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From: www.gamesradar.com

From: www.gamesradar.com

Are Nintendo Games Truly Kiddy?

Added: 11.07.2015 16:15 | 6 views | 0 comments


Nintendo has a very unique image in the eyes of the general public. Theyve done much to separate themselves from the norm from both a hardware and software perspective. Their franchises are highly valued in the industry and have a large, loyal crowd of fans. But despite their prestige, a lot of other gamers tend to have a negative view of the company. When theyre not complaining about the differences in the capabilities of competing hardware, theyre mocking the fans of these legendary franchises for supporting these, as they call them kiddy games even going as far as to sometimes call them big babies or some other similar insult. This observation leaves one simple question are Nintendo titles truly kiddy?

From: n4g.com

Fresh Analysis of Divide by Sheep

Added: 10.07.2015 4:15 | 7 views | 0 comments


Get a first look at the math puzzler Divide by Sheep with Trust in Play!

Tags: Truck
From: n4g.com

Space Food Truck Kickstarter and Steam Greenlight Campaigns Underway, Trailer/Screens Released

Added: 09.07.2015 13:16 | 6 views | 0 comments


A co-op digital board game for 1-4 players

From: www.gamershell.com

20 of the most unique RPG side quests

Added: 08.07.2015 17:29 | 80 views | 0 comments


Team OXM love RPGs more than our own mothers (who we hope aren’t reading this issue) but their main quests can be riddled with tedious cliché. Save one princess/planet/galaxy and you’ve saved them all. Any digital adventurer worth their salt knows that the treats lie off the beaten path, in side quest land. In honour of The Witcher 3, a true master of the dramatic aside, we opted to get ourselves blind drunk, warp a few minds, dump some bodies and murder our fans, all in the name of bringing you the weirdest side quests on Xbox... The desolate wastes of Fallout 3 aren’t known for their nature tours, but explore long enough and you’ll find a lush forest. Drink from the basin of purification and prepare to meet ‘The Great One’. The game does a great job of hyping you up to meet a God, and then introduces you to a talking tree – who’ll ask you to kill him. Whatever you decide, there’s a clear moral here: stay away from nature, and stick to video games. Nature only leads to trouble/talking trees. There’s nothing more romantic than harvesting body parts for a mad scientist so he can resurrect his dead girlfriend. Indeed, it would take a real cad to step in the way of Cupid’s arrow. Enter Fable 2: Cad Simulator. The resurrected Lady Grey will fall in love with the first person she sees. Sure, you could let true love win out and leave the scientist to his beloved, or you can let her fall in love with you and poach yourself a handy undead girlfriend. Hang on, true love at first sight? Realism in games is dead. Thought Fallout 3 would tone down the weirdness for the DLC? Exposure to Point Lookout’s powerful punga seeds leaves you with visions of passive-aggressive bobble-heads, a red saw in the sky and a giant needle sewing the ground. Followed by violin trees, exploding Nuka-Cola bottles and, uh, what? Relax, Wastelander, there’s no need to panic. This is all a harmless hallucination. In reality you’re actually just undergoing unsolicited brain surgery. Phew! Playing Diablo III on Nightmare, or an even higher difficulty (we think we’ll pass, thanks), gives you the chance to trigger this rare, zombie-stuffed level. Gaming’s most generic foes are spiced up a bit when you notice that they’re all named after the Diablo III development team, with the descriptions of the monsters showing you their job titles. Trust us, after a few hours of enduring Nightmare difficulty, you’ll relish putting the boot in to the dude who built the 3D model of said boot. There are no obvious sidequests in Lordran, because that would involve helping out the player, and this is Dark Souls we’re talking about. But who wouldn’t want to save Solaire of Astora? His love of sunlight, jolly optimism and this brilliant joke: ‘I am a warrior of the Sun! Spot my summon signature easily by its brilliant aura. If you miss it, you must be blind! Hah hah hah!’ Zing! You really have to go the extra mile to save Solaire. But if there was ever an NPC worth saving, it’d be him. Heroes don’t have to be perfect, right? Exactly. So there’s no problem with us completing ‘Solving Problems’ where you help murderers get rid of some irritatingly incriminating dead bodies. It makes a nice change from being the good guy, even if we’re not sure throwing corpses in the water supply is the best idea we’ve ever had. Worth playing just to hear the pathetic excuses of the murderers that we happily helped out. Uh, don’t tell anyone in Denerim we did this quest, okay? Budding thespians should speak to aspiring playwright Incisive Chorus. He’s furious that the sponsor of his newest play has altered the script to make it a satire of the Empire, and gives you the lead role. Do you respect art and follow his original script? Or risk provoking the Empire with the new one? It’s a bit like playing James Franco in The Interview, except funny. The