Tuesday, 08 October 2024
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Cabal 2 Review

Added: 11.08.2015 21:32 | 58 views | 0 comments


When Cabal 2 was first released in South Korea in 2012, it might have been something a little more original, and it certainly would have looked better to our eyes than it does now. But three years is a lifetime for a massively multiplayer role-playing game, and the time it’s taken to localize this game has not done it any favors.

If you follow the betas and launches of various MMORPGs coming out of South Korea in particular, there's a feeling here that you're probably very familiar with. You'll see bits and pieces of a game that looks more stunning than most MMORPGs you've seen, with the additional promise of a variety of intriguing mechanics. You may spend years pining after it, following every scrap of information you can as it slowly makes its way through the pipeline to the west. But by the time it's localized, whatever glimmer of charm it once held almost always fades with age. Cutting-edge graphics are now three-year-old graphics, and many of the fresh twists you were looking forward to have probably been disseminated among other games you've played in the interim.

It's a really severe problem...

Cabal 2 does a lot of little things that would have impressed me once. For example, the combo system is a clever way to add a more action-oriented element to otherwise-standard combat, while the astral weapons players get about mid-way through the game are undeniably cool looking and change up players’ routines. Finishing moves reward quick reflexes and give boss fights extra oomph, and character creation is robust, and loads of little usability features go a long way to make the game easy to play. Players who don't want to fuss with stats can have the game auto-distribute their points, for instance. Party-finding tools are easy to use, and corpses emit colored smoke corresponding to the value of the loot inside, which means players don't have to waste time and inventory space looting junk they don’t want. The game will also give a warning chime whenever a player or a party member aggros a nearby foe. These are all great features, but they're not unique to Cabal 2.

This lack of uniqueness is a recurring theme because at its heart, Cabal 2 looks, feels, and plays like an endless list of other games. All the little things it does differently simply get buried under the avalanche of everything else you know and expect, such as fetch quests and the need to endlessly grind. Playing this was one of the most boring things I've done in recent memory, to the point that I caught myself thinking wistfully about other MMOGs I'd dismissed as bland in the past. “Maybe I should give Scarlet Blade another chance,” I thought as I yet again made the run from “Area Full of Wolves” to “Area Full of People Asking Me One at a Time to Kill More Wolves.” When you spend an entire weekend jogging back and forth between the same three points on the map, it's easy to grow bored and tumble into a well of mental distractions.

Early dungeons require little strategy beyond a well-balanced party to complete.

Cabal 2 doesn't respect the player's time. You're sent back and forth, over and over, between the same areas and the same people killing the same targets for slightly different purposes. Sometimes those purposes are clear, and sometimes you’re killing animals for vengeance and picking herbs because you need them to time travel and look, do you want to level up or not? This is such a common trope, but many free MMOGs have been trying to move away from it for awhile. Cabal 2, on the other hand, leans into it and leans into it hard.

Progress grinds to a screeching halt after level 20, to the point that it takes days to attain a new level. A big part of the reason this is a problem is that Cabal 2 doesn’t provide an ample amount of story quests, so you’re left to make up the difference by taking on simple and uninteresting side quests. Even if you don't mind going through the same dungeons over and over again, you’re limited to a certain number of playthroughs of each side quest per day. Many quests are disabled once you reach a certain level, too, meaning that as time goes on, your options become even more limited. Reaching Cabal 2’s endgame requires an unreasonable amount of patience as its designed to extend your time with the game while offering almost nothing new in return.

While Cabal 2's localization is competent, it still veers toward the bizarre. It's a case study in the importance of editing, because while you can understand each individual word in a piece of quest dialogue, strung together, the end result often sounds broken and unnatural. It's just off enough that I found myself going over sections again to be sure I hadn't misread anything.

The charm of the world wears thin when you spend five hours running around the same little corner of it.

I can't say that I hated everything about Cabal 2. The way my wizard extended her hand back to form a spear of ice, then snapped it deftly forward as she prepared to throw it? Lovely. The way she flicks her sleeve back down once combat ends? Flawless. The cast of diverse NPCs scattered across the landscape? Honestly among the most interesting I've seen in any game. Is that enough? Absolutely not.

