Rage

Rage is an upcoming first-person shooter game by id Software. It will use the company's new OpenGL based id Tech 5 engine. The game takes place in a post-apocalyptic world somewhat similar to the movie Mad Max 2 and that of other popular video games such as Fallout.

Fifa 2012

FiFa 2012 is set to be released on 30th September 2011. There are a lot of improvements made in this game so I am expecting that Fifa 2012 will be much better than the PES 2012.

Call of Duty Modern Warfare 3

Call of Duty: Modern Warfare 3 also known as Call of Duty MW3 is an upcoming first-person shooter video game, currently being co-developed by Infinity Ward and Sledgehammer Games with Raven Software assisting in development.

Battlefield 3

Battlefield 3 is the latest shooter from DICE and Electronic Arts, coming to Xbox 360, PlayStation 3 and PC this holiday season. There are a lot of improvements made in this game but the two big improvements are complete vehicle customization and options for repairing vehicle battle damage.

Fear 3

F.E.A.R. 3 is a first person-shooter game that blends classic single and multiplayer combat with the unforgettable Horror/Survival game play that the F.E.A.R. franchise is known for. It is developed by Day 1 Studios for PC, PlayStation 3 and Xbox 360.

Crysis 2

Crysis 2 is a first-person shooter video game developed by Crytek, published by Electronic Arts and released in North America, Australia, and Europe in March 2011 for Microsoft Windows.

Driver: San Francisco

Driver San Francisco is an adventure driving video game developed by Ubisoft Reflections, coming on Playstation 3, Xbox 360 and PC on September 1st 2011.

Batman Arkham City

Batman: Arkham City is an action game. It is the sequel to video game Batman: Arkham Asylum, based on DC Comics' Batman, for Onlive, PlayStation 3, Xbox 360, Wii U, and Microsoft Windows.

Κυριακή 25 Μαρτίου 2012

Mass Effect 3

Mass Effect 3 is an action role-playing game developed by BioWare and published by Electronic Arts for Microsoft Windows, PlayStation 3 and Xbox 360.[9] Officially announced on December 11, 2010,[10][11] the game was released March 6, 2012[12] and marks the final chapter in the Mass Effect trilogy of video games, completing the story of Commander Shepard.[13][14]
Gameplay in Mass Effect 3 is influenced by decisions from Mass Effect and Mass Effect 2. Combat has been changed and refined; in particular, the cover system has been improved, there are more options for moving around the battlefield, instant melee kills and more conventional grenades are introduced as well as improved artificial intelligence. A four player multiplayer co-op mode will also be available.

 

 