scene’s even better when you deliberately fluff all your lines, forcing your co-star to badly improvise. What is a ‘Witcher’ anyway? Based on most of this game’s sidequests, it’s a total sleazeball. After a heavy night, Geralt wakes up by the lake, missing most of his gear and with a tattoo of a naked lady on his neck. You stumble through the village, trying to figure out what you did last night. According to the NPCs, at one point you apparently tried to ride a woman to the local port like a horse – and the tattoo isn’t coming off easily. Laugh all you want; we don’t regret our BLINX 4EVER back tats. Give the blessed flower to a character of your choice. Hmm, is this really one of the best sidequests to be found in Dragon’s Dogma? Perhaps not, but shouldn’t there be more games about handing out flowers to your fellow videogame companions? Maybe if there were a few less Call of Dutys taking up space on our hard drives and a few more Flower Arranging 3000s, then oh! What a wonderful world this could be! [He’s been at those punga seeds again – Ed.] Despite our body-dumping routine in Origins, we’re still trusted to preside over trials in Inquisition’s courts. The trick is to judge crims, varying from the clearly guilty to the truly bizarre, without upsetting your companions with overly grim punishments. One man has been attacking Skyhold by firing goats at it. He seemed harmless enough, but we felt we had no choice but to sentence him to unbearable torture. Harsh, but reminding us of Goat Simulator cannot be allowed. “Nina lonely, need partner for lovetimes” – we’ve seen worse descriptions in the lonely hearts ads. There’s something about a great side quest that brings out the inner romantic in us, especially when it involves shooting potential suitors in the face with a freeze ray. They say ‘true love conquers all’. We say it’s no match for a good laser-cannon to the heart. Find Nina her true love and she’ll keep him in her infirmary, strung up by his wrists. We think we’ll stick to bachelor life. After a busy day of saving the galaxy/shooting your biggest fan in the foot, Shepard’s earned a drink at Afterlife, the anti-human bar. Is that a smart move? Amazingly no, as Shep loses consciousness and wakes up outside. You can now go and face the bartender or how about you maybe not swig a mysterious blue drink that you didn’t order in the first place? Still, someone needs to stop Forvan the bartender from poisoning his customers – it’s a pretty lousy business model. Barely a quest, but kudos to the devs for showing how flawed the morality system is. A beggar asks you for money. For light side points, pay up and watch a brief cutscene of him getting mugged. For dark side points, give him nothing and watch him angrily mug someone else. So no one wins. It seems that in the Star Wars universe, no deed is truly ‘light’ or ‘dark’, more of a murky grey. Haunting. In an Inception-like twist you journey into the mind of Pelagius the Mad to battle his demons and fix his lack of self-confidence. Boost his courage by shrinking his enemies and boost his sanity by maybe not stomping around his brain in the first place. Accept we’re never getting Psychonauts 2 (sob) and you’ll enjoy one of Skyrim’s strangest quests. Complete it and you’ll receive the wonderfully named Wabbajack, a staff that can cast one of 21 spealls, or nothing at all. Truly mad. All little girls deserve to enjoy tea parties, even if that little girl is Tina, psychotic demolitions expert and world’s deadliest 13-year-old. Want to be the fool who tells her she can’t? Safer to protect her from waves of ‘guests’ as she pours tea, makes small talk and gets gory revenge for the murder of her parents. Never been to a tea party before? We’d advise against attending one of Tina’s – she has a habit of electrocuting her guests. This optional quest has you climbing aboard The Serpent’s Wake, a haunted ship full of ghost pirates. Hang on, why isn’t that the main quest? All games are better with ghost pirates – zombie parrots! Scary treasure! Floating pirate ships! one measly sidequest in Oblivion isn’t enough – even Black Flag and Rogue didn’t have ghost pirates! (Note to self: send death threats to Ubisoft demanding Ghost Pirate DLC.) A generic save-the-princess quest is given a Fable twist, when the three powerful mages who’ve enlisted your help turn out to be overenthusiastic gamers themselves. Shrunk down into their Hollows and Hobbes game (think Dungeons and Dragons) to meet a cardboard cast and fight real enemies, it’s a fun send up of fantasy tropes. “Prepare to meet a feathery doom!” cries one of your captors, summoning a demonic chicken. Maybe time to start leaving the house again, eh lads? Summon Jesus in combat and he’ll descend from heaven, spraying enemies with a holy dose of heavy machine gun fire. To unlock him, you have to ‘find Jesus’ at the South Park church. A surprisingly pious sounding quest turns out to be a game of hide and seek, with a childish Jesus giggling behind the pews until you ‘find him’. Honestly, this is tame by Stick of Truth’s standards. You should see the bit where Mr Slave opens up his [Clear your desk and get out – Ed].
The 7 kinds of town you’ll build in Fallout 4

