31 January 2014

Short Friday News #3

Forecasts for the PC gaming sector have been increased from the previously targeted $22bn, with sales of core PC games expected to exceed $25bn this year.

Despite PC sales declining year on year the PC gaming market is going from strength to strength, with research firm DFC Intelligence suggesting that the increased blurring of boundaries between consoles and PCs ensuring that there will be more games available than ever before…



In an interview with GamesIndustry International DFC analyst Jeremy Miller said "core gamers seem to be willing to spend more money than ever. We thought with the lack of major new releases that overall usage would be down." He continued "However, the top titles of 2012 continued to do well in 2013 and new titles like Battlefield 4 and Total War: Rome II had solid performances."

A significant impact on the rise and rise of PC gaming has been the success of the MOBA genre. While MMO subscriptions continue to tail off, MOBAs such as League of Legends and DotA 2 continue to be some of the most played games in the world.

Not content with the growth of MOBAs, a large portion of the success of PC gaming stems from the crossover releases with console titles, opening up the PC market to many more titles. DFC’s David Cole said "One of the big things to watch is the crossover between big console games and their PC release. GTA V releasing for PC will be one to watch if that occurs. Titanfall, Elder Scrolls Online and many other titles are being developed for both console and PC. So I think the biggest item of note is the synergy now between console and PC.”

Do you think the release of the latest round of consoles will prove beneficial to PC gaming?

As console and PC architecture becomes more and more alike do you see consoles being phased out completely?

Share your thoughts below

30 January 2014

Nidhogg indie game review

Hello there, I'm Accel and this is my review on Nidhogg. This is tug of war fencing two player fighting get eaten by a monster at the end of a level game. This game is developed by Messhof and released only on Windows and on Steam (there are no CD distribution for this game).This game has came out on January 13 2014 worldwide.

Game link: http://www.nidhogggame.com/
Steam link: http://store.steampowered.com/app/94400/



I swear some indie games just don’t want you to buy them. In this case one look at the screenshots and an attempt to pronounce the name is probably enough to send most gamers running. But I doesn't exaggerating when I say this is one of the best multiplayer games for years, and certainly in terms of offline play. On top of that it also happens to have the best swordplay of any game in recent memory.This is where an English idioms come in "Do not judge the book by its cover"

Nidhogg looks and sounds like an Atari game drenched in LSD. With a soundtrack by renowned electronic producer Daedalus that’s equally ambient and driving, shifting multicolored backdrops that look like an acid trip gone horribly wrong (or fantastically right; your call), and the crunchiest 8-bit character design this side of the “dragon” from Adventure, Nidhogg is a clear throwback to the games of the past. Despite this decidedly retro aesthetic, Nidhogg features some the most masterfully animated pixels I’ve ever seen. From the showers of pixelated blood that explode from fallen enemies to the massive chandelier that sways to and fro in a massive castle, to deftly cartwheeling over your sword to grab it off the ground, Nidhogg’s unique visuals combine the best of modern technology with the nostalgia of yesteryear.

When you start a new game in Nidhogg, you and another combatant have nothing more than a fencing sword in-hand and the cold ground underneath your feet. You can move backwards and forwards, jump over your opponent, or do what comes naturally and stab the enemy straight in the face. Each can raise and lower their swords in order to block an attack, but you can also swat your opponent's sword away and jump-kick him or her to the ground.

The solo campaign is not Nidhogg's selling point. While the mechanics are in place and correct, the enemy AI can be incredibly daft at times, and infuriatingly efficient at dispatching you at others. Two simply designed characters face off against each other in one of four arenas and must kill each other with a well placed jab of their sword so they can progress, before engaging in another battle further along the way. There's several screens to scrap through in each level before the winner emerges in front of a screaming crowd and subsequently gets eaten by a giant worm.

All of Nidhogg's charm can be found in the local multiplayer modes. The vanilla vs. mode is unbelievably fun when played with a friend. The simplicity of the controls make it quickly accessible to newcomers, but there's enough variation in there to keep things interesting for more seasoned players. Each player's sword can jab low, mid or high, and there can be long uninterrupted sparring sessions as players seek out an advantageous opening. There's also plenty of ways of breaking up the repetitious clashing of swords, for example you can throw your blade into your opponent, which like every other sword poke is a one-hit kill. You can also jump and duck and roll, and punch when you've got no sword, and perform flying drop kicks, and pull your opponent's beating heart out of their chest when they're lying defenceless on the ground.

There are four arenas to choose from, each one adding its own set of wrinkles to the already stellar combat. The mines are filled with confining corridors preventing jumping and sword throws, and conveyor belts that can send you careening into a bottomless pit. Fighting in the clouds can obstruct your vision, or send you plummeting to your doom if you aren’t careful. The wilds host multiple levels of platforms and stance-obscuring tall grass. Lastly, the castle holds numerous rooms and choke points to bait your opponent into losing their sword. Each arena allows for numerous strategies and endless replayability.The only cons that I could find in this game is the price, it simply too expensive for a game that look like a flash game.

So in the end I would give this game a score 8 out of 10. So what do you guys think, ready to stab 8-bit people on their face. Why don't you share Your thoughts down in the comment section below.


27 January 2014

Sniper: Ghost Warrior 2 review


Hello there, I'm Accel and this is my reviews on Sniper: Ghost Warrior 2. This is a sequel to the 2010 Sniper: Ghost Warrior. This game was developed by City interactive and published by the same company and distribute under the name Namco Bandai Games. This game has been released on March 2013 worldwide on Windows, Playstation 3, and Xbox 360.

Game link : http://sniperghostwarrior2.com/
Steam link : http://store.steampowered.com/app/34870/



The original Sniper: Ghost Warrior was a surprise hit when it was released in 2010. A surprise because it seemed an unequivocally awful game, with half broken graphics and artificial intelligence, a tediously linear story campaign, and an undernourished multiplayer mode. In what is the least surprising news since FIFA 14 this sequel shares an almost identical shopping list of problems.

The reasons for the original game’s success are as obvious as they are depressing: it had a prominent marketing campaign, the game was £10 cheaper than usual, and the picture on the cover reminded everyone of the All Ghillied Up level from Call Of Duty 4.

Ghost Warrior 2 certainly doesn’t look to narrative complexity when trying to pad itself out, with a clichéd story whose talk of terrorists and PMCs feels for all the world like it was created by a random word generator – or an infinite number of monkeys as they work their way up towards Hamlet. It doesn’t matter what’s going on of course, many much better games have had worse storylines, and actually the constant change of locale – from Tibet to Eastern Europe – is one of the game’s better features.

The most basic mission type is simple enough: you’re sent in on your own to take out three or four enemies at a time, working out the best order of doing so without revealing your position. In a manner typical of low rent artificial intelligence the enemies either seem to be clairvoyants with x-ray vision or deaf and blind. There’s no middle ground at all and no warning as to which kind they’ll be.

Ghost Warrior 2 is painfully linear, with each mission forcing you to adhere to set rules and directions. One of the joys of sniping games is assessing your surroundings and plotting the ideal vantage spot to take down your opponents. Here, all of that freedom is stripped away from you. There are no alternative routes or even much variation from one mission to the next. Instead, the game constantly instructs you where you should go, who you should shoot, and even when you need to hide. There were moments in the game where I expected it to tell me to go wash my hands or eat my vegetables. The game seems to suffer from extreme obsessive compulsive disorder. And if you go against any of the multitude of orders being barked at you, it’s an instant fail.

