15 August 2014

Sniper Elite III Review

Helo therei'm Accel and this is my review of Sniper Elite III. I couldn't write for the past month because I been really busy with school work lately and I'm really sorry. By the way, The title alone gave me reason to joyously dive into the action. No matter the shooter combat game I’ve enjoyed over the years, be it “Gears of War” to “Call of Duty,” the Holy Grail has always been discovering a coveted sniper rifle and Sniper Elite III is a great games for me. Sniper Elite III is a game where you shoot people silently and some how there a cameraman with slowmotion x-ray cam showing the shot if you hit somewhere nasty.

Game Link: http://www.sniperelite3.com/
Steam link: http://store.steampowered.com/app/238090/



What comes to mind when you think of Rommel and Monty’s monumental tussle for the Maghreb? Possibly not narrow canyons strewn with tank wrecks, Petra-like cliff temples, medieval castles swarming with Axis soldiers, and secret weapons factories carved into mountains. Rebellion’s level architects and texture artists know a thing or two about creating atmosphere and encouraging tactical experimentation, but chop down the date palms, chip off the pretty zellige tiles, and still the gust-driven dust flurries and the levels could be set just about anywhere. For most of the 11 or so hours it took me to sneak, stab, snipe and Welrod my way through the eight mission single-player campaign, I was waiting for The Desert Mission, the op that would send me out onto the dunes and the rocky plains… abandon me in the Qattara Depression to brave sandstorms and shoot at mirages. I still can’t quite believe that mission never materialised.

Objectives tend to be as genre-endebted as the environments. When the Top Brass want an enemy sharpshooter eliminated, mine-laying party discouraged, or convoy observed, they call on one of your off-screen understudies. You’re the square-jawed, stubble-scalped Afrika Korps bogeyman summoned when they need a heaving hornets’ nest infiltrated, some blueprints stolen, prisoners freed, bigwigs assassinated, or thermite placed.

Before all this you have to locate your targets first. Your binoculars allow you to 'tag' your enemies so you don't lose track of them, but rather than simply placing a small marker on your screen or map, you're instead shown their full silhouette at all times, even as they then move away and obscure themselves behind layers of walls, foliage and other scenery.

It goes without saying that a little artistic licence is being used here for the sake of fun - not even the greatest snipers in the world have Superman's x-ray vision - so it's best just to roll with it.

After all, it may not be authentic, but it does make for more entertaining gameplay. Take your time to spot as many upcoming enemies as you can and your reward is a number of silhouettes wandering around on your screen, blissfully unaware you're now planning a course of attack.

However, that's not to say they're without fault. Sniping is about as satisfying as it gets, and the slow-motion bulletcam (complete with disturbingly detailed x-rays of the enemy's insides bursting, breaking and shattering) is gruesome but gratifying in a B-movie kind of way, as you can see by this picture.

gruesome
 But sometimes you can be certain you've got a direct hit (playing on the standard Marksman difficulty brings up a red dot showing where your bullet will hit) and you'll miss, causing the enemy to react to your gunshot and your hiding position to be compromised.

This can also occasionally happen in close quarters with your handgun - understandable given that nobody's a perfect shot, but frustrating when the bewildering lack of a melee attacks means your best course of action is to run off and hide, hoping you don't get shot in the back in the process.

Sadly, the AI - something Rebellion pinpointed as a major area it wanted to improve - still leaves a lot to be desired at times. It can be remarkable how close you can get to an enemy without him spotting you, and when he does it takes a while for him to engage.

Of the 18 or so hours I’ve spent with Sniper Elite 3 thus far, roughly a third has been spent in the company of sentient snipers. In addition to the solo attractions – the campaign and wave-survival challenge modes – there’s a pair of co-op missions and a slim yet effective selection of adversarial multiplayer game types. In ‘No Crossing’ the purest and most static of the MP styles, two teams trade cagey killshots across impassible gullies. With no danger of getting flanked or shot in the back of the head by infuriating insurgents, play basically boils to choosing a promising spot, then watching and waiting…

Sniper Elite III is not without its flaws, but these are outnumbered by the sheer satisfaction it provides when everything works as it should. The sniping feels right, the slow-mo kills are disgustingly moreish and each combat area is large and diverse enough to encourage multiple playthroughs with different methods of approach.

The Sniper Elite series has never threatened to topple the Battlefields or Call Of Duties of this world, and this third entry never really comes close to changing that. But for those looking for a less gung-ho, more methodical approach to a war game, then ropey AI aside you could do a lot worse than this.For me, I think this game deserve 7 out of 10



23 May 2014

Counter-Strike Creator Minh Le Confirms The Existence Of Half-Life 3 And Left 4 Dead 3


Minh ‘Gooseman’ Le, one of the co-creators of the original Counter-Strike, has let slip that both Half-Life 3 and Left 4 Dead 3 are in development.

Speaking in an interview live on Twitch TV, Le confirmed what everyone has been hoping for, that both Half-Life 3 and Left 4 Dead 3 are being worked on by Valve and he has personally seen the new Left 4 Dead in action…



crimsonheadGCN over on NeoGAF spotted the interview earlier today, in which Le says he’s seen some concept art of now-almost-mythical Half-Life 3.

"I think it's kinda public knowledge, that people know that it is being worked on,” said Le. “And so if I were to say that yeah, I've seen some images, like some concept art of it, that wouldn't be big news to be honest. But yeah, I mean like I guess I could say that I did see something that looked kinda like in the Half-Life universe. And I mean it wouldn't surprise anyone if I said they're doing it, they're working on it, yeah. So to go on a limb I'd say I did see some concept art for Half-Life 3."

No doubt Valve's trained team of assassins are hunting him down as we speak, but Le was keen to also to point out the existence of Left 4 Dead 3 which, up until now, Valve has neither confirmed nor denied.

"You know, the one thing I'm really excited about is Left 4 Dead, the new Left 4 Dead. I saw it, it looks great. I was really excited when I saw that, I was like "wow, this looks great". Cos I really enjoyed Left 4 Dead, it was just one of those games that really just changed the industry. I think at the time there wasn't many good co-op games, so yeah, this is a great co-op game."

There’s hope then for those still optimistic that Valve is working on an eventual Left 4 Dead 3 and Half-Life 3, although if Gooseman’s info is correct then it sounds like both projects may still be some way off.

When do you think this pair of highly-anticipated titles will finally see the light of day?

Which of these two heavyweights are you looking forward to most?

Let me know!

21 May 2014

Space Hulk Gets New Co-Op Mode And Five Mission DLC


Good news for fans of Full Control’s Space Hulk; the Danish development studio has announced today that the title now has co-op mode.

In addition to the new game mode, the latest free patch contains a number of bug fixes and updates. It coincides with the release of a new campaign for the game - “Harbinger of Torment”...

Thomas Hentschel Lund, CEO of Full Control, spoke of the studios excitement regarding the game’s new co-op mode. “It’s been in development for several months now, as we made a complete overhaul of the multiplayer mode to make it a seamless experience so players can easily jump into a co-op game. In honor of launching co-op we are also releasing a new five-mission campaign, ‘Harbinger of Torment’, that is now available to Windows, Mac and Linux players”.

The Harbinger of Torment DLC is designed to tie in with the new cooperative mode, and is specifically designed for 4 player co-op on PC, Mac and Linux. Full Control said the following about the new mission. “As the Space Hulk, the Harbinger of Torment, emerged from the warp it was discovered to be on a collision course with the planet Baal. Several attempts were made to change course, but all failed. A team of the Imperium’s finest warriors is sent to the Harbinger of Torment to try and reverse the engines or stop them altogether. Failure is not an option.”

The Harbinger of Torment campaign contains five missions based on Games Workshop's original Space Hulk story arc, and will be available for $4.99/€4.99/£3.99.

Space Hulk originally hit PC back in 2013. Set in the Warhammer 40,000 universe and based on the best-selling board game of the same name, Space Hulk is a 3D turn based strategy set in a lost and ancient space vessel infested with predatory alien Genestealers.

Are you a Space Hulk fan? What do you think to the addition of a co-op mode and extra co-op missions?

Tell me what you think.

20 May 2014

CryTek Developer Warns PS4 And Xbox One Facing Huge RAM Limitations


Ryse: Son of Rome developer CryTek has warned that being limited to 8GB of RAM will be a huge shortcoming for both the Xbox One and PlayStation 4.

