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From: www.gamesradar.com

Godzilla Review

Added: 18.07.2015 0:57 | 6 views | 0 comments


Giant monsters annihilating skyscrapers! Colossal lizards roaring at winged titans as they battle to the death! Humanity on the brink as its leaders play political mind games as they struggle to cage the threat! It is is the stuff of our kaiju-laden dreams; what could possibly go wrong?

The answer: so very, very much. Godzilla commits so many game design sins that they become impossible to count, but the greatest horror of them all is that such giant monsters could be so boring. Smiles turn to snoozing almost from the get-go of the branching campaign, known as God of Destruction mode. As the titular King of the Monsters, you march out of the sea and begin your rampage, seeking to destroy up to three power generators in each level whose energy feeds your growth. All the while, a G-Force operator shouts out your arrival and commands choppers and tanks to stop you before you can wreak too much havoc, for all the good it does. (Hint: it does none--at least, not for the cities Godzilla demolishes.) She also announces opportunities for ground crews to collect data at particular points, which requires you to click a stick, at which point the camera zooms out to show you a cinematic view of the creature's flailing.

Here is the bulk of the campaign: beating up power generators.

The entire setup is dumb on the face of it. You're playing as a giant monster--but simultaneously as the defense forces, a bizarre narrative contradiction that culminates when the operator mourns her losses while triumphant music plays and you are granted a victory. The game isn't silly or joyous enough to turn this nonsense into camp. ("The tragically ludicrous, the ludicrously tragic," as one Simpsons episode describes it.) You shouldn't play Godzilla for the ironic entertainment; it is not a "so bad it's good" kind of experience, in no small part due to Godzilla himself. That he feels so huge as you lumber through the game's spaces isn't a problem. But those spaces are too small, the animations are too lengthy, and the invisible walls are too prevalent for you to ever feel like you are unleashing might on a vast city. Leading Godzilla into the fray is like steering a backhoe through an aquarium. He's heavy, sure, but he's in no way fun to maneuver.

And so you charge forward, swing your tail, and bash buildings to keep yourself occupied as you trudge towards the generators. Over and over again you do it, until you finish the campaign 20 minutes or so later, and realize you have to repeat it many, many times over to reach the true ending and gain the currencies needed to enhance Godzilla and the game's other playable monsters. The game is built around unlocks and upgrades, which come at a horrendously slow pace. The menus seem to offer a lot of options, but this is a transparent, manipulative ploy to make a game with a paltry amount of content look loaded with possibilities. That the game is sold at full price is ludicrous.

Press X over and over to win.

Oh yes--the other monsters. The game's best moments aren't related to gameplay, but to the stirring visuals of seeing Rodan or King Ghidorah appear and clash with Space Godzilla (or whichever kaiju you control at the time). This occurs during many campaign missions, and the King of Kaiju mode is a series of contextless confrontations of this sort. When the fracas begins, textureless structures collapse in an explosion of sparks and smoke, King Ghidorah spews forth a stream of electricity, and the attack knocks Space Godzilla onto his back. Such events may mirror Godzilla films, but actually taking part in them reveals a laughable array of awfulness.

Balance is one of the biggest problems. Some monster combinations are hysterically inept, such as when you take control of King Ghidorah and face almost any other kaiju. Ghidorah can take to the air and perform a descending attack that devastates the enemy, and in many cases, you can repeat this attack over and over again, beating your enemy without taking a lick of damage. If you want to be ultra-cautious, force Mechagodzilla against an invisible wall and watch him float into the air as his animations struggle to complete. Battra is powerful as well; like several monsters, he can surge through the air to safety, then return for a hit-and-run attack, exploiting your opponent's exhaustively slow turning speed. Facing a larva-stage Mothra as an airbound Battra, meanwhile, is one of the most tedious and broken things I have ever done in a video game, given how only my strongest attack, which is governed by a heat meter, was the only consistent way to do damage. It was another layer of monotony on top of an already-boring slog.

The best mode has no action at all.

Here's an interesting detail: to turn, you hold a shoulder button, even though you move forward and back with the analog stick. It's a workable system but a bizarre design choice nonetheless--though it's not the control quirk that stands out the most. That honor belongs to the weird auto-targeting, which might send you charging towards your opponent even when you've turned 60 or 70 degrees away from it, and intended to rush away. Other elements aren't just weird: they're flat-out busted. You face Super X aircraft in the campaign, but some attacks have Godzilla clipping right through them without doing damage. And should you be tempted to fight one or two other players in VS mode, crippling lag and timeouts might have you reaching for the power button. That's a shame: the most enjoyment I've had with Godzilla was winning a three-kaiju free-for-all with only a smidgen of health remaining.

