fuse, Code, Roll
From: www.miniclip.com

It's a Rattler and a Fish in MLB 15: The Show's Challenge of the Week

Added: 18.05.2015 18:17 | 4 views | 0 comments


It's a battle of East vs. West in MLB 15: The Show's Challenge of the Week

From: n4g.com

Your greatest ally in Lost Dimension is crippling paranoia

Added: 18.05.2015 17:00 | 73 views | 0 comments


Lost Dimension is a game about friendship, trust, and crazy psychic powers in the shadow of the apocalypse. The End (the mysterious and sharply dressed villain shown above) plans to destroy the Earth in exactly 13 days. SEALED, a collection of 11 psychic warriors assembled by the UN, must band together and ascend a massive tower called The Pillar in order to confront - and defeat - this villain. However, they discover early on that there are traitors in their ranks; traitors who are secretly undermining the group by working with The End.

Exposing these turncoats and ascending The Pillar means succeeding in both tactical, turn-based battles and visual novel-esque investigations. It's vital that you pay attention to how your party behaves - both in and out of combat - because you will ultimately be responsible for who lives and who dies in the group; a choice that could make your journey significantly harder. Paranoia - more so than any weapon - is your greatest ally here.

Between each level of The Pillar, you must vote on who in your group should be put to death. The game says you "erase" them, but we all know what that means. This heinous decision is alleviated somewhat by the fact that there are traitors among you. By reading another's mind, or by observing how the characters interact, you can uncover clues as to who these traitors are. If you're not careful, you can completely screw up and erase someone innocent, and the game will just keep on going.

Here's the kicker: if you choose wrong and there are still traitors among you during the final battle, those traitors will leave your party and join The End, making the fight that much harder. And if you think you can just hit up a guide online to learn who the traitors are, think again. In each game of Lost Dimension, three out of the four traitors are randomized, meaning they're different people each time you play. The only person you can rely on to not be a traitor is yourself.

While combat here is turn-based, characters can run around the battlefield freely to get the best possible vantage point for their attack. Flanking, line of sight, and other factors all need to be considered before parking your squad member and firing. This is similar in style to , but Lost Dimension's fights take place on a smaller scale and focus more on puzzling out the most efficient way to eliminate your enemies.

If two allied characters are near each other and one of them attacks, the other has a chance to launch a follow-up attack to help pile on the damage. Characters may also "defer" their turn to another, letting the receiving player take an extra turn. By using these two mechanics together, you can ensure your strongest fighters are doing the actual fighting, while your support characters are hanging around nearby to provide assist attacks.

The characters in your 11-person party all play different roles, be it a medic, tank, rogue, et cetera. Each one has his or her own skill tree filled with special abilities to unlock, as you can see in the image above. You'll also notice several references to "Materia" in that image. Materia is another way of powering up your character, and it's what gets left behind after you sentence someone to death.

While it may be heartbreaking to send one of your strongest fighters to the grave, the departed will leave behind some materia that can improve your remaining characters. This is hardly a silver lining, however, when your medic is exposed as a traitor early in the game and you lose his oh-so-helpful healing abilities. Hopefully that won't happen to you.

Oh, and did I forget to mention all your party members are slowing going insane? Each character has a set amount of sanity, reflecting their mental health. Almost every action you take - using special abilities, receiving friendly fire, or deferring your turn - consumes sanity. Should a character run out of sanity, he or she will flip out and start attacking everything in sight for a few turns.

And can you really blame them? Being forced to knock off your friends while simultaneously fighting to stop the apocalypse doesn't exactly do wonders for one's peace of mind. Hopefully you'll keep your wits about you when Lost Dimension is released on PlayStation 3 and Vita this July.

10 elements of Fury Road that have made it into the Mad Max game

Added: 18.05.2015 15:36 | 25 views | 0 comments


Fair warning: there will probably be some spoilers for the Mad Max film coming up.

I've been lucky enough to play a little chunk of the Mad Max game already. I was also lucky enough to see the magnificent, deranged Mad Max: Fury Road over the weekend. The timing of the two is less than coincidental, but watching Fury Road has made it clearer than ever that, while the game is anything but a licensed spin-off, they share some distinct DNA.