Both current-gen consoles come packing 8 gigs of memory, a huge chunk of which is taken up by each system’s OS. While many of the early titles have looked fantastic, CryTek’s business development manager Sean Tracy has said that it is already encountering RAM limitations on PS4 and Xbox One…



Speaking in an interview with GamingBolt, Tracy claimed that “Though the PS4 and Xbox One don’t offer an enormous jump over the previous generation in terms of raw processing power, the custom AMD APU’s within both platforms represent a huge leap forward in terms of integration and capability.

“We are delighted with the updates to the next-gen hardware but of course always want more! The unified architecture of the [Accelerated Processing Units] allows us to easily leverage massive amounts of resources for all kinds of features including rendering, physics, animation and more.”

While this may all sound like great news for console gamers, Tracy was quick to put the kibosh on this news, signalling alarm when revealing that Xbox One launch title Ryse: Son of Rome pushed the system to its limit thanks to RAM limitations.

“I would have to agree with the viewpoint that 8 gigs can easily be filled up, but also keep in mind that developers don’t necessarily even have access to all 8 gigs of it,” Tracy continued. “For example the Xbox One retains some of the RAM for OS purposes.

“We already had to manage quite intensely our memory usage throughout Ryse and this will be one of the limiting factors surely in this generation. As hardware gets stronger the complexity of scenes can be increased and the dynamism within them. However, with that said it’s not the raw power alone that will allow for photorealistic graphics but technology that intelligently scales and utilizes all that the hardware has to offer.”

It’s worth bearing in mind that the Xbox 360 and PlayStation 3 both came packing a meagre 512MB of RAM, which was still enough to produce gaming beauties such as The Last of Us, Grand Theft Auto V, and Halo 4.

Do you think this console generation will age quicker than any before it?

The Xbox 360 took a whopping 8 years to be succeeded by the Xbox One, how quickly do you think Sony and Microsoft will come back with new consoles?

Let me know!

12 May 2014

Five Games Releasing In May To Play On Integrated Graphics


Have you played Daylight with any integrated graphics GFX solutions? How is it running for you? Let me know in the comments!

The Incredible Adventures Of Van Helsing II

If you love a bit of good, old fashioned, monster-clicking ARPG fun, chances are you may have played the first outing of The Incredible Adventures Of Van Helsing when it launched last May. Now round two is about to hit PC, and like its predecessor, it fully supports integrated graphics. It specifies Intel HD 4000 as minimum, but if the game is as well optimised as its predecessor (which ran on Intel HD 3000 smoothly on low settings) those with lower-end rigs should find this game more than playable. Check out my beta preview impressions for more information on The Incredible Adventures Of Van Helsing.

Tropico 5

El Presidente is back for a fifth instalment of island-sim Tropico, and the Kalypso Media title is easy on the graphics. Tropico 5 - which allows players to travel through time and watch your island develop from the 19th century to the near future - has Intel HD 4000 listed as minimum requirements, so this or anything more powerful should run. Depending on Tropico 5's optimisation, it should be able to run pretty decently on laptop versions of this GFX with lower settings, too.

Transistor

Supergiant’s 2011 Bastion is arguably one of the greatest indie ARPGs ever made, combining beautiful visuals and mindblowing soundtrack with brilliantly fun gameplay. The California-based studio is just about to release its second title - Transistor - and the great news is that the game should happily run on integrated graphics. It specifies Intel HD 3000 as minimum, so anyone with this solution or better should be able to dive in to the enchanting world of Red and her time-bending sword come May 21st.

Dynasty Warriors 8: Xtreme Legends Complete Edition

Dynasty Warriors 8: Xtreme Legends Complete Edition packs a vast amount of new content in for its release this May, and the latest iteration of the long-running action series is easy on the system, too. Although - unlike the other titles on this list - it doesn't specify Intel graphics requirements, the minimum settings ask for a GeForce 8600 GT, over which Intel HD 4000 graphics should have a slight edge assuming the rest of your rig is up to task.

Of course, there's always a whole host of indie games around that will run on lower settings. My personal indie hype for the month is Always Sometimes Monsters, a little 8-bit open world that I've had my eye on for a while.

Which games are you most hyped for this month? What will you be playing on integrated graphics in May?

Tell me your thoughts in the discussion area.

Final Fantasy III Finally Arriving On PC With Improved 3D Visuals


Final Fantasy III has been given a fresh lick of paint in anticipation of an imminent PC release, Square Enix has revealed.



The 1990 JRPG classic makes its way to PC for the first time ever having shifted more than 2 million copies worldwide, this time with a 3D makeover reminiscent of the 2007 DS remake…

Final Fantasy III has been given a fully 3D makeover for its PC release.
Along with improved 3D visuals, the Final Fantasy 3 PC edition comes packing additional story sequences and visual effects for its Job Mastery cards. FFIII is coming exclusively to Steam for now, and of course comes packing the usual Steam trading cards and achievements.

For those unfamiliar with Final Fantasy III, this third instalment centres around the quest of four orphaned youths tasked with restoring balance to the world. The quartet of young warriors must hunt down the four dark elemental crystals in a lengthy quest, and features the usual turn-based combat antics and randomised battles synonymous with early Final Fantasy titles.

There’s no release date to speak of as yet but the store page is already up on Steam ahead of its official release.

Looking forward to taking a peek back at the early days of the Final Fantasy series?

Do you think these recent releases suggest an effort on Square Enix’s part to bring the entire Final Fantasy series over to PC?

Let me know!

26 April 2014

Unreal Engine 4 Support Arrives For Linux, Steam OS, PS4 And Xbox One

Epic’s Unreal Engine 4 is now compatible with Linux, Steam OS, PS4 and Xbox One after a major update to the graphics engine.



We all saw the battle of the game engines, as Epic, Crytek and Unity fought over their respective game engines, offering up knock-down prices for subscription services that look hard to resist. The competition’s far from over though, as Epic has now future-proofed its brand-new engine for the latest gaming consoles, as well as doing Gabe Newell a hefty favour with Linux and Steam OS support…

Unreal Engine 4 is available now to would-be developer for a $19 per month subscription fee. The days of devs forking out millions of dollars to license game engines now seem but a hazy memory.

I know from the tech demos that I’ve seen over the years that UE4 is a bit of a beast, but until now there’s nothing out there actually released to support it. Next week’s procedurally generated horror Daylight has become the engine’s debut, bucking Epic’s trend of showcasing its latest and greatest engine with its latest and greatest game. Epic is course busy beavering away on Fortnite, a co-op sandbox survival game where players must work together to erect a fort by day, before fending off invaders at 'nite'.

So what does this mean for you, the gamer? Well, more games. Games galore. A games extravaganza on nearly every platform. The steamrolling Linux support could well see a huge shift in gaming as the years roll by, but for now it’s looking like Steam OS could be getting a strong start when it officially launches later this year.

Unreal Engine 3 was undoubtedly the stand-out engine of the previous generation of videogames, do you think its successor will stand up tall in the next round of games?Let me know!

21 April 2014

Scourge: Outbreak Review

Hello there,I'm Accel and this is my review on Scourge: Outbreak.Among my ever-changing taste in gaming genres, the shooter has always been one of my favorites. From the arena shooter like Quake III to the action-adventure-filled shoes of Nathan Drake in Uncharted, it’s hard for me to find one I don’t like. When Scourge: Outbreak was thrust upon the shooting community, promising co-op, online multiplayer and a story-filled campaign, many, including myself, were highly intrigued. Despite the promises and my excitement, I had a bit of doubt. Instead of pondering on that doubt, I decided to jump in with my fingers crossed in hope of surprises.

Game link: http://www.scourgeoutbreak.com/
Steam link:http://store.steampowered.com/app/227560/




Newcomers to Scourge: Outbreak will find a classically styled, old-school third person shooter, reminiscent of the original Lara Croft and early Gears of War games. Containing a linear and at times somewhat predictable storyline, players will be guided through a futuristic research facility, on a mission to uncover a dangerous secret, kept from the world by the Nogari Corporation.

Tragnarion has worked hard to revive the 4 player co-operative campaign, allowing players to assume the role of one of Echo Squads 4 playable characters, to fight alongside friends or other online players. By providing each of the squad members with their own unique stats and abilities, specialising them towards certain weapons and group positions, players are presented with a variety of play styles and group dynamics. In addition, by playing through the campaign as each separate member of Echo Squad, players will discover new segments of the story through memories and visions unique to that character, increasing the replay ability of the game.


Scourge: Outbreak follows Echo Squad, a group of four stereotypical mercenaries, on their mission to take down the dastardly Nogari Corporation. Echo Squad will go about doing that by rescuing a double-agent, Dr. Reisbeck, and stealing a meteorite fragment that lead to the development of “ambrosia.” Ambrosia is a new “powerful synthetic energy source” which has lead the Nogari Corporation to power, and is responsible for powering Echo Squad’s suits.

