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Rocket League Review

Added: 15.07.2015 17:00 | 6 views | 0 comments


Excelling in sport means knowing when a moment is outside of your control and recognizing when an opportunity is there to seize. In Rocket League, both events occur countless times in any given match--not surprising for a game heavily inspired by soccer. It caters to the competitive realist who thrills in having sole control of the ball for a few seconds despite knowing it can be snatched at any time. The best part is that you get to kill opponents' dreams and agonize in your own losses from the comfort of a very, very fast car.

Every moment in Rocket League demands split-second judgment. Are you the assertive type who takes control of the immediate situation at the risk of being in the middle of a chaotic, unpredictable scrum? Are you more of a long-term planner, one who watches your cohorts fight over a ball in a corner with the confidence that the ball will inevitably escape. When this happens, are you ready at the top of the penalty arc with the hope that the loose ball will roll between you and the goal? This echoes Wayne Gretzky's words of wisdom: "A good hockey player plays where the puck is. A great hockey player plays where the puck is going to be." Rocket League offers countless opportunities to be Gretzky--or Nostradamus.

Rocket League thrives on speed and momentum. This is best exemplified by the gravity-defying excitement of driving up the side of any of the game's arenas. This ability is useful as well as thrilling. Without the curves along the edges of the pitch, cars would simply bang into the wall. Constantly having to reverse and make three-point turns over a five-minute match would be a disappointing series of momentum-ending buzzkills. Rocket League has none of these obstacles. The curved corners means you do not lose momentum. Your tires will smoothly caress these bends as you ride the walls horizontally, chasing the ball in parallel with rest of the cars on the pitch. Given that the ceiling is also fair game, every player will feel compelled to attempt a gravity-defying loop across the width of the roof. The game's physics and your limited boost will prevent you from completing such a stunt, but you'll attempt it anyway.

The ball in play is comparable to that perpetually bouncing beach ball you find at every music festival, only slightly less buoyant. It bounces and flies in unpredictable directions when touched by two parties at the same time. This is where fortune favors the Rocket League sportsperson who embraces chaos. Transcendence comes when you realize you don't have to be in control of the ball at all times; you should chase it only when you think you can make a difference.

Getting a "first touch" credit during a drop ball is as tough as it sounds.

A goal scored ends the fleeting, yet fulfilled, existence of a ball. In its death, the ball's life is celebrated with a literal bang. It's a colorful, smoke-filled explosion that sends all the cars flying away at heights and velocities that would kill any human in real life. It is so spectacular that you can't help but savor the blast, even if you weren't on the team that scored. Rocket League is that rare kind of video-game sport where you're compelled to play your best, even when you're being blown out 5-1 and there's only a minute left on the clock.

There's no shortage of advanced ball handling in online multiplayer. In Rocket League, experience leads to tactical thinking. Tactical thinking leads to performing with finesse. You cannot open car doors to use them like arms; that would be the equivalent of a handball in soccer. Instead, you can spin your car forwards, backwards, and sideways, which is analogous to bicycle kicks and headers. Once you learn to use these moves to advance the ball, you are soon ricocheting shots on goal. Over time, you also discover that your chances of scoring are boosted by hitting the car closest to the ball rather than the ball itself. It's all obvious highlight reel material, which is why the replay save option is so welcome. Learning and mastering these advanced moves makes playing Rocket League endlessly absorbing, even after you've logged over 50 matches.

The joy of Rocket League rests on the countless plans that are conceived and discarded every other second in any given match.

. The only variables are the team sizes, A.I. difficulty, and season lengths. This lack of flexibility adds legitimacy to the sport, mirroring the steadfast traditions within many professional sports, some of which are over a hundred years old.

The only thing better than a car with a Viking helmet and bubble exhausts are detailed blades of grass.

This thoughtfulness extends to the studio's crafting of a convincing world where Rocket League is the number one sport. You see it in the multi-tier, sold-out arenas and you hear it from the indistinct chants of allegiance from the fans. The crowd goes 'Oooohhhh!' or 'Aaaaahh!', whether it's a goal or a key ball hit at midfield. These sprinkles of realism aren't strictly necessary but are greatly appreciated; for instance, the pitch itself features blades of grass that all move independently. These manicured fields are best admired during the pre-match camera shots, but you can't be faulted for staring at them in the middle of a game. They are complemented by the myriad customization parts, from wildly swinging antenna flags to neon-blue engine exhaust trails.