The thing is, I've played this game before, and if you're reading this review looking for the next free MMOG you can dip your toes into, chances are that you have too. We played Cabal 2 before we'd even heard of Cabal 2 because its is almost interchangeable with countless other free-to-play games we've had access to for years. Maybe that wouldn't have been the case three years ago, but it is today.

From: www.gamespot.com

PS4 Exclusive Horizon: Zero Dawn Gets New Screenshots and 3D Models Showing Skies and Protagonist

Added: 11.08.2015 21:18 | 4 views | 0 comments


Yesterday, Horizon: Zero Dawn was featured at Siggraph 2015 during the Advances in Real-Time Rendering in Games course, with Guerrilla Games Principal FX Artist Andrew Schneider hosting a session named The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn

From: n4g.com

World Cricket Championship 2 Cheats: Guide, Tips Strategy for Android/iPhone Game

Added: 11.08.2015 5:18 | 13 views | 0 comments


You earn coins for winning matches. The amount of earnings varies according to the format. You also earn extra coins for winning tournaments and qualifying for the knockout stages of every tournament.

From: n4g.com

Proof That Going Viral is ALWAYS a Good Thing

Added: 11.08.2015 4:18 | 19 views | 0 comments


The Time Oculus Rift cover is bad, but it going viral will probably be good for sales.

From: n4g.com

Goat Simulator (PS4) Review - Push Square

Added: 11.08.2015 0:18 | 5 views | 0 comments


Push Square: "Goat Simulator's nauseating stupidity has a certain je ne sais quoi, we suppose. You won't be feeding from this particular trough for all that long, but if you're willing to splurge on a headache-inducing afternoon of idiotic entertainment, then incredibly there are worse options out there. This isn't baaaad, but it's not the Greatest of all Time either."

From: n4g.com

Time Clickers 1.0.4

Added: 10.08.2015 21:05 | 1 views | 0 comments


A game that in a manner of speaking is not really a game but it's better than a lot of other games

Tags: Time
From: spd.rss.ac

Now Is the Time to Become a Professional Gambler in Shenmue 2

Added: 10.08.2015 20:18 | 1 views | 0 comments


Lucky Hit is a kind of high-stakes Peggle played on every street in 1980s Hong Kong, according to Shenmue 2. The obvious next step in our urgent mission to track down Ryo's father's killer is to become the world's greatest Lucky Hit player. And begin!

Tags: Time, Hold
From: n4g.com

Get Marvel To Make This Tiny Avengers Fan Game | Geek Culture

Added: 10.08.2015 18:18 | 7 views | 0 comments


Remember this old school side-scrolling 8-bit Avengers: Age of Ultron game that you thought you would never get a chance to play? Well, it has a name and theres a Tiny chance that the game could get made, with your help. And there's even a demo (built in just 37hrs!) for you to try out.

From: n4g.com

Everybody's Gone to the Rapture Review

Added: 10.08.2015 13:00 | 107 views | 0 comments


Loss is a thing you cannot fix. Misplacing an object is inconvenient, troubling at best if the thing was of some sentimental value or important use to you. Leaving your iPhone on the train is terrible, money falling out of your pocket sucks, and unless other humans are as benevolent and selfless as we hope them to be, we'll never recover these things. But objects can be replaced. With people, it's harder.

Death removes people from the circles of the world. Death means you'll never see them again. But losing a friendship or breaking off a relationship means they will continue to exist without you. Everybody's Gone to the Rapture made me wonder which feeling is worse, which one is the bigger gut-punch of total, utter loss. At least with death comes the idea that maybe, depending on what you believe, there is something bigger than you waiting on the other side.

In developer The Chinese's Room's newest game, you move silently through the world, switching radios on and off, opening doors, and passing through ghostly environments like a ghost yourself. A heart-wrenching story and meaningful mechanics guide you through the experience, and the way you're tasked with not only consuming the mystery but also puzzling it all together is a recipe for heartache. Everybody's Gone to the Rapture left me cold and numb but with a sliver of wonder; the way the game weaves hope and hopelessness together is its greatest strength, and makes it one of the best narrative-driven games I have ever played.

