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Destiny | AUTOMATON Review

Added: 16.09.2014 13:13 | 0 views | 0 comments


AUTOMATON's Peter Martin picked up Destiny on day one, played it, and wrote up a little review, as he is wont to do. If you're tired of arbitrary number-only-based scores and vague, PR-sounding descriptions, then this review may be just right for you.

Tags: Destiny, Peter
From: n4g.com

Total War Rome 2: Emperor Edition Patch 15 Beta Impressions | IncGamers

Added: 16.09.2014 3:12 | 7 views | 0 comments


On the eve of release for Rome 2s Emperor Edition, IncGamers' Peter Parrish returns to the game to see how it fares after a fifteenth major patch.

From: n4g.com

Destiny [Live Now]

Added: 16.09.2014 2:19 | 3 views | 0 comments




I'm going to finish up a few more missions in Destiny and the commence writing our review. Look for a full grade by tomorrow.

I love the variety of guns in Destiny thus far. This must be what Borderlands fans have been clamoring about for so long and I'd like to think that the game remains as interesting narratively as it has thus far. For all of its attempts to engage me through Peter Dinklage's voice-acting, I think his character remains largely under used. There's a way of testing player reactions to these things and ultimately I think the Ghost serves its purpose as a means of driving the player forward to new objectives in all game modes available.

From: www.gamerevolution.com

Frugal Gaming Preview | Godus

Added: 15.09.2014 12:12 | 5 views | 0 comments


Ill admit it, I've got a bit of a thing for Peter Molyneux. Whilst my thing with him isn't sexual, Id be quite happy if he tucked me in- Writes PridedLlama

From: n4g.com

SmileBASIC Will Bring Petit Computer Game Development to 3DS Next Year

Added: 14.09.2014 13:00 | 1 views | 0 comments


Article: SmileBASIC Will Bring Petit Computer Game Development to 3DS Next Year

To be unveiled at Tokyo Game Show

Tags: Gain, With, Peter
From: www.nintendolife.com

Destiny Review

Added: 13.09.2014 2:13 | 1 views | 0 comments


It's called the Black Garden. You see it from a clifftop above, gazing across the blooming acres through a thick green haze, and imagine the sights that might be seen there, and the adventures you might have there. The reality of the garden is sadly never better than the stories you might make up in your head when you look down at it. What you see is a facade; the garden is a broken promise of adventures you never have and landscapes never explored, and it represents the whole of Destiny, a multiplayer shooter that cobbles together elements of massively multiplayer games but overlooks the lessons developers of such games learned many years ago. I dream of the tales that might one day be told in that sprawling expanse, but Destiny is not yet telling them.

Instead, Destiny prefers telling the same pedestrian stories time and time again, hoping to transfix you with its rinse-and-repeat pace and ply you with the possibility of better loot, rather than with gameplay diversity that gives you good reason to hope for surprises on the horizon. Cooperative missions--some of them occurring within the story, and others, called strikes, occurring outside of it--are primarily about doors and computers. Your robotic companion, an orb voiced by Game of Thrones actor Peter Dinklage, hacks into a lot of them, and it is your job to shoot aliens hailing from various galactic races while he drones the occasional word of encouragement. ("I'll work faster," he says, in a bored not-quite-robot, not-quite human delivery that, like most of Destiny, lacks energy and charisma.) The fight may end with an elite enemy, or even a giant boss, that absorbs many minutes worth of bullet fire before it falls, just in time for Dinklage-bot to announce his success and open the door that leads to another firefight and another terminal to hack into.

The repetition may not bother you at first. It's easy to be taken in by Destiny's gorgeous shell, a slick and striking wrapper that surrounds the hollow and unimaginative game languishing inside of it. Everything about the game screams "big budget," and Destiny's versions of Earth, Mars, the Moon, and Venus are meant to be ogled and appreciated. Outside of the pockets of alien invaders and the dropships that bring you even more strange entities to annihilate, these are sterile places, more like stunning screensavers than dynamic domains. But what views Destiny offers! From the golden-red sands of Mars rise rocky crags and abandoned facilities that speak to a history the story offers too few glimpses into. On Venus, you might hesitate to step foot into streams of unknown purple liquid that couldn't exist on the planet as we currently understand it. These sights are awe-inspiring, though Destiny takes a "look but don't touch" approach to them. That purple liquid? It's fine to walk through. Destiny's environments are oblivious to your presence, more cold and indifferent than hostile and mysterious.