When I visited Avalanche to see the game, the developers talked with huge enthusiasm about how they'd been left to craft their own story, their own Wasteland, with series mastermind George Miller simply acting as an early consultant. Since watching Fury Road, it's become clear that by "consultant", they meant "guy who tells us little details from the film we should copy, like how the baddies will carry around bombs strapped to sticks". Here are ten similarities between the two.
Fury Road's War Boys are rarely seen without a crude explode-o-spear in their hands for the duration of the film. In a world where ammunition is stuck at a "limited edition Beanie Baby" level of scarcity and consumer demand, this makeshift missile is about as handy as it gets.

While some of the game's pre-release art shows a scene suspiciously similar to the one above, in gameplay we've only seen said sticks in a melee combat capacity. Certain classes of enemies will run at you waving them - whereupon Max can disarm them, shove it through their chest cavity and boot them into a crowd of their soon-to-be minced mates.
Speaking of the antagonistic hench-goons, War Boys make a prominent appearance in the game, too. They're the fighting force of dominant faction leader, Scrotus, and you'll run into them all over the Wasteland - primarily protecting conquerable Camps.

The film presents them as a sort of shock-and-awe squadron, raised from birth to drive cars and cause havoc. They're also pretty messed-up, both mentally and physically (most of them have a couple of tumours to speak of, and Nicolas Hoult's Nux needs to be supplied with Max's blood just to get around for most of the start of the film). Don't be surprised to find a similar backstory in the game.
And speaking of Scrotus (I promise I won't do this on every slide, I'm just segueing like a pro right now), the game's lead antagonist lords it over one of Fury Road's locations. The film's Immortan Joe rules over the Citadel, which trades resources with two other locations: the Bullet Farm and Gastown.

Fury Road's Gastown is looked after by the grotesque People Eater, but it appears in very similar fashion to the game's version - namely as a smoke-belching blot on the Wasteland's dusty horizon. Expect to get much, much closer up in the course of the game.
One of the new film's neater updates was in introducing distinct groups of people to its world. The old Mad Max films tended to lump people into "good guys", "bad guys" and "Max" - Fury Road made it clear that the Wasteland has a lot of agendas rubbing up explosively against one another (even the Citadel, Bullet Farm and Gastown show signs of friction).

Any video game fan worth their salt knows that different factions need their own unique vehicles. Imperator Furiosa's would-be rescuers are clearly a bike-only gang, and there was that one scene where there were people on limb-stilts for a bit. The game pulls a similar trick. While Scrotus' War Boys are the dominant presence, other gangs do exist - the most obvious so far are the red-eyed, spike-vehicled bastards who come out only at night.
Fury Road is set entirely around a routine convoy gone wrong. In the game, you're the one who makes it go wrong for them. The map's peppered with dynamically-generated strings of vehicles, ripe for the totalling. Each one comes with a War Rig-style boss vehicle, and every other car is there for one purpose: kill anything that gets near it.

My favourite part of playing the game so far came with one of these - Avalanche has captured the sense of never-stop-driving speed-action that the film makes its greatest asset, cars peeling out of formation to side-swipe you, boarders leaping onto your hood and things generally going badly for everyone involved.
Oh my god this scene. In a film so rooted in the physicality of practical effects, the sickening crunch of metal-on-metal, there was something quite lovely about one scene of all-out CG nonsense. Tornadoes! Lightning! Explosions!

In the game, this isn't a set piece, it's just a thing that can happen. Where most games treat dynamic weather as a tool for making your tyres a bit slippy, Mad Max occasionally makes whole portions of the map insanely dangerous to enter - and just as useful to pull a Furiosa and lead an entire group of pursuers to an electrical/wind-based death.
In a single scene of Fury Road, a car with a harpoon mounted to its back end pulls the spiked armour plating off of another car, allowing it to be blown up from within. That's seemingly the basis for one of the game's central mechanics.

