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From: www.gamesradar.com

From: www.gamesradar.com

Hatred Review with a Bonus 15 Minutes of Fame Gameplay Video | Entertainment Buddha

Added: 06.06.2015 7:16 | 17 views | 0 comments


EB: Destructive Creations Hatred, the controversial Adult Only rated game that first made waves on the Internet with its horrific red band trailer, does manage to make you feel like a creep while playing, but overall the whole hubbub over its violence isnt the games biggest issue. It suffers from lackluster gameplay, repetition, and a few graphical hiccups along the way, so it never manages to hook you into its jacked up setting and mundane main character. Quite frankly, the Adult Only rating is a joke, the violence really isnt much worse than what youve seen in other morbid video games, but Hatreds setting is what probably earned the strict rating due to how close to reality it is in terms of mass shootings at the hands of depressed individual.

From: n4g.com

The dullest places to visit in the best RPG worlds

Added: 05.06.2015 16:30 | 32 views | 0 comments


RPGs have and will continue to enrich our lives immensely. Because when an RPG fulfils our wildest expectations, we're not just sitting on the sofa, mourning tomorrow's seven am start for the weekly slog. We're commandeering our own ship and crew across the universe. We’re stalking dragons amid ruined castles, on the way to becoming grand ruler of all we survey. We’re utterly invested in fighting for a cause, with the future of an entire, carefully crafted universe dependent on our actions; both good and bad.

However, throughout the course of enjoying epic adventures through hours of innovative open-world gameplay, I have, on occasion, been dragged crashing back to reality. The cause? The odd incoherently lacklustre areas, popping up to take the sheen off even the mightiest of RPG worlds. From the likes of the Mass Effect and Elder Scrolls games, to lesser known but equally brilliant titles, such as Divinity: Original Sin and Kingdoms of Amalur: Reckoning, there is one common thread. All of these games are great, but, thanks to one bad-apple location, none of them is perfect. So what’s wrong with them, exactly? How and why do these dull areas detract from our overall RPG experiences? Here are six games that pose the dilemma.

Dragon Age: Inquisition is a great big magnet of character attachment. Falling in love with characters is unavoidable. You can even possess your own castle-come-love-mansion where everyone just adores you and thinks you're great. And the open-world exploration throughout is beautiful, varied, and did I mention beautiful? But as the hours trickle on, a sense of deja vu begins to settle in. It's not that the areas suffer from visual similarity, since BioWare has done an excellent job of moulding diverse landscapes. It's the open world gameplay that feels stuck on repeat.

This is especially apparent in the later stages of the game, in areas such as The Hissing Wastes. As a wasteland, we’re understandably faced with a barren expanse of land to explore, but with set-dressing greatly reduced, the game’s underlying structural issues are accentuated horribly. Repetitive fetch quests, 'blank spaces' that offer no reward for exploration, easy battles, too many rifts to close… It’s all too obvious. Essentially, we’re faced with open-world gameplay experienced as copy-and-paste, and while DA: I saves itself from any grievous damage thanks to a gripping storyline and extremely well crafted characters, this structural stuff potentially hinders any yearning for future replay.

There are many, many great things we can say about Oblivion. Massive and addictive open-world? Check. Gripping storyline? Yep. Diverse character development? Of course. But do you want to go back and close that gate? Nope. Not even a little bit. While not quite as bad as ironing, closing the oblivion gates to keep the baleful Daedra at bay seems to be a universally hated chore. The gate destinations themselves are well crafted, in terms of their vibe, at least, owning a suffocating presence of death and despair that only increases our urgency to close them. However, in terms of structure and design, navigating your way through dead-end passages, caves and identikit rooms, in a realm where everything relentlessly wants to kill you rapidly loses its appeal.

When you eventually do the deed, the return of those verdant, deer-filled fields evokes an overwhelming sense of relief, if only because it’s over. Except that it’s not. More gates open up, in addition to those needed in to increase the haul of sigil stones. Exploring otherworldly new areas has never felt so tedious, rendering the gates of Oblivion places we are desperate to forget, rather than powerful experiences to remember.