The joy of Rocket League rests on the countless plans that are conceived and discarded every other second in any given match. Trying to predict where and how the ball will bounce next is a game within the game. Despite the use of cars, Rocket League emulates the emotional surges typical of The Beautiful Game, such as the rush of an unexpected fast break or a well-timed header into a goal. With Rocket League, the promising concept of combining two wonderful things--cars and soccer--is equally magnificent in execution. You can't say the same thing about, say, combining cake and fruit to make fruitcake, as the comedian Jim Gaffigan observed.

From: www.gamespot.com

Why Sony No Show At San Diego Comic Con Despite A Large Presence From Nintendo And Microsoft

Added: 15.07.2015 15:15 | 6 views | 0 comments


Nintendo had their usual presence and Microsoft stepped it up with an expanded gaming lounge to go with their large booth on the main floor. Oddly Sony was a continued no-show at the event and have been save for the show prior to the launch of the PS4. In an new opinion piece, Skewed and Reviewed look at the reasons why Sony continues to be absent from the largest Pop Culture event on the planet.

From: n4g.com

Funding Methods Aside, Shenmue 3 Shows Promise

Added: 15.07.2015 14:30 | 8 views | 0 comments




Despite the excitement surrounding Shenmue 2 finally getting a sequel, the announcement of a Shenmue 3 Kickstarter during Sony's press conference last month at E3 definitely rubbed more than a few gamers the wrong way.

From: www.gamerevolution.com

In Pictures: The Captivating Career of Satoru Iwata

Added: 13.07.2015 16:35 | 33 views | 0 comments




With the passing of Nintendo president Satoru Iwata, the video game industry has lost one of its most bold and inspiring luminaries. To honour Nintendo's fourth CEO, GameSpot has put together a short gallery chronicling Iwata's career, starting from aspiring developer to iconic president. Images for this gallery were found on the official GDC Flickr (http://bit.ly/1O0S20D)




Satoru Iwata was born on December 6, 1959 and raised in Sapporo, the capital city of Hokkaido, the largest and northernmost of Japan's 47 prefectures. Iwata’s love of gaming began at a very early age, as did his ambition to develop them. According to Iwata, the first game he ever played was Pong, which he “loved.” This spurred him to buy a Hewlitt Packard Pocket Calculator, which he used to program a baseball video game.




Iwata joined the Tokyo Institute of Technology in 1978 and enrolled to study engineering and computer science. At the time, game programming was not commonly taught. Despite being unable to study game programming, Iwata’s innate desire to create games pushed him to independently seek out avenues through which he could realise his dream. Instead of studying, he travelled to a Tokyo department store--the first in the city dedicated to PCs--and met like-minded people with dreams of game design and development.




With the friends he made hanging out at the PC retailer, Iwata moved into an apartment in Akihabara, where he spent nights designing and programming games. The group would eventually form a company called HAL. Though Iwata didn’t know it at the time, this studio would deliver some of Nintendo’s most cherished video games including Mother, Kirby, Smash Bros., and more. HAL was named after the computer in 2001: A Space Odyssey.




Following the completion of his studies, Iwata became the fifth full-time employee of HAL. By his own account, he joined “the smallest company of any graduate in [his] class.” At HAL, he was a programmer, an engineer, designer, and also marketed the team’s games, “ordered food, and helped clean up.”




The small team at HAL eventually began hearing whispers about a project at Nintendo which involved the development of a machine “capable of incredible new graphics.” Convinced the hardware would be the platform for HAL’s breakout success, the team arranged a meeting with Nintendo. Its first task, however, was a rescue mission. Iwata and his colleagues were put to work with helping bring a game that had fallen behind schedule to completion. That game would eventually be released as NES Pinball.