The story is told in three acts, and it takes about 5-10 hours to complete, depending on the difficulty level and how committed to staying undetected the player is; and the majority of the gameplay consists of following a leader (Maddox or Diaz), evading enemy detection, and arriving to a point where you can take out the targets laid out in front of you. Unfortunately, the game is very rigid in its approach to these missions. If you deviate from the path, you will be given a warning to return to the fight. You can guess what compliance failure leads to.

Occasionally, for whatever reason, SGW2 decides you can’t sneak past a certain group, so you’d better ‘clear the area’ instead. If it’s a rare mission where you’re fortunate enough to be unaccompanied, these sections tend to offer the most freedom you’ll see in the game. You get to choose who to shoot, and can pick your moments accordingly. If you screw up and a body is discovered, the AI will engage its eerie powers of perception and come running at your exact location. This is the time to deploy your handy silenced pistol, hide around a corner like the special ops genius you are and wait for most of them to lollop into your crosshairs.

Deep from my heart, I think this game has a lot of potential in it,( Giving the facts its using CryEngine 3 the same engine as Crysis 3). Glimpses of interesting gameplay are relegated to set-piece events and low-resolution cut-scenes, as if the designers never quite trusted our ability to retain and apply these strategies to later missions. If the majority of outposts and installations had a more free-reign approach (and options like taking out light sources, destroying power boxes and sniping grenades on enemy’s belts were regular, emergent possibilities,) then maybe there’d be something here worth recommending.

So in the end, I would give this game a score 5 out of 10. So what do you guys think, what your thoughts. Why don't you tell me on the comment section below

26 January 2014

Namco Bandai To Undergo Name Change

Namco Bandai has announced that it is ditching its split naming convention that resulted in the company being known by different names in Japan and its Western markets.

From 31st March onwards, the publisher will change its Western name to fall in line with what the company is already called in Japan…


This means it will be known globally as Bandai Namco in its 31 subsidiaries.


The change was brought about in a directors’ meeting this week, who believe it will elevate the appeal and value of the brand worldwide. And here we were foolishly thinking that in order to elevate your appeal as a games publisher you have to, you know, publish good games. Good job we were corrected on that one, or we would have looked really silly.

I don’t know about anyone else, but it’s taken me nine years to get used to their 2005 merger and remember to call them Namco Bandai. It’s unclear as to why they didn’t just make their name globally consistent back then, but apparently you live and learn.

What do you think of the changes to Namco Bandai … or should we call them Bandai Namco?

25 January 2014

Short Friday News #2

Watch Dogs may have got the chop on Nintendo’s Wii U console, if rumours circulating in Italian media are to be believed.



According to several sources, gamers in Italy have been contacted regarding pre-orders of the game - which is due to release in March - telling them their orders have been cancelled, and advising them to choose another title to order…

Italian branches of GameStop, the gaming chain who have sent out these cancellations, have responded to enquiries about their actions, claiming that they could not uphold preorders on the Wii U because Watch Dogs has been cancelled on that platform.

It has been a fairly disastrous 14 months for Nintendo following the release of their Wii U console. Making very poor sales, the platform has already missed out on several key titles, including Assassin’s Creed IV’s DLC. To make matters worse, the launch of the highly critically acclaimed Super Mario 3D World seems to have failed to boost sales of the console in the way the Japanese manufacturer had hoped. To have such a key next-gen title taken off the Wii U can only make matters worse.

It comes just months after Watch Dogs creative director Jonathan Morin praised the look of the Wii U version of the game, saying that it was a “beautiful” game on Wii U, looked better than the Xbox 360 and PlayStation 3 versions, and that “it's cool to play it just on the GamePad."
There’s no news yet from Ubisoft on the matter, but we will keep you updated as soon as more information comes available.

What do you think of the rumours? Can Nintendo’s Wii U survive without this kind of third party support?
Let me know if you've had any problems with pre-orders on Nintendo's platform.

22 January 2014

Broken Age: Part 1 Early Reveal


Hello There,I'm Accel and this is my reveal on Broken Age part 1.This is Tim Schafer's first in the genre since 1998's Grim Fandango. The game is to be produced and distributed by Schafer's Double Fine Productions for Microsoft Windows, Mac OS X, Linux, iOS, and Android .This game is not yet a released but you could pre-purchased it on steam as this game released on 28 January 2014.

Game link: http://www.brokenagegame.com/
Steam link: http://store.steampowered.com/app/232790/



This is point and click adventure game where you control two characters in the game,Shay voiced by Elijah Wood and Vella voiced by Massasa Moyo.The game's development is being chronicled by an episodic series of documentaries produced by 2 Player Productions.Back in February of 2012, legendary game designer Tim Schafer took to Kickstarter to subvert the old ways of video game funding. If he had taken the usual route in pitching the classically styled point-and-click adventure game he wanted to make—the genre that originally made him famous, and one he hadn't worked on for over a decade—"a publisher would laugh in my face," he said. Fund me directly instead, he insisted, and you could expect something different from the usual blockbuster.

Even before the game starts, there's a lot riding on Broken Age's shoulders—more than most Kickstarted games. It didn't simply have a successful crowd-funding campaign, though raising $3,336,371 so that Grim Fandango creator Tim Schafer could make a new adventure was nothing to sniff at. It was the crowd-funding campaign, the one that established that developers really could put fans in charge of their future—a landmark moment that directly inspired every other revival from Tex Murphy to Star Citizen. This comes with Expectations. While Broken Age isn't the first Kickstarted game to land, it's the one that most has to reward that initial faith. After all, it started a gaming revolution before it was even named.

At first, Double Fine appears to be holding the players' hands a little too much. Early "puzzles" are more like simple busy work, and there's a lot of repetition and railroading that chugs the story along at an almost rushed pace. However, these establishing scenes soon give way to a game that unfolds at an impressively natural pace, slowly opening itself up and easing players into its strange little world. While there are no mind-breaking leaps of logic - as found in the classic adventure games of yesterdecade - Broken Age settles into a very nice reflection of classic point 'n click exploits, as players match wits with the world's colorful inhabitants, pick up items, and combine stuff to solve riddles and overcome hindrances.

Give Shay a nudge, and you wake him on a spaceship. His only companions are overprotective "parents" who exist on computer screens, along with walking, talking dolls who get into fake, super-simplified predicaments (like getting buried in mountains of delicious ice cream—good thing you have a spoon in your inventory!). Shay yawns through these playtime diversions until he discovers a devious man in a wolf's mask who promises adventure: "When you tire of child's play, when you're ready for real danger, come and see me."

Point to Vella, and you rouse her from slumber against a pastel-colored tree in the colorful town of Sugar Bunting ("where the sweetness is baked in"). Today, she must say goodbye to her family—and, presumably, her life—by way of a centuries-old ritual, to be eaten by a terrifying beast known as the Mog Chothra. This whip-smart girl wants no part of it, of course, so her adventure begins with figuring out how to escape monstrous consumption.

Players can switch between Shay and Vella at will, giving quick access to twice as many locations and giving you even more room to roam around the world and admire the scrumptious direction. Broken Age's watercolor-and-crayon aesthetic lends itself to explosions in color and diversity in setting; as a result, a logger's tucked-away, heavily decorated cabin is nearly as impressive as a marshmallow-fluff city in the clouds or a candyland-styled playroom on the spaceship.

Still, the first act ends with hope for a little more harmony between Shay and Vella's quests, at least. Presumably, we'll see the best characters return in the still-pending second chapter, which may deliver a greater plot payoff (it's admittedly hard to review the totality of a story that's only half finished at this point).