I like Final Fantasy 13… don’t look at me like that - I really do! The game’s linearity, while heavily criticised, suits the pace of the storyline in many respects, and the environments explored along the way are magnificently eye-catching, married with tough battles involving plenty of trial and error strategy. Saying that, by the time we enter Gran Pulse, expecting a vast and dangerous plain appropriately feared by the people of Cocoon, we’re more than ready for some addictive open-world exploration.

Gran Pulse is certainly vast and dangerous. But unfortunately, also painfully boring. Sighs could be heard from across the globe, as wandering RPGers first plodded from battle to battle, plain to plain, like lost souls searching for meaningful NPC relationships and butterflies to chase. Instead, after such a long and ominous build-up, the disappointment is overwhelming. Once Final Fantasy games open up, the usually explode with character and content, filled out with bustling towns and cities, fun and urgent side-quests, and many a mystery to investigate along the way. Without this to break up the monotony of random enemy encounters, Final Fantasy 13 becomes, well, just random enemy encounters, really. It suffers heavily, leaving us truly not wanting to come back for more. Not that there is much more to be had in the first place.

From the multi-cultural Citadel and the beloved Normandy, to moons, planets, space stations, asteroids, starships and really scary reaper nest monstrosities, Mass Effect offers vast scope on a munificent sci-fi level. So why is one of the best RPGs ever skulking around on this list? Because of an exploration feature I choose to forget. Or try to. But can’t, because it’s terrible.

As the saviour of multiple universes, it’s your responsibility to harvest precious materials to ensure full competency in the end-game. In the first ME, this means taking your crew for a joyride in the Mako buggy, dropping in on a planet, and scouring the environment using a radar. Despite the awful car handling, this is passable the first time round. The second, third, fourth and fifth times, however, demonstrate three specific things: That alternative, off-track exploration results in sheer nothingness, that getting stuck up mountains due to horribly springy physics (a lot) is furiously dull, and that seeing rocks and then more rocks, over and over again, forever, truly dampens our yearning to explore the majesty of the universe. BioWare misses an opportunity here, and this is a feature I hope to see improved in ME4. It’d be epic to carry out such tasks, and even side quests, on a vibrant and fully realised alien world. Mass Effect is a universe of brilliantly crafted cultures, so can we make it a bit teresting to explore please?

With its bold, chunky production design, shot through with vibrant colours and textures, Kingdoms of Amalur: Reckoning almost feels like the offline version of World of Warcraft, delivering a stunningly spirited world you really want to explore. Its vast array of caves, ruins, magical forests, towns and cities positively burst with life. And like the Dragon Age and Elder Scrolls games, it delivers huge scope, easily containing 50 hours of exploration in addition to the main storyline.

But that doesn’t necessarily mean that all those hours are exciting. Akin to Dragon Age: Inquisition in this respect, the open-world areas, while diverse, offer exploration that sometimes feels strained. I started to feel this in Klurikon, a region entered after a memorable battle with the hideous (and enormous) Balor. Sadly, a little inadvertent grinding at this point saw the game deem me over-levelled, detracting from the importance of side quests, and making me feel punished for my earlier enthusiasm for exploring its world. Simply, Klurikon just wasn’t designed to accommodate my wandering. Massive nerd tears were shed as this pattern increased in intensity towards the end of the game; the growing tedium emphasised without the strength of a ‘good-enough’ storyline.

As if in answer to our prayers, Larian Studios put major focus on its game's environment, not just in form, but in terms of making the fabric of the world an engaging game mechanic in itself. There are four main regions to explore as you progress through the game, with busy fishing towns, forest villages, and secret-filled dungeons en masse. But in addition to delivering the expected looting, lock-picking, object-moving, lever-pulling and trap-triggering, Divinity: Orginal Sin’s environment is design to be a weapon in its own right.

Whether you’re creating volatile surfaces to trap enemies, or setting off deadly substances for game changing damage, using the environment to your advantage is a table turner, and often the most effective way to win the game’s uncompromising battles. So what do we actually have to complain about? The problem, alas, is the environmental structure around the action. The difficulty of battles and abundance in loot necessitates far too many repeat visits to towns along the way. Quests work similarly, to the point where toing and froing from place to place, repeating conversations with the same vendors and characters, feels like a tedious mess of bureaucratic busywork. Get it all cleared, and then you’ll find that the next area brings all of that again, but it’s tougher. Talk about making a rod for your own back.