Added: 08.07.2015 14:53 | 23 views | 0 comments


It's finally happened: Bethesda has gone toe to toe with Minecraft. The publisher has been toying with in-game map editing tools for its core RPG franchises for some time – Skyrim's Hearthfire expansion allows you to build and decorate houses, on top of a robust physics system that lets you drag objects around willy-nilly – but not ‘til has it handed us more or less a level designer’s power over an area's layout and contents.

In certain parts of the new game, you'll be able to convert objects into component resources such as wood and rubber, then buy and place walls, props and interactive fixtures to form your very own town. What's more, NPCs will come to live in these towns and you'll need to keep them fed, watered, happy, and protected, placing resources such as crops and automated defences to head off raider attacks. OK, so you can't (that we know of) dig into the very terrain, but everything above ground is yours to meddle with.

There are a fair few games with map-editing features on the shop right now, of course, and certain design “trends” have emerged, from the obligatory giant penis effigy to those terrifyingly adept works of urban planning I keep bumping into on Youtube. Here are a few varieties of user-created settlement you're all but guaranteed to encounter at least once in the average Fallout 4 savegame.

Fallout 4's editing toolset includes switches (terminals) that can be hooked up to components such as power generators and signboards to control their behaviour. From the E3 videos, it appears that you can bodge together quite complex sequences of interactions, calling on more advanced gadgets such as laser tripwires and components that all map to the same terminal. My knowledge of programming is admittedly sketchy, but it sounds like you could even create your own analytical engine inside the simulation, following in the footsteps of this from Dwarf Fortress.

Quite why people keep feeling the urge to build computers inside other computers eludes me. True, it's cheaper than buying another laptop, but it's also months of work for a machine that's just about powerful enough to add and subtract. One of these days somebody will build a computer inside a computer inside a computer, and humanity will evaporate in a blaze of meta-textuality.

Or Winterhold. Or Whiterun. Or the Starship Enterprise. Or the DisneyLand castle. Or Lordran. Or the set of Carry On Cleo. Probably all of them, in fact, plus the Los Angeles convention centre (complete with NPCs queueing by flickering TV sets), six thousand casino-style billboard animations of Mario doing non-canonical things to Princess Peach, and the meth lab from Breaking Bad. Lengthy trawls of various Reddit boards have taught me that there is nothing committed level editors enjoy more than transplanting pop culture landmarks between or into games, blurring their DNA in a manner calculated to rouse Twitter's shock and admiration. And annoy the hell out of various copyright lawyers.

Fallout 4's aesthetic poses a bit of an obstacle – it's hard to believe you're living in the Smurf Village when there are 200-year-old shopping trolleys all over, and everything looks like it's made of rat droppings – but I have faith in you, fans of license splicing. On PC, of course, you can look forward to skin and texture mods to help complete the illusion. These will migrate to the Xbox One version, with mod support on PS4 still TBC at the time of writing.

For every 10 half-finished eyesores or giant penis sculptures, there should (we hope) be at least one player who sets out boldly to create something that actually works as a town should. A town in which the arrangement of farms, markets, homesteads and so forth is genuinely reminiscent of the practical and emotional needs of living creatures. A town where morale is always high, where nobody wants for potable water, a bar to lean on or a place to lay their head. A town that can hold off raiders and sustain itself without the player needing to pop back continually to fix up the barricades and ensure all the guards are pointing in the right direction.

A town, moreover, that feels like a plausible part of the game's storyline. Bethesda's tools allow for fine-grained object placement – you might spend half-an-hour moving a single lightbulb around in order to precisely illuminate an arresting tableau. It'll be intriguing to see whether the most ambitious town creators can hint at forgotten backstories as successfully as the game's own designers.