Winning a multiplayer match is inherently rewarding, however, so I hesitate to give too much credit to Godzilla for that smidgen of enjoyment: I was playing as Battra and exploited my way to victory, locking opponents into animation loops and then flying away before they could retaliate. And so it goes in this overpriced and unattractive game, whose finest mode is one in which you place unlockable action figures on a diorama. Indeed, looking at static monster figures in fighting poses is a lot more fun than actually participating in battle. The worst news of all is that if you want more figures, you have to play the game, and no virtual action doll is worth that many yawns.


From: www.gamespot.com

Why There Hasn't Been A Call Of Duty In Space Yet

Added: 17.07.2015 15:28 | 10 views | 0 comments



Call of Duty has been etched in the trenches of sci-fi recently. Call of Duty: Advanced Warfare and the upcoming Call of Duty: Black Ops 3 are all about futuristic technology. However, don't get your hopes up thinking that the next step for the series will be men and women in space suits duking it out on Mars.

From: www.cinemablend.com

Checking in with Steam Early Access#39; class of 2013

Added: 17.07.2015 0:00 | 40 views | 0 comments


Early access is a fascinating grey area in gaming consumerism, where developers can charge money for unfinished-but-playable products with no clear indication of when - or if - they'll ever be completed. Valve, ever the risk-taking experimenter, launched the Steam Early Access program back in March 2013, letting customers buy into alpha builds so they could give developers direct feedback, kickstart the beginnings of a community, and bring needed bug fixes to light.

This uncertain space in the game market isn't going away anytime soon; just look at the runaway success of the recent 'sandbox survival with dinosaurs' Early Access game ARK: Survival Evolved, or Microsoft's E3 2015 announcement of the puts it, "You should be aware that some teams will be unable to 'finish' their game."

The quick pitch: DayZ was one of the first breakout hits in the 'open-world survival' genre, dropping your unarmed avatar into a world full of brain-munching zombies and players ready to backstab one another to survive.
You could buy it as far back as: December 2013

What's the likelihood of it escaping Early Access alive? Things aren't looking too good at the moment. When it first hit Early Access, DayZ was all the rage: fans of the original Arma 2 mod were excited to try this standalone version, and innumerable livestreams and Let's Plays exposed thousands to a pioneer of the 'zombie survival' genre. But two years later, a lot of those customers are feeling betrayed, given that the game's still in alpha and riddled with bugs. It may end up limping to the finish line - and now it has to compete with almost identical Early Access games like 7 Days to Die and H1Z1.

The quick pitch: A canonical sequel to the indie oddity (deep breath) AaaaaAAaaaAAAaaAAAAaAAAAA!!!, you zoom through a void weaving around shapes generated by your MP3 library.
You could buy it as far back as: June 2013

What's the likelihood of it escaping Early Access alive? Unlikely. The terribly acronymed 123KIDTBLAUB has had a tumultuous existence, first 'launching' on April 1, 2011 as part of the Portal 2 ARG, then inexplicably transitioning onto the Steam Early Access platform in mid-2013. Given that the game hasn't been updated since July 2013, it's all but assured that it's been unceremoniously abandoned, especially given that it's no longer for sale.

The quick pitch: Live out your dreams of being the warden of a maximum security prison, doing everything in your power to prevent breakouts, riots, and general tomfoolery.
You could buy it as far back as: March 2013

What's the likelihood of it escaping Early Access alive? Assured, but it'll probably be a while. Prison Architect actually tried out the Early Access format before Steam did, offering a buy-in alpha build on its site as early as September 2012. Things have been improving steadily since then, with a new build every month and plenty of ways to put your inmates through hell (or try to rehabilitate them, but where's the fun in that?).

The quick pitch: You're a buck-naked guy in the wilderness. What comes next is up to you - but whatever you want to accomplish, it's going to involve loads of crafting, resource gathering, and quite probably being held up at spear-point by a tribe of experienced players.
You could buy it as far back as: December 2013

What's the likelihood of it escaping Early Access alive? High. Rust's community is still thriving, and the developers provide a steady stream of weekly updates and constant communication. Recently, one such update introduced variable penis sizes for your randomly generated male avatar. This has created, as PC Gamer calls it, a .

The quick pitch: Not to be confused with Aliens: Colonial Marines, this tactical, squad-based FPS has you playing a near-future soldier wearing a helmet with a seriously spiffy heads-up display.
You could buy it as far back as: July 2013

What's the likelihood of it escaping Early Access alive? Uncertain. Updates from the development team have started to pick up speed as of this year, but the progress is slow going. After two years, the single-player/co-op campaign still only has a scant two levels, and there isn’t much to distinguish its bare-bones multiplayer from all the other near-future shooters out there.

