Sunday, 24 November 2024
News with tag Other  RSS

From: www.gamesradar.com

PS4/PS Vita Exclusive JRPG Exist Archive by tri-Ace Gets First 1080p Screenshots Gameplay Trailer

Added: 03.08.2015 12:18 | 5 views | 0 comments


Today Spike Chunsoft and tri-Ace released the very first trailer, direct feed 1080p screenshots and artwork of the upcoming JRPG Exist Archive: The Other Side of The Sky, that will be released in Japan later this year for PS4 and PS Vita.

From: n4g.com

Abandoned plotlines that would have changed everything

Added: 31.07.2015 20:00 | 50 views | 0 comments


Have you ever reflected on game a few days after finishing it only to realize some major plot point slipped under the radar? It could be a killer who wasn't unmasked, or a key bit of info everyone seemingly forgot about. At first these thoughts don't make sense. Surely they addressed this at some point, you rationalize. They wouldn't just leave this kind of thing hanging. Sadly, that's where you're wrong. Some plot points are introduced only to wither on the vine, never to be seen nor heard from again.

Until now. I've rounded up some of the juiciest, most dead-ended plot lines from a variety of games. Not only were these details clearly stated in their respective storylines, but they were all later dropped without a trace - almost as if they never existed in the first place. I've also included some insights into how these lost tidbits could have manifested themselves in their respective games, had they not been so abruptly abandoned.

What was abandoned: Zero being Dr. Wily's final creation. This is strongly , of all places) as a major part of Zero's mysterious backstory. But at X5's climax, this 'major reveal' is still only vaguely referenced. We see the iconic Wily 'W' projected on the background should you fight against Zero, and Wily's silhouette appearing during Zero's ending. And that's about it. The big mystery of Zero's parentage doesn't amount to much of anything, and is largely ignored in subsequent games.

What could have changed: a creation-versus-creator storyline. Dr. Wily creating Zero goes hand-in-hand with another abandoned plot point: Dr. Wily is still "alive" in the MMX timeline. Wily's presence would force Zero to grapple between who he is and who he was meant to be. Plus, the entire MMX universe revolves around robots with free will being corrupted by sinister influences. Zero grappling with the machinations of his creator would have been the perfect thematic fit.

What was abandoned: The dark energy subplot, which was introduced during Tali'Zorah's . Tali was collecting data on a star that was dying prematurely, before she and her team were ambushed by Geth. Based on that data, Tali theorized "dark energy" was behind the star's demise. Shepard then states "A lot of Quarians died here. What [that data] worth it?" I guess not, because by the third game dark energy and its impact are never discussed again.

What could have changed: According to Drew Karpyshyn, lead writer on the first two Mass Effect games, this concept of dark energy could have been behind the Reaper's motivations. In an interview with AM 60, reported by , Karpyshyn said, "The Reapers kept wiping out organic life because organics would eventually evolve to where they were using biotics and dark energy, and that was an entropic effect that potentially was going to hasten the end of the universe. And being immortal beings, that is something they did not want to see."

What was abandoned: Corporal Adrian Shephard, protagonist of Half-Life side story Opposing Force. Like Gordon Freeman, Shephard also gets caught up in the Resonance Cascade catastrophe at Black Mesa, shoots a bunch of monsters, gets lost on an alien world, and is ultimately detained by the G-Man at the . But while Gordon later awakes at City-17 at the start of Half-Life 2, our poor Colonel is neither seen nor heard from again. He's still locked away in the G-Man's extradimensional storage locker somewhere, eagerly awaiting Episode 3.

What could have changed: Shephard was ripe to become the perfect "bad guy" version of Gordon Freeman. In the Half-Life 2 episodes, we see G-Man having some trouble maintaining control over the scientist-turned-savior. If their connection was ever completely cut, who better to fall back on than Shephard? He went through the same trials as Freeman and was also hand-picked by the G-Man. He also worked for one of the main antagonist groups in the original Half-Life; the man is prime villain material.

What was abandoned: The Deleter. Throughout Other M, Samus learns there's a traitor among Adam's team of Federation soldiers. That traitor - who Samus dubs "The Deleter" - is killing off soldiers one by one. A lot of time is spent thread: we see The Deleter shoot other soldiers, kick them into lava, and you even fight against someone who is almost certainly The Deleter in a giant mech suit. And then, this person just quietly fades away. By the end of the game, all of Adam's team is either dead or MIA, and Samus shows no concern over discovering The Deleter's identity. Basically, no one cares.