Kickstarter backers may have pledged their cash with hopes for a classic point-and-click game, but Broken Age: Act One plays less like that and more like the only genre that would prove even less lucrative to traditional publishers: an interactive storybook. Still, in its first chapter, Broken Age's high level of polish and highly memorable characters are a testament to just what can be accomplished with the blind faith of so many fans.

I would this game a score 8 out of 10.So what do you guys think, what your thoughts about this game, why don't you share your thoughts in the comment section down below.

Alienware Steam box to be Non-upgradeable but released yearly


Alienware has announced that it will be releasing new iterations of its Steam Machine every year. This is in stark contrast to the five-year lifecycle of the consoles that it was thought to be aping.The Dell-owned gaming PC manufacturer’s Steam Machines will also be non-upgradeable, forcing consumers to purchase a whole new system if they want to stay within the Alienware ecosystem...



Alienware's Steam Machine Booty
Alienware general manager Frank Azor  "Lifecycle wise, consoles update every five, six, seven years, we will be updating our Steam Machines every year." He continued; “There will be no customisation options – you can’t really update it. The platform will continue to evolve as the games become more resource intensive.”It’s becoming more and more difficult to understand what place Steam Machines occupy now. Now that the much-touted modular upgrades have been removed from Alienware’s version it seems to occupy a very awkward ground between home console and PC.

Without the upgrade ability and customization of a PC it’s difficult to see what currently makes this a better buy than a console, although much of this will of course come down to price. Alienware has a history of selling upper-tier products with a price to match, so this is still very much up in the air.
Alienware announced it was working on the Steam Machines back at CES 2014 but there’s been no word on what components are going to be crammed into these machines.

Do you see a niche for a non-upgradeable prebuilt PC?Does the annual release cycle suggest a plot from Alienware to hook the consumer into continual upgrades?Let me know your thoughts!

20 January 2014

GTA V PC released on March seems likely



The wait for a GTA V PC announcement is getting kind of long in the tooth now. We all know it’s coming Rockstar, so why don’t you reach out and let your original fans know?

Four months after the game’s monstrously successful console launch, yet more information has emerged pointing to a PC version arriving, with an air of inevitably normally only associated with taxation…

A 150-page bug log has surfaced, detailing a PC version and additional DirectX 11 effects not possible on the previous generation of consoles. No, 150 pages isn’t a typo. It appears Rockstar has an actual tome dedicated to irritating problems in Grand Theft Auto V.



The bug log contains information on dozens of GTA V test builds dating back to 2009, with a PC version referenced during the last 18 months of development. PC Gamer reports that this file has been doing the rounds for some time in the GTA fan communities, with a large number of references indicating that the port is very much on.

Rumours have been circulating for some time now that a March 12th release date is on the cards, with numerous sources backing up this claim. Leading Brazilian online software vendor Nuveem confirmed as much last month when CEO Thiago Diniz said “I see no problem talking. I think until now been confirmed. Is scheduled for March on PC, if I’m not mistaken, for the 12th.”

Do you think GTA V is finally going to come to PC in March?What sort of system requirements do you think it will demand?Why don't you share your thoughs below.

18 January 2014

Assassin's Creed: Liberation HD review

Hello there, I'm Accel and this is my review on the newly released Assassin's Creed: Liberation HD. This game is originally released as an exclusive to PS Vita and released on October 2012 except 15 November 2012 for Japan. Due to its increasingly popularity, Ubisoft has re-released this HD remake of this game across all platform except for the 'new gens' consoles on January 15 2014 world-wide. This game was developed by Ubisoft Sofia and published by Ubisoft.

Game link: http://assassinscreed.ubi.com/en-au/games/assassins-creed-liberation-hd/index.aspx
Steam link: http://store.steampowered.com/app/260210/

well its hard to find any AC pictures
It isn’t unreasonable to consider the original Liberation a part of the main series, the release of Black Flag in November made it seven Assassin’s Creed games in six years. Few games would be able to stand up to such repeated examination in such a short space of time, let alone a franchise that has proven resistant to meaningful mechanical change since its second instalment. Black Flag remedied that somewhat by taking to the high seas, leaving its old ideas floundering and gasping like dying fish on the shoreline. A return to 2012’s Vita game, then, feels like a step back in time in more ways than one. Just over a year since its release, Liberation is already beginning to show its age.

From the technical perspective, as that is sure to be on your mind given the nature of this release. In short, technically, it works.Given that the original made minimal use of the handheld's supplementary inputs (touch screens, camera, gyroscopic motion etc) there's little that has had to be done to make the game fully-functional with a control pad.In fact, given the bigger analogue sticks at your disposal, it's easy to argue that movement and interaction is improved in this edition.Those of you with experience of recent Assassin's Creed releases will find little to quibble about in relation to the mechanics of being protagonist Aveline de Grandpre, and that is no small victory for Ubisoft given the horrific state some ports find themselves in upon release.


As usual, it sets a fictional character against the backdrop of a historic conflict – in this case, the French and Indian War. Aveline de Grandpré, daughter of a French merchant and an African slave, has already been recruited as an Assassin, and the game follows her attempts to find her mother, while liberating slaves in New Orleans, and uncovering the identity of a high-ranking Templar in the region. The opportunity to play as a mixed-race female lead is a rare one, and worth celebrating, though de Grandpré as a character is arguably less interesting than what she represents. Her backstory is lightly sketched, and while the flighty plot allows her by turn to be stoic and heroic, by the end we know little more of her that isn’t made clear from the opening scenes.

While this high-definition update benefits from more visual tweaks than simply an increased resolution, its handheld origins are clearly apparent. Liberation’s framerate may be smoother in a general sense, but at times it is prone to alarming dips, juddering noticeably during busier scenes. It’s a problem that seems to worsen as the game goes on, while minor glitches appear too frequently to dismiss. The environments remain artistically interesting – particularly the vibrant colours of Chichen Itza – yet the game’s technical woes are distracting. The novelty of playing it on a handheld device was sufficient compensation in 2012, the smaller screen disguising many of the flaws. On a TV screen, the frequent pop-in is hard to ignore.

At least there’s an increased focus on stealth. Assassin’s Creed III and Black Flag have all but abandoned the early reliance on completing a mission undetected, becoming swashbuckling action extravaganzas. Sneaking may be occasionally enforced here, but the game isn’t punishing enough to make its moments of prescriptive design too problematic. There’s a sadistic pleasure in taking out a trio of guards from the shadows with three well-aimed darts from a blowpipe, silently watching them writhe in confusion and pain before limply collapsing. Aveline’s Lady disguise offers plenty of darkly humorous moments, too, as you lure weak-minded guards into alcoves and around corners to choke them unconscious before elegantly striding away.

After playing Black Flag on next gen or PC, discovering Assassin's Creed Liberation HD on Xbox 360 and Playstation 3 is very close to a retro gaming experience. The technical issues of the console versions make it a bit difficult to soak in the game's atmosphere, but Aveline is an interesting character overall. The main problem is that the missions were built with a handheld in mind, which means they are short and easy. Narratively speaking, the game also falls short, not because the plot itself is disappointing, but because the voice acting is rather poor and the pace doesn't do the story justice. It's still a rather fun game to play for 5 to 6 hours (provided you only focus on the main campaign) free running in New Orleans and the bayou works well, but only the hardcore fans who haven't already given the Vita version a chance should give it a go.So in the end I would give this game a score 7 out of 10.What about you guys,why don't you share your thoughts in the comment section below.