 There’s also the rogue Alpha Squad that gets in the way of your mission that must be dealt with. And that’s about all of the information you get regarding your mission in Scourge: Outbreak. Reisbeck, who communicates with you via com chat, attempts to explain further on the origins of Nogari, ambrosia, and Alpha Squad, but the dialogue of these bits of conversation are so uninteresting and boring that it’s hard to muster up the will to even attempt to grasp the point that’s trying to be given. Even when Reisbeck is informing Echo Squad of their current objective, I failed to hold interest because I was never given a reason to remotely care about the one-dimensional mercenaries and the impact their mission actually held.

The playable Echo Squad consists of the mercenaries Shade, Stonewall, Mass and Amp. Just judging by the names, one can assume what stereotype the character is going to hold. Shade is the stealthy assassin-esque character; Mass is the big bouldering brute from Europe; Stonewall is the stone-faced American marine, and Amp is the strong female with a sense of amnesia, leaving her past a complete mystery. Despite Scourge: Outbreak falling prey to these stereotypes, something I found intriguing was the unique stats, leveling up and suit abilities each character sported, even if they did seem to be ripped from the Mass Effect series.


The Scourge: Outbreak also boasts a back to basics online multiplayer, covering 3 game modes; Deathmatch, Team Death Match, and Capture the Flag. These modes are played across 5 maps each of which are found within the campaign and have been adapted for multiplayer combat. What makes the Scourge: Outbreak multiplayer experience different to other multiplayer shooters, is the bareness of the modes and maps. Whilst fighting against other players online, there are no gimmicks, intractable traps, or game changing perks. Player’s battle against one another using their pre-selected weapons, and the available cover found around the map, and the most skilful player comes out on top.

Unfortunately for Tragnarion, the multiplayer servers have been pretty empty since its release on STEAM earlier on this week. Even with the game being made fully cross-platform, allowing PC and Mac players to fight together, players are still having to wait in lobbies for 10-15 minutes before finding enough players to start a match.

This game may not contain next-gen graphics, or have the most original storyline; however Tragnarion have made a good attempt at recreating the classic shooter, and for a budget price what more can you expect and due to that I’d give The Scourge:Outbreak 7 out of 10.So what do you guys think, let me know in the comment section below



20 April 2014

Lucky Number 7 - Playstation 4 Hits New Sales Landmark

The Playstation 4 is an unstoppable juggernaut right now, and it doesn’t appear it’s running out of gas any time soon, as Sony has just announced that its 5-month-old console has already shifted more than 7 million units.

For a point of reference, Playstation 2 was the best-selling console of all time, totalling more than 155 million sales, but shifted just 3 million units during its first 5 months on sale…



It puts the Playstation 4 firmly ahead in the console race for now, easily outstripping the Wii U’s lifetime sales and surpassing the latest known figure of 3.9m Xbox Ones. This figure was released at the end of January, and we’re expecting Microsoft to promote some sky high figures of their own soon, following the launch of Titanfall.

Sony also announced that, as of April 6, 20.5m PS4 games have been sold both digitally and in-store, averaging around three games per person.

“The response from the global gaming community for PS4 has been overwhelming and we are truly humbled that gamers are selecting PS4 as their next generation console of choice,” SCE president and CEO Andrew House said.

In terms of AAA-exclusives the Playstation 4 is looking a bit thin on the ground for 2014, but that doesn’t appear to be deterring games for now. We know we can expect DriveClub and The Order 1886 over the coming months, but beyond that Sony is looking to rely on the indie initiative which has been such a success so far.

The success of the PS4 shows no signs of slowing, do you think this is just a rush from the hardcore early adopters or will it have lasting appeal?

What effect do you think Titanfall will have had on the Xbox One's sales?Let me know!

Hybrid Hard Drives And Whether They Are Worth The Additional Cost

Games are swallowing up storage space like nobody’s business at the moment, with titles such as The Elder Scrolls Online and Titanfall tipping the scales at 60GB plus. With that in mind Solid State Drive (SSD) space is more precious than ever. Despite rapidly falling costs, a 1TB SSD still costs around $500, nearly 10x more than a $55 internal hard drive…



Without scouting out the deals, SSDs can still be expensive business. For many, a substantial SSD is off limits for now, despite the high-speed access and vast performance gains available. We thought it best then to investigate hybrid hard drives, which marry traits from both SSD and HDD components, to see what they offer and whether they’re worthwhile.

The thinking behind a hybrid hard drive is that it combines the high-speed we’ve come to expect from an SSD with the larger capacity and lower price point seen in a traditional hard drive.

What a hybrid HD essentially is is a standard hard drive with a discrete additional SSD capable of housing the OS and the most frequently used data. Most files will be stored on the conventional and more spacious hard drive, while Windows etc will benefit from lightning quick access times of an SSD.

One thing worth bearing in mind for organisational enthusiasts - the hybrid drive is a single unit, both physically and technically when viewed by the PC. A 1TB hybrid hard drive with 10GB SSD will appear as a single 1TB hard drive, with complex algorithms deciding what content is best suited to the limited SSD space.

The caching algorithms take a bit of time to sort itself out as your system calculates what your most frequently used files and programs are, meaning that there will be no performance increase at first. The speed of the hard drive will increase over time as the most accessed files ingratiate themselves into the SSD.

What this means for you, the gamer, is perhaps negligible. Using a hybrid hard drive will mean noticeably faster boot times, as well as faster in-game loading if SSD portion is large enough to house games. It’s worth bearing in mind though that it will pale in comparison to a dedicated SSD, with which you can expect to see ~25% boosts in overall system level performance, compared to ~10-15% with a hybrid drive.

If you’ve got the money to spare then a dedicated SSD is undoubtedly the way to go, particularly when combined with a seperate spacious HDD to hide the legions of files taking up on valuable space on your rig. For those on a tighter budget though, who aren’t particularly bothered by the performance gains seen with a dedicated SSD, then a hybrid hard drive is a great choice above and beyond a traditional HDD.

So what do you think is the best choice for a gamer on a budget?Do you think SSD above all else, are the performance gains too great to ignore?Let me know on the discussion area below

13 April 2014

V-Sync explained


V Sync has been a thorn in many a gamers side for some time now, posing a genuine dilemma to gamers seeking the best in performance.

Unlike many other graphical options, it's not the same as just turning a slider up to max and getting the best, with vsync, screen-tearing and buffering causing problems to even the henchest of rigs. So what is vsync, and is it really as bad as it's sometimes made out to be...

Vsync Explained



So, what is Vsync? It stands for vertical synchronisation, and it’s effectively designed to get your graphics card and monitor working in time together. It should be ensuring they march to the beat of the same drum, rather than your GPU creating frames quicker than your monitor can display them.

Your monitor is always set a specific refresh rate, it doesn’t matter what your PC or GPU is doing at any one time, it will always be outputting the number of images relative to its refresh rate. Monitors refresh rate is measured in Hz (Hertz), which gives you the number of times it is updated every second. So, a 60Hz monitor would be capable of outputting a maximum of 60 frames per second.

It sounds great in theory, but of course it’s not without its caveats of course. Because vsync is tied directly to your monitor’s refresh rate, this puts a theoretical cap on your PC’s performance. Without vysnc enabled, your graphics card could be pumping out more images than your monitor can actually display at any one time, potentially leading to overlapping images - causing the effect known as screen-tearing.

As an example, let’s say you’ve got a 100 Hz monitor, and you’re playing a game that your GPU is outputting at a rock-solid 120 frames per second. Because the monitor is only capable of displaying a maximum of 100 frames in a second, the other twenty are redundant. The problem is that the GPU is still pumping out these images, meaning that during 1 in every 5 frames, two frames will be displayed at the same time.

The effect visually is a disjointed image, with certain points that have moved rapidly during the 1/100 of a second change appearing to have teared due to being created twice in a single frame. It can be anywhere on the screen, and it’s not a screen-wide occurrence, but for many gamers it can pretty off-putting. The more out of sync your monitor and GPU are, the worse the screen-tearing will be.

So that explains why to have Vsync on, but why does it get so much hate? Take the red pill, ladies and gents, because we’re going deeper down the rabbit hole…

Double Buffering

Double buffering was a technique created decision to lessen the effects of screen-tearing. It basically creates and frame buffer and a back buffer - your monitor grabs the image from the frame buffer, while the graphics card copies the next image from the back buffer to the frame buffer, and creates a new image for the back buffer. Think of it like a daisy chain from image creation to image display, ensuring each step is finished before moving onto the next. If the copying isn’t quick enough there can still be torn images, but it’s still an improvement.