Make no mistake: Destiny's mechanical basics are, for the most part, superb. Interacting with this online-only shooter is a delight. The confident shooting model, the intuitive menus, the unblemished frame rate--all of these elements make for a fantastic foundation to build a worthy dynamic multiplayer shooter upon. Pulse rifles shoot their rhythmic barrages with great power, and charging up a fusion rifle and releasing its payload is akin to holding your breath and then expelling it in one rewarding sigh. The game's best combat feature, however, might be its melee attack, regardless of which of the game's three all-too-similar classes you choose. Destiny nails that special, difficult-to-define something comprised of fluid controls, excellent collision detection, and awesome technology that makes every action silky and responsive. You can leap and glide through the air, a mechanic that gives Destiny a sense of freedom that matches its open spaces, and helps you escape danger when encounters get tough.

Why does the moon have the same gravity as earth? Because "The Traveler," I guess. , and gives you a good reason to wield a shotgun if you've gotten accustomed to equipping a sniper rifle in that secondary weapon slot. This six-player deathmatch also has a team variation, on which teams of three hunt each other at a more thoughtful pace than the other modes provide. It's best to stick with friends for this one: communication is key, as is carefully surveying the area before making moves that could put you directly in an opponent's line of sight. It's Destiny's tensest mode, but one that strangers can easily disrupt. Typical team deathmatches involve twice as many players on maps that sometimes allow you to leap into one of Destiny's two combat vehicles. (Oh, how I wish these vehicles had been put to better use outside of the crucible.)

Control mode, in which players seek to secure specified control points, is the most enjoyable, however, allowing both lone wolves and focused teams to contribute. There are some issues here, such as the way the auto-targeting can cause a passing opponent to grab your targeting reticle when you are trying to fire at a different target. However, competitive play proves itself a worthy way of leveling up and earning access to gear otherwise unavailable. The maps themselves eventually reveal subtle but clever details that become important tactical considerations. Those large space-age doors take a moment to open, and do so loudly enough that you might very well signal your approach. Mounted guns offer a view of the exact right amount of real estate, making a stationary gunner potentially valuable but by no means overpowered. If any attack is overpowered, it might be the arc blade, the bladedancer subclass's super ability, which cuts through you like a knife through space butter. (It's the gunslinger's golden gun ability that I most often succumb to, however.)

You might summarize Destiny by the way in which it wraps up its story. Once the final, hackneyed closing scene finishes, fireteam members are awarded the same weapon, regardless of class, and a handful of currency. This reminder of how wholly unspecial you are is the big finale of a lavishly produced but troubled game that excels in the basics but lacks creativity and heart. It is role-playing grind in shooter form--an empty house built on a firm foundation.

From: www.gamespot.com

Destiny Review

Added: 13.09.2014 2:13 | 1 views | 0 comments


It's called the Black Garden. You see it from a clifftop above, gazing across the blooming acres through a thick green haze, and imagine the sights that might be seen there, and the adventures you might have there. The reality of the garden is sadly never better than the stories you might make up in your head when you look down at it. What you see is a facade; the garden is a broken promise of adventures you never have and landscapes never explored, and it represents the whole of Destiny, a multiplayer shooter that cobbles together elements of massively multiplayer games but overlooks the lessons developers of such games learned many years ago. I dream of the tales that might one day be told in that sprawling expanse, but Destiny is not yet telling them.