17 January 2014

Short News Friday #1

Hello there, I'm Accel and this is the first episode of Short News Friday. I'm doesn't have much time every Friday,so I'm thinking to make a news every Friday and called it something. By the way, here the news.......

Gabe Newell Wants To Make Steam Greenlight Go Away



Speaking at the recent Steam Dev Days event, Valve head honcho Gabe Newell has said that he hopes that Steam Greenlight will one day be rendered defunct.

As the service adapts to match consumer need Newell believes that the voting system in place will become irrelevant as the online store makes strides to step in line with other marketplaces such as Apple’s iTunes App Store and Google’s Play service…

Gabe Newell Delivering His Latest Sermon
Newell said at the event that Valve’s goal is world domination “to make Greenlight go away. Not because it's not useful, but because we're evolving."

The Steam Greenlight service launched back in August 2012 to act as a gateway for indie developers to get their games published on Steam, through the use of a community voting system. Newell is reportedly interested in removing this system and breaking down the barriers between indie developers and publishing on Steam. This would bring it in line with traditional app stores and will allow more indie developers to get onto the service.

An open system such as that also brings with it a whole flood of new issues, including moderating the quality of the software available. If a turd such as Ashes Cricket 2013 was able to slip through the cracks though then anything is possible as it is. Services such as Google Play suffer for the sheer wealth of titles available, with often quality gaming experiences buried between stacks of Angry Birds and Candy Crush Saga clones.

What do you think of Gabe Newell’s goal to make Steam a more open service?

Do you think Greenlight is to the benefit of indie developers?

Saints Row IV Review

Hello there,I'm Accel and this is my review of the new Saints Row IV or also known as SR4. This is the fourth installment of this game series.This game was developed by newly-bought Deep Silver Volition and published by Deep Silver.This game was released on August 2014 worldwide across all platform except September in Australia and this year for Japan.

Game link: http://www.saintsrow.com/
Steam link: http://store.steampowered.com/app/206420/ (its on 50% sale as for to day)



Saints Row IV is stupid. Its jokes are hit and miss, it suffers from terrible production values, and none of its gameplay elements stand up to close scrutiny. And yet somehow, despite all its manifest faults, it works. Like an inconsistent sketch show you forgive the many failures simply because the successes are so much more memorable and unexpected. Saints Row IV gets away with a lot and that’s one of its most endearing qualities.

Saints Row 4 once again drops you into the shoes of The Boss, leader of the Saints and now the free world. While preparing to give a speech at the White Crib in Washington, Earth is invaded by aliens known as the Zin–led by their ruler Zinyak. Upon making themselves known and destroying the White Crib, the Zin begin capturing people–the Saints included–and imprisoning them in a simulation of Steelport. Steelport itself is a huge, sprawling city full of houses, skyscrapers, industrial plants and gigantic alien towers. Throughout the city you will find all kinds of collectibles like data clusters, statues of Zinyak to destroy or old school text based adventures to name a few.

Areas are literally the same, almost copy pasted from the third game, but with a brand new alien paint job. With some manipulation of the simulation, you are granted super human abilities, and by Zimos pimp stick, it is awesome! Just pause for a second and imagine the love child of Infamous and Grand Theft Auto, and you have Saints Row IV.This is not to say that there are no minor niggles. Sure the super sprinting and power jumping makes traversing this city as seamless and fun as ever, but some of the powers you unlock just seem so unimaginative and boring. In Infamous for example, the developers used one element (electricity) and gave it so many different applications as the game progressed, keeping it fresh and fun.

It’s just a little disappointing to think that Volition have had some really insane and awesome ideas for their previous games, but stumbled when putting together the powers for Saints Row IV. Telekinesis? Revolutionary! Fire/Ice/Mind control blasts? Exciting as a brick, but hey maybe that’s just me.

Saints Row IV is bloated and sloppy but its absolute refusal to take itself seriously is reason enough to recommend it in these of days of morosely serious real-world simulations. Not only that but the game’s co-op options remain far more advanced than most other open world games and its character customisation tool is still the best in the business. Although there are more misses than hits, some of the jokes certainly do work. Having to rescue your gang members from a 1960s sitcom world, with the judicious use of a dubstep gun, or from a parody of Splinter Cell is genuinely funny and worth the elaborate set-up.

Within an hour or two of playing Saints Row IV, I had the ability to run up walls, making even the tallest skyscraper reachable. I got access to a flying vehicle in the same time frame, meaning I had the choice of simply using it to blow up enemies the easy way, instead of fighting on the ground and working for my kills.

Let’s not mention the fact that I can choose to super spring and leap away from any fight I don’t really like, making the game too easy to the point where I only died once in my whole playthrough. Consider this : my entire playtime, spanning the main story as well as every single side quest clocked in at around 19 hours. Either I am the best gamer in the world, or the game was too easy. I can’t play minesweeper to save my life, so the latter must be true.

In fact it’s the closest thing yet to a proper video game parody, in that it dares to take pot shots at specific games and tropes – with some especially meta ones aimed at Mass Effect’s melodramatic romance options, given that it’s the same voice actor involved in both games. However, it’s debatable whether the various gameplay mechanics stolen from Crackdown and Prototype are parodies, homages, or straight-up steals.

In the end Saints Row IV feels like one of the lesser Zucker & Abrahams parody films, throwing as much as possible at the screen and hoping some of the jokes stick. When it works Saints Row IV is hilarious but at other times it’s too ordinary an experience than its absurd set-up should allow and I would this game a score 7 out of 10.So what do you guys think, what your thoughts about this game, why don't you share your thoughts in the comment section down below.

15 January 2014

Metal Gear Rising: Revengeance review

Hello there,I'm Accel and this is my reviews on the Metal Gear Rising: Revengeance.This is the ninth Metal Gear game out there and been set 4 years after Metal Gear Solid 4: Guns of the Patriots.This game has been developed by  Platinum Games, produced by Kojima Productions and published by Konami. This game has been out for consoles a year ago and just released worldwide for PC in 9 January 2014.

Game link:http://www.konami.jp/mgr/
Steam link:http://store.steampowered.com/app/235460/



Metal Geaaaaaarrrrrrrr?!?!?!?! On PC? This particular collision of worlds – masters of espionage infiltrating the home of spyware, cyborg ninjas running amok in cyberspace – isn’t unheard of, but it’s far from the norm. Then again, Metal Gear Rising: Revengeance isn’t your average Metal Gear game. It dispenses with stealth almost entirely, favoring combo and counter-heavy action over tippy-toeing and mullet-rocking. But does the extra helping of over-the-top insanity gel with Metal Gear’s, er, also insane (but in a different way) universe? And how does the long-awaited PC port hold up? Here’s what I think.

When Metal Gear Rising first released on consoles, I decided to skip it. One of the big reasons was the fact that I really haven’t enjoyed many titles from Platinum Games before. I know, that makes me a bad gamer, but I can’t help it. After spending some time with Raiden and company on the PC though, I can see I have missed out on a very fun, albeit insane experience.

Once you know what you're doing, Metal Gear Rising: Revengeance goes from power fantasy to full-on power arrogance. Maniacal is the best way to play this cutting game, dashing into gunfire and shoving your sword through any obstacle, no matter its size or perceived deadliness. The supporting characters occasionally plead for planning, stealth, restraint – hesitation – but their calls come across as denial against the true nature of Revengeance. They're right in the middle of some seriously sexed up Fruit Ninja fan-fiction.

