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From: www.gamesradar.com

From: www.gamesradar.com

GOG Galaxy 1.1.2.124 Beta

Added: 19.09.2015 5:07 | 85 views | 0 comments


Keep up to date with the latest GOG.com offers, purchase, install and play games all from this client

Tags: Galaxy, Keep
From: spd.rss.ac

DICE Confirms Star Wars Battlefront Will Have Dedicated Servers

Added: 18.09.2015 22:17 | 122 views | 0 comments


Speaking to PlayStation LifeStyle at TGS 2015, Star Wars Battlefront Lead Heroes Designer Jamie Keen confirmed that the game will indeed use dedicated servers.

From: n4g.com

Destiny: TTK How to Get Keys and Open All Secret Dreadnaught Chests

Added: 18.09.2015 10:19 | 90 views | 0 comments


Destiny: The Taken King has its share of secrets, with the Dreadnaught containing nine hidden chests that require special keys to open.

Tags: Kids, Secret, Keep
From: n4g.com

SSX: We miss you. Please come back, just like this

Added: 16.09.2015 19:00 | 94 views | 0 comments


SSX for the Xbox 360 and PlayStation 3 is only three-and-a-half years old, but let’s be honest: we haven’t had a proper, joyous SSX about bright color, big music, and even bigger air in over a decade. Starting with the original on PlayStation 2, EA Sports Big’s snowboarding game took the glutted extreme sports genre and revitalized it with a splash of wonderful absurdity. No real world snowboarder could pull of the aerial feats commonplace in SSX, let alone in the middle of a cloud of fireworks, but the series had an intense tangibility in its best moments. At its peak, nothing else felt like SSX and we miss it terribly.

We want you back, SSX. This is everything we loved about you that we want to see in you on modern day machines.

