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...