The downside though, is that double-buffered vsync can only happen at set values of the refresh rate. For example, on a 120 Hz monitor, double-buffered vsync can output at 120fps, 60 (½ 120), 40 (⅓ 120), 30 (¼ 120), 24 (⅕ 120) etc. Imagine that you’re playing a game and it’s usually hitting about 70 fps on your rig, meaning that double-buffered vsync automatically ensures it outputs at 60 frames per second. If you hit a graphically intense section that drops your fps down to 59, it will automatically drop all the way down to the next available integer, 40 fps. What was a simple and barely noticeable 15% frame rate drop suddenly becomes nearly 50%, creating a massive lurch in frame rates.

To Vsync or not Vsync, that is the question

What you’re looking at with vsync is a choice, a personal preference that comes entirely down to you. For many, switching vsync on will make for a noticeably prettier game, particularly those afflicted few that can spot an image tear from 20 paces, blindfolded. Unfortunately, it’s these very same people that are likely to notice screen-tearing that will notice the framerate hitches when vsync is turned on. While double or even triple-buffering can help greatly reduce this effect, for many the huge percentage hits framerates make it a road not worth travelling.

What it's crucial to remember though, is that no matter how fast your GPU can pump out images, it's always going to be limited by the tech in your monitor. As long as your GPU can create these images faster than your monitor can display them, then you're not going to lose out in any way from vsync limiting your framerate.

So, do you turn on Vsync or would you rather have your GPU working to the limit?Does screen tearing bother you, or can you tell the difference when the framerate drops for that matter?Let me know below!

12 April 2014

Dead Island: Riptide review

Hello there, I'm Accel and this is my review on Dead Island: Riptide.Dead Island: Riptide is more of the same, and if you played and enjoyed the last one then in all likelihood that's all you want to hear from this review.If you put any amount of time into the original then chances are you already know the praise and criticism that's about to follow.That's not to say there aren't changes – improvements even – but Dead Island: Riptide won't appeal to those who were left feeling cold by the original.

Game link: http://deadisland.deepsilver.com/agegate.php
Steam link: http://store.steampowered.com/app/216250/


Still, if all you ever wanted was two games about slicing zombies with poisoned katanas and exploding knives, Riptide has your back.

Like its predeccessor, Dead Island Riptide is light on narrative, but there's the skeleton of a story in place. The original survivors of the Banoi outbreak have been picked up by a stereotypical, self-destructively shady military organization, and are being held hostage on a ship when the zombies rear their ugly heads again. After an altercation on board, the protagonists wash up on a new island, Palanai, which is dealing with its own zombie crisis. Cue the onslaught of back-and-forth missions!

Riptide isn't billing itself as a sequel, which is probably for the best as it truly feels like an expansion upon the original -- to the point where you can even import your old characters and access their old levels and unlocked skills. Each character has access to some expanded skills and will likely be close to maxing out their progress trees by the time the campaign ends. Despite new abilities, none of the existing four characters play noticeably differently and all of them generally fall back into their hacking or bashing ways. There is, however, the inclusion of a new hand-to-hand combat character, who uses kicks and punches with deadly efficiency.

As the story goes, after living through the events of the first game, the survivors (you can import your Dead Island 1 save) are whisked off by copter to an awaiting army ship, where they're immediately greeted with the sight of handcuffs. Despite their protestations, they're soon overpowered and drugged and are sent packing to the on-board laboratory for tests.

When they wake up in their cell, they find they've made a new chum - a former navy soldier imaginatively named John Morgan. Despite some initial hostility they discover that they have more than just a dodgy accent and a terribly hammy script in common.Like the original survivors, John is also immune to the virus that's wrecking havoc around the pacific, and so is eligible to join the cast as Riptide's sole new playable character. A brawler with a killer uppercut and a devastating big boot, John is a good choice for players who like to get stuck in, but he's nothing special, either to look at, listen to or play as.

Anyway, to cut a long, and terrible tutorial level short, the ship crashes into yet another island that's teeming with undead assholes, and our gang have to hop off and kick their heads in all over again, preferably before the US army nukes the place off the face of the Earth, because according to an army general who's also washed up on shore, that's totally going to happen. A shame too, because the wild, lagoon-streaked island of Palanai is quite the tropical paradise - if you can look past the smell of rotting flesh, that is.

Riptide's biggest failing, however, is in its environment. Balai simply isn't as fun a place to explore as Banoi. The original game's tropical resort was a unique and flavorful setting, giving Dead Island its own sense of personality, and splitting off into various interesting town and prison areas. Banoi had an identity, one players could feel intimately familiar with over the course of their adventures. The frequent backtracking was mitigated somewhat by the generally compelling surroundings.

By contrast, Palanai is a wonted expanse of jungle for the most part, full of linear corridors gated by invisible walls, and indistinct scenery. The game's second major area, Henderson, is a little more interesting, bringing back some of the town aesthetic from the original game, but it's not a patch on the variety found there. The map design feels convoluted, full of winding roads and dead-ends that undermine its open-world presentation; there's an overwhelming sense of environmental clutter, especially in areas littered with alleyways that could go anywhere or nowhere, depending on your luck.

It could go without saying that Riptide is not a pretty game. It looks exactly like the original, which was mutton dressed as mutton. On consoles, textures are muddy, screen-tearing is common, and there are several areas where the framerate drags to an unbearable crawl. None of the visual issues are necessarily dealbreakers, but when you account for this being Techland's second crack of the whip, it becomes much harder to forgive problems that should have been ironed out in patches to the first game, let alone making reappearances in the new one.

Riptide is a smarter and better balanced game than its predecessor (particularly in co-op, where stronger enemies seem to make a beeline to the strongest party members), but not nearly by enough. It's difficult to see where Dead Island excels in comparison to other zombie-infest games.

It leans towards co-op, but Left 4 Dead offers a better framework for teamwork and problem solving. It throws zombies at you like they're going out of fashion (which, apparently, they're not), but lacks the excitement or drama of Resident Evil. Tension? Zombi U has it beat. Comedy? Despite the slapstick weapons, it's a po-faced dullard compared to Capcom's Dead Rising. The script, meanwhile, could be bettered by a zombified Dan Brown.

It's a practical, perfunctory slog of a game, but at least there's plenty of it, and it is capable of entertaining in fits and starts. But you know what, that's just, like, our opinion, man. There were plenty of people out there who were able and willing to overcome the first game's flaws, such is the brilliance of the core concept. And we can't ignore that.

If you're reading this and are mentally repelling our criticisms with a barbed wire baseball bat, then you may find that enough of Techland's vision shines through to keep you entertained. It is, to use the heinous cliche ever devised, a real Marmite game.But to everyone else, our advice on Dead Island: Riptide is very clear. Despite its beautiful skies and deep blue lagoons and bewitching skill trees, you can't overlook the fact that Palanai stinks.This game should deserve a score 6 out of 10. So what do you guys think, shoot your way to the comment section below.



Rebranded Ghost Recon online Lands On Steam

Living up to its namesake, Ubisoft’s Ghost Recon Phantoms has made its way undetected to the Steam store overnight.

Previously known as Tom Clancy’s Ghost Recon Online, Ghost Recon Phantoms is a free-to-play squad-based shooter where you and your band of (hopefully) well-trained teammates go on globetrotting firefights…

Steam link: http://store.steampowered.com/app/243870/



Ubisoft opted the scratch Ghost Recon Phantoms old identity in favour of a new one, adding a new background story, a brand new user interface, and additional weapon and character designs for all three of the available classes.

It would be fair to say that Ghost Recon Online never really took off in the public consciousness, and it’s clear that Ubisoft’s hoping this huge new update and rebranding can make it a success.

"The launch trailer is an accurate portrayal of the new DNA of the game. Sleeker, more refined and looking better than ever,” said game producer Corey Facteau. “it showcases the new character design in a map that our veterans know very well, the Xinyi District. The intense action sequence is just a peek into the intense combat of the game and reinforces the Ghost Recon Phantoms belief that by fighting as a team, you prevail.”

Were you a fan of Ghost Recon Online?

Have you jumped in and tried this latest version on Steam?

Let us know what you think of it!

Watch Dogs Nvidia Trailer Reveals The PC-Exclusive Graphical Tweaks

Another day, another Watch Dogs trailer. This one’s a bit of a corker though, with Watch Dogs lead PC engineer Paul Lassi explaining why it’ll look better on PC than anywhere else.

video link: http://www.youtube.com/watch?v=fWKOyqOJMmQ

The new video discusses the Nvidia technologies used in the PC version that creates the most vivid and breathtaking Chicago possible…

“During the last years of development we have worked closely with Nvidia in order to create the most vivid and breathtaking Chicago for the PC version of Watch Dogs,” said Lassi.

