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From: www.gamesradar.com

Lost Dimension Review

Added: 28.07.2015 22:55 | 27 views | 0 comments


Lost Dimension masquerades as an average, everyday JRPG. Spiky anime hair, teenage angst, and crater-inducing special attacks abound, but this turn-based quest to prevent global genocide manages to successfully pair the expected with the aberrant. The tactical combat and deep pool of weapons, armor, and abilities are robust enough to stand on their own, but there’s a twist. Within your 11-person troupe lives a traitor, and knowing of this mole’s existence but not his or her identity forces you to tackle otherwise straightforward situations in unique ways--altering who you take into battle and how you interpret one-on-one conversations. Should you trust the doctor with a checkered medical practice history? Is the lavender-haired vixen with her admittedly fake accent out to get you, or is it the shotgun-toting knucklehead you can only pray remembered to leave the safety on? What could have amounted to a throwaway gimmick is instead used to enrich both combat and story, and while the elimination of party members devalues some character progression, Lost Dimension pulls off its bold gamble.

The cast can be comically bizarre, but the story itself is both bleak and highly self-serious. In the near future, the fate of the world is threatened by the pale, moody villain all-too conveniently named The End. This archetypical evildoer rides in on a massive structure from another dimension called the Pillar and wipes out a significant percentage of the population to show that, despite the red-frosted tips in his hair, he means business.

To combat this threat, the UN sends a special task force wielding psychic gifts to reach the top of the Pillar, battle The End, and save humanity. Codenamed “SEALED,” this peculiar group is little more than a mishmash of colorful strangers with foggy memories. Bonds between each member and the protagonist, Sho, need to be built from the ground up, but working against that process is The End’s declaration that a traitor is present among the group. Before advancing from floor to floor of the tower, your team must vote to not only oust this fraud but also sentence him or her to death. Each subsequent floor establishes a new traitor, and the identity of the turncoat is determined by your interactions with each of the characters along the way.

Like in any good relationship, building trust takes time and effort--and Lost Dimension makes that a surprisingly enjoyable task. Without knowing anyone’s background, you quickly pick favorites and identify people you don’t feel too comfortable watching your back. Continuing to chat and adventure with a specific comrade improves camaraderie between your two characters, and beyond the social benefits, this often leads to more assistance in battle. It’s important to vary whom you bring into skirmishes, too, because Sho can hear the thoughts of those he fights alongside and note whether or not they seem suspicious. By switching different members in and out of your lineup and keeping track of these guarded thoughts, you can more easily narrow down your search.

This unique system forces you to care about otherwise irrelevant dialogue and experiment with different combat concoctions. The identity of the first traitor becomes clear before you’re asked to cast your vote, but from then on, you’re often wracking your brain over the choice. You accumulate Vision Points that can be used to dive deep into the psyche of any party member you’ve battled alongside to out the traitor, but if you use up three vision points only to discover three clear consciences, you and your team are left taking a shot in the dark when asked to vote someone off the island.

"One of you will betray me."

The combat variation that comes with having 11 stylistically distinctive party members is both vast and delightful, even as your numbers dwindle over time. Any six members can be taken into a mission and moved within a restricted circle to perform group attacks, flank enemies, pick up items, or hit switches to open gates. You can both move and attack in a given turn, and because you’re often outnumbered, it’s critical to partner up with members of your team with whom you’ve become friendly to coordinate assisted assaults. Guns, blades, and magical gifts can all be used to clean out a given location, but even highly leveled and well-equipped SEALED members can be easily dropped when isolated.

Boosting stats and abilities is exceedingly rewarding, and Lost Dimension provides a healthy suite of techniques to learn. A character with basic fire-based Gifts can eventually learn area-of-effect attacks, abilities that drastically reduce enemy stats, or even devastating special moves that might smite a target in a single blow. It can be frustrating to build up an individual character only to learn that he or she is a traitor, but even fallen soldiers leave behind items that can be used to unlock even more powerful Gifts for those who are still standing.

What Gifts you unlock and whether you decide to invest more heavily in defense or offense can make the difference between earning the top S rank and limping to the finish line with just one of your six characters standing. Once you get a handle on the battle system--how to attack without constantly getting countered, maintaining your Sanity meter so you don’t lose control of a character, and taking out specific enemies to complete missions in a hurry--Lost Dimension becomes a smooth operation. However, the stuttering framerate muddies an otherwise even experience. Even the most basic attack animations can make combat sequences chug, and the dull, insipid environments and unspectacular visuals make for a game that rarely looks as good as it plays.

