EA Sports is Ignoring Gamers; Needs to Press the Reset Button
Added: 06.01.2015 23:10 | 9 views | 0 comments
Electronic Arts has one of the most successful sports divisions in video games, but they have been in quite the predicament the last few years. Things also dont seem to be getting much better for them. Electronic Arts releases yearly versions of Madden, NBA Live, Tiger Woods Golf (now known as PGA Tour), NHL, FIFA and now UFC. When hitting the next generation of consoles, one would and should have expected more from their releases. As a company as big as Electronic Arts, and holder of some of the most exclusive rights in sports, consumers and gamers should be given more bang for their hard earned buck. Instead the yearly releases from EA Sports have been lackluster and display little effort in giving gamers what they want.
Tags: Gods, Arts, Electronic, Electronic Arts, When, Sports, FIFA, Woods, Tiger, Tiger Woods, Press
From:
n4g.com
| Best of 2014 Awards: Anthony's Editor's Choice
Added: 24.12.2014 2:00 | 13 views | 0 comments
Winner: Captain Toad: Treasure Tracker
Captain Toad: Treasure Tracker was born from an amusing side distraction found in our 2013 Game of the Year nominee and Best Wii U Exclusive winner, Super Mario 3D World. Even then, the clever manipulation of the camera to help Toad navigate an encapsulated 3D plane made for a fun and interesting experience. As a full game, Toad steps out of his kart as a mere tacked-on playable character and sees his first lead role since WarioÄ‚Ë€â„Ës Woods on the NES.
From:
www.gamerevolution.com
| The 8 worst uses of DLC in gaming history
Added: 18.12.2014 22:00 | 24 views | 0 comments
Elder Scrolls: Oblivion marked the start of a new era of gaming in more ways than one. It brought many into then-new-gen gaming, sold people on the Xbox 360, and notoriously set the bar for insulting DLC. Oblivion’s Horse Armor is a famously poor example of downloadable content, charging players $2.50 / £1.70 for some extra equine protection that did absolutely nothing besides make your four-legged ride glimmer in the sunlight. It quickly becoming a cautionary tale in how not to handle DLC- but that 2006 offense to gamer's wallets seems quaint when compared to some of the downloadable mistakes that followed.
Despite consumer backlash, publishers always seem a little too willing to test the limits of how much they can charge for additional content. And consumers have always been ready to let them know where that limit is. Read on to see some of the most ludicrous ‘enhancements’ gaming has seen in the recent past...
You won’t hear me complaining about Asura’s Wrath’s on-disc content. It’s an entertainingly excessive quest for revenge fueled by one man’s unending rage, all told in a clever episodic structure influenced by anime. It’s a great story, so you think I’d be hyped for more episodes being offered as paid DLC. However, the excitement recedes when you realize you’re paying $7 / £4.69 for the actual ending to the game.
Spoiler warning: The campaign ends with Asura discovering who’s really responsible for all the horrible things that happened to him. At first it seems like setup for a sequel, but Asura’s final battle with his nemesis and any actual sense of closure or resolution are all available for purchase in Episode Pack: Part 4. Perhaps worse than ransoming off the finale is the fact that the main campaign’s hard-to-unlock secret ending acts as nothing more than a preview of said DLC pack. That’s like finishing the Harry Potter and the Deathly Hallows with a link to a website where you can buy the last two chapters.
Tiger Woods is famous for two things - extramarital affairs and no-nonsense golf. You’ll find a good deal of the latter in his sim-heavy sports games, featuring as many real-world courses as fans can get their hands on. And those fans are fine with working to unlock extras - but not if the game constantly reminds you that you could just pay $5 to get it right now, as is the case with Tiger Woods 13.
Even if you buy the full game, 14 of its courses can’t be touched unless you spend currency, either in-game or real cash. But the hard-earned in-game gold only unlocks one 18-hole round at a time, and if you want to fully unlock said courses it takes an ungodly amount of effort and skill to complete the necessary challenges. Concurrently, as you’re slaving away on the green, the game is quick to remind you that it could all be skipped with a little extra cash. If this seems like EA execs chose to follow the poor example of freemium Facebook and iPhone apps, that’s because, well, .
WWE is sports entertainment, which is PR speak for pro wrestling. That said, the recent WWE games are certainly acting like sports games, with annual releases and cover athlete photoshoots, and they have an unfortunately similar approach to DLC. Beyond the expected season pass, the last two WWE entries include a paid-for bonus called the Accelerator. That may sound like it makes wrestlers move at triple speed, but it’s a bit sidious than that.