What could have changed: Well, for one thing, Samus and crew would seem a little more believable as human beings if they showed a bit more concern about confirming who in their group was trying murder them all. The Deleter's presence could have also shed a harsh light on the Federation - or some conspiratorial group within the Federation - seeing as how The Deleter went to such great (and murderous) lengths to try and cover up the BOTTLE SHIP's connection to the Federation.

What was abandoned: The captured soul of Ares. If you had the wherewithal to actually complete God of War on the game's hardest difficulty setting - God Mode - you unlocked from Kratos himself. Kratos congratulations you on a job well done before revealing that he has located the soul of Ares in a secret chamber. Kratos isn't sure how it ended up there, or what it could be used for, but figures it could help him put the hurt on Zeus in the next game. Only it doesn't, because the soul and this secret chamber are never mentioned again.

What could have changed: In the God of War games, Kratos draws strength from all sorts of mystical weapons and artifacts, so the soul of a dead god really wouldn't be that out-of-place in his arsenal. But perhaps it would have been a double-edged sword, with the fallen god Ares whispering in Kratos’ ear, driving his already already fragile mind deeper into madness. Perhaps Ares' influence could have been the primary motivator for Kratos' angst at the opening of GOW2.

What was abandoned: Ethan Mars' periodic blackouts. For all of its creativity, Heavy Rain isn't exactly rock solid when it comes to storytelling. Ethan's blackouts are a prime example. Throughout the game, it's implied these blackouts are no mere coincidence. Ethan finds a folded paper crane in his hand after one blackout, leading him to believe there's a connection between himself and the Origami Killer. Maybe he IS the Origami Killer. All this existential dread, however, just gets swept under the rug as the game enters its final act and Ethan simply stops blacking out.

What could have changed: Not much, according to the developers at least. In this , developer Quantic Dreams runs through some of Heavy Rain's deleted scenes. Among them are several relating to Ethan's blackouts. Apparently, Ethan was supposed to establish some sort of psychic link with the real Origami Killer. The blackouts were a result of this connection, and players would swim through a surreal dream sequence while Ethan was unconscious. They had nothing to do with Ethan being the killer.

How Games and Other Media Age

Added: 31.07.2015 17:18 | 10 views | 0 comments


Here's a bit on how games and other types of media are affected by the passage of time and what could happen to make them non-consumable.

Tags: Games, Media, Other
From: n4g.com

Play: Beat Each Other Up in the Nintendo Life Super Smash Bros. Tourneys

Added: 31.07.2015 17:05 | 10 views | 0 comments


Article: Play: Beat Each Other Up in the Nintendo Life Super Smash Bros. Tourneys

Settle it in Smash

From: www.nintendolife.com

Rocket League - PS4 Review | Chalgyr's Game Room

Added: 30.07.2015 20:18 | 5 views | 0 comments


Chalgyr's Game Room writes: Sometimes there are games that rope you in due to an incredibly deep, twisting narrative. Other titles use photo-realistic graphics or movie actors in their voice cast to breathe life into their creations. There are a variety of hooks that development teams use to try and draw players in, but quite often the most effective is simply making a game that is a ton of fun to play. Rocket League fits that description perfectly.

From: n4g.com

Submerge - Unreal 4 Powered Underwater RTS Hits Kickstarter

Added: 30.07.2015 3:18 | 7 views | 0 comments


Nick Calandra writes: "Submerged sounds like a rather ambitious game, featuring a persistent online world where 16 different players will fight for the last remaining resources under the sea. There are no teams in the game either, so the developer made it a point to note there will be massive battles in the game, as all 16 players will be fighting for the same resources. Other players won't be the only threat though as the sea will be littered with deadly plants and other creatures."

From: n4g.com

Blues and Bullets: Episode One Review

Added: 28.07.2015 22:40 | 23 views | 0 comments


Santa Esperanza or Sin City? I found it hard to tell the difference between the two black-and-white burgs in the first episode of Blues and Bullets, a five-part adventure series from indie developer A Crowd of Monsters that sets a striking neo-noir tone. There are just as many shadow-streaked rooms, rain-swept streets, and bloody red accents as in anything scripted by Frank Miller, while the plot is stuffed with enough psychos, horrific violence, and cornball dialogue to make Dashiell Hammett roll over in his grave. This is an inspired rip-off for the most part, however, hitting the same notes as a good hard-boiled detective novel despite a few offbeat scripting choices and some technical glitches.