Careful planning and teamwork are essential when you're outnumbered on the battlefield.

What’s also uneven is the difficulty. Even if you keep up with the side missions and special character quests, some battles ambush you with a disheartening level of difficulty. The final battle is the biggest culprit, forcing you to grind out old missions over and over again to even stand a chance at victory. It’s not enough to sully the otherwise rewarding combat, but Lost Dimension’s sporadic degree of challenge can make hours of leveling up and character building feel moot.

Dialogue suffers from having far too many cooks in the kitchen, and it feels like whoever was writing the lines was forced to include a quip from each of the 11 characters for every single occasion. What’s actually said is almost never more profound than “Who could the traitor be?!” The one-on-one chats are much teresting and actually reveal valuable information about a given personality, but watching the camera swing from character to character during the story only to hear empty, repetitive lines is wearing.

Sure, Lost Dimension is another RPG in which a group of teens need to save the world from a maniacal villain with wonderful hair, but Lost Dimension thinks outside that box just enough to feel new. The goofy characters, rewarding progression system, and tactical combat supersede the stunted dialogue and inconsistent framerate, and while the difficulty can be a bit overwhelming, the mechanics are fun and fresh enough to temper most frustration. What really brings it all to life, though, is the suspense that comes from never quite knowing who to trust, which keeps you wary of much more than just the enemies on the periphery. This is a JRPG layered atop a tactical strategy game layered atop a murder mystery, and somehow, the resulting structure holds up reasonably well.

From: www.gamespot.com

MartinCreek competing at Assembly Summer 2015

Added: 28.07.2015 14:37 | 26 views | 0 comments


ImageMartinCreek has fought his way up to qualify for the Assembly Summer 2015 tournament, where he will face off against other big names starting this Thursday. With a prize pool of $25,000 and 230 World Championship Points on the line, this is not a tournament to miss!

From: www.sk-gaming.com

AKAWonder invited to Dreamhack Valencia

Added: 17.07.2015 11:20 | 25 views | 0 comments


ImageAKAWonder has been invited to compete in Dreamhack Valencia for Hearthstone Championship Points and more. Read here to find out the details!

From: www.sk-gaming.com

[ABG] IMPACT - Find Weak Points In A Beautiful Self-Repairing Block World

Added: 09.07.2015 10:15 | 14 views | 0 comments


IMPACT is a beautiful minimalistic first person shooter/puzzler in which you must search for strategic weak points in structures which continually self-repair.

Tags: Fire, Bloom, Points
From: n4g.com

15 games that reward you for NOT playing them

Added: 29.06.2015 12:15 | 81 views | 0 comments


Games give so many conflicting messages to players. Most want hours and hours of your attentive dedication, then for you to return for DLC, and to never give up on the multiplayer (lest you trade it in). It can be a lot to ask, but many people are more than ready to sacrifice vast chunks of spare time. Which makes it all the more frustrating when a game says "Hey, don't you think you should take a break?" I'll tell you when I've had enough!

But there are a handful of titles that skip the simple guilt trip, and instead express concern over possible addiction by actually rewarding players for NOT playing. These games admirably promote shutting off or logging out from time to time, doling out some kind of tangible bonus for not playing them. If only other worrisome publishers got as proactive as these games...

Note: An earlier version of this article appeared on the site in 2014. This new-and-improved, updated remix near doubles the list of entries, so do give it a look even if you read the original. New stuff is up front, too.

Despite what the crackpot media might have you believe, not all video games are out to get us… just most of them. The rest make do by occupying only a large tract of our time, as opposed to every last drop of it - here's looking at you World of Warcraft and Destiny. Some games, it seems, would rather maintain a clear conscience, a basic responsibility to the health and wellbeing of the player. Sometimes they even express this in the form of an explicit 'go outside already' tip. 'Get some fresh air', they say, 'you're starting to smell'. Bless their swollen hearts.

Though some games go even further than that. Some games actively reward inaction, making not-playing an ironic element of their gameplay. Some games take the design philosophy of 'less is more' to its natural conclusion, interpreting 'less' as 'zero human interaction whatsoever'. Today's thoroughly big list takes a look at 15 such titles - those that effectively reward the player for his or her total inactivity. Sometimes taking your time (or just being flat-out lazy) has its rewards. Enjoy.