Your Magnum Opus is fitted with a harpoon early on, and it's used to pull down structures, drag enemies from perches or driver's seats and, yes, pull spiked bits of armour plating off of other cars so that they can be blown up from within. It plays totally to Avalanche's strength as a developer who really likes to mess about with physics when objects are exposed to high-tensile metal cords.
Another of Fury Road's changes to the original films is in the landscape it portrays. It might begin in the same burnt-yellow sand plains as the first movie, but it quickly crosses into mountains and stagnant swamps.

The game was always going to have to do this, just to keep a player interested - its Wasteland begins on the bed of a vapourised ocean, but we've gotten stuck in a tar marsh and climbed great mesas. Gastown looks like another location entirely - closer to an entirely industrial city and a stark contrast to the the ramshackle shanties of the early game.
Tom Hardy is no Mel Gibson. And we mean that in all the good ways it can be perceived. Mel's original Max was a lithe, sinewy sort - Hardy's is a more grizzled type, like some boxer gone slightly to seed, but still able to take your head off with a punch.

Avalanche's Max might be a little more together than Fury Road's tortured, wide-eyed lead, but he definitely leans towards the new film in terms of stature. He's wide-of-shoulder and slow-of-punch, better suited to smashing War Boys teeth into walls than dodging around their strikes.
Max spends the beginning of Fury Road muzzled, his blood being forcibly pumped out of him and attached to the front of Nux's weaponised hot rod. He's little more than a massive, grunting Rolls Royce angel for whole scenes at a time, while everyone else gets to look cool and shout things to one another.

While the game won't let you go quite as far (or at least we don't think it will), every boss character you defeat will reward you with an associated object to stick on the front of the Magnum Opus, proof of your badassery. If it ends up that your reward for dethroning Scrotus is Scrotus, we'll be even more excited.
Fury Road's been rightly praised for its portrayal of women, a neat reinvention of action tropes that sees its female characters putting one in the eye of a literal patriarchy.

The game, so far, has included one woman. As a voiceover. Let's not get too bent out of shape this early - it was never clear quite how important Furiosa, the Wives and the Many Mothers would turn out to be until the film was out - but of what's left of my Mad Max wishlist, some strong female characters is right at the top.
Colonize the Ocean in Civilization: Beyond Earth's First Expansion, The Rising Tide

Added: 18.05.2015 13:00 | 24 views | 0 comments


Video games have offered us some compelling visions of the future of human habitation. Some seem idyllic, like the glistening arcologies of . Where the cost of policies and the fact that only a few policy trees were mutually exclusive often discouraged switching them mid-game, traits are meant to be managed more actively. Like policies, they will come with unique perks and benefits for your civilization, but they will also fuel different kinds of diplomatic interactions. The development team wants to extend your diplomatic dealing beyond war, peace, and trade agreements, and having complementary traits will be a big factor in determining your options with a given leader. What these traits might be, how you manage them, what kind of benefits you'll see, and how they will interact with each other all remain to be seen.

The Rising Tide will also herald the arrival of four new factions; the only leader announced thus far is Arshia Kishk, head of the Al Falah (pictured at right). As Beyond Earth's story tells it, the Middle East was mostly depopulated after The Great Mistake. In the years that followed, a tenacious group of resilient survivors held on and refused to desert their homeland. When they finally managed to fund a spaceship send forth colonists, it wasn't the cryogenic variety that most other civilizations sent. It was a generation ship, meaning that those who boarded it knew they would never see their destination, and those who touch down at the end of the journey have never set foot on a planet before. The three other factions will apparently have similarly fraught origin stories, and each one of them will bring disruptive new strategies into play.

There are a few other changes that The Rising Tide is bringing to Beyond Earth, though details on them are fairly scant at this point. In order to further enrich and incentivize the exploration processes, you will now be able to find artifacts through resource pods, expeditions, and other means. Whether it's alien in origin or a relic from Old Earth, each artifact will have its own story and its own possibilities. You could keep it as is or combine it into a set, provided you find the others needed, and the rewards might include new perks or new buildings.

Toasty.