As noted above, the location is a crime-ridden fictional city called Santa Esperanza. The year is 1955. The protagonist is Eliot Ness, but not the historical figure or even the fake one from TV and movies. This take on the leader of the famed Untouchables who brought down Chicago gangland boss Al Capone is different from anything seen before. Instead of taking out old Scarface with a tax case, Ness wound the case down with a Schwarzeneggerian shootout, slaughtering a dozen or more mobsters single-handedly while so drunk he could barely stand up. Twenty or so years later, Ness is a haunted ex-cop running a diner and trying to run away from his past, which includes murdered friends, an unhealthy attachment to a dead buddy’s wife, and a whole lot of booze and guilt. All this is complicated by the fact that Capone has just been paroled and is asking his old nemesis to help find his daughter, who has been kidnapped by a sinister cult that is abducting, mutilating, and sometimes slaughtering little kids.

Blues and Bullets bleeds neo-noir style reminiscent of the Sin City movies. And not just because of the red slashes on the otherwise black-and-white scenery.

All in all, it’s an innovative look at an American icon crossed with a more modern serial killing saga. But it’s also kind of off-putting because everyone knows the story of Ness and Capone courtesy of decades of TV shows and movies. I eventually came to appreciate this bizarre new angle on characters I thought I knew, although I never completely abandoned the notion that all this messing with history was sort of unnecessary. This version of Ness only shares a name with the real person, and the same goes for Capone. Swapping out Chicago for Santa Esperanza is also an odd choice given the use of real names for the lead characters. Why not go one way or the other? Doing both makes the whole story feel somewhat off-kilter, for no real purpose.

Added alt-history weirdness creates a surreal mish-mash. Strange concepts are tossed in for kicks, like the apparent survival of the Hindenburg and its subsequent renovation into a luxury hotel in the clouds. You visit it early on in the episode as a real place, but it is so impossibly huge and luxurious that it’s more Xanadu than retrofitted zeppelin. Even though you’re supposed to be on board the big balloon, you also see that famous photo of the airship exploding into flames over Lakehurst, New Jersey framed in its hallways. I was never sure what to think here. All things considered, the plot is innovative and guaranteed to keep you guessing about what’s coming next.

Blues and Bullets’ gameplay is standard for an adventure game, although both the action and sleuthing is volved than that in other similar series in the episodic genre. This is more of a traditional adventure game than what Telltale produces, for example. The structure isn’t quite as linear. Many choices influence the flow of the story, and dialogue options run a gamut of emotions that subtly alter how interactions play out with other characters. There is also more of a necessity to explore environments. Investigations are hands-on. Ness tackles a gruesome murder by examining the entire scene, from the occult altar made of severed hands in the bathroom to the impaled corpse in the living room and the discarded spoon in the hallway, which may have been used to scoop out the victim’s eyeballs. Ness puts clues together on a deduction board that leads him to conclusions. Nothing here is particularly challenging, although the process replicates the step-by-step nature of a criminal investigation.

Surreal glimpses into Eliot Ness’s tortured mind are striking if more than a bit cheesy.

Action scenes are also volved. Button-press fights and reactions are similar to those in more casual adventure series, but they tend to demand a little more from the player. Again, there isn’t anything here too tough, although you do have to hit buttons a little more quickly and more often than in similar games. In addition to the bare-knuckle sequences, there are also firefights in which you take cover and blast away at enemies. Anyone with even the most rudimentary arcade skills will be able to take on these vaguely GTA-inspired battles without breaking a sweat, but at least the game goes through the motions and gives you more to do. I’m hoping that future episodes ramp up the challenge and take advantage of the gangster setting with some serious gunplay.

What makes Blues and Bullets really stand out is its atmosphere. The game looks like an interactive version of the Sin City movies. The entire game is cloaked in long shadows and a gloomy air of menace, which is built up to such an extreme that even Ness’s diner in the middle of a sunny afternoon comes off as a midnight spook house. Surreal touches add to this effect. A dream sequence illustrating Ness’s tortured thoughts plays out as a gunfight in and around giant headline letters recounting just how corrupt and awful his world has become. Other stylish touches add tension. While most of the game consists of high-contrast black-and-white, red accent slashes are everywhere. This is of course used to indicate blood and to create a constant threat of violence. Even Ness’s ever-present red tie is a warning sign that bad things are about to go down.