After whittling down an enemy’s health, Raiden can then finish them off with a special Zandatsu attack where the camera comes in close behind his shoulder and players can aim and pinpoint vertical and horizontal slashes that cut the enemy into pieces. It is brutal, gruesome, and very satisfying. Players can also manually aim their slashes as well, so they’re never stuck using one or two standard cuts. These come into play later on in “quick time events” where Raiden must successfully cut something a certain way. This can’t be spammed at will, though. Raiden has a limited amount of energy that will begin to drain while in the blade mode.

All that said, this game’s basic building blocks are, in fact, brilliant – a lightning-laced tornado of bone-shearing violence and perfectly timed subtlety. Blocking and parrying (both of which are triggered simply by timing-based pushes of the same button/analog-stick combo) are extremely physical, with successful counters turning my brain into a screaming adrenaline geyser. I’d wait until the last possible millisecond before an attack connected and – BOOM – blockslashdecapitation in the blink of an eye. I got so into doing it just right that my thumb still aches from how hard I continually shoved the analog stick. It’s a good pain, though, and the purple blister blossoming beneath my skin a trophy.

One of the biggest things where the game gets seriously ridiculous is in the boss fights. These can be epically large in scale or a one on one fight with another cyborg. Either way, they are intense and fun as hell. Here is where both blocking and parrying become top priority. While the core experience is not very difficult, the boss fights spike rather high and will not hesitate to kill the player if they are not careful. Each fight brings more variety to the experience and really made me cheer after seeing a major set piece. These really are a spectacle to see and play.

Some of you maybe doesn't agree with me but I prefer DmC: Devil May Cry‘s approach to multi-weapon combat, with a grip of either trigger producing its corresponding weapon until you let go. Actually, I think it used the concept better in general, making each fight into a sort of puzzle only well-timed weapon switching could solve. Revengeance, at least on normal difficulty, doesn’t give every weapon the spotlight quite so effectively. They’re still useful, but not quite as crucial. But hey, it never hurts to have options.

It may be a somewhat short experience, but there’s no denying the fact that the entire time was full of high adrenaline action. The combat is simple and satisfying, and the presentation is top notch. It says something when I usually skip a developer’s games and end up really loving one of them after playing it through. With a full package including the game and all the DLC priced at $30, this is a steal. Even if you’re not a Metal Gear fan, if you enjoy lots of action and some fast-paced combat, you should really pick up Metal Gear Rising: Revengeance. You’ll have a really fun time and this game deserve a 8.5 out of 10

13 January 2014

Sims City Finally Get Offlline Mode

This news should probably be accompanied by some sort of sad trombone, but such are the problems facing written news you’ll have to make do with your own imagination.The horse may have bolted but Maxis has decided it’s finally time to shut the stable door, announcing that SimCity will at last get an offline mode, ten months after one of the most atrocious launches in gaming history…



Developer EA Maxis has announced that the offline mode will be included in the upcoming Update 10, a free content patch that will at last free SimCity from its always-online shackles.

The announcement comes ten months after EA Maxis said that an offline mode couldn’t be done without a significant amount of engineering work.

Maxis chief Patrick Buechner revealed in a new blog post that the update was finally on its way, adding that "When we launch it, all of your previously downloaded content will be available to you anytime, anywhere, without the need for an internet connection. You can save and load to your heart's content."

The news come alongside an announcement this modding that SimCity would officially be supporting the modding community, allowing players to tinker with their no doubt cataclysmic cityscape to their heart’s content. Freed of the online component of the game, the modding community are now able make modifications without compromising the integrity of the online game.

When SimCity originally launched back in March 2013 the always online, coupled with server outages and cities no bigger than a postage caused widespread discontent among the strategy gaming community. The problems with the game were so harshly criticised because underneath it all there was a truly good strategy gaming lurking, bogged down with unnecessary extras.

Is it a case of too little too late for EA Maxis?

Did you have any issues with the always-online requirement in the first place?

As always, be sure to let me know below!

11 January 2014

Batman: Arkham Origins Review

Hello there,I'm Accel and this is my reviews on Batman: Arkham Origins. This is the third Batman :Arkham game and it is the sequel game to 2011 Batman: Arkham City.This game was developed by Warner Bros. Games Montréal and publihed by Warner Bros. Interactive Entertainment.This game released worldwide on October 25 2013 across all platform( except for the PS4 and Xbox One )

Game link:http://www.batmanarkhamorigins.com/
Steam link:http://store.steampowered.com/agecheck/app/209000/



Batman: Arkham Origins was always going to have a tough road ahead of it. Not only did it have to compete with Batman: Arkham Asylum and Batman Arkham City – two of the best games ever made – it had to quash fears from the fan base.When news emerged that RockSteady, the British studio behind the first two Arkham title wasn’t developing Origins, there were murmurings that new studio, WB Montreal wouldn’t be up to the task.

It’s perhaps for this very reason the new studio hasn’t taken all that many risks with Batman: Arkham Origins. The game looks and plays very much like its predecessor and very little of the core gameplay has been tinkered with.Like Arkham City, Batman Arkham Origins puts players in the boots of the Dark Knight and gives them the dark, Gothic city of Gotham to move about in. Like Arkham City, Gotham is draped in snow and the only people on the streets are clutches of villains who are ignoring a citywide emergency curfew.

Combat is still a one-button-attack although players can deploy quick-fire gadgets and they have to watch out for incoming attacks from enemies. It’s generally sublime, although occasionally player agency feels a little off and fight animations can be a bit hard to read. This is problematic since so much of one’s success in a fight depends on timing.The developers have also tossed a couple of new foes into the mix; there’s a martial artist who is able to counter attacks and a giant enforcer, which the player needs to daze with a cape flick before administering a beat down.

Aside from the fisticuffs and puzzle solving, players will also spend some time in Predator rooms; these are rooms filled with gun-toting enemies capable of dispatching Batman with a couple of shots, so it’s wise to stay in the shadows and only attack enemies when they’re isolated.(There one more thing here that I want to tell you,this game has a really annoying bug)

Here's the good news: It's an enjoyable game. The action is basic, and the boss fights are more of the quick-time button stabs we're used to seeing, but you should have a good time. Delivering sweet justice feels great, Batfriends, and swiping the touchscreen to reveal intelligence on Batman's foes makes next-level crimefighting seem like a compelling career choice. Safer Gothams together, right?

For all its problems, Batman: Arkham Origins coasts on the underlying quality of its engine and its ideas and concepts, and is addictive from that standpoint; as irritated as I was by the execution of the main campaign mode, I found myself lingering in the Challenge maps and pondering over Enigma puzzles longer than I'd care to admit to. But Arkham Asylum and Arkham Origins don't need revivals, and Arkham Origins hardly benefits from the comparison. The new game barely strikes out on its own, and on the few occasions it does the results are not encouraging.Overall this game would deserves a score 7 out of 10.So what do you guys think, do you already take your blanket and make it as a cape, ready to save the world from crime and walk around in the city of Arkham with a fancy suit.Why don't you share your thoughts on the comment section down below.

10 January 2014

Hitman Absolution News

Hitman Absolution may be over a year old now and gathering dust for some, but that hasn’t stopped new contracts mysteriously appearing for all three platforms.Each new contract is platform exclusive and went up for free on PC, Playstation 3 and Xbox 360 on January 8th…

well today edition is a little short cause I doen't have enough time

The Xbox 360's Donut Shop Contract
Playstation 3 owners will be treated to a pyromaniacal ice cream merchant while Xbox 360 owners will be able to go nuts for doughnuts in a ringed bun massacre set in Cherry Donuts. The best is saved for last though with lucky PC owners able to get their hands on a haunted house level.