Gameplay

Players with saved files from Mass Effect and Mass Effect 2 are given the option of importing them into Mass Effect 3.[16] If a saved file is imported, over 1,000 variables are pulled that will help shape how the final chapter is experienced.[17] If there are no saved files available, there are no origin-story comics for new players to help them make quick decisions like there were in Mass Effect 2.[18] Imported characters' appearance and class are changeable, with more features and hair-styles included in the character creator than in Mass Effect 2.[5][19] Commander Shepard will always start the game with some powers.[20] Upon finishing the game, there is a New Game+ option that allows players to continue playing after the main story ends or start again with their finished Shepard and collect items they missed the first time around.[21] The game has 82 minutes of cut-scenes.[22]
Mass Effect 3 will have three pre-set campaign modes: Action Mode, Story Mode, and RPG Mode.[23] In Action Mode, conversations will have automatic replies and a normal combat difficulty. In Story Mode, conversations will have manual replies and a minimal combat difficulty. In RPG Mode, conversations will have manual replies and a normal combat difficulty. This last mode is reflective of the typical Mass Effect series experience. Overall, the RPG elements in the game have been improved over those in Mass Effect 2, with a more detailed leveling up system and increased weapon customization.[24] To level up characters, players will have skills that start along a single path and then eventually splinter into two branches where they can select only one upgrade or the other along a sequence of possibilities.[25] Players will also be able to customize their weapons with different scopes, mods, barrels and ammo types.[26] There are 25 weapon mods total — five per weapon type — and each of them will have multiple power levels to collect.[27] The game will include mini-games and Hammerhead and Mako missions.[5] To select dialog options, players can use Kinect to speak their choices instead of selecting them with a controller.[28]
As of August 23, 2011, BioWare has confirmed the return of previous characters Liara T'Soni, Kaidan Alenko or Ashley Williams, Miranda Lawson, the Illusive Man, Garrus Vakarian, Legion, Samara, Morinth, Tali'Zorah, Urdnot Wrex, Jack, Mordin Solus, David Anderson, Zaeed Massani, Kasumi Goto, Kelly Chambers, Thane Krios, Jacob Taylor and Ambassador Donnell Udina from Mass Effect and Mass Effect 2.[5][20][29] Some characters will not return if they were killed at any point during the previous games. The number of characters available as permanent squad mates are smaller than in Mass Effect 2 for the purposes of deeper relationships and more interesting interplay, including same-sex relationship options for both male and female Shepards.[30][31] If players achieved a love interest in both Mass Effect and Mass Effect 2, then both previous love interests vie for Shepard's attention in Mass Effect 3.[32] This "love triangle" is resolved by the end of the game. BioWare has also confirmed new characters names James Vega [33] (voiced by Freddy Prinze Jr.) and Diana Allers (voiced by Jessica Chobot).
The search and analysis mini-game has been changed from Mass Effect 2. Rather than scan individual planets, a setup described as tedious and boring[who?], the Normandy scans a region of space for salvage or War Assets. If these are detected on a planet, the scanner system is still used to locate, but planets are no longer scanned individually. If an area being scanned has been invaded by the Reapers, the Reapers will eventually detect the Normandy's scans and move to intercept it.
The ongoing war against the Reapers is controlled by War Assets and Military Readiness. War Assets are collected throughout the game or are provided from previous game accomplishments. Military Readiness is predominantly affected by the multiplayer aspects of the game. As the players Readiness increases, the War Assets become more valuable. The number of Assets and the players readiness determine the players success in the final war against the Reapers.

Combat

Combat in Mass Effect 3 has been changed and refined from Mass Effect 2, and further emphasis has been put on third-person perspective aspects to make the game more commercially viable.[34] In a preview for IGN, editor Arthur Gies went so far as to say the game "plays like a shooter" and that "combat-wise, Mass Effect 3 is in an entirely different space" from the first two games. In an article for bitgamer, Joe Martin gave a conflicting impression, noting that with regard to combat, "not a lot has changed".[35]
The series' cover system has been improved so players no longer need to slide into cover and then hop over objects. Players will have more options for moving around the battlefield, including a refined sprint capability, combat rolling, and the use of climbable ladders. Players can also blindfire their weapons from covered positions, and have opportunities to shoot selected armor pieces and limbs off enemies.[21] Verbal orders can be issued to move squad mates and use their powers with the use of Kinect.[28] Moving and shooting, a "suicidal maneuver" in Mass Effect 2, will be a viable option because of a revised melee system.[36] Players are able to execute formidable punches and attacks, and instant melee kills are introduced specific to each class; for example, by holding down the melee button, a soldier Shepard will deliver a killing blow with a tech-blade in his/her wrist armor. Actual, round, conventional grenades will also be available.
Mass Effect 3 plans to be the most difficult in the series, with increased artificial intelligence to challenge players and increase the sense of reward.[37] Enemies no longer act as individuals as they did in the previous games, instead fighting and supporting each other in units. Enemies include 15-foot (4.6 m) tall Cerberus mechs, assault troopers, and ninja-style shock troops, as well as Reaperized husks of all races and Reaper ships ranging from 500 to 2,000 metres (1,600 to 6,600 ft) long.[38][39] Some changes are made to already-existing class types; for example, Engineers are able to build turrets.