SSX3 was the game that paired the smooth momentum and deep satisfaction of pulling off tricks in SSX and Tricky with an evolving mountain you could explore at will. SSX 3’s open range remains distinct, revealing depth through alternate routes and by connecting individual races and challenges into a seamless whole. By the time you hit the All-Peak race, you know every dip, every jump, and every tree intimately. Today when seemingly every game is an open world, a new SSX with the structure of 3 would be damn refreshing. Just imagine the weather. The soothing voice in your ear as you tricked your way down the mountain at breakneck speed, Atomika always had your back. His updates and announcements made you feel like the peaks were all part of a single, connected space, with your rivals racing down Happiness while you’re practicing your grinds in Snow Jam. The tunes Atomika spins were the perfect complement to your snowy stylings, pumping you up and urging you to go faster, soar higher. (Though the ability to remove certain songs from his playlist was particularly helpful whenever “Jerk It Out” came up.) The Junkie XL remix of Fischerspooner’s “Emerge” will always evoke the adrenaline rush of catching really, really big air and nailing that perfect trick, and is there a better song to race to than N.E.R.D.’s “Rockstar”? For all of SSX 3’s openness, it was still tightly designed. If you could just go anywhere on the mountain, the races wouldn’t have felt so driven. This isn’t a real mountain after all. If it was, Elise would pull off a sweet grind, head off into the woods and then get stuck in mud and rocks. The game smartly laid out boundaries marked by irregular blue signs and if you strayed too far it set you back on the path with only a slight penalty to score, time, or race placement. SSX 2012’s mountain, while bracingly sharp and chilly in its capturing of real mountains and weather, also sadly forced you to restart every damn event if you went out of bounds. Obviously a modern SSX can offer even more space than the classics thanks to technological advancements, but an ideal sequel would balance realism with the flexibility and intelligence of those old boundaries. SSX 3’s soundtrack is sublime. Just a perfectly curated collection of beats, bass, and soothing, atmospheric ambience. It fits and amplifies the game’s breezy, airy, giddy vibe of extreme fun without limitations in a gloriously jubilant, blisteringly eclectic way. It’s bona fide landmark in licensed video game soundtracks that has still, 12 years later, not even been approached in terms of quality or creativity. But you know what makes it even better? The damnably clever - witty, even - way that the game’s dynamic audio design squeezes every last drop of exhilaration out of every track in its roster. Thread and weave through a tight, shimmering cave or tunnel, and the bass and reverb will crank up, surrounding you with your environment by piping it directly through your ears. Launch into a big air, and the heavier elements will drop away, until eventually the entire track falls to the earth below your skyborne feet, replaced only with clean breezes and birdsong. Until that is, you hit the ground and the party kicks back off once more. SSX3’s track design is a masterwork of intricacy, instinct, pacing and pathfinding. Where other racing games will present their depths by way of lines to be perfected, apexes to ace in order to shave fractions of seconds off race times over weeks to come, SSX at its best is at once more open and free, and far more creatively demanding. Traverse an area a couple of times, and you’ll think you know it. But you don’t. You’ve only seen its surface layer. The greatest success (and fun) does not come from honing. It comes from exploring. Hit that grind-rail you hadn’t previously noticed, and you might spot a pylon cable if you leap off it just right. Wouldn’t it be cool if you could grind that? Guess what. You can. Then there’s that railway track that you’ll find if you crash into that secret tunnel, from that hidden rail, from that hidden jump, from that secret shortcut between buildings. Actually forget exploration. SSX is more about hacking a track, peeling it apart like an onion and finding new track upon new track hidden in plain site in the same space. That’s what we need from a new SSX. Let’s scale it up even further and forget the last game’s mountainside vagueries. Characters in sports games - the ones that aren’t modeled after real-life athletes, that is - tend to be fairly interchangeable, but the boarders of SSX 3 have distinct personalities and styles. You don’t choose your in-game representative based on their stats or gear, but on their swag. For me, the perfect SSXer always be Elise, whose easy confidence never falters, even when a beefed landing leaves her face-deep in powder. “Take myyyyy picture!” she yells whenever she does something really brag-worthy, which is exactly how we’re supposed to feel as we master SSX’s slopes one by one. SSX’s characters are a marvelously diverse assortment of superstars, misfits, jerks, and cutiepies that don’t feel like they were designed by focus groups. Keep it that way. Maybe it seems strange to single out snowboarding as one of the best things about what is ostensibly a snowboarding video game, but SSX’s signature sport got lost under some cumbersome accoutrements as the series went on. On Tour’s skiing wasn’t unwelcome. Nor were the wingsuits in SSX 2012. With every new accessory, though, SSX lost some of the perfect balance in its core flow of movement on a board. Carving a line, hitting a buttery jump and spinning as it crests. That’s the good stuff, not buying an extra pick axe or air purifier in a menu for microtransaction cash. And not that it’s a worry at this point in popular development, but the sooner we all forget SSX Blur’s atrocious motion controls, the better. SSX’s smooth, weighty boarding isn’t just about broad-strokes, downhill spectacle though. The half-pipe trick competitions of the series’ earlier entries are damnably satisfying, desperately strategic timesinks, and we need them back. Like everything in a good SSX, it seems simple at first. Two big jumps sitting opposite each other, a timer, and a bunch of points to score. But like everything in a good SSX, you’ll be discovering the hidden depths of cleverly stacked design in minutes. Momentum leads to bigger jumps. Bigger tricks lead to more boost, which leads to extra air, which in turn leads to hidden means of launching yourself, even whole new, airborne pipes. And then there are the various trick and point boosters carefully ‘littered’ around the arena, which you’ll soon learn not to hoover up willy-nilly, but to collect methodically, at exactly the right time, as you plan your route to carve across the pipe to hit them at just the instant needed to really make your biggest moments sing. In the age of modern PCs, Xbox One and PlayStation 4, monumentally fast computing machines across the board, speedy loading times remain an issue in most games, particularly those sporting big open spaces to play in. If SSX brings us back to the mountain top, graphical fidelity, scope of the mountain, and fancy real-time weather effects should all be balanced around giving you swift, instant access to events and free boarding on the mountain. Every entry in the SSX series, from the pinnacle of SSX 3 to the awkward modernity of SSX 2012, suffered from painfully long loading times. Look, we get that big, connected, internet-powered video games are a thing, but sometimes that stuff just gets in the way. A new SSX has to focus on what made the previous games great. Namely focus, presence, and ownership of the environment. To that end, we don’t want certain events - or even areas - fenced off into the online-only realm, nor do we want a particularly vast swathe of the game to be online-enabled at all. Races, leaderboards, and ghost downloads. That’s it, please. And give us the ability to participate or deactivate that stuff at will. We don’t want to be cruising the mountain, taking in the air and the vibe to the delicate sounds of Royksopp, only for some wayward stranger to invade and bump us off the lip of a crest. Those wastrels have no place in SSX, and nor does that behaviour
My three cents on why Final Fantasy XIII is a bad game

