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From: www.gamesradar.com

The Importance Of Gameplay Over Frame Rate

Added: 11.06.2015 20:16 | 1 views | 0 comments


Should we be ok with developers cutting features for the sake of a smoother image?

Tags: Gameplay, Over
From: n4g.com

Short Takes - Wander (PS4): Move Over Basement Crawl, There's A New Dud In Town | Short Pause

Added: 11.06.2015 16:16 | 1 views | 0 comments


A Short Pause member shares his painful experience with this new MMO that was designed as a relaxing game about exploration, but ends up being a total snoozefest. Avoid this at all costs!

Tags: Torn, Shoot, Most, Over
From: n4g.com

Nintendo Has Sold Over 15 Million 3DS Consoles in the US

Added: 11.06.2015 13:34 | 10 views | 0 comments


Nintendo has sold over 15 million units of its 3DS console in the United States alone.

From: www.ign.com

What To Expect From E3: Nintendo's Third Way

Added: 11.06.2015 12:16 | 2 views | 0 comments


TSA: Over the past decade Nintendo have settled on embracing the third way of the console business. Set to their own path, the Japanese gaming giant has in the past appeared wholeheartedly unconvinced by the route taken by their competitors, producing less powerful hardware while focussing on removing as many of the barriers to gaming as they can.

From: n4g.com

Bloodstained Is Officially Kickstarter's Most Successful Video Game Campaign

Added: 11.06.2015 11:30 | 9 views | 0 comments


Article: Bloodstained Is Officially Kickstarter's Most Successful Video Game Campaign

Over $4 million raised and there's still hours to spare

From: www.nintendolife.com

RPG's Favorite Ladies

Added: 11.06.2015 11:16 | 0 views | 0 comments


RPGamer: On many best of lists, we often focus on heroes and not heroines. It's easy to come up with male heroes who we feel embody our definition of "the perfect hero." But what of the heroines? Over the years we've seen more heroines appear, though they still do not get the respect or admiration that they truly deserve. While we're seeing a resurgence of feminist approaches in comics and television, video games in particular still fall behind in a lot of ways.

Tags: While, Over
From: n4g.com

10 modern shooter tropes the new Doom needs to ignore completely

Added: 10.06.2015 12:48 | 22 views | 0 comments


There should be no disagreement: Doom is one of the best games ever made. I like to describe it as a perfect killing engine. Every part of it works in concert to create something you just want to deal death in. Over and over again. It’s fast, violent, uncomplicated, but deceptively nuanced. Two decades later it still holds up because every piece of it pushes toward its goals.

That doesn’t mean there is no room for modernisation or improvement. Mouse look, engine fixes and modern level design via custom-made map packs are a massive boon to playing Doom in the 21st century. But there are some modern shooter tropes that would be unacceptable - not objectively awful, but desperately ‘not right for Doom - if added. I’ve picked out a few that would be especially heinous crimes if visited on id’s reboot. Pray that none of these turn up when the game is revealed at .

Doom’s most basic enemies - the Zombieman, Shotgun Guy, and Chaingunner - are not there to prove a challenge. There is a reason they are the only enemies to drop ammunition while every Pinky Demon, Spider Mastermind and Revenant leaves nothing but a delightfully colourful corpse behind: they’re interactive ammo dumps, there to be harvested as much as fought. They’re not just enemies. They have a very specific design purpose.

Now, this doesn’t mean they shouldn’t be a threat. An unchecked Chaingunner will reduce you to swiss cheese in moments, and an ignored Shotgun Guy is happy to make mincemeat of your back. But they cannot take the same punishment they deliver, single shotgun blasts felling scores of zombies (more on this later). Even higher difficulties have no effect on this: the wall of meat may be deeper, with more enemies to cut, blast and melt through, but it never takes longer to get through a layer. That’s vital to Doom’s unique pace and flow.

Doom is packed with enemies. If going for 100% runs at levels, you will regularly be blasting away hundreds if not thousands of hellspawn in a half hour period. Equally, they will not come at you one at a time, but in waves, seemingly unbeatable hordes teleporting on top of you with every grabbed key and opened door. Even the Cyberdemon, Doom’s rocket spewing boss creature, feels underdressed without at least a milling crowd of Imps to distract you, absorb your ammo (at the cost of their oen lives, of course) and trap you in a fatal corner. Again, this stuff is fundamental to Doom’s deceptively strategic flow.