Multiplayer

Mass Effect 3 will offer a multiplayer co-op mode called "Galaxy at War".[40] In the mode, players are able to play alongside up to three other players in unique missions that can impact the outcome of the single player campaign.[41] Each mission was designed specifically for multiplayer, and will involve taking over enemy strongholds. By completing these missions, players will give themselves a better chance of attaining a perfect ending in the single player campaign; although, they are not necessary to do so. The mode has been compared to Gears of War's horde mode.[42]
No characters from the single player campaign are featured in the multiplayer mode. Players will create brand new characters for themselves and be able to play as members of non-human species, including asari, drell, krogans, salarians, and turians.[43] Every race will have unique powers – such as a "Krogan Charge" for krogans and different movement options out of cover between drell and humans.[44] All classes are playable.[42] The maximum level that created characters are able to reach is 20, and just like in the single player mode, leveling up will include skill branches.
The majority of missions are wave attacks in various locations against different enemy factions. The selections during configuring the game can affect experience gained and the overall difficulty of the mission. During the missions, random tasks will be assigned, allowing for the collection of credits to purchase equipment between missions. After a certain number of waves, the players retreat to an extraction point which they must hold until extracted.
Equipment and characters are acquired by the purchase of kits which contain random weapons, characters, and mods. The kits are purchased with multiplayer in-game credits or Microsoft Points.
Gameplay in the multiplayer mode will only allow for players to carry two guns at a time in their inventory, and there is no ring menu to change weapons; instead, weapons are changed by holding down a button.[44] Only three powers per class are also available as opposed to those available during the single player game.

Downloadable content

As with the previous games, downloadable content (DLC) allows players quests that may or may not be tied to the main story. The first DLC mission being called From Ashes, which was leaked onto Microsoft's Xbox Live Arcade. This gives players a Prothean squad mate, one weapon, an alternate costume for Shepard's squad, and lets them revisit a world from the original Mass Effect, Eden Prime. It is available as a free incentive to those that pre-order the N7 Collector's Edition. It was available the same day as the game.[45]




Τετάρτη 21 Μαρτίου 2012

Total War: Shogun 2

Total War: Shogun 2 is a strategy video game developed by The Creative Assembly and published by Sega. It is the latest installment in the Total War series and returns to the 16th-century Japan setting of the first Total War game, Shogun: Total War, after a series of games set mainly in Europe. The game was released on 15 March 2011.
Shogun 2 received critical praise from reviewers. Facets praised include the simplification and refinement of the series by returning to its roots.

Setting

Shogun 2 is set in 16th-century feudal Japan, in the aftermath of the Ōnin War. The country is fractured into rival clans led by local warlords, each fighting for control. The player takes on the management of one of these clans, with the goal of dominating other factions and claiming his rule over Japan. The standard edition of the game will feature a total of eight factions (plus a ninth faction for the tutorial), each with a unique starting position and different political and military strengths. The limited edition includes an exclusive ninja clan, the Hattori, and a DLC unlocks a tenth clan, the Ikko-Ikki.[2][3]
The game moves away from the European setting of previous Total War games and returns to the first setting in the Total War series, but making significant changes to core gameplay elements of Shogun 2. For example, to reflect the characteristics of East Asian warfare, the game's AI is designed on the principles of Sun Tzu's The Art of War. Also, compared to Empire which spanned almost the entire globe, the new installment focuses only on the islands of Japan (excluding Hokkaido) and on a reduced number of unit types.[2]


Gameplay

Shogun 2 has a combination of turn-based strategy and real-time tactics gameplay, a staple of the Total War series.[4] The player plays the role of both the clan leader and general, alternating between the campaign, where the player manages his land and armies turn by turn, and the battles, where the player takes control of the army on the battlefield in real-time.[5]
In the campaign, the player needs to oversee the development of settlements, military production, economic growth, and technological advancement. The armies and units are organized and moved around the stylised campaign map by the player to carry out battles with other factions. In addition to fighting, the player is able to engage in diplomacy, political maneuvering, and special agents to gain the upper hand. Ninja and geisha are also present in the game as assassins and spies.[5] While religion isn't as relevant as it was in Medieval II, it can't be neglected by the player. Greater interaction with the European foreigners (Nanban traders), for example, to enhance trade and acquire firearms, exposes the clan to Christianity, which will seriously increase religious unrest in the provinces. Religious agents, such as monks and priests can be used to convert the enemy population.
There are nine different clans that inhabit the provinces of Japan which the player chooses from[6] (plus one more included in the Limited Edition of the game, and one added through DLC).[7] All Clans have particular advantages in certain areas, in order to give a variety of play style with each.