The quick pitch: Explore a procedurally generated chunk of the universe in your colorful astronaut outfit, gathering minerals from passing asteroids and building space stations piece by piece.
You could buy it as far back as: October 2013

What's the likelihood of it escaping Early Access alive? Good. Constant updates keep the game fresh for its dedicated playerbase, including new modes like Survival and the PvP-enabled multiplayer. If you've ever wanted to play a version of Minecraft with realistic graphics and an outer space setting, this is it.

The quick pitch: A frenzied top-down shooter that evokes 16-bit classics like Zombies Ate My Neighbors and Smash TV, created by the inventive minds at Vlambeer. As a member of a ragtag group of apocalypse survivors - cutesy mutants, mostly - you have to blast your way through white-knuckle shootouts across the wasteland to claim your seat on the Nuclear Throne.
You could buy it as far back as: October 2013

What's the likelihood of it escaping Early Access alive? Definite; the question is when. Nuclear Throne might be a case of trying to polish a piece of art ad infinitum - it's already got tons more features and inventive weapons than most indie games, and it's imminently playable to boot. Vlambeer says it'll "be in Early Access until it is done", but at least you get new updates every weekend to tide you over 'til its nebulous release date.

The quick pitch: A gorgeous pixelated take on classic DD, Dungeon Dashers sees you slashing swords and casting spells through monster-filled caverns and fortresses, one turn-based tile move at a time.
You could buy it as far back as: October 2013

What's the likelihood of it escaping Early Access alive? Improbable, though there's reason to hold on to hope. Early buyers were miffed that the game had such great potential, but hadn't heard a peep or played an update from the developer since September 2014. That's because he was devoting his attention on Crossy Road, a side project that unexpectedly became a hit on mobile. In a commendable gesture, the money from that success will go into rebuilding Dungeon Dashers in unity, giving this RPG another chance at life.

The quick pitch: Bohemia Interactive is best known for its military simulation series Arma, but this curio lets you be the first astronaut to explore the barren surface of Mars.
You could buy it as far back as: August 2013

What's the likelihood of it escaping Early Access alive? Could be any day now. After two years of alpha development, Take On Mars should transition into beta sometime this July (the game was originally projected for a June 2015 release date, but Early Access buyers can't be choosers). From there, it's only a matter of time until it's officially launched, much to the delight of gamers who can appreciate the serene, almost unnerving tranquility of trekking solo through a red desert.

The quick pitch: You're the husky, abstractly rendered survivor of a shipwreck, trying to fend for yourself on a 2D tropical island via exploration and crafting. It's a spiritual successor to indie game jam gem Under the Garden, from the same developer.
You could buy it as far back as: April 2013

What's the likelihood of it escaping Early Access alive? Zero - but that's only in reference to the original version. The project was in dire straits when it was revealed earlier this year that from Steam, due to depleted funding and the departure of the game's lone programmer. But earlier this past April, the developer has claimed that he'll restart the whole project, working solo this time around. Kudos to him for trying to see the game through.

The quick pitch: One of the earlier games to employ the 'survive and establish a fort in this sandbox desert apocalypse' structure, and easily among the most ambitious. Its RPG elements are more prominent than its contemporaries, and the intriguing weapon and costume designs give it a Mad Max vibe, minus the cars. Also, there are cannibals, conical hats, and samurai swords.
You could buy it as far back as: March 2013

What's the likelihood of it escaping Early Access alive? Decent, but don't hold your breath waiting for a final build. Kenshi is a labor of love, with one developer that it's been nine years since the project started. But the new alpha versions continue to steadily roll out, so the game's bound to be finished at some point.

The quick pitch: Try your hand at rocket science by building a space-voyager from scratch, with some inevitable crash-and-burn failures along the way. Thankfully, you're cheered on by the adorable Kerbals (which, come to think of it, are not unlike mint-colored Minions).
You could buy it as far back as: March 2013

What's the likelihood of it escaping Early Access alive? It already has! Of Steam Early Access' class of 2013, Kerbal is undoubtedly the valedictorian, graduating in April 2015 to universal acclaim from players and critics. It's the exemplar of an Early Access game done right: it launched with a unique concept that got players interested, kept them hooked with constant updates, and ultimately delivered the product that was promised and anticipated from the beginning. Two years can feel like a long time, but Kerbal Space Program made the wait painless with continuous iteration atop a perfectly playable foundation.

Call of Duty in Space May Never Happen, Here's Why

Added: 16.07.2015 15:50 | 9 views | 0 comments


Activision's Call of Duty series has taken players to all manner of locations, but could outer space be next?

Don't get your hopes up, according to in August 2014.

From: www.gamespot.com

Call of Duty in Space May Never Happen, Here's Why

Added: 16.07.2015 15:50 | 4 views | 0 comments


Activision's Call of Duty series has taken players to all manner of locations, but could outer space be next?

Don't get your hopes up, according to in August 2014.

From: www.gamespot.com


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