WWE games have hundreds of unlockables, including dozens of playable superstars, and you normally get them by completing the single-player mode’s numerous objectives. It can take a long, long time - especially when facing the nigh-unbeatable John Cena - but for $2 / £1.59 you can save yourself all those hours with the Accelerator, which unlocks it all instantaneously. It’s arguably a low price, though it feels a bit more devious than consumer-friendly, especially when “unlock everything” codes were free in older games. The Accelerator is a necessity for gamers with limited time on their hands, working like a tax for anyone that want every possible exhibition match-up immediately.
The Saboteur tries its best to make something fun out of the extremely depressing idea of freeing occupied France during the second World War. Killing Nazis as an Irish racecar driver certainly sounds like a hoot, as does the idea of the leading man hiding out in a Parisian burlesque house. It’s the setting to some risque scenes, along with one of gaming’s most ridiculous concepts: DLC nipples.
See, the ladies of the Belle de Nuit strip club are fittingly underdressed for their profession, but their nipples are usually covered by pasties. If (for some reason) you wanted to go the extra mile and see absolutely everything above the digital waistline, that’ll cost you an extra $3. You have to give EA credit for finding a new avenue to collect a few extra dollars via a player’s libido. The Saboteur’s servers have since been shut off, and the topless DLC has vanished as a result, so count yourself lucky(and a little ashamed) if you were able to get into this exclusive club before then.
BioWare makes massive RPGs and is also known for selling extra story missions of varying spaces and sizes. Dragon Age: Origins was one of BioWare’s earliest games to normalize this DLC practice, which is fine if that story content is optional (looking at you Mass Effect: The Arrival). However, I’d say it gets obnoxious when an NPC villager becomes a walking billboard for additional content.
As you walk around Redcliffe Village, you’ll spot a number of characters with a highlighted objective over their head. Talking to them will further your quest, but one unnamed man starts giving you all the details on a certain quest, then ends with a plea to start the quest by purchasing it with real money. Much like a play would be ruined by an actor stopping mid scene to beg the audience for spare change, this type of DLC destroys the immersion instantly. Would it have been such a crime to simply put that in a menu instead, or was that not aggressive enough for the corporate suits?
This iOS game may seem like a trifle, but it actually represents the current low point in Final Fantasy’s long history. The simple touch interface appears inoffensive, but just beneath the surface are some of the cruelest microtransactions imaginable. Not only are you faced with waiting hours to revive your team or paying Square Enix money to bring them back immediately, but DLC characters are insultingly locked behind a random lottery.
Standard Operating Procedure for DLC: Game X offers to unlock character Y for price Z, which you either pay or don’t. If you’re playing All The Bravest and want to add Final Fantasy 7 star Cloud Strife to the game, you can pay $1 and maybe unlock him as a randomly pulled character from the 35 unlockable possibilities. If you’re particularly unlucky and get every character but Cloud, you’ll spend more than $34 before you can play as the spiky-haired icon. Having to gamble to unlock characters that would’ve been freely unlockable a decade ago is pretty obscene, even by mobile game standards.
Sonic Adventure was celebrated when it hit the West in 1999, only to be widely judged as overrated when an upgraded version came to the GameCube in 2003. Because one re-release simply wasn’t enough, gamers would get a whole new chance to reexamine Sonic’s Dreamcast premiere when Sega ported the game to PS3 and 360 in 2010. Unfortunately, it costs you some extra green to get the complete version of this HD remake.
For about half of the game’s $5 asking price, you can buy Sonic Adventure’s DX Upgrade, which unlocks all the extra missions and modes that were in the GameCube edition. Of course, that DX version update isn’t all that complete, because the GC release came with several unlockable Game Gear games, none of which are included with the DLC. And really, why would Sega give away those games today when they can just sell them in a separate collection?
As an American child growing up the 1980s, television instilled in me a near-endless love for Transformers, be they toys, cartoons, or games (but I draw the line at Michael Bay films). War For Cybertron is a loving throwback to the Transformers of my youth, crafting a surprisingly serious tale of Autobots waging their battle to destroy the evil forces of the Decepticons. You could even reskin the robots to look like their classic ‘80s characters, but only if you bought your game from a specific retailer (or waited for an unspecified amount of time).