The events of Everybody's Gone to the Rapture take place in the small town of Shropshire, England. The player character, or force, or whatever you are--there is no indication at any point as to whom or what the entity you are controlling is, you never see feet or hands--is alone. Everyone in the town has vanished. You are left to figure out why, driven only by your own morbid curiosity. There is no scripted quest or set path to follow, and you are left to wander at will to cobble clues together.

As you walk through the town, you'll find doors left ajar, cars parked askew on roadsides with doors and windows open, and streets strewn with dead birds and wads of bloody tissues. There are no bodies left, and maybe it's that hope of finding a human being--or at least some sort of human remains--that makes the desire to move forward so irresistible. Everybody's Gone to the Rapture plays like a horror movie stripped of its gore and fear, leaving you with only a simmering feeling of dread. It's that dread that drives you forward rather than terror, as there's nothing more to be afraid of. The damage is already done.

Empty roads are all you'll get.

It's difficult to describe the game's story, because to detail how you obtain information is a heavy spoiler. The fun in Rapture is poking into every corner of Shropshire, hoping to find a scrap of something that tells you what happened. Many times my own search turned up empty, leaving me standing in an empty house and listening to the sound of wind through empty hallways. Sometimes I stumbled upon a hidden something, something easy to miss if I hadn't noticed the odd distortions in the air around it, and learned to check out a hollow deep in the woods or a cabin on the far side of the lake. And sometimes these things stumbled upon me instead, leaving me breathless and sad. If there's one thread of continuity in Everybody's Gone to the Rapture, it's that no one left the world behind without baggage, heartbreak, and something lost.

Everybody's Gone to the Rapture is ultimately a story about people, and the organic way in which their stories unravel--not with exposition but the presentation of real memories, out of order and completely dependent on how you find them--gives you the room to piece things together yourself. The game doesn't want to tell you anything; it wants to show you.

There are very few things you can do in this game. You can operate radios and lights, open and close doors, and walk very, very slowly. There is no menu screen, no directional compass, and no inventory. And there is no way to check your progress, leaving the pace and thoroughness of the exploring up to you.

Rapture's main mechanics involves tuning points of light like you would a radio. Every so often, you'll stumble upon a room or area filled with glowing specks of golden light. Approach, and you'll find a denser ball of light at their center. To "unlock" these lights, players are prompted to tilt their controller to the left or right, using the gyroscope feature to find the right angle to make the light grow brighter the same way you would tune a radio to find the right station. Within them lies the important stuff, the most impactful clues and poignant moments you'll find in Shropshire.

Go into the light.

There are five main areas to the game, each with their own mini-story that connect in some way to every area's story thereafter. Discovering what happened to everyone in Shropshire requires you to explore every nook and cranny. The story--a beautiful tale of science and mysticism and love--is nonlinear, and areas can be "completed" in any order, and events drop just enough clues to tantalize you. The game never gives you enough to go on, and things always feel one hint out of reach. And just when you think you've solved the mystery, Rapture throws you another curve ball, making the things that were starting to make sense way more complicated and confusing. But then you stumble upon a nugget that suddenly, and painfully, makes it all clear. The way it all unravels is brilliantly designed, and coupling this trail of narrative breadcrumbs with its simmering sense of dread and loss makes Rapture a difficult journey to disengage from.

I had a lot of feelings while playing Everybody's Gone to the Rapture. The atmosphere was peaceful, I never felt frightened. But the deeper I walked into Shropshire, the more empty I felt. I've lost people in my lifetime, to death and to differences, and as I rifled through the remains of this tiny village I realized that no one in Shropshire got to leave in peace--and maybe didn't leave me in peace, either. Does anyone ever leave a world behind in peace?

Certain moments would make me sad, but not sad in the way you feel for someone after witnessing their misfortune. I felt sad in waysyou can only feel when you've caused that pain. I wasn't doing anything, but by digging up these moments, I felt like maybe I was the center of these problems all along. Rapture's narrative will do that to do; you sympathize, you identify, and then you accept despair.