Small battles can be used effectively, especially when introducing a new beast. The first episode of Doom finishes with the ‘bruiser brothers’ - a pair of super-deadly, high HP Barons of Hell - stepping out of the walls and assaulting the player joined, only by a few unthreatening Spectres. It’s a memorable moment precisely because it’s so rare, and Barons make all haste to join the rest of the cast in assaulting you en masse later on.

The heroic Doomguy is a man of strong back and many arms. There is no gun that he cannot find a place for somewhere on his person, and he does not need to discard his pistol, no matter how pathetic it may be, to pick up that Super Shotgun, Rocket Launcher or holy BFG. He is no ordinary marine trotting through Call of Duty: Demonic Warfare. Realism went out the door around about the moment the dead started coming back to life.

A varied and always accessible arsenal is a core part of Doom, and an important support strut for its excellent level design and ever-changing situational demands. Each weapon has its place and purpose, be it the Chaingun’s exceptional room clearing ability, the Rocket Launcher’s insta-gibbing of grouped targets at any range, or the BFG’s unique position as a panicked ‘oh fuck’ key. Constant, reliable access to these options is vital, especially if ammo is running low. Plus, the idea of having to pick between the Super Shotgun and Plasma Gun frankly reduces me to tears. Speaking of which...

If Doom is the best FPS of all time, then the Super Shotgun (SSG) is the greatest gun of all time. Forget the more realistic, speciality weapon you may be used to today, throw away the ineffective-at-medium-range ideal. Come sit by the burning demon corpses and let me explain. The SSG is an icon of death, a beautiful blunt instrument for reducing enemies to nothing. Its inclusion in nuDoom is mercifully already confirmed, by way of half of that recent being dedicated to it. What’s important now is that they get it right.

The SSG does more damage than a rocket launcher if all of its pellets hit. Faced with a squad of twelve zombies in two ranks, the SSG will annihilate them in a single click. In enclosed spaces, demons - with all their spiked carapaces, and claws, and three foot mouths rimmed with thick teeth - have nothing on the SSG. It is their god of destruction, your saviour, and every shot fired should fired from it should leave you with no doubt that something on the other end is experiencing Hell on Earth.

This is two-fold. On the one hand, the idea of pressing a button to get into cover is antithetical to what makes Doom. It is, basically, too complicated. With Arachnotrons turning the air green with plasma from half a map away, Mancubi shelling you to within an inch of your life, and the glowing eyes of Spectres bearing down on you with every passing second, you do not need to be worrying about whether the game has decided you’re hiding or not. If there is a wall between you and the bad guys, you are safe, if there is not, you better be moving.

You see movement is another big part of the Doom equation. Like in the many deathmatch FPS that followed, remaining static in Doom is a death sentence. The vast majority of enemy fire comes from big, clear projectiles that can and should be dodged, allowing you to close the gap or find an alternate route. Ducking in and out of cover is an act of sprinting between safe zones, not finding a good camping spot. Cover in Doom is actually about encouraging movement. It’s about speed and freedom not, well...

Doomguy does not get tired. He does not need a wee rest after running the 100 meters. Doomguy has a walk-key for being optionally careful, not a run-key for getting somewhere optionally fast. He gets everywhere fast. He is Usain Bolt on a specially concocted IV drip of jet fuel, energy drinks and exploding suns. Doomguy will stop when he’s dead. And even then, only for a bit.

If all other pieces of advice here are discarded, let this one remain. It is vital to the Doom experience that you move quickly, constantly. Not only in comparison to the size of levels, but in relation to enemies as well. They don’t get to run away, and you will outrace all but the most deadly projectiles. Not only that, side-stepping fireballs and even melee attacks is a bigger ego boost than all the perfect headshots in the world. Outnumbered, and even rarely outgunned, Doomguy is never, ever outpaced. That’s what it’s all about. That’s Doom.