Reams and reams have already been written about the absurd fallacies that govern our games - those oddball behaviours and mad practices that seem so wonderfully at home inside of a virtual setting, and yet so massively inappropriate beyond it. Far Cry 4 evidently takes issue with these sorts of unthinking and unrealistic reactions. Case in point - the game's early doings, in which the villainous Pagan Min appears to kidnap protagonist Ajay and stuff him into an easily escaped room. Now, given the man's obvious penchant for violence, as well as his ominous promise to return, it's hardly surprising to find that most gamers quickly attempt to scarper.

But what if you don't run? What if instead of scurrying off to go native and/or ride around on massive murder elephants you simply decide to sit it out and wait? Does Min return, torture tools in hand and ready to rend flesh? Actually no. Instead we're treated to what is perhaps the most realistically dull conclusion of all time. You sit around for 15 minutes, Min duly returns and kindly escorts you to your original destination. Game over. That's it. I guess he's not such a terrible genocidal dictator after all… Just a weird uncle really. Very weird, mind, but still...

From the 'loving mother's school of devastating fight advice', it's Final Fantasy V and the Gogo boss monster - aka the one that you beat by doing nothing precisely nothing. Take that bullies - looks like I'm the bigger man now… on the floor, being kicked. Cheers Mum. You see the thing about Gogo is that he's actually a mimic, meaning that he'll only attack so long as you choose to attack him. Attempt to duke it out and he'll unleash wave after wave of unstoppable carnage, but opt instead to heed his sagely warning - 'to do as he does' - and Gogo will eventually relent, granting you a prize before scampering off elsewhere.

Good thing too, as trying to best old Gogo via conventional means, i.e. - the exact way that anyone would after 30-plus of furious fiend blasting - is considered to be a truly difficult feat. Gogo can annihilate the entire party in just three turns, and must realistically be defeated with the help of a high-level muting buff, lest this monstrous mime work up to his uber destructive meteor attack. The lesson here: Not every boss taunt ought to be ignored.

What better way to mask dark-hearted villainy than with a sweeping sense of whimsy? Disney has been at it for years now... In the case of Jonathon Blow's Braid this diabolical bent extends far beyond the terrible actions of Tim. You see, even the gameplay itself bears something of a sadistic streak. Case in point - level 2-2, or 'the curious case of the cloud that just wouldn't budge'. Well, to be fair, it does actually shift, though at such an imperceptible crawl as to trick most players into ruling it out as an effective means of locomotion. So why exactly would you want to ride such a slowpoke?

Well, as it turns out Blow and co. made it so that this granny-rapid gas ball provides the only means of reaching the game's most maliciously placed star. Now keep in mind that you don't actually need this item at all, though of course there's no accounting for the insatiable appetites of the completionist. All told, the player will need to wait 2 whole hours for this fluffy bugger to reach its destination. To be clear - that's 2 entire hours of your life… in exchange for a pickup that anyone, of any skill level could also achieve… Methinks I smell a trolling.

Everyone loves a dev team with a decent sense of humour, particularly when that team belongs to an oftentimes 'holier than thou' indie scene. "Ya, programming in a start button was just, like waaaay too mainstream". Praise be to the folks at Galactic Café then, whose winning sense of humour even found its way into The Stanley Parable's achievement section. An achievement section that features such noteworthy accolades as 'You can't Jump' - which rewards players for trying anyway, and 'Click on Door 430 Five Times', which err - well, you probably get that one.

Then there's 'Go Outside', an achievement that ensures that even avid gamers get their fair share of fresh air. To earn this trophy, gamers must stop playing the game for an entire 5-years. Play it, log off, and log back in a whopping 1826 days later. What could be simpler? Well, changing your computer's internal clock for one, but that's no fun now is it?

First things first: this particular section of Earthbound has you playing the role of a man named 'Poo'. A man. named. Poo… No, not a sentient slurry, nor a talking number two, but a man… named Poo… Just let that sink in to your mental u-bends for a minute. Giggles all gone? Good. Get everything out of your cistern… damnit, 'system'? Great, then let's continue. You see it seems that good old Poo is trying his damndest to master the art of Mu meditation. To do so he'll need to ignore a series of increasingly tempting visions while doing precisely nothing. Seems simple, though neither the player nor Poo can be quite sure that these tempters aren't actually real people in need.

This all continues until Poo enters a mysterious spirit world, wherein a strange spectre appears to torment him with various threats of mutilation. Hold your nerve and you'll complete your training unharmed. Intervene however, and it's all the way back to square one. Oddly enough, Earthbound actually features a second instance of similar inaction, whereby the player must stand motionless beside a waterfall for a full three minutes. Doing so will eventually unveil a gatekeeper asking the player for a password - or a swift slap to the face, depending on how many times you muck this one up.