Along with the new units developed to accomodate aquatic and amphibious gameplay will be new hybrid units that require a blend of different affinity levels to unlock. Spreading your affinity points around may keep you from unlocking the highest level perks and units until very late in the game, but if these new hybrids are powerful in the mid-game, perhaps it'll be a more viable strategy to play the field. And finally, two new biomes are on their way, including the primordial world pictured above. With so much volcanic activity, I asked McDonough if the environment was going to pose a threat beyond that of native aliens and miasma clouds. He said only that they are "in the process of making each biome more unique, and will share more soon."

There are certainly more questions to be resolved, but even what's been shared so far seems to portend a serious shift in the Beyond Earth landscape. In a panel during the Game Developer's Conference in San Francisco this year, McDonough and the other Co-Lead Designer, Will Miller, lamented that they hadn't been bolder in their divergence from the core Civilization formula. The oceanic gameplay of The Rising Tide holds the promise of radically changing the way Beyond Earth plays when it is released in fall of this year, and hopefully we'll get a clearer sense of how it all works in a few weeks at E3.

From: www.gamespot.com

Colonize the Ocean in Civilization: Beyond Earth's First Expansion, The Rising Tide

Added: 18.05.2015 13:00 | 14 views | 0 comments


Video games have offered us some compelling visions of the future of human habitation. Some seem idyllic, like the glistening arcologies of . Where the cost of policies and the fact that only a few policy trees were mutually exclusive often discouraged switching them mid-game, traits are meant to be managed more actively. Like policies, they will come with unique perks and benefits for your civilization, but they will also fuel different kinds of diplomatic interactions. The development team wants to extend your diplomatic dealing beyond war, peace, and trade agreements, and having complementary traits will be a big factor in determining your options with a given leader. What these traits might be, how you manage them, what kind of benefits you'll see, and how they will interact with each other all remain to be seen.

The Rising Tide will also herald the arrival of four new factions; the only leader announced thus far is Arshia Kishk, head of the Al Falah (pictured at right). As Beyond Earth's story tells it, the Middle East was mostly depopulated after The Great Mistake. In the years that followed, a tenacious group of resilient survivors held on and refused to desert their homeland. When they finally managed to fund a spaceship send forth colonists, it wasn't the cryogenic variety that most other civilizations sent. It was a generation ship, meaning that those who boarded it knew they would never see their destination, and those who touch down at the end of the journey have never set foot on a planet before. The three other factions will apparently have similarly fraught origin stories, and each one of them will bring disruptive new strategies into play.

There are a few other changes that The Rising Tide is bringing to Beyond Earth, though details on them are fairly scant at this point. In order to further enrich and incentivize the exploration processes, you will now be able to find artifacts through resource pods, expeditions, and other means. Whether it's alien in origin or a relic from Old Earth, each artifact will have its own story and its own possibilities. You could keep it as is or combine it into a set, provided you find the others needed, and the rewards might include new perks or new buildings.

Toasty.

Along with the new units developed to accomodate aquatic and amphibious gameplay will be new hybrid units that require a blend of different affinity levels to unlock. Spreading your affinity points around may keep you from unlocking the highest level perks and units until very late in the game, but if these new hybrids are powerful in the mid-game, perhaps it'll be a more viable strategy to play the field. And finally, two new biomes are on their way, including the primordial world pictured above. With so much volcanic activity, I asked McDonough if the environment was going to pose a threat beyond that of native aliens and miasma clouds. He said only that they are "in the process of making each biome more unique, and will share more soon."

There are certainly more questions to be resolved, but even what's been shared so far seems to portend a serious shift in the Beyond Earth landscape. In a panel during the Game Developer's Conference in San Francisco this year, McDonough and the other Co-Lead Designer, Will Miller, lamented that they hadn't been bolder in their divergence from the core Civilization formula. The oceanic gameplay of The Rising Tide holds the promise of radically changing the way Beyond Earth plays when it is released in fall of this year, and hopefully we'll get a clearer sense of how it all works in a few weeks at E3.

From: www.gamespot.com


« Newer articles Older articles »
advertising

Copyright © 2008-2024 Game news at Chat Place  - all rights reserved