Added: 16.09.2015 18:19 | 66 views | 0 comments


Eyes on FF: "I know this topic has been done to death over the last couple of years, but since I have quite recently just beat FFXIII for the first time, I was thinking it might be appropriate to start this topic again. Keep in mind I've only started XIII-2 now, and have yet to play LR, and I do believe those games will be better, but just bear with me for a while and try not to spoil too much."

From: n4g.com

Destiny: The Taken King review (in progress)

Added: 15.09.2015 10:04 | 201 views | 0 comments


No matter how many hours you muster with a finished game before launch (and I've managed to bag a full two days with The Taken King, and several days with the game after the 2.0 update) there's no way to tell exactly what can occur when a globe-full of Guardians suddenly turns up to the party. A large part of what makes Destiny great is its capacity to inspire its community of players, and while what I've played has me pretty much convinced that it's going to be the business, I've decided to hold off from serving up a complete review.

Within these slides you'll find my final thoughts on the main campaign, along with numerous additional story missions. You'll also find my verdicts on the four new Strikes, as well as initial impressions of the new loot system and other endgame pastimes found aboard the new area, The Dreadnaught. Keep your eyes on the site, as you'll get additional slices of review as the Raid, King's Fall, goes live this Friday. That, and the ongoing revelations that follow over the coming days, will allow me to eventually strap a score on the end.

If you're a veteran Destiny player then ask yourself one question: What would you change about it? It's not a hard question, huh? It is hard to think of a game in recent years that has seen a fan base burgeon so quickly and with such dedication, but which openly harangues it from all angles for its faults. The problem was that Destiny always felt so darned close to fulfilling all of the promises made pre-launch.

Very palpably, The Taken King moves to address some of the loudest roars of incredulity. Namely, the lack of a genuine story which left many cold, the confusing loot system which gated off all the best stuff behind random loot drops (forever 29, anyone?) and, most potently, the necessity to repeat the same content endlessly in order to progress. If one or all of these bugbears reared up when you pondered the question at the top of this slide, then prepare thyself. Bungie has been listening.

The most immediately appreciable changes are in how Bungie has adapted its world to cater for a legitimate story. The main campaign now has a proper arc, with the bombastic introduction to the big bad Oryx at the outset as the spark that sets off the escalating plotline. NPCs, who were once nothing but voiced vendors (quickly flushed out of useful gear and forgotten) are fleshed out properly as tag-along characters. Among them is Cayde-6, the fantastically charming Hunter Vanguard with a penchant for breaking the rules.

If you wondered what might have been had Bungie injected the modicum of humour that it had apparently planned from the outset, back when David Cross was on board to pen some lines, then the answer is in Cayde: a delightful dash of personality. Ghost's seen an overhaul, too, not just with his re-voicing at the chords of Nolan North. He's chirpier, funnier and is now capable of scanning certain elements of the world around you to serve up a slice of the exposition that was once upon a time reserved for Grimoire cards nestled in Bungie.net.

Then there's the loot. Oh the sweet, delicious loot. Say what you like about the random nature of the drops in vanilla Destiny, but the gear you could find was inspiring in its trend-bucking and often infatuating in visual and audio design. Guns and gear are equally as fun to discover and play with here.