Ys: The Oath in Felghana

Ys: The Oath in Felghana (イース -フェルガナの誓い- Īsu -Ferugana no Chikai-?) is a Japanese Action RPG released in 2005 for Microsoft Windows by Nihon Falcom. It is a remake of the third game in the Ys series, Ys III: Wanderers from Ys. A PSP version was released on April 22, 2010 in Japan.[1] XSEED Games released the PSP version in English in North America on November 2, 2010, and in Europe (only on PlayStation Network) on January 27, 2011 [2]. XSEED also released the Windows version in English worldwide through Steam on March 19, 2012. [3] A fan translation patch was also made for the Japanese PC version of the game.[4]

Plot

As in Ys III, Adol Christin and his friend Dogi are traveling to Dogi's hometown of Redmont three years after the events of the first two games. Upon arriving, they discover that evil happenings are threatening the townspeople, and it is up to Adol to put a stop to it.
The basic plot has been slightly modified from the original, and expanded through the use of additional scenes.

Gameplay

The game-play follows the new model from the previous game, The Ark of Napishtim, with several improvements. Many things from the previous game were streamlined to keep the focus on the action as opposed to equipment and item management. For example, healing item and stat bonuses are no longer carried as items or accessories; instead, these bonuses are dropped from defeated enemies and are used upon pickup along with an experience bonus for attack combos. These bonuses are maintained through constant combat.


Releases

PC Limited Edition 
This was the initial release of the game.
PC Standard Edition 
This was the same as the Limited Edition, but without Ys Premium Music CD Box in Felghana, a boxed set of all Ys III music CDs produced.
PC Vista version 
This was the same as Limited and Standard Editions with support for Windows Vista. It is unknown at this time (April 2007) if patches will be released for the previous versions to add this support.
PSP version 
A port to Sony's PlayStation Portable system. This is the only version to receive an official English localization, courtesy of Xseed Games.[5] In order to offset the localization costs of such a "niche" game, XSEED licensed and paid for the use of a fan translation that had been produced for the PC version

Kingdom of Amalur: Reckoning

Kingdoms of Amalur: Reckoning is a single-player action role-playing game for PC, PlayStation 3 and Xbox 360. It was created as MMO, but it eventually turned into a RPG. Ken Rolston, the lead designer of The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion, acts as the game's exclusive designer. Additionally, noted fantasy author R.A. Salvatore created the game universe and lore, with Todd McFarlane, creator of Spawn,working on the artwork. It is being developed by 38 Studios and Big Huge Games. The game was released on February 7, 2012 in North America and will be released February 10, 2012 in Europe. The first public demonstration was at Penny Arcade Expo East 2011, held in Boston, Massachusetts, United States on March 11, 2011.

Story

The game begins as you discover that you are dead, and that you are the first person to have successfully been through the resurrection process known as The Well of Souls.

Gameplay

 

 

Kingdoms of Amalur will feature "5 distinct regions, 4 playable races and 3 classes with 22 abilities per tree." The four playable races are Almain (noble Humans), the Dokkalfar (Dark Elves), the Ljosalfar, (Light Elves) and the Varani (nomadic Humans). A big difference between other RPGs is that you start almost classless, so you can make your own unique class (e.g. Might skills with some basic Sorcery spells). The three classes (or ability trees) are Might, Finesse and Sorcery; they correspond to fighter, rogue and mage classes respectively. The player starts off as a "blank slate", waking up in a pile of corpses after coming back from the dead. The game utilises a unique "destiny" system, whereby the players can invest in a skill-tree system to unlock various "destinies", which acts as the class system for the game. Combat works based on the timing of button presses, similar to the style of an action RPG, with occasional quick time events similar to those in the God of War series. Lead combat designer, Joe Quadandra, emphasized that "twitch skill is only going to get you so far. Strategy and proper RPG is going to get you further." 38 Studios founder Curt Schilling said that the style of the game will be a marriage between God of War and Oblivion.

Angry Birds Space!