Being the wholesome, family-friendly organisation that it is, many of Nintendo's games will occasionally prompt their players to set down their systems, unglue their eyes, and take a refreshing stroll out into the sun… probably to buy some more Amiibo. Because who told you you could stop buying Amiibo, huh? Get out there and buy some more goddamn Amiibo! But while many games will make an honest attempt to remind you of the world beyond your bedroom, few among them will actually ask you to close up shop as part of the game itself.

Then again, most games aren't part of the endlessly inventive Legend of Zelda series. In the case of the DS-exclusive Phantom Hourglass, this level of invention appears in the form of a classic key quest (with a twist). Said quest tasks Link with finding a way to affix a sacred crest to a seafaring chart. Sounds simple enough, and it is, provided you're able to think outside of the box - or handheld gaming device, as the case may be. Simply highlight both bits - one on each screen - before shuttering your DS and reopening. Tada! Both elements have now magically bonded, and all because you took a breather. Good luck trying that one with an emulator…

'Victory through inaction' is about as close to a catchphrase as the Spec Ops series is ever likely to get. Make no mistake about it, if you were one of those fortunate enough to miss out on the first nine titles, then you - sir or madam - truly were a winner. To say that these games were shoddy is an insult to true shoddiness. In truth, they were little more than uninspired dreck, the veritable bargain bin liners of a bygone day and age. Then of course came The Line, team Yager's incisive spin on/total indictment of the modern military shooter.

Here again, 'the only way to win was not to play'. However, unlike earlier games in the franchise, this decision had absolutely nothing to do with the title's supposed lack of polish - just the opposite, in fact. You see, protagonist Captain Walker's aim is if anything a little too effective, a factor that permits both he and the player to continue on with their mission long after losing all effective and justifiable impetus for doing so. In short, the further the player progresses, the more needless the devastation unleashed. All with the game goading and openly mocking your bloodlust every step of the way. Well done, winner. You're a monster. You really should have stopped playing.

Long before the Battlefield series spread to consoles, it had one of the most dedicated communities on PC. The fans were reliving World War 2 over and over again in team deathmatch, with a passion that I'm sure the developers had hoped to inspire. But when EA and DICE released a futuristic sequel, Battlefield 2142, they handed out special points multipliers for every 24 hours the passionate fans didn't play the game.

Of course, the official messaging on the feature focused more on assisting those that simply couldn't play the game as much as their competition. If jobs, or pets, or heart surgery distracted you from logging into Battlefield 2142, you would accrue an hour of Away bonus for every 24 hour period you weren't in the game, doubling the Career Points you'd earn in battle. Given that 2142 is the underplayed black sheep in the BF series, it seems like a lot of Away bonuses were earned by players before the servers were officially shut down on June 30, 2014.

thatgamecompany is one of the more avant garde developers around, creating games that are as much about atmosphere as gameplay. As such, thatgamecompany wants players to soak in the artistic vibe of Flower and Journey at a slower pace, even encouraging them to step away from the game for seven days before resuming the adventure. This 'more casual' playstyle is incentivized via the most hardcore of the PS3's in-game tools, the Trophy.

Flower's Welcome Back and Journey's corresponding Return are Bronze Trophies handed out for quitting the games for at least a week and then resuming your campaign. Those extra days away might give you enough time to truly deconstruct the themes and techniques of these thought-provoking games, putting those lessons to work in your own life. Or, if you're like most Trophy fanatics, you briefly pushed the system's internal clock forward by a week and immediately collected the Bronze, foregoing any transcendence. If only all epiphanies were this easy.

Bravely Default is Square Enix's return to form for the JRPG genre. Tropes like amnesiac teens, HP/MP, and world-powering crystals are all in full effect for the lovely throwback, but it also has some gameplay tricks that couldn't be done in 1992. For example, the new SP metric allows you to take extra actions during combat, which can turn the tide in a difficult battle. And you earn SP for having a good night's rest (kind of).

SP stands for Sleep Points, which are collected for every eight hours that your game is in Sleep Mode when the 3DS is closed with the game on. That's enough time to get the doctor-recommended amount of rest or finish a full day's work at the office, all leaving you and your characters refreshed for when you return to Bravely. The only thing undercutting these good intentions is the fact you can also buy SP via microtransactions. Paying for an SP Drink replenishes Sleep Points without the wait. If only we could spend money to avoid sleeping in real life. Or is that what caffeine is for?