It doesn’t look like you’ll get a chance to try out the other platform-exclusive levels for now but here’s hoping Square Enix are in a sharing mood.

I not entirely sure why this new content has popped up all of a sudden but we can confirm that contrary to reports earlier in the week there will be a next-gen Hitman game. Square Enix Montreal is indeed developing tablet-based Hitman games while IO Interactive is going hands-on with the next big outing for the series.

Had a chance to try any of these extra contracts out?Which sounds like the best?Let me know...

9 January 2014

Ace Combat: Assault Horizon review

Hello there, I'm Accel and this is my review on Ace Combat: Assault Horizon.This is an installment for this Ace Combat series( I don't know the exact number cause there are many ).This game has released for the consoled 2 years ago but released on 25 January 2013 for the PC.This game was developed by Project Aces and QLOC for PC and published by Namco Bandai.

Game link:http://acecombatassaulthorizon.namcobandaigames.eu/
Steam link:http://store.steampowered.com/app/228400/



I’d always considered Ace Combat to be Dynasty Warriors in the sky( that’s not intended as a compliment). You kill a lot of bad guys, the game is essentially the same experience from the moment you start stretched out over 20 hours, and sequels do little aside from look better than the last. That’s absolutely not the case with Ace Combat: Assault Horizon. In fact, incredible presentation, a great campaign, and substantive multiplayer make Assault Horizon the most innovative and enjoyable arcade flight shooter I’ve ever played.

The changes to the Ace Combat franchise are hard to miss when playing through the first half hour. Even though he game still has its trademark ridiculous story involving superweapons, it's told through the eyes of a range of characters you actually play as, as opposed to Fires of Liberations' overly dramatic narrative that was often told from the on-the-ground "warfare isn't very fun for civilians" perspective while you were just one anonymous person in an elite squad that saved the day.

The story, what there is of it, casts gamers as a fighter pilot named Pheonix, under the command of one Ulrich Olsen. Throughout the campaign, they'll stick it to a rebel faction while piloting various instruments of war, starting with the well-balanced F-16C, equipped with a machine gun and LRAA missiles. Then, as they delve deeper into the game and earn more cash, players will unlock even cooler jets to mess around with.

Missions, meanwhile, don't rise above the sorts of goals we've seen in previous Ace Combat games, but the developers still did a great job, offering a mix of aerial and ground attacks. One stage will send gamers high above the Twinkle Islands to intercept bombers, while another has them targeting aircraft carriers docked near a metropolis. Namco Bandai even provides a touch of variety by opening two missions at once, allowing users to branch off on different paths.

The gameplay design was also affected by this new direction, but in a more positive way. In addition to fighter jets, stealth bombers, and other planes you now also get to pilot helicopters and take part in the occasional turret gunner mission. While the extra mission types add some variety, the jet combat is still pretty easily the best part of the package. Even the jet combat, though, has changed a bit.

Assault Horizon drops all pretense of simulation and makes the arcade control template the default; left and right turn your plane left and right rather than roll. I briefly balked at this, but then realized the game plays much better this way. Handling the planes in DSM without this control scheme is extremely difficult, but you can still change it back to more traditional controls if you can’t live without them.

Aside from that quirk, I had basically no problem with the controls. The blinking arrow indicator for performing counter-maneuvers and counter-counter-maneuvers can be hard to see, but once you know what to look for, everything’s fine. The only other problem I had was reading the maps in multiplayer. At a certain player density, the minimap will just be a glowing mound of arrows and targets, making it difficult to identify exactly the targets of priority. These are very minor complaints though.

Ace Combat: Assault Horizon not only attempts something new in the arcade flight space but absolutely nails those goals and intentions. Dogfight mode is the first real substantive addition to the genre in about five years, which is doubly refreshing considering this is a series that seemed so set in its ways. This is a game that’s so approachable and entertaining that I can recommend it to anyone that enjoys explosions–which is damn near everyone on the planet. I’ll forego the obvious “under the radar” reference here and just tell you to buy it right now.So I will give this game a final score 8 out of 10.So what do you guys think, why don't you share thoughts in the comment section down below.

8 January 2014

Grid 2 Review

Hello there, I'm Accel and this is my review on Grid 2 .This is the sequel to Race Driver: Grid that out on the year of 2008. This game released worldwide on May 2013 for all platform except for Japan on July 25 2013.This game was developed by Codemasters Southam and published by Codemaster.

Game link: http://www.gridgame.com/en-us
Steam link: http://store.steampowered.com/app/44350/



The original GRID was an instantly impressive title, wowing race fans with lush visuals, excellent handling and a selection of then-novel features. However, that was five years ago, and a lot has changed.Many racing games have come and gone, with some offering much more in the way of new and interesting racing features and gameplay tweaks. The genre has evolved in GRID's absence, so with this in mind, can GRID 2 manage the same level of impact as its predecessor?

No racing game would be worth its salt these days without a story to back it up. Gone, it seems, are the days of licence toil and repeated race entries for the reward of a few in-game credits. GRID 2 starts with a CG sequence over-dubbed by a chap named Patrick Callahan, who states that he is on a mission to find the world’s greatest racing car driver. To do this, he wants to set up his own racing franchise, called “World Series Racing”. You are then thrust behind the wheel of a Ford Mustang, barrelling around the streets of Chicago before Callahan signs you up as the first member of the fledgling WSR. It is your job to get the WSR brand into the collective consciousness of the world’s motorsport fans, and to do this you will need to compete in as many events as possible.

As narrow as that niche may seem Codemasters clearly feel they’ve found a sweet spot and one of the major new features for GRID 2 is the ‘TrueFeel’ handling. This does exactly what it sounds like by ensuring it looks and feels like you’re driving a real car while simplifying the experience just enough to make sure it’s fun for less experienced players – although removing the driver aids seems an odd move given that goal.To ensure this doesn’t raise the entry barrier too high GRID 2 retains the Flashback rewind feature that has now become a standard feature in Codemasters games, and some others. First introduced in the original GRID, it allows you to rewind a few seconds if you make a mistake and ensures a single lapse is never enough to ruin an entire race.

The game includes numerous real world locations and cities such as Paris. It also includes motor vehicles spanning four decades. In addition, it includes a new handling system that developer Codemasters has dubbed 'TrueFeel', which aims to hit a sweet spot between realism and accessibility. Races do not include a first person cockpit view. The popular gamemode "Drift" was recently shown in a gameplay preview by Codemasters.

Sadly, even with the Live Routes races, and the selection of other kinds of challenges, the WSR experience itself isn't really all that interesting, or relevant. It does make progression through the game a little more rewarding than a simple series of races, which other games employ, but it's just not emphasised enough, and isn't done justice. Rival clubs are pretty much wasted, simply filling up numbers, and races, even with various types, become very repetitive, with tracks repeated over and over. Its simply doesn't feel like the big, worldwide racing event the game tries to depict.GRID 2 is also surprisingly lacking in new features given its five year hiatus, and aside from the Live Routes addition, there's little here that revolutionises the genre.

GRID 2 brings the series up to date, adding a number of game modes while polishing up an already fantastic driving experience. It’s a driving masterclass, and while it may lack the depth of Forza Horizon or Need for Speed: Most Wanted, its take on the art of motorsport is unsurpassed. Fans of high-octane motor-racing take note: GRID 2 is utterly unmissable.So, my final verdict for this game is 8.5 out of 10.So what do you guys think, why don't you share thoughts in the comment section down below.