Angry Birds is a strategy puzzle mobile game developed by Finnish computer game developer Rovio Mobile. Inspired primarily by a sketch of stylized wingless birds, the game was first developed for Apple's iOS in December 2009.[3] Since that time, over 12 million copies of the game have been purchased from Apple's App Store,[4] which has prompted the company to design versions for other touchscreen-based smartphones, such as those using the Android operating system, among others.
In the game, players use a slingshot to launch birds at pigs stationed on or within various structures, with the intent of destroying all the pigs on the playing field. As players advance through the game, new birds appear, some with special abilities that can be activated by the player. Rovio Mobile has supported Angry Birds with numerous free updates that add additional game content, and the company has even released stand-alone holiday and promotional versions of the game. The game is also avalible on webOS (hp) app store.


Angry Birds has been praised for its successful combination of addictive gameplay, comical style, and low price. Its popularity led to versions of Angry Birds being created for personal computers and gaming consoles, a market for merchandise featuring its characters and even long-term plans for a feature film or television series. With a combined 500 million downloads across all platforms and including both regular and special editions,[5] the game has been called "one of the most mainstream games out right now",[6] "one of the great runaway hits of 2010",[7] and "the largest mobile app success the world has seen so far".[8]

Δευτέρα 19 Μαρτίου 2012

X-Men: Destiny


X-Men: Destiny review

 
 
 
Sure, playing as Wolverine is fun, but being able to feel immersed in a new character can be even better. Letting us choose our own path and create our own story can make us feel like the character is an extension of ourselves, instead of feeling like we’re a kid running around in a Wolverine costume. This is the promise of Silicon Knights’ X-Men: Destiny: to let us live in the X-Men world in a way that other super-powered games haven’t. To let us make our own choices, customize our own hero, and pave our own destiny. Surprisingly, it just about pulls the concept off… but that’s about all it does right.
X-Men: Destiny takes place out of Marvel continuity in a dark, depressing future in which Professor X has been killed by a robot named Bastion. Things haven’t gone well since the head of the peaceful side of the mutant/human relations movement was cut off – the X-Men have drifted apart, a militant, anti-mutant organization called the Purifiers assaults mutants in the streets, and Xavier's School for Gifted Youngsters has been shut down and moved to the earthquake-plagued West Coast. Things reach a boiling point during a rally in San Francisco, where a statue commemorating peace is thrown through the streets in an apparent attack by Magneto, who disappeared after Xavier’s assassination.

Δευτέρα 13 Φεβρουαρίου 2012

Postal III



Postal III begins with a lengthy cutscene chronicling Postal Dude's sordid past, which involves a whole lot of violence and strange characters. None of it is necessary to follow the plot of Postal III, which is just a long string of bizarre exploits motivated by Dude's need to get paid or get out of bad situations. Your first two jobs offer a glimpse of the vulgarity and irreverence to come. First, you must vacuum up soiled tissues from a porn video arcade and shoot them at protesting hockey moms who have invaded the store under the leadership of a Sarah Palin look-a-like. If you hit one with enough dirty rags, she will vomit profusely and then leave the store. Success! The store owner/mayor/presidential candidate/human slave trafficker (played by porn legend Ron Jeremy) declines to pay you, so it's out on to the street where you get a gig rounding up murderous cats. These feral felines are infected with AIDS and are therefore driven to maul human beings. They are also the primary meat supply for a local Mexican/sushi restaurant, so soon, you are beset by machete-wielding, gun-toting Asians in aprons and conical hats.
The cutscenes help chain these bizarre scenarios together (narrated in bored tones by Postal Dude), but the whole game continues in this scattershot manner. The disjointed flow creates the feeling that Postal III is the result of an attempt to brainstorm a bunch of wacky and offensive scenarios and then stitch them together into a game. The rogue's gallery comprises tired stereotypes, including bungling police officers, gay cowboys, dirty hippies, obsessive nerds, angry moms, cranky Asians, and belligerent Taliban. Each group either plays its stereotype straight (nerds demand rare action figures!) or does the opposite of what you'd expect it to do (Taliban does business with American fast food joint!), but neither option is ever funny. Postal III aims for some "I can't believe they said that!" shock, but the things they are saying became cliche years ago, and relentless repetition encourages you to tune out most of the chatter. Without a spark of wit, a clever twist, or a sense of comic timing, the writing and dialogue in Postal III remains depressingly humorless.