It's a difficult process for those weaned on Year One's most infamous Darkness blasters, mind. Within minutes of play I'd discovered a rocket launcher, a fairly common Blue one by The Taken King's standards, which utterly trounced my fully upgraded Gjallarhorn for damage. Throwing Gjally into the vault felt like sacrilege in all the right ways. What you've got in the loot reset button is something the game so desperately needed and, while there'll likely be a few new favourites around the corner, for now, at least, digging through all the new guns is a joy.

There's a lot more of it, too. Those shiny green, blue and very occasionally purple engrams that burst forth from enemies now do so with almost careless abandon. As you power through the story, you'll find yourself picking through winnings with regularity, and not just to dismantle stuff to clear some room. For the campaign, at least, there's a heavier emphasis on having fun with the various guns, now much more easily associated with the various makers of the world.

The stats of blue/Rare level gear are always worth checking, too, as once you do start filling out your slots with purple/Legendary kit you'll be able to upgrade them via the Infusion system. Rare gear can actually be more powerful than base Legendary gear, and so can beef the latter up beyond its regular output. All of these aspects, along with the new algorithms working behind the scenes to ensure you're less likely to get the same bit of loot twice, make sure that much, if not all, of the previous complaints about RNG and Forever 29 are assigned to the past.

The here and now is all about The Dreadnaught. This gigantic battleship has crested into the solar system, displaced a portion of the rings of Saturn and is now splurging out Taken, existing enemies from the world of Destiny that have been, for want of a better term, Oryx-ed. Or Taken. Which is what they're called. Huh. The incredibly nitpicky among Destiny fans might have had reason to grumble that previous enemies were oddly familiar to those found in Halo (Phalanx = Jackal, Dreg = Grunt) but these rejigged versions are wholly fresh. Your first run in with each variety inspires grins aplenty, from the shield-buffing Vex Goblins to the blindness-inducing Fallen Captains.

The Dreadnaught itself is both home to a bunch of the new story missions, and also a new destination for between-mission Patrols. Rather than be a quick fire dash between flashing mission nodes, however, here you're able to take part in a larger variety of pastimes. There's a whole batch of secret chests to discover, the means by which they're opened as yet unknown. I managed to open one chest by following a series of riddles and tasks. To say I'm looking forward to having Reddit's help finding the others is an understatement.

The four new strikes are by far the best that Destiny has seen thus far. It's the boss fights that do it. Each one comes loaded with memorable encounters, not just because they are bigger or have bullet-soaking health bars necessitating long old fights (Gjallarhorn's abandonment ensures that Bungie needs not rely on these types of encounter anymore, thank the Traveller).

These boss fights and the scenarios that lead up to them feel almost Raid-like, though not nearly as tough. Fights require active communication. Take the Shield Brothers, for example. The titular Cabal duo have a complementing defensive shield and forward rushing melee strike to share out between them, so fireteams have to call out who is where and deploying what in order to adequately best them both. Arguably the most excellent boss comes in the PlayStation exclusive Strike, Echo Chamber (available in autumn for Xbox owners). In an admirable anti-cheesing move a giant mecha- eyeball shifts Guardians around the room with moving plasma walls.

It sounds incredibly boring, but holding all of this new stuff together are a set of menus you’ll have to look very far afield to find outdone. They’re smooth, functional, look great and manage to house all the complexity normally contained across a keyboard of hot keys and a mouse, only in a single stick and a couple of buttons. Said it would sound boring, didn't I?

Honestly though, after just a couple of hours play, darting between comedic chatter with Cayde-6, through a trip to the Court Of Oryx (more on this boss-spawning side activity later, too) and then into the depths of a boss fight on the Dreadnaught you never knew was even there, you can't not appreciate that all of this is tied together via such an easily navigate-able, smoothly implemented UI. This one's to you, unsung UI artist somewhere in the back rooms of Bungie HQ.


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