As I , you had to buy WFC from specific retailers to unlock classic designs of the likes of Jazz and Demolisher, or you paid a crazy price for those codes on sites like eBay. Short of buying the game multiple times at different outlets, there was no other way for die hard fans to play as some of the most beloved Transformers - at least, not at first. Months later, and without warning, Activision made all those skins available in a couple of $5 DLC packs, which must have felt real nice for all the folks that paid $200 for them mere weeks earlier. Maybe next time you can give your biggest fans some advance notice before they spend a small fortune just to play as Shockwave?
Just kidding! But if you recall any DLC that you found unforgivable, tell me all about it in the comments. I promise, there are no hidden fees to do that.
Hungry for more rip offs? Check out .
Tags: Sees, Paul, Evil, World, Mask, Gain, Wake, Gear, Michael, Shoot, Jump, Xbox, American, Fantasy, Phone, John, Cell, Activision, Episode, Square, Reef, Final, Enix, Final Fantasy, Dragon, Elder, Facebook, Adventure, Square Enix, Because, Beyond, Sonic, BioWare, Jack, Chevy, Cute, Woods, Tiger, Tiger Woods, Clone, Origins, Despite, Strike
From:
www.gamesradar.com
| Lara Croft and the Temple of Osiris Review | GameCloud Australia
Added: 18.12.2014 13:11 | 12 views | 0 comments
Phill Woods at GameCloud Australia Writes:
"Lara Croft and the Temple of Osiris is a fun, richly detailed, arcade adventure game thats well worth the 25-ish dollar price of admission. What it lacks in original storytelling, it more than makes up for with beautifully wrought environments and fun, if not overly challenging gameplay. Its emphasis on co-op does kind of let down the single player experience, with the game only fully coming to life once a partner joins. Enemies and puzzles dynamically scale depending on the amount of people in your party; with the challenge ratcheting up accordingly.
Furthermore, like most loot-based dungeon crawlers, Temple of Osiris offers an extremely intensive post-game experience; with various challenges and modifiers for every level. If youre looking for something fun to kill some time with your friends, or simply enjoy games with high replay value, this is a title you should consider looking into."
From:
n4g.com
| Nintendo Confirms Yoshi's Woolly World for Early 2015 - IGN News
Added: 12.12.2014 19:42 | 8 views | 0 comments
Yoshi's Wooly World and two other games will appear early next year on the Wii U, Nintendo confirmed today.
From:
feeds.ign.com
| The Amazing Amiibo
Added: 27.11.2014 0:11 | 16 views | 0 comments
The amiibo is Nintendos first entry into the toy to life platform. Unlike the Skylanders or Disney Infinity equivalents, the amiibo can receive data as well as send it, and functions outside of a solitary franchise. Nintendos smart toy line can currently be used with Mario Kart 8, Hyrule Warriors, and Super Smash Bros for Wii U. Support is also slated for Super Smash Bros.for 3DS, Captain Toad: Treasure Tracker, Mario Party 10, Yoshis Wooly World, and Animal Crossing, with many more titles hinted at going forward, like Pikmin.
Currently the Smash amiibo are in the first wave of releases, with two more coming by February. The functionality with other games is simple, but our focus today is the amiibo support for Super Smash Bros. for Wii U. Quite frankly, its pretty amazing.