Instead, Destiny prefers telling the same pedestrian stories time and time again, hoping to transfix you with its rinse-and-repeat pace and ply you with the possibility of better loot, rather than with gameplay diversity that gives you good reason to hope for surprises on the horizon. Cooperative missions--some of them occurring within the story, and others, called strikes, occurring outside of it--are primarily about doors and computers. Your robotic companion, an orb voiced by Game of Thrones actor Peter Dinklage, hacks into a lot of them, and it is your job to shoot aliens hailing from various galactic races while he drones the occasional word of encouragement. ("I'll work faster," he says, in a bored not-quite-robot, not-quite human delivery that, like most of Destiny, lacks energy and charisma.) The fight may end with an elite enemy, or even a giant boss, that absorbs many minutes worth of bullet fire before it falls, just in time for Dinklage-bot to announce his success and open the door that leads to another firefight and another terminal to hack into.

The repetition may not bother you at first. It's easy to be taken in by Destiny's gorgeous shell, a slick and striking wrapper that surrounds the hollow and unimaginative game languishing inside of it. Everything about the game screams "big budget," and Destiny's versions of Earth, Mars, the Moon, and Venus are meant to be ogled and appreciated. Outside of the pockets of alien invaders and the dropships that bring you even more strange entities to annihilate, these are sterile places, more like stunning screensavers than dynamic domains. But what views Destiny offers! From the golden-red sands of Mars rise rocky crags and abandoned facilities that speak to a history the story offers too few glimpses into. On Venus, you might hesitate to step foot into streams of unknown purple liquid that couldn't exist on the planet as we currently understand it. These sights are awe-inspiring, though Destiny takes a "look but don't touch" approach to them. That purple liquid? It's fine to walk through. Destiny's environments are oblivious to your presence, more cold and indifferent than hostile and mysterious.

Make no mistake: Destiny's mechanical basics are, for the most part, superb. Interacting with this online-only shooter is a delight. The confident shooting model, the intuitive menus, the unblemished frame rate--all of these elements make for a fantastic foundation to build a worthy dynamic multiplayer shooter upon. Pulse rifles shoot their rhythmic barrages with great power, and charging up a fusion rifle and releasing its payload is akin to holding your breath and then expelling it in one rewarding sigh. The game's best combat feature, however, might be its melee attack, regardless of which of the game's three all-too-similar classes you choose. Destiny nails that special, difficult-to-define something comprised of fluid controls, excellent collision detection, and awesome technology that makes every action silky and responsive. You can leap and glide through the air, a mechanic that gives Destiny a sense of freedom that matches its open spaces, and helps you escape danger when encounters get tough.

Why does the moon have the same gravity as earth? Because "The Traveler," I guess. , and gives you a good reason to wield a shotgun if you've gotten accustomed to equipping a sniper rifle in that secondary weapon slot. This six-player deathmatch also has a team variation, on which teams of three hunt each other at a more thoughtful pace than the other modes provide. It's best to stick with friends for this one: communication is key, as is carefully surveying the area before making moves that could put you directly in an opponent's line of sight. It's Destiny's tensest mode, but one that strangers can easily disrupt. Typical team deathmatches involve twice as many players on maps that sometimes allow you to leap into one of Destiny's two combat vehicles. (Oh, how I wish these vehicles had been put to better use outside of the crucible.)

Control mode, in which players seek to secure specified control points, is the most enjoyable, however, allowing both lone wolves and focused teams to contribute. There are some issues here, such as the way the auto-targeting can cause a passing opponent to grab your targeting reticle when you are trying to fire at a different target. However, competitive play proves itself a worthy way of leveling up and earning access to gear otherwise unavailable. The maps themselves eventually reveal subtle but clever details that become important tactical considerations. Those large space-age doors take a moment to open, and do so loudly enough that you might very well signal your approach. Mounted guns offer a view of the exact right amount of real estate, making a stationary gunner potentially valuable but by no means overpowered. If any attack is overpowered, it might be the arc blade, the bladedancer subclass's super ability, which cuts through you like a knife through space butter. (It's the gunslinger's golden gun ability that I most often succumb to, however.)

You might summarize Destiny by the way in which it wraps up its story. Once the final, hackneyed closing scene finishes, fireteam members are awarded the same weapon, regardless of class, and a handful of currency. This reminder of how wholly unspecial you are is the big finale of a lavishly produced but troubled game that excels in the basics but lacks creativity and heart. It is role-playing grind in shooter form--an empty house built on a firm foundation.

From: www.gamespot.com


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