Fashion Story: Enchanted - Guide, Cheats and Strategy Tips

Added: 04.06.2015 5:16 | 4 views | 0 comments


You can get more Gems by going to the store, then tapping the Add button next to the Gems icon at the top of the screen. Once you tap this Add button, you will be able to select from several Gem offers available for purchase.

From: n4g.com

Sakura Fantasy Chapter 1 Review | Hardcore Gamer

Added: 03.06.2015 20:16 | 5 views | 0 comments


"Once upon a time a visual novel named Sakura Spirit hit Steam. Featuring hefty amounts of fanservice and little else, many gamers snapped it up immediately. The success has been so much that developer Winged Cloud quickly went to work on newer games in the Sakura series. First came Sakura Angels and now we have Sakura Fantasy Chapter 1. One thread has remained the same between each release theyre filled with incredibly shiny anime women wearing little clothing. Despite being in the same series, however, each title is effectively brand new and offers a different cast and storyline. As such, you can jump right into Sakura Fantasy Chapter 1 without fear of missing something."

From: n4g.com

Beast Quest

Added: 03.06.2015 17:21 | 15 views | 0 comments


An evil wizard has enchanted the magical Beasts of Avantia - only a true hero can free the Beasts and stop them from destroying the land. Are you the hero Avantia has been waiting for?

Embark on an epic action-adventure in a huge open world. Battle hordes of dangerous enemies and take on giant Beasts in huge boss battles. Explore snowy peaks and sandy beaches, seeking out ancient artifacts and lost treasures. Get ready for action-packed combat against multiple foes at once, timing your attacks, blocks and dodges to defeat your enemies. Complete quests to upgrade your equipment and give you the edge.

Only your skill and bravery can bring peace to the Kingdom of Avantia - it’s time to become a hero in BEAST QUEST!

From: www.miniclip.com

The 25 greatest Star Wars moments in Xbox history

Added: 03.06.2015 12:10 | 43 views | 0 comments


DICE’s Star Wars: Battlefront on its way, and formation about it sure to pop up at E3, we've been quietly considering the legacy of Lucas and co.'s ultra-franchise on Xbox consoles. And, as ever, after the quiet consideration comes the loud trumpeting of Team OXM's thoughts on the matter. What follows are 25 important, shocking or just memorably weird moments from our pick of the Star Wars adaptations, as well as other Xbox games inspired by the franchise.