Tags: Mario, Infinite, Skylanders, Disney, Disney Infinity, Captain, Bros, Party, Karl, Woods, Animal, Smart, Smash Bros
From:
n4g.com
| Super Smash Bros. for Wii U Review
Added: 25.11.2014 2:15 | 7 views | 0 comments
In some respects, Smash for Wii U is the same game released on the 3DS two months ago: it has the same characters, same premise, and same reverence for gaming history. The fundamental difference is in the depth of the experience. The Wii U Smash has tighter controls, better action, more options for single- and multiplayer, more remixes of classic Nintendo songs, more stages, more customization, stage builders--the list goes on. The Wii U version is the definitive Smash Bros. experience. At its most basic level, Smash Bros. is what you’d get if you built a game on the premise of settling the classic question, “I wonder who’d win in a fight: Mario or Link?” You and your opponents choose whichever character you like from Nintendo’s staggering roster of 49 fighters and enter the fray. Damage works in a unique and slightly obtuse way. In stark contrast with most fighting games, you don’t have a limited pool of health that depletes as you take damage. Instead, your health counts upwards, and the more hits you take, the further you're sent flying when hit again. The goal of any given match is to knock your opponents off the stage and prevent them from safely returning. This series presents a challenge unique to the Smash Bros. series: recovery. If you are simply knocked from a platform or fall off by accident, it’s usually easy enough to make it back. Every character has at least two jump moves, and almost all of them have an additional emergency technique for covering large distances. Mindlessly knocking around opponents rarely clinches you a victory. Depending upon how well your opponent can predict your movements, it’s entirely possible and often advised to trick adversaries into falling off the stage for an easy knockout. The amazing depth and variety of this system is at the heart of Smash, and its marriage of the ridiculous and the serious, and the casual and the competitive, is what sets it apart from other adversarial games. The disparity between the portable and console versions of the game is both immediately apparent and stunning, and making the jump to the Wii U version is freeing. On the pint-sized 3DS, some characters are clearly more comfortable to control than others; given the Wii U’s option to use seven different kinds of controllers, most Smash enthusiasts can immediately and competently play as just about anyone. If you struggled to use Mega Man to his fullest potential on the 3DS, you will enjoy the ease with which you can guide him now. Everyone from Samus to Wii Fit Trainer, Villager to Mario, responds with impressive ease. Each time you select someone with whom you’re unfamiliar, it’s like being given a brand-new toolbox. You won’t know how to use every move immediately, but they all have a purpose. Your role is to learn when and where to use each skill. As with competitive martial arts, much of the match relies on carefully watching your opponent, maintaining your own balance, and being constantly ready to punish a mistake. At every step in the process, you have some degree of control. That focus on fine control dovetails perfectly with many of Smash Bros.' new mechanics. Ledge guarding, a staple in Smash 64, Melee, and Brawl, has been removed. This pushes a lot of the combat off the stage, requiring stronger aerial play. While most moves also knock foes farther than they used to, each character generally only has two or three solid "killing moves." That means that knockouts require substantially more skill to execute cleanly, which in turn, translates into a distinct cut between high-level and low-level players. These changes benefit everyone. Casual players are able to survive much longer than they may be used to, making sure they aren’t left out of the game entirely. Professional-level brawlers still have the skill set necessary to dominate the less experienced, but cheap kills amongst one another are less common. This tight balance helps satisfy every kind of fan, without cheapening the experience for any one group. This philosophy defines Smash Bros. for Wii U. Everyone from Samus to Wii Fit Trainer, Villager to Mario, responds with impressive ease.
In that vein, Yoshi’s Wooly World, Kalos Pokemon League, and Mushroom Kingdom U are standouts. They all have new stage hazards like flaming pillars, or a pool that makes your fighter metallic, or a guy that tries to stuff you in a sack and jump off the level, resulting in an instant death. All of these stages are wonderfully rendered and keep multiplayer matches from losing their luster even after countless hours, though you can always use the Wii U gamepad to create your own levels if you seek even more diversity. There are too many restrictions on size and too few tools available, but drawing ridiculous levels with the touchpad more than makes up for the limitations. Disappointingly, you can’t conduct eight-player matches on custom stages, which is a missed opportunity for even crazier play. Online multiplayer is an unfortunate stain on an otherwise stellar game. Lag in online Smash Bros. matches is hugely variable. Some online games chug along at a mere five frames or fewer per second or less, rendering the game completely unplayable. Others are almost as smooth as if you were playing locally. Playing with friends with solid Internet connections may help, but even so, there’s no knowing how any given match might perform. Online play is extremely hit-or-miss, with the misses being absolutely maddening. Poor internet functionality is, thankfully, a blight on an otherwise incredible game. Between the Masterpiece Collections, which are short demos of the classic games that inspired Smash Bros., the many fighters and stages, the deep character customization for fine-tuning your fighters to suit your play style, and the extensive screenshot editing tools, there’s just so much to do. With the Wii U release, Smash Bros. has fully realized its goals. There’s something here for nearly everyone--from young to old, from novice to expert--presented almost without compromise. Super Smash Bros. Wii U invites everyone to join in its undiluted, joyous celebration of the broad community that Nintendo has built over the past forty years.
Tags: Online, Nintendo, Mario, Easy, With, Every, There, While, Mega, Mega Man, Pokemon, Kingdom, Playing, Woods, Pool, York, Internet, Soul, Smart
From:
www.gamespot.com
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