7 January 2014

Tom Clancy's: Splinter Cell Blacklist

Hello there, I'm Accel and this is my reviews on the Tom Clancy's: Splinter Cell Blacklist. This is the sixth installment for the splinter cell series.This is a sequel to Splinter Cell: Conviction and it is released on August 2013 for all platform except September for Japan.It was developed by Ubisoft Shanghai,Toronto and Montreal and it was published by Ubisoft.

Game link: http://splintercell.ubi.com/blacklist/en-us/home/
Steam link: http://store.steampowered.com/app/235600/



Tom Clancy’s Splinter Cell series was once the number one choice for stealth lovers, but with each subsequent success has come a desire to attract new audiences. Splinter Cell: Conviction was the most recent and exceedingly bold attempt to appeal to a more action-oriented crowd, abandoning the carefully structured and methodical pacing of series highlight Chaos Theory, and adopting a frenetic style where bullets reigned over the auspicious use of shadows. With Splinter Cell: Blacklist, newly formed developer Ubisoft Toronto want to appeal to all, bridging the gap between both distinct playstyles with a plethora of choice that’s embedded into its numerous and accomplished systems. Surprisingly, It’s a formula that works, even if it sometimes lacks the requisite certitude to elevate itself to a higher perch.

This new entry basically takes everything that worked in Conviction, gets rid of what didn’t, and brings back the sneakiness and gadgetry that fans missed. The result is a game where action and stealth support and complement each other perfectly, giving you an unprecedented range of options to deal with any given situation.

At the start, there’s nothing to play until the interrogation ends and Fisher, information secured, must escape. Once that part begins, Fisher is in a new part of the Guantánamo Bay complex, where there are no prisoners or anything else with any political charge. There are just the American guards that he is trying to avoid — they couldn’t possibly understand his sensitive mission — and a camp full of hiding spaces and shadows. It’s on the player to use the geometry of the camp to sneak out, to know when to run, what to climb and how to leave as little trace as possible.

The maps, in both the single-player and coop, are superb, supporting vertical movement in a way that Conviction did not, and providing alternative routes that make bypassing enemies much more of a viable tactic than it has been in any previous version of the game. Sam’s gadgets are very satisfying to deploy, especially the sticky-cam and the Tri-Rotor drone, and none of them spoil the game play by overpowering the player, who must still thread his way through the maps with patience and guile. Going loud is a viable option, however, and much better realized than it was in Conviction, which was bloodthirsty and gun-crazy but essentially non-tactical. An extensive and well thought-out equipment upgrade tree requires the player to find his own compromise between stealth and aggression and it’s Sam’s speed of movement from cover to cover as well as his enhanced defenses and firepower that make Blacklist’s all-out gun play more than just a futile way of dealing with the consequences of mistakes made in stealth mode.

We've seen Ubisoft inject winning formulae into its various franchises to great effect (Assassin's Creed-like towers in Far Cry 3 say hello), but it's been shockingly unsubtle in its approach with Blacklist. This is a shame, because when these sigh-inducing moments pass and you're back into the Splinter Cell experience for realsies it's an utter blast. Your ability to enjoy those moments of greatness will likely correlate to how tied you've been with Sam's back catalogue. So with all of that, I would give this game a score 8 out of 10.
What about you guys ,Should you don the goggles yourself to stop the terrorists, or let what waits in the shadows stay there? Why don't you share your thoughts in the comment section down below

5 January 2014

NBA 2K14 Review

Hello there, I'm Accel and this is my review on NBA 2K14. This is the successor to the NBA 2K13. This game is developed by Visuals Concept and punblished by 2K Sports. It was released worldwide on the PS3,Xbox 360 and PC in the month of October 2013 and released on November for PS4, and Xbox One.

Game link: https://www.2k.com/

Steam link:http://store.steampowered.com/app/255480/

wow a ps4 controller. sorry I can't find any NBA2K14 pictures that are not under a copyright
NBA 2K14 was an almost flawless sports simulation on current-generation consoles. A near-perfect slice of b-ball excellence. Building on the success of previous versions and taking the 2K Sports game to the very top step of the video game sporting podium.But when something so remarkable makes the leap to a new generation, things can often be left wanting or lacking. Simply ported across with little regard for gamers and a lot of regard for the bottom line. Yet, is often the case with 2K in all their games, NBA 2K14 on next-gen as impressive as always, and sometimes even more so.

When you play a sports game you know it's going to be light on story, and that's certainly the case here. Of course story isn't important in a sports game, it's all about the game modes. The good news is that all the modes you've come to love – MyPlayer, MyCareer, MyTeam and Association – all return for another season .MyCareer has a few wobbles along the way though. The loading screens can get a little dull when you’re seeing them for the hundredth time, and the storylines can be VERY cheesy if you look closely at them. But the biggest drawback is the lack of vocal talent drafted in to the locker room sections of the game. It’s hard to be truly immersed when you character is the only one actually talking.

As we discovered, some of the more basic elements have been thoroughly refined. Sprinting will have you run out of stamina much quicker than the previous 2013 or 2012 versions making the game feel more realistic (and harder). Defence play has also been vastly improved upon. This time round reaching in for the ball has a far greater chance of success so you won’t be wincing each time waiting for the dreaded FOUL to push your C grade to the depths of D (yes, the grading system is much the same as last year’s, though far less forgiving).

A few commentary mistakes have crept in this year - little things like saying that a buzzer-beater was for three-points when it was two, or complimenting Miami's first-half shooting percentage during the 4th quarter. Again this is a very small issue and the commentary in the game is as good as any I've heard in a sports game, including FIFA and Madden.

NBA 2K14 is as solid as current gen basketball gaming gets. While not a revolutionary advancement over last year, smart gameplay tweaks and the return of a couple favorite game modes make it once again a must buy for hardcore NBA fans. MyCareer mode is still the leader in sports career modes for any sport, although sky-high expectations mean we always want more. We’ll probably expect more innovation next year, but no doubt NBA 2K14 delivers a season full of NBA action for any fan.So all of the great things combined, I would give this game a impressive score 8.5 out of 10. So what do you guys think, why don't you share thoughts in the comment section down below

4 January 2014

FIFA 14 review

Hello there, I'm Accel and this is my reviews on FIFA 14. For the football head, you must had played it before and will know what the thing that I will talking about. This game was released in late September 2013 for the PlayStation 2, PlayStation 3, PlayStation Portable, PlayStation Vita, Xbox 360, Wii, Nintendo 3DS video game consoles and Microsoft Windows. For the new PS4 and Xbox one, this game was released in November 2013.This game was developed by EA Canada and published by Electronic Arts.

Game link:http://www.easports.com/fifa/fifa14

well this is Fifa 13 footage cause I can't find any that are not under a copyright
FIFA 14 isn't radically different to EA Sports' previous offerings but it does give players a game where every detail, from how a player runs, jumps and passes, to where their leg breaks, has been obsessed over. Expect grandfathers to sit down, thinking they're watching Manchester United's losing weekly game.(just kidding)FIFA 14 slower game pace might not be an enjoyable things for all the fan but it certainly made me rethink of a new strategies for this game. From sprinting towards goal last year to more passing game this year.

When you're through on goal however, you'll see the system in a new light. The step-based system meshes well with new ball physics and opens the door for some spectacular goals--dipping half-volleys, curled lace shots, and everything in-between. As a result, goals feel more organic and varied here than they have in a FIFA game for years. When the perfect shot comes off and nestles into the top corner, it feels magical rather than contrived. And also,you will often push out wide to avoid the large crowd of player between you and the goal itself.