Everywhere I turned I found a mess. Houses left wide open with dishes left in the sink, scraps of paper and tissues littering the floor. Cars with open doors and backseats filled with belongings. Overturned crates abandoned on the roadside, their contents strewn everywhere. I found ashtrays filled with cigarette butts that were still leaking smoke. With each unraveling story thread I felt like the litter I found, unpacked and strewn about, left for no one to find. No one would find it. No one would know anything about the sad truths behind these people's lives and disappearances other than me.

But then I would leave a house and round a corner, and I would find myself on an empty road under a canopy of trees. Splintered light hit my face as the sun began to set. The leaves would be so green and so brilliant I would be temporarily blinded. I felt like I was in paradise, like nothing was wrong, like nothing could touch me. Maybe there was hope. Maybe this wasn't a futile search after all.

Everybody's Gone to the Rapture's artfully done visual and audio cues help you navigate without a directional compass or a HUD. The same gold lights that you can "unlock' will appear and zigzag through the air, guiding you towards things you should check out. The sound of radio static or a beeping phone floating to you will guide you towards hidden secrets. These masterfully wrought cues keep you on track, to let you know when you're missing something. This is how Rapture gets and holds you in its iron grip, and I found myself sitting inches away from my television screen listening raptly, desperate to spot something that would solve the mystery.

Not your typical playground companion.

When you hear or see something, there's no way to play it back or view it again. This inability to go over information again will make you think harder. You, like Shropshire's doomed inhabitants, only have so much time to react. It adds a sense of urgency to things, making those "aha" moments when you decipher meanings all the more poignant and personal.

The speed at which you move through the game is frustrating. You walk very slowly, but this causes you to look at everything and pay attention to small details. But sometimes, especially when doubling back through areas following golden light or sound trails, the speed can get tedious. Sometimes those guiding golden lights move so fast you can't keep up, rounding corners and flickering out of sight only to leave you in their dust unsure where to go. But this movement speed isn't enough to deter you from exploring and revisiting areas you've seen before. The sense of wonder, the drive to solve the riddle of the rapture, is powerful enough to overcome this.

The road less traveled.

Furthermore, with no manual way to save and large swathes of time between checkpoints, Rapture discourages you from walking away with areas half-explored. You will get lost sometimes--but again, some wonderful audiovisual tidbits will pop up to guide you just when you begin to lose hope. Tiny lights will appear on the road in the direction you need to walk. Or the wind will pick up, carrying with it the sound of a beeping radio that holds your next cue. Getting lost happens, but it's never for long, and while I was admittedly frustrated in the beginning of my playtime, by the end the game had conditioned me to look and listen for the signs I needed to continue. And it didn't even have to tell me, it gave me the tools to learn on my own and really invest in the game's focus on exploration.

Rapture includes a soundtrack that perfectly augments the game's atmosphere of melancholy and futility. Rapture's ambience always sits you on the edge of sorrow, with the music never quite intruding in an obtrusive way, but pulling you in just close enough to dip your toes into the game world's melancholy. Its sounds make it hard for you to not feel like Shropshire itself: cold, alone, and utterly empty. A lonely, beautiful void.

But in the end, the game gives you no real closure. It's a bold, powerful move, and the feelings of hope and helplessness that filled me when the credits rolled are things I am still wrestling with as I try to unpack thoughts into a review. It's rare something can completely choke you up the way experiences like when moving, though the game's tutorial never explicitly states you have the option. By pressing and holding R2 for five seconds, the player entity will gradually ramp up to a higher speed. We tested this speed, and while it does cover more ground more quickly than the default walking option, it's not a huge improvement. The faster speed feels more like a power walk or a jog, and does not affect my feelings about the movement speed.

From: www.gamespot.com

Everybody's Gone to the Rapture Review

Added: 10.08.2015 13:00 | 47 views | 0 comments


Loss is a thing you cannot fix. Misplacing an object is inconvenient, troubling at best if the thing was of some sentimental value or important use to you. Leaving your iPhone on the train is terrible, money falling out of your pocket sucks, and unless other humans are as benevolent and selfless as we hope them to be, we'll never recover these things. But objects can be replaced. With people, it's harder.

Death removes people from the circles of the world. Death means you'll never see them again. But losing a friendship or breaking off a relationship means they will continue to exist without you. Everybody's Gone to the Rapture made me wonder which feeling is worse, which one is the bigger gut-punch of total, utter loss. At least with death comes the idea that maybe, depending on what you believe, there is something bigger than you waiting on the other side.