The dialogue is also very good, albeit in the cheesy vein of old-time noir. Ness is pretty much the prototypical self-flagellating private detective with a weakness for booze and dames. Many lines teeter on the edge of self-parody. At times it’s not entirely clear whether the game is actually laughing at itself. While most of the story takes everything as seriously as an IRS audit, some aspects are over the top. One moment in which Ness interrupts a knife-thrower to the disappointment of the crowd and his now-perforated female target is so played up for slapstick that the Untouchable briefly turns into Frank Drebin. The voice acting is all over the place, but the leads are good for the most part. Ness is played as kind of a growly, boozy take on Batman, and Capone is a no-surprises, marble-mouthed thug. The cast is small, though, and actors try to hide their multiple roles with broad accents that do nothing but make the game seem amateurish.

Eliot didn’t encounter gruesome stuff like this during his days leading the Untouchables.

Another issue that illustrates the indie nature of Blues and Bullets is the presence of a few bugs. Slowdown is the most noticeable problem. Every so often, the game will drop to single-digit framerates. This usually takes place during panoramic introductions that sweep across city blocks. On a couple of occasions, this brought the game to a complete halt for me and forced a restart. Another annoyance was a cursor that never stayed still. On selection menus in the options and within the game itself as I organized the investigation board, the selected option constantly clicked to the right regardless of whether I was using the mouse and keyboard or the gamepad controls, forcing me to push back against the grain to make a choice. This was merely an irritant, although it could have been show-stopping if the game had demanded teraction in this fashion.

Although Blues and Bullets isn’t without its flaws, this first episode sets a distinctive comic-book, crime-noir attitude compelling enough to keep you playing and looking forward to what the series will offer in future installments. Anyone who enjoys classic noir fiction or the decidedly modern, bloody take on it offered up on the grim streets of Sin City will find a lot to like here.

From: www.gamespot.com

Blues and Bullets: Episode One Review

Added: 28.07.2015 22:40 | 41 views | 0 comments


Santa Esperanza or Sin City? I found it hard to tell the difference between the two black-and-white burgs in the first episode of Blues and Bullets, a five-part adventure series from indie developer A Crowd of Monsters that sets a striking neo-noir tone. There are just as many shadow-streaked rooms, rain-swept streets, and bloody red accents as in anything scripted by Frank Miller, while the plot is stuffed with enough psychos, horrific violence, and cornball dialogue to make Dashiell Hammett roll over in his grave. This is an inspired rip-off for the most part, however, hitting the same notes as a good hard-boiled detective novel despite a few offbeat scripting choices and some technical glitches.

As noted above, the location is a crime-ridden fictional city called Santa Esperanza. The year is 1955. The protagonist is Eliot Ness, but not the historical figure or even the fake one from TV and movies. This take on the leader of the famed Untouchables who brought down Chicago gangland boss Al Capone is different from anything seen before. Instead of taking out old Scarface with a tax case, Ness wound the case down with a Schwarzeneggerian shootout, slaughtering a dozen or more mobsters single-handedly while so drunk he could barely stand up. Twenty or so years later, Ness is a haunted ex-cop running a diner and trying to run away from his past, which includes murdered friends, an unhealthy attachment to a dead buddy’s wife, and a whole lot of booze and guilt. All this is complicated by the fact that Capone has just been paroled and is asking his old nemesis to help find his daughter, who has been kidnapped by a sinister cult that is abducting, mutilating, and sometimes slaughtering little kids.

Blues and Bullets bleeds neo-noir style reminiscent of the Sin City movies. And not just because of the red slashes on the otherwise black-and-white scenery.

All in all, it’s an innovative look at an American icon crossed with a more modern serial killing saga. But it’s also kind of off-putting because everyone knows the story of Ness and Capone courtesy of decades of TV shows and movies. I eventually came to appreciate this bizarre new angle on characters I thought I knew, although I never completely abandoned the notion that all this messing with history was sort of unnecessary. This version of Ness only shares a name with the real person, and the same goes for Capone. Swapping out Chicago for Santa Esperanza is also an odd choice given the use of real names for the lead characters. Why not go one way or the other? Doing both makes the whole story feel somewhat off-kilter, for no real purpose.