Beware: major plot spoilers throughout
When all of gaming’s plot twists are eventually drawn together by centrifugal attraction, the shocker that bubbles to the fore will be KOTOR’s endgame reveal. If you’d been following the Jedi path, the discovery that your character is the brain-wiped husk of a genocidal Sith Lord threw all your actions into question. And if you were at one with the Dark Side, it felt like the best surprise birthday party ever. How do the Sith throw thunderbolts around? According to our inquiries, the source is a bag of angry cats each Sith keeps hidden about their person, generating a supply of static electricity. Whatever the explanation, it comes in handy during duels – and space combat. In 2002’s Jedi Starfighter, you can project it from your ship to frazzle anything that escapes your crosshairs. Those cats deserve RAF service medals. Originally exclusive to the PS3 version of the game, the artist formerly known as Anakin Skywalker was made available as DLC for Xbox 360 users. And a good thing too – Xbox 360’s own exclusive Star Wars character, Yoda, was a bit of a letdown, thanks to his short reach and turgid evasion. As avid practitioners of the Dark Side, we heartily endorse Vader’s habit of collaring downed foes with the Force and hurling them about. While not perhaps the best Star Wars game, this 2003 LucasArts effort is easily the most well-rounded Jedi duelling sim. Picking a standout from its arsenal of lightsaber stances, acrobatic moves and powers feels like kicking a football into the Death Star’s exhaust pipe from Alderaan. Still, the arching flip attack, where you deliver a strike to the opponent’s head while upside down, seems most worthy of celebration. There are more dead bodies in Skyrim than there are elevators on Bespin. Among them is a mouldy chunk of skeleton affixed by its feet to the ceiling of a cave, not far from a suspiciously sleek Frost Troll. A sword lies in the snow directly beneath, just out of reach. Remember that bit on Hoth in The Empire Strikes Back, when Luke narrowly avoids becoming a Wampa’s breakfast? This is what happens if you don’t practice your Force Pulling, guys. The Battlefront series has a tortuous history, rife with studio closures and cancellations. But let’s think of the good times. Let’s remember clambering into a primordial X-Wing during a hellish scrap above the surface of Coruscant. Let’s relive the thrill of swooping from the hangar bay to shred proto-TIE Fighters. Let’s recall how we stole aboard a dreadnought and lit the beast up with thermal detonators. Say what you like about this much-touted 2008 franchise refresh, but it does indeed unleash the Force to full and satisfying effect. As Darth Vader’s secret apprentice Starkiller, you’re loaded down with ways to misuse the Havok physics engine, and there are naturally none of the usual moral caveats. Wookiees giving you aggro? Seize one with Force Grip, cackle as he grabs at a friend’s arm, then fling them both into a tree. Problem solved. The temptations of the Dark Side of the Force can be difficult to resist. So much power and, more importantly, so much style. For example: did you know that any halfway-talented Sith Lord can pull off a BS tailslide followed by a pop shove-it, build to a saber spin and culminate with a 360 heelflip? Thankfully, Neversoft was alive to this particular aspect of Dark Side training and celebrated it in a Tony Hawk game. While engaging in a banterific bout of heavy drinking with (potential old flame) Ashley, you’ll be set upon by prancing tough guys in clumsy mimicry of Luke Skywalker’s first visit to Mos Eisley’s bar. This one sticks in the mind by virtue of implausibility. It’s fair enough that offworld yahoos would try to rough up Luke – at that point, he’s just some country boy with crap hair. But Shepard? What were they thinking? Every band of galaxy-saving adventurers needs a shady type like Han Solo. Nonetheless, we find the idea of the Millennium Falcon’s captain dropping bunker-busters on airfields then letting rip with an M16 a mite hard to swallow. A Solo character skin is hidden away in Mercenaries – it doesn’t alter the experience but it does prove that, whatever George Lucas may claim, Han is the kind to shoot first. As humdrum as this straight movie spinoff generally is, it does allow you to enact every Sith Lord’s wet dream – an assault on Coruscant’s Jedi Temple, sanctuary of all that is wholesome. It’s a shame the melee combat isn’t a match for the premise, and that you have to listen to Anakin throughout. “I’ll tear this place apart,” he groans, like someone who’s discovered the office printer is out of ink. Many of the best Star Wars gags are delivered by R2-D2 and C-3PO, which is saying something given that one of them only speaks binary code. The same applies to the blue Claptrap and orange loader ‘bot you discover in The Pre-Sequel!. An excerpt: “I don’t know where you learned such gusset-ridden sailor talk, but you should know that is – anatomically – quite impossible.” Love the Lego Star Wars games, but always found them a touch lacking in festive sparkle? Enter the codes ‘CL4U5H’ and ‘TYH319’ while loitering in the hub bar and you’ll be able to explore the Death Star as trusty Saint Nick. Now all you need to do is insert some appropriate music using the Xbox 360’s USB slot - and occasionally bellow things like, “HAVE YOU BEEN NAUGHTY THIS YEAR?” as you chop Stormtroopers into twitching plastic giblets. The fondest piece of make-believe ever served up by Star Wars is the idea that