Every now and then you'll see a sensationalist news headline about some poor soul that played an MMO until they died of exhaustion. Those tragedies, along with a general portrayal of kids wasting years of their lives on virtual avatars, feed a fear that people harm themselves by playing a game like World of Warcraft. No doubt with those fears in mind, Blizzard (ever the canny developer) implemented Rested XP as a way to make logging off beneficial for its diehard audience.

After heading to an inn and leaving the servers, every eight hours a day spent away nets you a Rested XP bubble. You can stockpile these for up to 10 days. When you return, each bubble grants double XP for kills until the bubbles all dissipate (aka your dwarf is no longer rested). That means players who only log in once a week have a chance of closing the gap with their more hardcore friends. So, when you're thinking of pulling an all-nighter to off 30 rats, you might be better off napping and then killing 15 in the morning for the same XP. Then again, if you're that hardcore, you likely hit the level cap a long time ago.

Nintendo games are notorious for continually hitting players with warnings about playing too much, with most games featuring at least one character that shows up to lecture you about taking a break. Pokemon has been known to engage in the same finger wagging as well, but the DS remakes of Gold and Silver didn't just tell kids to switch off their handhelds. The duo of games push Pokemaniacs to get their lazy butts into shape alongside their Pokemon.

The Gold/Silver remakes come packed with the virtual pet-style Pokewalker. The circular, simple electronic device is shaped like a Pokeball, and you use it to temporarily take individual Pokemon out on a walk to collect experience and mildly uncommon items. It’s a cute way to get slightly active via pocket monsters, but you can only gain a single level per trip, meaning it’s less time consuming to remain immobile and grind out XP in-game. Laziness wins again!

Peter Molyneux is just the type of mad genius to conjure up a virtual real estate market within one of his fantasy worlds. Fable 2 did a much better job than its predecessor with paying off Molyneux’s lofty design dreams, and it includes a world so dense that you can buy property and collect rent from it while not even playing. You can step away from the game and know you’ll have some cash waiting for you when you come back.

The rent payments go into your coffers every five minutes you aren’t playing Fable 2, and it can stack up for up to two months' worth of gold. Of course, this it vulnerable to the offline exploit of simply turning the system clock forward two months to collect the cash immediately. This is why we can’t have nice things. I’m assuming Peter Molyneux agrees, because the cash-for-not-playing aspect is missing from Fable 3’s real estate.

Despite Nintendo’s many series that whine to players to put down the game occasionally, Fire Emblem once seemed too hardcore to tell you to walk away. In fact, most FE entries were more likely to drop you into a grueling, 45 minute battle, allow no saving during the permadeath conflict, then say, “Deal with it, loser.” When 3DS’s FE: Awakening rolled around, it softened some of its edges, including doling out rewards for stepping off the battlefield every now and then.

Like most strategy RPGs, you can spend time leveling up your Awakening squad of knights and dragons in random battles that pop up on the map. But if you overdo it and kill off the few superfluous baddies dotting the map, they’ll respawn as weaker and weaker pipsqueaks. Conversely, if you step away for a few hours, the map will be repopulated with dramatically more powerful opponents that drop better items and cash. Nice bonus and it also spreads an important message about the dangers of factory farming. Or am just reaching with that?

Hideo Kojima uses every tool at his disposal when making Metal Gear Solid games, and that includes messing with the in-game clock in ways most players will never notice. Of all his games, Metal Gear Solid 3 might be the best at finding unpredictable ways to grant players advantages for turning off the game. For instance, if Snake has taken too much damage, just take a long break from the campaign and his health and stamina return to normal. Though, all his food turns bad in the time you waited for Snake heal.

But the rewards for ignoring MGS3 go much deeper than that. The End is one of the toughest bosses you may ever face in any game, mainly because the wily sniper is hard to find and even harder to kill. If he’s too tough for you, Kojima gives you an out: just leave things alone for a week. When you return seven days later, the decrepit The End will have died from old age. In a way, it’s actually more humane to let him expire from natural causes.

Now that I’ve reached the end of this feature, are you sure you don’t need a break? It’s just that you look tired. If not, share your own favorite memories of when you didn’t play a game right down there in the comments!

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Experience Points .16: Final Fantasy VII

Added: 21.06.2015 14:16 | 29 views | 0 comments


DTOID: Experience Points is a series in which I highlight some of the most memorable things about a particular game. These can include anything from a specific scene or moment, a character, a weapon or item, a level or location, a part of the soundtrack, a gameplay mechanic, a line of dialogue, or anything else about the game that is particularly noteworthy and/or awesome. This series will no doubt contain spoilers for the games being discussed, so keep that in mind if you plan on playing the game for the first time.

From: n4g.com


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