HAL’s consistency earned it a close relationship with Nintendo and, over time, it was given the opportunity to develop franchises that would go on to become Nintendo icons, such as Kirby. However, its early days were spent doing work-for-hire arcade ports. In between it released numerous entries in the Eggerman series (known in the West as the Adventures of Lolo). As well as this, members of the HAL team took on consultancy work to keep the company afloat.




HAL would go on to work with Shigesato Itoi, a renowned Japanese writer, on his first game: Mother. The role-playing game would eventually be released in the West as Earthbound and, thanks to its unique visual style and mature themes, amassed a passionate cult following.




In 2000, Iwata became head of Nintendo’s corporate planning division. Two years later, Hiroshi Yamauchi, who had served as company president since 1949, retired and Iwata succeeded him as the fourth Nintendo president. He was the first Nintendo president who not part of the Yamauchi family through blood or marriage since it was established in 1889 as a Hanafuda card company.




Iwata’s appointment as the head of Nintendo came in the heat of a crisis. At the time, the Nintendo GameCube’s performance was being eclipsed by its main competitor, the PlayStation 2, and faced stiff competition from Microsoft’s first ever console, the Xbox. It was around then that Iwata began to think about distinguishing Nintendo’s consoles from its rivals, and also appealing to a wider audience by creating approachable, creative experiences.




Iwata’s vision for a successful new Nintendo was defined by “lateral thinking with seasoned technology,” a principle developed by Gunpei Yokoi, father of the Game Boy, Game & Watch, the modern day directional pad, and creator of iconic franchises such as Metroid. It posited that a creative person could take mature technology and find radical new ways of using it to create transformative experiences. The first fruit of this ideology was the Nintendo DS which, in the face of adversity from Sony’s slicker, more powerful PSP, went on to sell over 150 million units, making it the second-best selling console of all time.




At E3 2005 Satoru Iwata took the stage and proudly held a diminutive black box aloft, proclaiming it a gaming revolution. That same year, at Tokyo Game Show, Iwata reiterated the company’s ambition to expand the gaming audience and speak to a wider market and revealed a new controller that “attracts those who aren’t playing games and offers new sensations to veteran” would be the key. The Wii outsold the competition from Sony and Microsoft by a considerable margin and became a bona fide sensation. Importantly, it achieved Iwata’s ambition of placing video games firmly in the mainstream eye and attracting a wider audience. At the height of its popularity, Nintendo’s stock became the second most valuable in Japan.




Iwata’s most recent years were spent trying to maintain the momentum achieved by the Nintendo DS and Wii. Given the magnitude of the success, many would argue this was an impossible task. The follow-ups to both of those devices, the Nintendo 3DS and the Wii U, marked a downturn in the company’s performance. At the heart of these missteps was marketing that failed to distinguish new hardware from old, and a slowness to properly capitalise on the move towards mobile and tablet gaming. Despite this, Iwata remained a shining beacon of Nintendo’s ambition and an unwavering leader, famously refusing to lay off staff.




Satoru Iwata 1959-2015


From: www.gamespot.com

In Pictures: The Captivating Career of Satoru Iwata

Added: 13.07.2015 16:35 | 28 views | 0 comments




With the passing of Nintendo president Satoru Iwata, the video game industry has lost one of its most bold and inspiring luminaries. To honour Nintendo's fourth CEO, GameSpot has put together a short gallery chronicling Iwata's career, starting from aspiring developer to iconic president. Images for this gallery were found on the official GDC Flickr (http://bit.ly/1O0S20D)




Satoru Iwata was born on December 6, 1959 and raised in Sapporo, the capital city of Hokkaido, the largest and northernmost of Japan's 47 prefectures. Iwata’s love of gaming began at a very early age, as did his ambition to develop them. According to Iwata, the first game he ever played was Pong, which he “loved.” This spurred him to buy a Hewlitt Packard Pocket Calculator, which he used to program a baseball video game.




Iwata joined the Tokyo Institute of Technology in 1978 and enrolled to study engineering and computer science. At the time, game programming was not commonly taught. Despite being unable to study game programming, Iwata’s innate desire to create games pushed him to independently seek out avenues through which he could realise his dream. Instead of studying, he travelled to a Tokyo department store--the first in the city dedicated to PCs--and met like-minded people with dreams of game design and development.