Added alt-history weirdness creates a surreal mish-mash. Strange concepts are tossed in for kicks, like the apparent survival of the Hindenburg and its subsequent renovation into a luxury hotel in the clouds. You visit it early on in the episode as a real place, but it is so impossibly huge and luxurious that it’s more Xanadu than retrofitted zeppelin. Even though you’re supposed to be on board the big balloon, you also see that famous photo of the airship exploding into flames over Lakehurst, New Jersey framed in its hallways. I was never sure what to think here. All things considered, the plot is innovative and guaranteed to keep you guessing about what’s coming next.

Blues and Bullets’ gameplay is standard for an adventure game, although both the action and sleuthing is volved than that in other similar series in the episodic genre. This is more of a traditional adventure game than what Telltale produces, for example. The structure isn’t quite as linear. Many choices influence the flow of the story, and dialogue options run a gamut of emotions that subtly alter how interactions play out with other characters. There is also more of a necessity to explore environments. Investigations are hands-on. Ness tackles a gruesome murder by examining the entire scene, from the occult altar made of severed hands in the bathroom to the impaled corpse in the living room and the discarded spoon in the hallway, which may have been used to scoop out the victim’s eyeballs. Ness puts clues together on a deduction board that leads him to conclusions. Nothing here is particularly challenging, although the process replicates the step-by-step nature of a criminal investigation.

Surreal glimpses into Eliot Ness’s tortured mind are striking if more than a bit cheesy.

Action scenes are also volved. Button-press fights and reactions are similar to those in more casual adventure series, but they tend to demand a little more from the player. Again, there isn’t anything here too tough, although you do have to hit buttons a little more quickly and more often than in similar games. In addition to the bare-knuckle sequences, there are also firefights in which you take cover and blast away at enemies. Anyone with even the most rudimentary arcade skills will be able to take on these vaguely GTA-inspired battles without breaking a sweat, but at least the game goes through the motions and gives you more to do. I’m hoping that future episodes ramp up the challenge and take advantage of the gangster setting with some serious gunplay.

What makes Blues and Bullets really stand out is its atmosphere. The game looks like an interactive version of the Sin City movies. The entire game is cloaked in long shadows and a gloomy air of menace, which is built up to such an extreme that even Ness’s diner in the middle of a sunny afternoon comes off as a midnight spook house. Surreal touches add to this effect. A dream sequence illustrating Ness’s tortured thoughts plays out as a gunfight in and around giant headline letters recounting just how corrupt and awful his world has become. Other stylish touches add tension. While most of the game consists of high-contrast black-and-white, red accent slashes are everywhere. This is of course used to indicate blood and to create a constant threat of violence. Even Ness’s ever-present red tie is a warning sign that bad things are about to go down.

The dialogue is also very good, albeit in the cheesy vein of old-time noir. Ness is pretty much the prototypical self-flagellating private detective with a weakness for booze and dames. Many lines teeter on the edge of self-parody. At times it’s not entirely clear whether the game is actually laughing at itself. While most of the story takes everything as seriously as an IRS audit, some aspects are over the top. One moment in which Ness interrupts a knife-thrower to the disappointment of the crowd and his now-perforated female target is so played up for slapstick that the Untouchable briefly turns into Frank Drebin. The voice acting is all over the place, but the leads are good for the most part. Ness is played as kind of a growly, boozy take on Batman, and Capone is a no-surprises, marble-mouthed thug. The cast is small, though, and actors try to hide their multiple roles with broad accents that do nothing but make the game seem amateurish.

Eliot didn’t encounter gruesome stuff like this during his days leading the Untouchables.

Another issue that illustrates the indie nature of Blues and Bullets is the presence of a few bugs. Slowdown is the most noticeable problem. Every so often, the game will drop to single-digit framerates. This usually takes place during panoramic introductions that sweep across city blocks. On a couple of occasions, this brought the game to a complete halt for me and forced a restart. Another annoyance was a cursor that never stayed still. On selection menus in the options and within the game itself as I organized the investigation board, the selected option constantly clicked to the right regardless of whether I was using the mouse and keyboard or the gamepad controls, forcing me to push back against the grain to make a choice. This was merely an irritant, although it could have been show-stopping if the game had demanded teraction in this fashion.

Although Blues and Bullets isn’t without its flaws, this first episode sets a distinctive comic-book, crime-noir attitude compelling enough to keep you playing and looking forward to what the series will offer in future installments. Anyone who enjoys classic noir fiction or the decidedly modern, bloody take on it offered up on the grim streets of Sin City will find a lot to like here.

From: www.gamespot.com


« Newer articles Older articles »
advertising

Copyright © 2008-2024 Game news at Chat Place  - all rights reserved