“One of the technologies that allowed us to achieve this level of quality is an Nvidia technique called HBAO+, which stands for Horizon Based Ambient Occlusion.

“HBAO + improves on existing AO techniques to add richer, more detailed, and realistic shadows around objects that protrude rays of light. HBAO+ is faster, more efficient and significantly better compared to previous techniques.”


Watch Dogs launches worldwide on May 27, for PC, PS4, PS3, Xbox One and Xbox 360, with a Wii U version expected at some point.

What do you think the latest graphical bells and whistles shown in Watch Dogs?

Is is living up to how you’d hoped it would look?

6 April 2014

Goat simulator 2014 review


Hello there, I'm Accel And this is my review on Goat Simulator 2014.The trouble with Goat Simulator is that it’s actually not as terrible as you might expect. It is a bad joke, carried well: an open world anarchy simulation in which you can headbutt, lick and occasionally wear jetpacks, breaking stuff for high-scores. It is full of ideas, and even if those ideas are mostly stupid, they are still ideas.

Game link: http://www.goat-simulator.com/
Steam link:http://store.steampowered.com/app/265930/

Goat Simulator: the best game never made for kids.

Occasionally while you are competing against your Steam friends in an in-game meta-mini-game named Flappy Goat, it is a little bit profound. Occasionally, when you’ve managed to get your goat stuck between two physics objects, and his face is vibrating back and forth at what seems to be the speed of sound, you wonder whether the joke was worth the effort.

Occasionally, you just want all games to be just like Goat Sim. Occasionally, you want to throw your hands up in the air and scream “wtf is this crap?”


There's no story behind Goat Simulator. Your simply thrown straight into the town, giving you the freedom to create your own fun. Whether it's bouncing on trampolines, running into a petrol station, blowing it up in the process, or attaching your  tongue onto a moving vehicle. You can also perform ragdoll, which is fun to do whilst in mid air, or throwing yourself into traffic.

For all your destruction and absurd behaviour, you earn points, which can be multiplied by performing them in quick succession. It works similar to the Insurance Fraud mini game in Saints Row, where you ragdoll into incoming traffic to earn points.  There's also bonuses awarded for completing certain challenges, For instance, blow up the petrol station and you will earn the Michael Bay challenge.


I sent my goat through as many houses as I could, destroying property, licking random people (which scares the daylights out of them), and jumping out of windows. When I was curious to see if I could kill the goat--as I’m that kind of monster, apparently--I head-butted a gas station with explosive results. Not only did the goat not die, I earned a Michael Bay achievement.

These quests are really the only direction the game gives players, and while it’s fun to try to complete some of these challenges, it’s far more fun to experiment on your own. I saw the quests as a way to teach me a bit how to play and maybe give me a goal or two. For example, two of the quests are to destroy Goat-henge and become the King of All Goats. Those sound like two challenges that need to be accepted! Oh wait, what’s that? A giant waterpark slide? I need to find a way to jump off that while sliding down!


But there is some interesting design. There are challenges: little mini-games that have to be defeated on the route to a high score. A goat wrestling ring. A murderous pentagram that must be fed with corpses/unconscious ragdolls. A goat version of Flappy Birds. There is stuff to do, and just as each joke wears thin, it stops.

Here’s the thing. I can sort of appreciate Goat Sim, but it leaves me a little cold. However, I showed it to some pre-teens, and they thought it was the greatest game they’d ever seen. Their sides still hurt from laughing. I wonder if, accidentally, Goat Sim might be one of the best kids games going: an ungulate enhanced remix of the Lego series, that proves that breaking is at least as fun as building.

It is hard to feel mean about a game that inspires that kind of reaction. I think this game deserve a score 7 out of 10. So what do you guys think, ready to goat around and do what goat do.Share it on the discussion area below.




4 April 2014

Short News Friday #11

You could be forgiven for assuming that SOMA, the upcoming horror game from Amnesia: The Dark Descent creators Frictional Games, was set in space.

You and bizillionzz other people weren’t alone in your belief. SOMA is still the in the deepest, darkest depths - but it’s not space you need to be worrying about…

No, no, not space, but underwater. And it’s less ‘he lives in a pineapple under the sea’, more ‘oh my god I didn’t think my liver would float.'

Frictional Games Thomas Grip explained how the idea came about in a recent blog post, writing “It was a decision which came very swiftly; Jens (co-founder of Frictional Games) and I sort of decided it on a whim during a meet-up. But it’s something that had been brewing inside us for a long time. Most of our earth is covered in ocean, and yet it’s something that we know very little about. It is an incredibly hostile environment filled with strange creatures, and it is right on our door step.”

Whereas previously I was worrying about sentient computers and nano machines crawling through my brain, Frictional Games want to refocus onto the strange creatures that may live in the deepest and most inhospitable parts of the ocean.

“Gigantic squid, luminescent fish and creatures that are all mouths and teeth are only the start. If you dive down any distance you enter into a realm of monsters,” continued Grip.

“The ocean is an alien world, and we’ve only scratched the surface. We feel it’s the perfect place to explore in a horror game.”

Anyone else getting Burial at sea vibes from this? Anyway, you’ll have to dust off your diving suit when SOMA arrives on PC and PS4 in 2015.Did you see this one coming?Think the underwater scares will be able to rival Amnesia: The Dark Descents castle-rambling antics?

Dark Souls II review

Hello there, i'm Accel and this is my review on Dark Souls II. Everything in Drangleic is new, of course, but this world of endless blind corners is also familiar. The minute you set foot in Majula, a beautiful, sun-parched coastal settlement with a conspicuously placed bonfire, you know you’re in this game’s Firelink. And you know that at least one of the paths branching out from this central hub will lead to an area that you’re not yet ready for, put there by FromSoftware with the sole purpose of making sure you know your place. And you’ll instinctively attack every chest in the game before trying to open it.

Game link: http://www.darksoulsii.com/us/
Steam link http://store.steampowered.com/agecheck/app/236430/( not release on PC yet but you could pre-ordered it )



As such, your first hours in Dark Souls II are about identifying, and adapting to, the subtle differences between it and its predecessor. Majula’s blacksmith, for instance, doesn’t carry an infinite number of the Titanite Shards you use to improve your gear. He has just ten, and upgrade materials remain scarce throughout the early part of the game. Indeed, most merchants’ stocks are limited; you’ll wish you could stock up on the Human Effigy – this game’s Humanity equivalent, which now not only lets you summon help for boss battles but also restores a health bar whose capacity depletes after every successive death – but you can’t.

The only item available in unlimited quantities from the outset is the Lifegem, a new healing item whose very existence caused concern among the Souls series’ rabidly passionate community. Given out like candy in prerelease demos and the network beta, it’s a rarer commodity in the final game: an uncommon drop and sold by merchants for 300 souls apiece. It’s an essential tool early on, given that at the outset your Estus Flask can be used only once.

 That meagre limit can be raised by finding Estus Shards locked away in Drangleic’s darkest corners, but our flask was good for just eight swigs by the end of the game, compared to the first game’s 15. Healing options aren’t just well balanced in terms of supply, but usage, too: Lifegems are quicker to use than your Estus, but they refill less of your health bar and take significantly longer to do so. It’s just one more thing to consider in a combat system that’s an endless procession of split-second life-or-death decisions and which often feels more RTS than RPG.

Little balancing acts exist elsewhere, thankfully. A chest in an early area holds a ring that reduces HP loss after death. At first, bosses drop generous amounts of souls, letting you level up and improve weapons and armour at a fair lick. In Dark Souls, only the forward roll had invincibility, but now the backward one does too. Unless our timing was flawless, there are even a few frames on the sideways version.

Most significantly of all, enemies eventually stop respawning. This serves two purposes: shutting down soul farming, and removing the frustration of making a mistake against a grunt you’ve already killed a dozen times on the well-travelled route from bonfire to boss. It’s one of the few helping hands FromSoftware offers, acknowledging that you’ve learned all you need to from that group of enemies, and getting them out of your way. It doesn’t make the game easier or less rewarding than its predecessor. After all, the elation at beating Ornstein and Smough had nothing to do with the times you slipped up against the Knights on the approach.

It does, however, undermine Drangleic’s sense of place. Lordran was a consistent, coherent space, its enemy placements forever fixed, its individual areas looping back on themselves and each other. We could guide you from the top of Anor Londo to the bottom of Tomb Of The Giants turn by turn, and tell you exactly what you’d face along the way. For all that you’ll welcome despawning enemies when struggling against a Drangleic boss, it’s a different matter when you return later on and find that a place that was once teeming with Undead is now a ghost town.