In developer The Chinese's Room's newest game, you move silently through the world, switching radios on and off, opening doors, and passing through ghostly environments like a ghost yourself. A heart-wrenching story and meaningful mechanics guide you through the experience, and the way you're tasked with not only consuming the mystery but also puzzling it all together is a recipe for heartache. Everybody's Gone to the Rapture left me cold and numb but with a sliver of wonder; the way the game weaves hope and hopelessness together is its greatest strength, and makes it one of the best narrative-driven games I have ever played.

The events of Everybody's Gone to the Rapture take place in the small town of Shropshire, England. The player character, or force, or whatever you are--there is no indication at any point as to whom or what the entity you are controlling is, you never see feet or hands--is alone. Everyone in the town has vanished. You are left to figure out why, driven only by your own morbid curiosity. There is no scripted quest or set path to follow, and you are left to wander at will to cobble clues together.

As you walk through the town, you'll find doors left ajar, cars parked askew on roadsides with doors and windows open, and streets strewn with dead birds and wads of bloody tissues. There are no bodies left, and maybe it's that hope of finding a human being--or at least some sort of human remains--that makes the desire to move forward so irresistible. Everybody's Gone to the Rapture plays like a horror movie stripped of its gore and fear, leaving you with only a simmering feeling of dread. It's that dread that drives you forward rather than terror, as there's nothing more to be afraid of. The damage is already done.

Empty roads are all you'll get.

It's difficult to describe the game's story, because to detail how you obtain information is a heavy spoiler. The fun in Rapture is poking into every corner of Shropshire, hoping to find a scrap of something that tells you what happened. Many times my own search turned up empty, leaving me standing in an empty house and listening to the sound of wind through empty hallways. Sometimes I stumbled upon a hidden something, something easy to miss if I hadn't noticed the odd distortions in the air around it, and learned to check out a hollow deep in the woods or a cabin on the far side of the lake. And sometimes these things stumbled upon me instead, leaving me breathless and sad. If there's one thread of continuity in Everybody's Gone to the Rapture, it's that no one left the world behind without baggage, heartbreak, and something lost.

Everybody's Gone to the Rapture is ultimately a story about people, and the organic way in which their stories unravel--not with exposition but the presentation of real memories, out of order and completely dependent on how you find them--gives you the room to piece things together yourself. The game doesn't want to tell you anything; it wants to show you.

There are very few things you can do in this game. You can operate radios and lights, open and close doors, and walk very, very slowly. There is no menu screen, no directional compass, and no inventory. And there is no way to check your progress, leaving the pace and thoroughness of the exploring up to you.

Rapture's main mechanics involves tuning points of light like you would a radio. Every so often, you'll stumble upon a room or area filled with glowing specks of golden light. Approach, and you'll find a denser ball of light at their center. To "unlock" these lights, players are prompted to tilt their controller to the left or right, using the gyroscope feature to find the right angle to make the light grow brighter the same way you would tune a radio to find the right station. Within them lies the important stuff, the most impactful clues and poignant moments you'll find in Shropshire.

Go into the light.

There are five main areas to the game, each with their own mini-story that connect in some way to every area's story thereafter. Discovering what happened to everyone in Shropshire requires you to explore every nook and cranny. The story--a beautiful tale of science and mysticism and love--is nonlinear, and areas can be "completed" in any order, and events drop just enough clues to tantalize you. The game never gives you enough to go on, and things always feel one hint out of reach. And just when you think you've solved the mystery, Rapture throws you another curve ball, making the things that were starting to make sense way more complicated and confusing. But then you stumble upon a nugget that suddenly, and painfully, makes it all clear. The way it all unravels is brilliantly designed, and coupling this trail of narrative breadcrumbs with its simmering sense of dread and loss makes Rapture a difficult journey to disengage from.

I had a lot of feelings while playing Everybody's Gone to the Rapture. The atmosphere was peaceful, I never felt frightened. But the deeper I walked into Shropshire, the more empty I felt. I've lost people in my lifetime, to death and to differences, and as I rifled through the remains of this tiny village I realized that no one in Shropshire got to leave in peace--and maybe didn't leave me in peace, either. Does anyone ever leave a world behind in peace?