Some will see AI raids on player-owned towns as a nuisance, but look at it this way: you're almost certainly going to kill a lot of people in Fallout 4 regardless. At least in this case they have the courtesy to come to you. And think of the loot! The bottle caps! The unending shrieks of pain and terror from without the walls as you recline on your throne at the centre of a maze of tripwires, turrets, landmines and guard towers – a capricious and uncaring despot, growing fat off the suicidal imbecility of scavenger tribes.

The idea of auto-farming enemies in open world games for XP or items has a long, illustrious history – in particular, Minecraft players have learned to bump off whole armies of mobs by placing spawn points near natural hazards. With any luck, Fallout 4's crafting system will be sophisticated enough to allow creation of . Imagine opening a bridge trapdoor below a raiding party to plunge them into a river of nuclear sewage, which then sweeps dropped items beneath a walkway where they can be safely harvested. Every frontier town should have one! Who knows, perhaps you'll find the corpse of the game's final boss in there.

Bethesda-brand NPCs are characterised by two things. One, facial animations that put you in mind of The Exorcist. And two, an endearing mixture of independent thinking and rampant bloody stupidity. Yes, the average Skyrim resident might sleep in an actual bed at night, sell armour by day and hunt the game's wildlife for sport, but you can also to stop him noticing when you nick his stuff. It's not exactly Deus Ex Machina.

For many, these AI foibles are all part of the fun – hey, what's not to love about tavern-goers who ? - but now imagine a Fallout 4 NPC attempting to navigate a town laid out not by a trained designer but some half-arsed teenager. A smashed labyrinth of doorless rooms and free-standing walls through which crusty residents trundle forever, searching in despair for the crops they're supposed to water, stalls they're supposed to run. Truly pitiful.

Let's say you've just gotten hold of a Fat Man, the returning heavy launcher from Fallout 3. You're itching to try it out on something, but the Fat Man is not a weapon you can fire off just anywhere. Put it this way - it's not the kind of weapon that wounds. Were you playing as an utter villain, kicking the legs out from under civilisation as it struggles to its feet, this wouldn't be a problem. But you've resolved to play as a goddamn do-gooder. You're also a stealth specialist. How on Earth are you going to dig yourself a nice cathartic crater without losing karma and making a mockery of your ninja pretensions?

Ah but wait. There is that rubbish, mostly deserted village you set up the other week, isn't there? The one you filled with custom shop window mannequins, who you gave individual names and backstories, so as to create a cathartic mini-realm of guilt-free violent oppression. So that you could do all kinds of evil stuff to people, without losing your hero rating. Because you’re possibly a bit mad. Perhaps you should pay a visit. The kind of visit that ends about, oh, let's say a hundred metres outside the city limits. It's just a shame Fallout 4 doesn't appear to support the same level of realistic building destruction you'd get in, say, Red Faction: Guerrilla. Still, those mannequin minions will fly.

You can build towns on several sites in Fallout 4. Assuming an only-human level of dedication, at least one of the towns you build is probably going to consist of the bare necessities – a shack with a workbench, a roof turret, a strongbox, and a lonely-looking trader peering at the horizon.

It raises an important question: exactly how punishing are the raiding and town morale aspects? Will players be obliged to think big, fleshing out their settlements to satisfy NPC requirements and head off attacks, or will we be able to throw together the odd homestead purely for the sake of a fast-travel point? If the town-building is too much of a chore, its appeal may be limited - much like maintaining a social life in Grand Theft Auto 4.

Sega's Making a New Console Game and Wants to Regain Trust from Their Fans

Added: 07.07.2015 17:15 | 5 views | 0 comments


Sega hasn't exactly been a quality publisher in the past couple of years, but they're at least saying that'll change.

From: n4g.com

Sega Learned About Making Quality Games From Atlus, Aim To Regain Trust From Players

Added: 07.07.2015 14:15 | 7 views | 0 comments


As far as the Western market goes, we learned a lot from Atlus, says Sega president and CEO Hajime Satomi.

From: n4g.com

Watching as Detectives: The Truth Behind Her Story

Added: 03.07.2015 13:15 | 4 views | 0 comments


VICE: We speak to designer Sam Barlow about his divisive and vital new indie game.

Tags: Truck
From: n4g.com


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