That doesn’t tell the whole story, either. Just as you’re starting to feel that the end is in sight, it transpires that FromSoftware has other ideas. The difficulty ratchets up yet another notch, the world design team sends you to greater heights and new depths, and you realise that the single greatest way in which Dark Souls II differs from its predecessor is that, rather than tailing off towards the end, it just keeps getting better. This late-game rug-pull pivots around a single moment in which not a sword is swung nor a word is spoken. It’s a remarkable scene that serves to remind you what FromSoftware does better than any studio in the world – finding beauty in the darkness and majesty in the grotesque.

The first playthrough is only the beginning, of course. Finish the final boss and you’re not immediately dropped into New Game Plus, but sent back to Majula, free to explore and mop up before starting your second journey. And when you do, FromSoftware gives you all of five seconds before bringing you back down to Earth with a bump. Let’s just say that a new game is about far more than bigger enemy health bars and higher damage output. Good luck – and try running away.

What, then, of the infamous claim that Dark Souls II would be more accessible? Well, friendlier bonfire placement helps and, after a couple of spikes, the difficulty curve is a good deal smoother early on. The ability to respec your build using a rare item will help those who unwittingly level themselves into a corner. Yet for all its little tweaks, Dark Souls II is, foremost, a game made for Souls players. It is a game that asks everything of you and gives so much back, keeping its cards close to its chest, and revealing them only to those prepared to die and die again. It is made to be played for hundreds, if not thousands, of hours as you try new builds, explore PVP and experiment with covenants, all the while slowly peeling back the layers of its lore. Some of its ideas work better than others, and Drangleic is no match for Lordran’s intricate design, but Dark Souls II is, like its predecessors, brilliant, beautiful, and absolutely essential.So i would like to give this game a score 8 out of 10. So what do you guys think, rush to the comment section now.

The Desktop Start Menu Is Returning To Windows 8

Its Microsoft’s annual Build conference this week, and what better way to kick things off than welcoming an old friend back into the fold - the desktop Start menu.

This vital piece of kit for the Microsoft empire has been sadly vacant from Windows 8 and Windows 8.1. Many a PC gamer has glanced forlornly down at to the bottom-left of their button, carelessly clicking and expecting a treasure trove of programs and features. It’s coming back soon though, as Microsoft looks to brush the world’s Windows 8 problems under its luxurious corporate carpet…

The Start menu will be coming back in a major update to Windows 8.1, with Microsoft claiming that it will look very similar to the one used in Windows 7, but this time with a small tiled interfaced attached to the side. It’s a small concession to Windows 8’s panel-based roots, and looking at the first screens it appears to work well.

Of course there’s many users out there who’ve already customised Windows 8.1themselves and added the Start menu, but for the average user this should come as a welcome change.

Users will reportedly be able to find and run their Windows applications all within the new Start Menu, thanks to the new hybridised system. For those of you who are feeling a bit progressive, the option will still be there to keep the full-screen Start menu which I'm guessing a few Windows 8 users have come to know and love.

The Start Menu's back, is all forgiven?Is Windows 8 all as bad as it's made out to be?Find our comments window below and let me know!

The Elder Scrolls Online early review

Hello there,I'm Accel and this is my early review on The elder Scrolls Online.First of all ,I am not an expert in MMORPGs – or much of a fan of them. I’ve tried quite a few, from the big, obvious titles to more obscure Korean efforts, but the only one I’ve ever put any serious amount of time into is The Secret World, which is, by all accounts, a bit of an odd duck. I’m not in a position to make sweeping generalisations regarding the genre as a whole.

Having said all that, I’m perfectly prepared to judge the heck out of The Elder Scrolls Online, because that franchise is something I do know and love.

Game link: http://elderscrollsonline.com/en-uk/



The whole time I was playing The Elder Scrolls Online during a press beta over the past few weeks, I desperately wanted to be doing something – anything! else. I particularly wanted to be playing a different game in the franchise – Skyrim, Oblivion, Morrowind – or a different MMORPG. The reason for this is that The Elder Scrolls Online has rather failed in what I assume was its mission: to bring that ineffable, inimitable Bethesda quality to a very crowded market, in order to differentiate a game from its many competitors.

Maybe I know so little about MMORPGs that the glaring differentiations weren’t immediately apparent to me. But for me the real issue is that while I did not go into The Elder Scrolls Online expecting Skyrim multiplayer, I also did not go in expecting to be utterly bored – and I was.

I have a couple of major objections to The Elder Scrolls Online in its current state, and this first one may – thankfully – be ironed out during beta testing: the presentation is fiddly and non-intuitive.

I don’t want to get bogged down describing all the little pieces of the UI that frustrated or annoyed me, from the dark ages chat window to the console-style interaction wheel to the difficulty in determining which item is highlighted in a list. These problems (and the absolutely dreadful tutorial system, which if I were the kind to use sarcastic quotation marks would absolutely have borne that shame) may and hopefully will all be resolved, either before or just after launch.

There is one aspect of the presentation which is unlikely to change, though, and that makes my heart sink in disappointment: the story is presented in a very off-putting and old-fashioned manner.

I expected The Elder Scrolls Online to deviate from this trend because the franchise’s lore is so rad. It’s always suffered a bit in keeping its overarching plot hidden behind the story of the moment – a friend of mine has no idea the Daedra exist, for example – but if you’re even the slightest bit inclined to explore (like me) you uncover a massive amount of backstory, history and worldbuilding without having to do anything so tedious as read those books lying around everywhere (I never, ever do).

But it didn’t. The story in The Elder Scrolls Online is presented in the most humdrum way possible – gorgeous non-engine cinematics, long slabs of text, people standing around talking at you for hours on end. The Elder Scrolls skin kicks in again a bit here in that when you talk to somebody you zoom in, Oblivion style (remember how Skyrim got rid of that? Yeahhhh) so you can see their face and animations clearly. This is supposed to immerse you in the world, I guess, and the star-studded vocal cast no doubt cost a pretty penny and deserves a nod.

The gameplay in The Elder Scrolls Online is straight outta MMORPG 101. If you can follow a quest marker, you can put your brain in neutral and get on with it. I can’t emphasise enough how generic the quests are. This is a problem endemic to MMORPGs in particular but game design in general – how do you disguise the fact that you are giving the player the same kinds of tasks over and over again (the gameplay loop)? Well, I don’t know. You know who else doesn’t know? Zenimax Online.

I’m pretty sure there are mechanical aspects of The Elder Scrolls Online which are new and interesting, but in beta, these weren’t adequately presented or explained – don’t get me started on the tutorials again. As such, I didn’t find anything remarkable about it (well, the first person view is kind of cute, what with the hand animations and all – but also kind of unusable when wandering the field because ahh I’m trailing 18 mobs and ahh I can’t see the AoE markers) until I hit a sudden and dramatic difficulty spike.

Yeah well, you know; whatever floats your boat, dude. If you want to spend hours of your precious leisure time grinding away until you reach the “real” game at top levels, and thereafter have scheduled hours for raids or be constantly working on your gear to maintain your PvP ranking, then good on you. Personally, if I’m going to play an MMORPG – and as Dave says, especially if I’m going to pay for it – it’s got to be fun right from the start. Because you know what is fun right from the start? Skyrim.So what do you guys think. Let me know in the comment section below.


29 March 2014

Watch Dogs Gets New Four Minute Welcome To Chicago trailer

Ubisoft has unveiled their latest trailer for Watch Dogs, whose May release date is creeping up on us alarmingly quickly.

The trailer is called “Welcome to Chicago” and shows off Watch Dogs’ city environment, giving details of both the city and the people living within it...
Watch Dogs v3 by HarryBana
There is still a lot to talk circulating about graphical downgrades since the game’s initial reveal. We’re willing to consider it as a possibility; perhaps Aiden does not look quite as slick as he did in that 2013 reveal footage. That being said, the game still looks pretty damn glossy in terms of visuals, so we will leave it down to you to decide whether and to what degree the graphics have been downgraded.

According to the trailer, the people of Chicago won’t just be your run-of-the-mill AI drones, but will “react intelligently” to their environments. In Watch Dogs, everyone is a potential victim or villain, anyone could be a potential bounty hunter, and anyone can be hacked, spied on (even in their own homes) or interacted with, at the player’s whim. If all these promises do indeed come to fruition, this could be some very impressive AI and will have a big impact on the depth and enjoyability of the game. Check the whole trailer out for yourself below.