With the friends he made hanging out at the PC retailer, Iwata moved into an apartment in Akihabara, where he spent nights designing and programming games. The group would eventually form a company called HAL. Though Iwata didn’t know it at the time, this studio would deliver some of Nintendo’s most cherished video games including Mother, Kirby, Smash Bros., and more. HAL was named after the computer in 2001: A Space Odyssey.




Following the completion of his studies, Iwata became the fifth full-time employee of HAL. By his own account, he joined “the smallest company of any graduate in [his] class.” At HAL, he was a programmer, an engineer, designer, and also marketed the team’s games, “ordered food, and helped clean up.”




The small team at HAL eventually began hearing whispers about a project at Nintendo which involved the development of a machine “capable of incredible new graphics.” Convinced the hardware would be the platform for HAL’s breakout success, the team arranged a meeting with Nintendo. Its first task, however, was a rescue mission. Iwata and his colleagues were put to work with helping bring a game that had fallen behind schedule to completion. That game would eventually be released as NES Pinball.




HAL’s consistency earned it a close relationship with Nintendo and, over time, it was given the opportunity to develop franchises that would go on to become Nintendo icons, such as Kirby. However, its early days were spent doing work-for-hire arcade ports. In between it released numerous entries in the Eggerman series (known in the West as the Adventures of Lolo). As well as this, members of the HAL team took on consultancy work to keep the company afloat.




HAL would go on to work with Shigesato Itoi, a renowned Japanese writer, on his first game: Mother. The role-playing game would eventually be released in the West as Earthbound and, thanks to its unique visual style and mature themes, amassed a passionate cult following.




In 2000, Iwata became head of Nintendo’s corporate planning division. Two years later, Hiroshi Yamauchi, who had served as company president since 1949, retired and Iwata succeeded him as the fourth Nintendo president. He was the first Nintendo president who not part of the Yamauchi family through blood or marriage since it was established in 1889 as a Hanafuda card company.




Iwata’s appointment as the head of Nintendo came in the heat of a crisis. At the time, the Nintendo GameCube’s performance was being eclipsed by its main competitor, the PlayStation 2, and faced stiff competition from Microsoft’s first ever console, the Xbox. It was around then that Iwata began to think about distinguishing Nintendo’s consoles from its rivals, and also appealing to a wider audience by creating approachable, creative experiences.




Iwata’s vision for a successful new Nintendo was defined by “lateral thinking with seasoned technology,” a principle developed by Gunpei Yokoi, father of the Game Boy, Game & Watch, the modern day directional pad, and creator of iconic franchises such as Metroid. It posited that a creative person could take mature technology and find radical new ways of using it to create transformative experiences. The first fruit of this ideology was the Nintendo DS which, in the face of adversity from Sony’s slicker, more powerful PSP, went on to sell over 150 million units, making it the second-best selling console of all time.




At E3 2005 Satoru Iwata took the stage and proudly held a diminutive black box aloft, proclaiming it a gaming revolution. That same year, at Tokyo Game Show, Iwata reiterated the company’s ambition to expand the gaming audience and speak to a wider market and revealed a new controller that “attracts those who aren’t playing games and offers new sensations to veteran” would be the key. The Wii outsold the competition from Sony and Microsoft by a considerable margin and became a bona fide sensation. Importantly, it achieved Iwata’s ambition of placing video games firmly in the mainstream eye and attracting a wider audience. At the height of its popularity, Nintendo’s stock became the second most valuable in Japan.




Iwata’s most recent years were spent trying to maintain the momentum achieved by the Nintendo DS and Wii. Given the magnitude of the success, many would argue this was an impossible task. The follow-ups to both of those devices, the Nintendo 3DS and the Wii U, marked a downturn in the company’s performance. At the heart of these missteps was marketing that failed to distinguish new hardware from old, and a slowness to properly capitalise on the move towards mobile and tablet gaming. Despite this, Iwata remained a shining beacon of Nintendo’s ambition and an unwavering leader, famously refusing to lay off staff.




Satoru Iwata 1959-2015


From: www.gamespot.com


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