The protracted, cinematic cut-scene is perhaps the least Doom thing in modern gaming. Don’t get me wrong, I enjoy being told a story as much as the next functioning human being. But I don’t need a reason to shoot a seething horde of anathema in their evil skulls. They are the eternal Bad Guys; that they were summoned here by the machinations of some foolish scientists messing with teleportation (or, Satan forbid, ‘unlocking the 24th chromosome’) is largely irrelevant. Now that they’re here, they just need to die, and I have the tools to make them die.

Going to the extreme of the original games’ end-of-episode wall o’ text isn’t an option in 2015, but thirty-second cutscenes that inject some purpose or a sense of place will be very welcome. Tell me where I am, what happened here, and what I’m doing next, but never wrest control from me for too long. All should be skippable, with any additional exposition hidden away as Dark Souls-like environmental secrets, or inserted into the UI in some unobtrusive and easily ignored way while I’m clearing another room of hostile hellspawn.

Nobody in Hell likes everyone else in Hell. They don’t like anything - they’re in Hell. Doom’s monster in-fighting proves that the forces of evil are inherently racist, and the gameplay is all the better for it. Why would a Mancubus, fatty hide charred from an errant fireball aimed at your sprinting form, not turn his cannons on the foolish Imp that threw it? And when his aim falters and takes out half the advancing line of Pinky Demons, why wouldn’t they become distracted for a moment to chew his rebellious little face off?

This sounds like an impossibly intelligent AI fantasy-land but it was all possible, common and downright fantastic in 1993. Without the benefits of in-fighting, ammo would quickly become a scarce resource and, presumably, even your ringed knuckle would fall off from overuse eventually. Beyond that, it’s just bloody fun. It’s another way in which you’re smarter than your enemies, able to manipulate them to your will and make them take each other out while you’re in another part of the level. And it just makes Doom even more brilliantly, cleverly chaotic.

Through Doom’s impressive bestiary there is precisely one reskin, not counting invisible variants of other enemies. The Baron of Hell is the bigger, tougher, red cousin of the Hell Knight, with twice as much HP. That’s it. He’s the only reused monster. While you will kill hundreds of each type of enemy throughout a campaign, each is so different from the rest - in both look and purpose - that it never gets old.

The ultimate example of this is the Arch-Vile. The flickering flame decal that obscures 90% of the screen is a warning sign that one is nearby and locked on to you. Break line of sight immediately or take a crippling amount of damage. Out of its way? OK, it will now start resurrecting its slain friends, creating a wall of very angry shielding to get through before you can directly damage your main foe. They are nothing like any of their Hellish compatriots. Correct deployment of Arch-Viles in custom maps makes powerful memories. Every enemy in Doom has similar possibilities and uses, and that should - in fact must - continue.

Perhaps Doom’s most underappreciated factor is its colour. Behind all the gore, the wonderful selection of weapons, and the brutal bestiary of enemies is - usually - a lovely Technicolor texture. There is chrome, and mud, and even sewer levels in both original games, but the water is a deep blue, the chrome a glowing silver, and the sparsely-used dirt such a disgusting shade of brown that you can’t help but marvel at it.

This is partly due to the technology of the era. Enemies, danger areas, and pick-ups all have to be easily parsed at resolutions that would make your 1080p-accustomed eyes bleed. More than that, maps are so large and open that objects regularly have to be identified at long range. The upshot of all this is that every sprite and texture is still instantly recognisable, partly caricatured out of necessity, but dripping with personality as a result.

The Most Fun Theme Park Rides of All Time

Added: 09.06.2015 22:51 | 20 views | 0 comments


Buzz Lightyear’s Space Ranger Spin



Also known as Buzz Lightyear’s Astro Blasters, this attraction at Disney World and Disneyland takes place on the tiny scale of the Toy Story hero. You pilot an Omnimover space vehicle equipped with laser pistols in an arcade-style shooting gallery showdown. Dripping in neon and nostalgia, it's a love letter to Pixar fans.


Space Mountain



Chief among Tomorrowland's highlights is the venerable Space Mountain, an institution of a roller coaster. The lines are often gargantuan, but you're treated to space-age decor that only Disney can deliver. It's a ride so fun you almost don't mind the wait. Most people exit its sleek steel tubes reborn with a brighter smile and hope for the future.