Certain moments would make me sad, but not sad in the way you feel for someone after witnessing their misfortune. I felt sad in waysyou can only feel when you've caused that pain. I wasn't doing anything, but by digging up these moments, I felt like maybe I was the center of these problems all along. Rapture's narrative will do that to do; you sympathize, you identify, and then you accept despair.

Everywhere I turned I found a mess. Houses left wide open with dishes left in the sink, scraps of paper and tissues littering the floor. Cars with open doors and backseats filled with belongings. Overturned crates abandoned on the roadside, their contents strewn everywhere. I found ashtrays filled with cigarette butts that were still leaking smoke. With each unraveling story thread I felt like the litter I found, unpacked and strewn about, left for no one to find. No one would find it. No one would know anything about the sad truths behind these people's lives and disappearances other than me.

But then I would leave a house and round a corner, and I would find myself on an empty road under a canopy of trees. Splintered light hit my face as the sun began to set. The leaves would be so green and so brilliant I would be temporarily blinded. I felt like I was in paradise, like nothing was wrong, like nothing could touch me. Maybe there was hope. Maybe this wasn't a futile search after all.

Everybody's Gone to the Rapture's artfully done visual and audio cues help you navigate without a directional compass or a HUD. The same gold lights that you can "unlock' will appear and zigzag through the air, guiding you towards things you should check out. The sound of radio static or a beeping phone floating to you will guide you towards hidden secrets. These masterfully wrought cues keep you on track, to let you know when you're missing something. This is how Rapture gets and holds you in its iron grip, and I found myself sitting inches away from my television screen listening raptly, desperate to spot something that would solve the mystery.

Not your typical playground companion.

When you hear or see something, there's no way to play it back or view it again. This inability to go over information again will make you think harder. You, like Shropshire's doomed inhabitants, only have so much time to react. It adds a sense of urgency to things, making those "aha" moments when you decipher meanings all the more poignant and personal.

The speed at which you move through the game is frustrating. You walk very slowly, but this causes you to look at everything and pay attention to small details. But sometimes, especially when doubling back through areas following golden light or sound trails, the speed can get tedious. Sometimes those guiding golden lights move so fast you can't keep up, rounding corners and flickering out of sight only to leave you in their dust unsure where to go. But this movement speed isn't enough to deter you from exploring and revisiting areas you've seen before. The sense of wonder, the drive to solve the riddle of the rapture, is powerful enough to overcome this.

The road less traveled.

Furthermore, with no manual way to save and large swathes of time between checkpoints, Rapture discourages you from walking away with areas half-explored. You will get lost sometimes--but again, some wonderful audiovisual tidbits will pop up to guide you just when you begin to lose hope. Tiny lights will appear on the road in the direction you need to walk. Or the wind will pick up, carrying with it the sound of a beeping radio that holds your next cue. Getting lost happens, but it's never for long, and while I was admittedly frustrated in the beginning of my playtime, by the end the game had conditioned me to look and listen for the signs I needed to continue. And it didn't even have to tell me, it gave me the tools to learn on my own and really invest in the game's focus on exploration.

Rapture includes a soundtrack that perfectly augments the game's atmosphere of melancholy and futility. Rapture's ambience always sits you on the edge of sorrow, with the music never quite intruding in an obtrusive way, but pulling you in just close enough to dip your toes into the game world's melancholy. Its sounds make it hard for you to not feel like Shropshire itself: cold, alone, and utterly empty. A lonely, beautiful void.

But in the end, the game gives you no real closure. It's a bold, powerful move, and the feelings of hope and helplessness that filled me when the credits rolled are things I am still wrestling with as I try to unpack thoughts into a review. It's rare something can completely choke you up the way experiences like when moving, though the game's tutorial never explicitly states you have the option. By pressing and holding R2 for five seconds, the player entity will gradually ramp up to a higher speed. We tested this speed, and while it does cover more ground more quickly than the default walking option, it's not a huge improvement. The faster speed feels more like a power walk or a jog, and does not affect my feelings about the movement speed.

From: www.gamespot.com


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