There’s one hell of a lot of information in this trailer, especially in the montage of clips towards the end. If you’re interested, I definitely spotted a giant robotic spider at 3:36-7, perched on top of a skyscraper. We’re not sure what this could be, but since it looks a little intriguing we’re putting it to a GD vote.

Watch Dogs will arrive on May 27 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4 and PC. The Wii U version will follow at a later date. What do you think of the latest trailer and talk of graphical downgrading? What's with the giant mech spider?

28 March 2014

Dead Space free on Origin as the first title in EA's "On The House" promotion

Electronic Arts today made Visceral Games' 2008 horror-action game Dead Space free to download on Origin as part of its newly launched free game promotion called "On The House."

As part of the program, EA will offer up DLC and full games for free. It doesn't sound like EA is going to publish a schedule for when new games and content will be available, as the publisher said these deals can "appear and disappear at any time."



Once you've claimed your free game, it's yours to keep forever, EA said. Why is EA doing this? "We're gamers, too. We appreciate you making Origin your gaming home...and besides, who doesn't like free stuff?" the company said.

The most recent entry in the Dead Space series was 2013's Dead Space 3. After that game underperformed, it was reported that EA had killed off the series, but this later turned out to not be the case. Visceral Games is now working on an unannounced title in the Star Wars franchise.

27 March 2014

Respawn Locks Titanfall Cheaters Into Cheater-Only Servers

Respawn has thought of a novel way to sort out its cheating problem in Titanfall.

Rather than kicking them out of Titanfall permanently, they just get lumped together in cheating servers, in what Respawn calls the “Wimbledon of aimbot contests”...

Users hit with Respawn’s mighty banhammer of justice will have a ‘FairFight Cheat detected” message pop on their lobby screen, letting them know that they’ve been banned from the usual servers.



The FairFight detection technology has been busy eyeing up the cheaters since launch, before EA offically began enforcing it a couple of days ago. For those curious to exactly what happens when justice has been served, Respawn make it pretty clear: “Great news: you get to keep playing Titanfall! Less-great news: you only get to play with other cheaters. You can play with other banned players in something that will resemble the Wimbledon of aimbot contests. Hopefully the aimbot cheat you paid for really is the best, or these all-cheater matches could be frustrating for you. Good luck.”

The thought of running around having a shootout with other aimbot users sounds thoroughly depressingly, and as such sounds like a fantastic way to deal with the little blighters. Hurrah, hip-hip and all that.

Don’t worry about being guilty by association either - Respawn has said that while partied up with a cheater you’ll be banned from the normal servers but you won’t be permanently ‘tainted’, free to join the normal folk once you leave the group.

Like Respawn’s tactic for dealing with gaming’s dark underbelly?

Have you been subject to the cheat servers yet?

Aim your bot at the comments section below!

Yaiba: Ninja Gaiden Z review

Hello there,I'm Accel and this is my review on Yaiba: Ninja Gaiden Z.Bearing about as much resemblance to Ninja Gaiden as a Lada does to a Rolls-Royce, Yaiba is so poor, so ill-thought out and implemented, that it falls flat almost as soon as you've sat down with it.Taking its cue from the Grindhouse craze that stopped being relevant or interesting shortly before it had even started, Ninja Gaiden Z jettisons Ryu Hayabusa as the lead in favour of pitting the eponymous Yaiba against hordes of undead.

Game link: :http://www.yaibangz.com/
Steam link :http://store.steampowered.com/app/252230/



At its very core, there are a few decent ideas that I hope drove Yaiba’s development in the first place. Ryu Hayabusa is about as dry as leads get, so an outspoken foil is the natural reaction. Ninja Gaiden’s realistic visuals aren’t artistically expressive, so a comic-inspired design makes sense. From those tenets, it’s easy to see that they’d extend the outrageousness to the combat, cramming more enemies with crazier moves and weird elemental effects into the fray. Unfortunately, all of those experiments end in disappointment.

Carrying out executions is key to success in Yaiba. Once you've smacked a zombie hard enough he'll pop out an icon signifying his preparedness to be executed, at which point you hit the left trigger to carry out a gory kill cutscene. These icons are fairly forgiving in their lifespan, barely challenging the reaction times of even novice players, and appearing frequently enough that your health bar, which these executions regenerate, will stay reliably topped up.

Difficulty spikes hugely when special zombies appear, but combat options are shallow enough, with no parrying or clever skill-based timed attacks to speak of, that tactics devolve into button-mashing and running away. The by-the-numbers fighting is broken up by the ability to wrench arms and other parts from the defeated corpses of these enemies, briefly granting you their abilities. Hardly game-carrying stuff though.

After taking in the crisp-looking combat in the likes of DmC: Devil May Cry and Metal Gear Rising: Revengeance, the stylistic departure Yaiba makes is not a welcome one. The cartoony visuals really don’t lend themselves to a hack-and-slasher, and we were reminded of this constantly. On the slightly less-offensive side of the spectrum are awful effects, like near-opaque smoke or chunky sprays of water. Far more detrimental are the two measly camera options that either make indoor navigation a chore or keep you so far from the action that you’re likely to get confused during chaotic battles.

You can choose to have an up-close view of Yaiba while fighting instead, but that makes projectile attacks nearly impossible to predict. There’s also not enough enemy variety for our liking, and the non-boss zombie variants that do exist look so similar that you might not be able to tell if the undead creature you’re whaling on in extreme-wide-view is a grenade-dropping kamikaze, a bile-spewing creature, or an electric enemy — at least, not until it’s too late and you’re inflicted with a screen-obscuring ailment.

Woeful camera direction during some encounters renders the game near-unplayable at times, as Yaiba is reduced to a few distant, obscured pixels while the camera attempts to fit the entire scene into view, while interminable and frequent load screens make death a patience-sapping chore. This is an average action game that hoped to be carried by its appealingly crass, bloody art style and audacious main character, but instead Yaiba feels strategically basic and tonally childish. The character may find redemption in the game's plot, but you'll find no such payoff as a player.

I endured hideous games in the name of playing through a fun adventure, but Yaiba is simultaneously frustrating and boring. The concept of various elemental weapons and barriers interacting and combining is interesting, but the execution is far too messy. With the rare exception of minibosses who wear their elements on their sleeve — like the fire-engulfed Holy Roaster and the electric Zombride — you’ll have a hard time figuring out which of the game’s three elements (bile is the third) work best on a given enemy without diving into the game’s far-too-wordy database. When combos do come into play, they often don’t go in your favor. Did an electric attack hit Holy Roaster? Hope you’re far away enough from the chaotic vortex that results, as it’ll engulf everything nearby.

Yaiba: Ninja Gaiden Z seemed to have a noble, reachable goal: create an action game on par with the core Ninja Gaiden series, but with a bit more of an edge. It fails to do that, or to even be a passable form of entertainment. It’s just an ugly game in almost every respect.I think this game deserve a score 5 out of 10. So what do you guys think, share it on the comment section below

21 March 2014

Short News Friday #10

InFamous: Second Son has received a Day One free update that adds a whopping 19 additional episodic story missions that will result in around 5 extra hours worth of gameplay, says developer Sucker Punch.

The content will form part of “Paper Trail”, a side-story involving both in-game content and web-based information to help gamers uncover the full tale of how the D.U.P occupied Seattle in the franchise...



Users will get access to new pieces of the content each week for the next 6 weeks. The 300mb update will contain backstory about the world of inFamous: Second Son. According to Sucker Punch, this will work in tandem with web content available through the website enjoyyourpower.com. The Day One update will also apply tweaks pertaining to difficulty, pedestrian and traffic density, and graphical improvements.

As well as the Paper Trail content that will be free for all users, those who pre-ordered the game will gain access to the Cole’s Legacy Content Pack for free too. This contains 4 story missions and around an hour of gameplay, and will cover events immediately following inFamous 2.

InFamous: Second Son hits stores today, and will be available exclusively on PlayStation 4. We’ll be posting our impressions of it in the next few days, so keep an eye open if you want to know what we thought of Delsin and his smoke and neon powers.

What do you think of the extra free content for inFamous: Second Son?

inFAMOUS: Second Son Review

Hello there, I'm Accel and this is my review on inFAMOUS: Second Son.I've always wondered what it would be like to be a mutant. And I've played plenty of video games that tried to let me feel like one.But few do it as effectively as Sony's Infamous: Second Son. The third game in Sony's anti-hero franchise (and the first on the PlayStation 4) seems stripped right from the world of the X-Men, driven by ideas of prejudice, and Big Brother, and a world that can't accept what it doesn't understand.