Star Tours (and more!)



Disney and Star Wars have long had an amiable relationship, but now that Disney owns the franchise outright, you can expect a much larger Star Wars presence at their parks coinciding with the sequels. Until then, there's always the delightfully quaint motion simulator ride Star Tours.


Indiana Jones Adventure



You've always wanted to blast through dangerous caves on an expedition with Indy, and this ride at Disneyland finally lets you fulfill that dream. You're even treated to an iconic boulder chase. If you want to hang onto your memories, Indiana Jones artist Drew Struzan sells prints of the original ride poster featured above.


The Twilight Zone Tower of Terror



Disneyland's sister park California Adventure offers up a Rod Serling-inspired surprise for guests willing to explore this haunted hotel. If you've got the stomach for a 13-story drop, you don't want to miss this weird and wonderful homage.


Spaceship Earth



If you're the kind of person who gets a kick out of browsing through vintage issues of Popular Mechanics, then Spaceship Earth will be your retro-future kitsch metropolis. Housed inside Epcot's trademark sphere, Spaceship Earth is a waltz down a memory lane of human technological dreams and accomplishments.


Mission: SPACE



Despite its utopian space-age vibe, Disney's Mission: Space (located in Epcot Park) puts you through a very real physical gauntlet in this astronaut training simulation. Finally you can experience the g-force of liftoff in the pit of your own stomach.


The Incredible Hulk Roller Coaster



The fabled Marvel Superheroes Theme Park has yet to open in Dubai, but Islands of Adventure in Florida has a healthy array of comic book coasters, including this one featuring The Incredible Hulk. After hurtling through its launched lift hill, your face might turn a shade of green too.


Transformers: The Ride



Frequently cited as one of the best theme park attractions in the world, Transformers: The Ride is a thrilling combo of a 3D cinematic experience and a traditional vehicle-mounted expedition. You can find it at Universal Studios Hollywood and Florida, but unfortunately, Tyrese Gibson is not included.


Jurassic Park: The Ride



The upcoming release of Jurassic World already has reignited Jurassic Park fever, and the only prescription is more dinosaurs. Get yourself over to Universal Studios Hollywood for a boat ride through a vicious velociraptor picnic.


Clarence's Coaster from True Romance



Quentin Tarantino's first screenplay remains his most charming and sincere film. If you've got a soft spot for Clarence, a fellow comic book shop geek, you'll want to catch The Viper at Six Flags Magic Mountain to recreate his infamous drug deal with Bronson Pinchot.


Batman: The Ride



Batman may hide out in a cave, but that hasn't stopped him from showing up at more than a half-dozen theme parks across the country, like this breackneck coaster ride at Six Flags Over Texas. You can even ride the whole thing backwards this year at Six Flags Over Georgia and Six Flags Great Adventure in New Jersey!


Battlestar Galactica: Human vs Cyborg



If you're willing to travel, you can find decent geek-culture-inspired rides overseas, like this Battlestar Galactica set of dueling roller coasters at Universal Studios Singapore. Because of intentional near-misses that are mere inches apart, the ride has been under an extended safety review. But if you're brave enough to hack it, it's scheduled to reopen this year.


Back to the Future: The Ride



It used to be a staple at Universal Studios in Hollywood and Florida, but now that those attractions have shut down, Universal Studios Japan is the only place to find this Delorean simulator that hurtles you back through time to the prehistoric age. Great Scott!


Ace Attorney Investigations



Diligent travelers can find a special treat hiding on the third floor of Sega's Tokyo amusement park, Joypolis. A life-size Miles Edgeworth from Phoenix Wright fame invites guests to investigate clues strewn about a crime scene. Expect cameos by fan favorites across the classic adventure series.


From: www.gamespot.com

EA's E3 2015 preview: Star Wars Battlefront Need for Speed leading the way

Added: 09.06.2015 19:35 | 5 views | 0 comments


Over the past few years, EA has verbally committed to being a different organization than they were years before. Due to half-baked games and less than satisfactory consumer experiences, EA decided to make some major changes to the way they do business and the games they release, and boy has it paid off.

From: n4g.com


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