swords have a significant edge over laser guns. It entailed the invention of a special kind of laser, which travels at roughly the speed of a migrating pigeon. Republic Commando puts that notion firmly in its place with a single line of dialogue, delivered as you brood over a long-abandoned lightsaber. “A weapon for a more civilised age. Well guess what, times have changed.” Cold. Alas, this one’s more depressing than noteworthy. Not content with sullying our memories of Darth Vader, LucasArts had to go and drop another vintage character in there: Guybrush Threepwood, silver-tongued star of the Monkey Island games. There’s a statue of the guy on Cato Neimoidia, pointing towards a sadly non-interactive wall, and you can even play as him – or rather his Sith alter-ego Guybrush Threepkiller. Jedi vs Spartan? Now there’s a fantasy match-up you could pose at any given sleepover party without fear of a corrective beating. Alas, no dev has dared cross the streams – or, now that we think of it, pit either faction against the Ghostbusters – so we’ll have to content ourselves with in-jokes. When the IWHBYD Skull is active in Halo 2, marines occasionally compare Brutes to Wookiees. Star Wars Kid’s reign of terror has long since ended, though some old folk whisper that he still wanders the halls of Reddit late at night, whirling his home-made ’saber. Those who harbour a guilty affection for the guy might want to skate up a certain apartment block on Underground 2’s Boston level. Crash through a particular window and you’ll encounter a bespectacled figure who offers to “show you his moves”. Don’t worry; it’s less creepy than it sounds. Biggs Darklighter and Wedge Antilles are pilots for the Rebel Alliance, briefly featured in the films but explored at length in spinoffs. And, for some reason, the Final Fantasy series. Almost every game since FFVI includes a duo named for the pair: they’re members of AVALANCHE in VII, appear as guards in VIII, can be recruited as Blitzball players in X and run a shop in the first Xbox 360 instalment, Final Fantasy XIII. We didn’t fight in World War II, for reasons of youth and cowardice, but we do harbour many harrowing memories of WWII videogames. There’s the odd colourful moment in Pacific Assault’s Airfield Ambush mission, however. Head inside the radio hut by the runway, for instance, and you’ll be able to listen in on combat chatter between X-Wing pilots during the run on the Death Star. It’s not quite the Millennium Falcon under a tarpaulin, but it’s a nice touch. KOTOR 2 has plenty of things going for it, including a sympathetic, if dependably murderous arch-villain in Darth Traya, a Sith Lord who transcends both Jedi and Sith in that she regards the Force itself as an enemy. The scene on Dantooine, when she reveals her agenda to the player at last, ranks as one of gaming’s few compelling examples of full-on exposition. As is traditional for the franchise, Xbox One’s first Dead Rising includes an item creation recipe for a [cough] ‘laser sword’, which may strike the Jedi aficionado as oddly familiar. You’ll build it using gems and a flashlight, after finding the blueprint. The weapon isn’t as flamboyant as certain others, but it insta-kills regular Zs and has a gratifyingly wide arc. Why not don a helmet and pretend you’re a Yoda? Much of the time, evil behaviour in games equals sarky dialogue and sexy eyeshadow. Those of a sadistic bent may wish to get to know KOTOR’s Twi’lek teenager Mission and her faithful Wookiee chum Zaalbar. The latter swears eternal loyalty when you save his life, even if you follow the Dark path. Mission isn’t as easily won over, but given a decent Force Persuade skill you can have Zaalbar kill her. And after? You should probably have yourself arrested. Okay, so it isn’t a direct lift from Star Wars, but it’s hard to play through Halo 4’s penultimate section – in which Master Chief and Cortana fly a Broadsword fighter through the guts of the Didact’s flagship – and not hear the echo of Episode IV’s famous Death Star trench run. It’s a dazzling sequence, though a frustrating one – Luke Skywalker didn’t have moving panels to worry about. The ability to bang Wookiees together like drumsticks aside, you might like to play the original Force Unleashed because it’s the story of how the Rebel Alliance was founded. Starkiller is dispatched by Vader to unify various senators against the Emperor, the idea being that the pair will usurp Darth Sidious in the chaos. Starkiller, however, succumbs to the Light Side while hobnobbing with the rebels. Only the mad hatters of Travellers’ Tales would see in the dreaded Stormtrooper a dancefloor maniac awaiting his chance to moonwalk. Hidden away in Lego Star Wars are three Stormtrooper discos – one assembled by hand, the others activated by stepping on circles of light. Once in full swing, they’ll attract nearby Stormtroopers like moths to a glitterball (and unlock an Achievement). It’s one of many proofs that TT is now the nearest thing to the LucasArts of yore.
For Gamers Only 13: Gaming hardware at E3 2015

Added: 02.06.2015 18:16 | 4 views | 0 comments


Gamers, the industry is on the proverbial road to E3 2015, and after last weeks discussion about the conferences themselves, Glenn, Ben, and Garri tackle the big gaming hardware expected at E3, including Microsofts HoloLens, Sonys Project Morpheus, and Facebooks Oculus Rift. The crew also addresses a rumor regarding the Nintendo NX, Nintendos newest hardware project.

From: n4g.com


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