Game link:http://www.suckerpunch.com/index.php?option=com_content&view=category&layout=blog&id=68&Itemid=126



The game starts you off with a smoke-based ability, but it doesn't take long for a wider arsenal of powers to be at your disposal. In open-world games, I normally like to clear entire regions of side activities before moving on to the story content. In this game, I recommend playing through enough of the campaign to get the three primary power sets before hunting down secret agents and audio logs through the open streets of military-occupied Seattle.

Smoke, your first ability set, is great for clearing large groups of enemies at medium range. Dissolving into a puff of ashes and flowing into a vent, only to be launched like a chimney-propelled grenade and slam back down to the streets with a shockwave-inducing slam, is visually impressive and endlessly entertaining.

The Neon powers encourage more high-precision tactics. Sniping at enemies slows down time enough for you to vaporize them with headshots or disable them by going for the legs. The lightspeed ability, meanwhile, turns Second Son into the best video game interpretation of the comic-book character Flash that i never played, letting players blink through streets and run up walls.

The game has main, story-progressing missions that you'll need to complete, but the whole city is open to you right away. Seattle is broken up into districts, and the map tells you precisely how many collectable shards, breakable cameras, graffiti spots, and other side content is available in each district. Clearing out a district triggers a "takeover" mission where you have to fight off a handful of troops. Doing this clears out random patrols of enemy soldiers and enables fast travel to that zone... but since you have to travel to a fast travel point to actually fast travel, I think I used that twice throughout the entire game.

Overall, the game has a lot of great main missions, and though the side missions and collectables are very easy to handle, the side content isn't unique at all, and simply gets duplicated across every district in the game. It's a portion of the game that doesn't overstay its welcome, and I ended up completing 100% of the game right around the time I got tired of tracking down secret agents and engaging with the very simple graffiti stenciling mechanic.

The finest moments are when you run into groups of regular people protesting against Conduits, less because they dislike your kind and more because they know nothing about your kind. Do you leave them alone or stand up for yourself? These moments feel right, even if Reggie chimes in a bit too predictably here.

One of the biggest draws of Second Son has to be its graphics. This is a fantastic-looking game, from the character models to the animation to the world itself. Delsin and the other main characters are extremely well-animated, allowing the models to convey proper, subtle emotion. The world and its lighting really goes a long way, too, especially in the opening sequences and the game's larger setpieces. Even outside of cutscenes, the characters have a level of detail to them that you don't see in a lot of other games, and the whole thing runs at a good, stable frame rate. The entire city of Seattle looks splendid, too, complete with day and night and rain and sunshine.

The performances from the voice cast really come through in the visuals and the main characters are very well-performed, even if it occasionally feels like Sucker Punch went out and hired the most common and frequently used voice actors they could find..

By far I personally think that this is the best game that I played for this year. (although the year just start and I've not completed it yet) I would give this game a score 8.5 out of 10.I would highly recommend for those who had the PS4 to buy it right now. So what dou you guys think. Let me know in the comment section down below

New Nintendo eShop releases: Pokemon Battle Trozei, Yumi's Odd Odyssey

This week's headline new release is Pokemon Battle Trozei, a game that mixes the series' trademark critter-battling with one of gaming's most prolific genres, the match-3 puzzler. If you've caught 'em all in Pokemon X/Y, you can get reacquainted with every known Pokemon in Battle Trozei - at last count, there were 7,543,207 known species of Pokemon. So it might take you a while.



Moving on, games are always finding new ways to enliven the art of fishing, and Yumi's Odd Odyssey tries it by mixing the pastime with platforming. Yumi breaks all kinds of fishing etiquette in the 3DS game, from using her line to swing and catapult over gaps to beating up all kinds of piscine enemies. She's a fishing renegade, that Yumi.

There are a few new sales and offers to close things out: Renegade Kid has a 30 percent sale on select 3DS games including Mutant Mudds, ATV Wild Ride 3D and Bomb Monkey, while Nordic Games is discounting some of its Wii U games including Jeapordy and Wheel of Fortune. Finally, Nintendo is offering free access to all of Wii Sports Club between March 21 9AM PT and midnight PT on March 23.

As ever,I got this week's full list of new releases after the break.

Wii U
Volleyball (Nintendo, 2 players simultaneous, $5)
Hello Kitty Kruisers (Bergsala Lightweight LLC, up to 4 players, available March 21, $20)
Pure Chess (Ripstone, 2 players alternating, $8)


3DS
Pokemon Battle Trozei (Nintendo, 1 player, $8)
Pure Chess (Ripstone, 2 players alternating, $8)
Yumi's Odd Odyssey (Natsume, 1 player, $30)

Plauge Inc. Evolved Early Review

Hello there, I'm Accel and this is my early review on Plague Inc. Evolved. This game started its life as a mobile game, the developer who from what I’ve read created it in his free time attempted to use as accurate modelling as possible whilst making the game fun, it’s now coming to PC and is currently an Early Access title on Steam. 



The game itself is a little grim in its nature, the player controls the genetic makeup of a disease, altering the traits of the disease according to need. Progression occurs as the player unlocks new types of disease; bacteria, virus, fungus and so on. An interesting tid-bit of information is the fact that the US Centre for Disease Control (CDC) took an interest in the game when it was still on the mobile platform and hosted the developer at their headquarters where they talked with him about the game, how the spreading algorithms and such worked and even gave some feedback on improving the title. When a game focussed on disease spreading is picked up on by the CDC there’s certainly some interest to be shown,

The main screen of Plague Inc. is a world map which is broken down into the various nations on the planet, each of which have different properties which alter how they respond to infection. This information is all available in an info screen and it is wise to take note of the information provided. Wealth, climate, population, population density and level of development are all measured and will alter the uptake of your disease. These nations are interconnected via land routes but also by sea and airports, each of which can be shut down or limited, requiring different genetic adaptations. 

The disease itself can be modified initially with genetic boosters which are unlockable through completing elements of the game and will give an initial stat bonus to your disease. Then during the game the disease has modifiable transmission traits, symptoms and abilities. These are unlocked with the DNA resource and follow a tech-tree style unlock style. The three different trees are not mutually exclusive and changes in one will combine with changes in another, for example certain symptoms can make transmission far more likely especially when combined with certain transmission traits or abilities. 

Progression occurs through the unlockable differing disease types and this goes some way to breaking up some of the repetition involved as the disease types essentially create different game modes and require differing strategies. The bacteria for example is fairly easy to control and can be dispersed quietly before becoming lethal however other later unlocks have time sensitive natures or progress out of control and need differing strategies.

The modelling is really quite well done, what with the variables I mentioned above combined with symptomatic variables arising on an individual victim scale whilst having a significant effect. It is possible to include neurological effects in the disease which depending on how many points are sunk into it will produce anything from insomnia to paranoia to a complete degeneration of cognitive functions. These in turn alter how the those with the disease respond, whether they go to see a doctor or not etc. 

This leads neatly onto the opposition to your onslaught, the human anti-epidemic response and search for a cure. If you disease becomes seemingly threatening enough it will be noticed by disease researchers in one place or another, they will in turn begin funding research into finding a cure. As you become more threatening the funding and cure progress will likely increase, and if the cure is completed and distributed before humanity is eliminated you are eradicated and lose. This is one of the key factors that determine how you develop your disease, as maintaining a relatively low status until a reasonable spread has been attained is necessary. 

It is this factor that makes some of the later disease types more challenging as you are either forced to do things such as race an already in development cure or attempt to spread faster than your disease can become lethal. A variety of methods are available for slowing down cure development, the above neurological symptoms can go a long way especially with a high infection percentage, but there are also abilities that can make the disease more drug resistant or introduce various genetically different strains which will stretch research budgets. This is really where the strategy in the game comes in to play with a surprising depth as more challenging disease types are unlocked although I still find myself playing it windowed in addition to something else.

The game is currently Windows only and I haven’t seen any indication of other platforms being supported, but maybe we can hope. Performance-wise this is a mobile port so i wouldn’t worry too much about not being able to run it, if something can run reasonably on a mid-range ARM chip then even a reasonably elderly PC should be able to run it, Intel iGPU users rejoice. Pricing is… difficult; at £11.99 (approx $20.00) it’s rather pricey even if it does do away with those nasty in-app microtransactions. Evolved has everything unlocked and that price will net you the entire game, so it already feels better than the mobile version. If the game sounds like your kind of thing then I’d say it was worthwhile picking up now for that price, however if not then I’d wait until it’s out of Early Access and maybe watch some videos of the final product. I personally have had fun with it and will continue playing at after this review.I'd like to give this game a score 8 out of 10.