Matches are introduced with exterior shots of the stadium, the cameras focus on debutants and star performers, while the crowds no longer look like cardboard .To showcase these improvements, matches are played at a lower level, better incorporating the supporters, who now chant back and forth and can be stunned into silence when the opposition grabs a shock goal.Matches like the El Clasico encounter between Real Madrid and Barcelona feel more important than ever before, which better immerses players into the action and really ramps up the tension.

A massive evolution in the AI also contributes to the game's new, more interesting, tempo. Instead of aimlessly running around, your players try to occupy free space and opposition defenders react by trying to occupy the same areas. Building a sustained attack means your whole team pushes forward, pressuring the oppositionand hemming them into their own defensive area. This mostly makes attacking more exciting but on a few occasions half of my team were playing like they were strikers in a way that would be extremely unlikely in a real game. That was frustrating because you can't actually force those players to get back into position, unless you stop attacking. Why would you do that?

FIFA 14's a great game--of course it is--but the series seems too big and bloated now to make any substantial changes. FIFA 14 requires more patience than most of its predecessors, and even when your patience is rewarded, it often feels like it's flattering to deceive. Slow and stodgy in midfield but dynamic and physical at either end of the pitch, it's possible that some might think this the best FIFA ever--but you'd be splitting hairs, not defences.So I will give this game a score 7 out of 10


So what do you guys think, What your favourite FIFA game,why don't you share your thoughts down below

2 January 2014

Deadpool Reviews

Hello there, I'm Accel and this is my reviews on Deadpool the game.This is a game where you have Deadpool as the main characters. At first, I thought Deadpool some weird change to the Spiderman but I was wrong.This game is developed by High Moon Studios and published by Activision and released world wide on the 28 June 2013.

Game link: http://www.deadpoolgame.com/



Well if you read/watch some reviews about this game on the internet before, you might realised a lot of them give it an average score and if you have read my top 5 game of the year, I pick it for the number 5 spot. Well it might sound weird not to follow the mainstream of gaming reviews( and I'm just a little mouse on this huge industries )but again this is my own opinions.

From being a DLC in the little big planet and to Marvel Ultimate Alliance, Deadpool is not a stranger in video games but yet he doesn't get his own game until now. Deadpool (the game) is also an opportunity for Activision-owned High Moon Studios to try something new after three Transformers games. The studio is certainly familiar with chaotic third-person action, though Deadpool gives High Moon the opportunity to experiment with close-quarters hack-and-slashing, thanks to our (anti)-hero’s? craze for swords.

Throughout the game, he is absolutely brutal, totally unaware of his childish behaviour, although I’m afraid he does suffer from a slight case of Duke Nukem Forever syndrome. What I mean by this is that many people seem to be overly harsh towards his immature behaviour, much like how the latest Duke Nukem title also suffered. The jokes are silly – sometimes outdated , but that is simply Deadpool being Deadpool. It suffices to say that if you’re not a Deadpool fan and don’t think this game can change that, then maybe it’s not for you. Personally, I thought every thing he said was pure gold, and it was this consistent humour that mostly motivated me to keep playing.

Things don't really improve from there, as the gameplay in general can be fairly monotonous. As a mercenary armed with guns and swords, Deadpool can choose between long range and melee combat. Light and heavy attacks let you mix up hand to hand battles and several more damaging momentum attacks unlocked after scoring a long enough combo chain. These are best reserved for multiple enemies, which can quickly surround you, or the tougher brutes. Liberal use of Deadpool's signature teleport and counter attacks can keep basic grunts at bay, but you'll need to use your grenades if you get swamped. By the way, if you like play this game, you seriously need a controller because this game really can turn your fingers into jelly if you play it with a keyboard and mouse

I certainly enjoyed my time with the game, but there’s little replay value once you’ve seen everything the game has to offer, especially since the best part of the game isn’t actually in the gameplay itself. Unfortunately, the enemy types are fairly limited, combat is average, bosses are extremely generic, and the final boss battle was an ass . Although, the game overall was not a letdown, as I got exactly what I expected, with a story told like some crazy paradox by a character you can’t help but enjoy. Take this one with a pinch of salt and I would give this game a 8 out of 10 . I did give my recomendation on this game to the one who not taking games seriously and just want a enjoyable game.

So what did you guys think,why don't you share your thoughts in the comment section down below.

1 January 2014

New Year Special: Welcome 2014

Hello there I'm Accel and this is my reviews of the top five game in the year of 2013. Obviously, 2013 has made a lot of good game but there some shitty game in this year such as beyond two souls and like Ride to hell : retribution (aw man I cannot get make this game disappeared from my mind ).Ok let not anything about those trash games,we here to celeberate the best game of 2013.

5.Coming in 5 is the Deadpool. I just finishing playing it and it is awesome. While some of you might disagree with me here but I give this game this game the number 5 place because it deserve it. This is the only games I can found that not making me bored in the cut-scenes, actually I love the cut-scenes so much that I would just not skipping it.The humour was beyond compare and it is really funny in its on way.The gameplay , its not so good but I would give this game this place just because the humour in the game.

Game link: http://www.deadpoolgame.com/


4.Coming in fourth is the new DmC: devil may cry.Everybody who has played this know what I'm talking about and for some minorities who not played this yet,
go to here first http://store.steampowered.com/app/220440/ and then you welcomed. This is the best Dmc game I ever played (I know some of you disagree with my choice) and the most stunning levels I ever seen. There nothing more I can say to this game, it is Jaw-dropping and I suggest you to buy it now while it is on sale.

(Still can't find any pictures that are not under a copyright)

3.Coming in Third is the Metro: last light. This game is really good and it worth every penny of every dollar that you spent on this game. The graphic is eye-popping,the gameplay is smooth, it has its own type story,the mechanics is great.There nothing more that I can talk about this game,IT IN IT OWN CLASS.the only thing that holding it from being in the number one spot is the A.I. Go buy this game right now and believed me,It worth it
Steam link: http://store.steampowered.com/app/43160/


2.Coming in second is the most funny games in the year of 2013.Yeah you got it right, The Stanley Parable. This games has brought the in game narrative to it new level.The detailed that they put in the narrative is not like other games out there.They put a lot detailed even to an ordinary cleaning room.You can spent a lot of hours trying to find all the jokes in the game( unless you find it in the youtube ) and believed me you won't. also there a lot endings in the game and every single of it is damn hilarious.The only thing that hold it in the second place is the slippery control on the game and the price.GO BUY IT RIGHT NOW.That what i want to say about the game.
Game link:http://www.stanleyparable.com/
Steam link:http://store.steampowered.com/app/221910/



1.Coming in First , drumroll please( just imagine the sound ) durdurdurdurdurdurdurdurdurdur tisssss
is the Bioshock infinite. This is the only game of this year that I can't find any flaws in it.Just one word ,it is an AWESOME game. For the people that never play this game, I seriously,seriously recommend it.It is one of it kind .The graphic is beautiful ,the plot is interesting ,The gameplay is weird but it fun and the characters feel like it is alive, the hardest thing that a game has to accomplished.It really a game worth of my precious time and deserve the number one spot in my list.
Game link:http://www.bioshockinfinite.com/?RET=&ag=true
Steam link:http://store.steampowered.com/app/8870/(buy it right now )



So what about you guys, what the top games that you played in 2013. Why don't you let me know in the comment section down below.