14 February 2014

Pro Evolution Soccer (PES) 2014

Hello there, I'm Accel and this is my reviews on Pro Evolution Soccer (PES) 2014.This is the latest game of this football series developed by PES productions and distributed by Konami.It has been released world-wide on September 2014 across all platform including PS2 except the New-Gen consoles.

Game link : https://pes.konami.com/
Steam link : http://store.steampowered.com/app/250870/



Another year, another brand new instalment in everyone’s favourite football game from Konami: Pro Evolution Soccer (PES) 2014.

The current gen has not been very kind to PES, with the FIFA series increasing its lead over PES both commercially and critically. By combining the mega-budget power of EA with a multitude of football league licenses, FIFA’s produced a level of polish and authenticity that PES just can’t match. This year PES has even less licenses, so once again players are forced to edit their data files manually or strain their brains trying to figure out that West Midlands Village is actually Aston Villa.

But the strength of the series has always been the gameplay. More realistic than FIFA’s faster paced and more arcade-like style, the joy of PES has always been mastering its deep and intricate control system so that when you finally manage to produce that delicious six-move interplay of passes culminating in a sumptuous finish, the resulting sense of satisfaction is tremendous.

PES2014 is based on the constant movement of players on-and-off the ball and switching positions, which mirrors the approach to modern-day football. The game sticks to its DNA, pulls it off again in terms of on-field gameplay mechanics, built closely upon its previous iteration. Short passing remains swift and crisp while lofted balls can be put to much greater effect. It truly captures the essence of passing and movement and slotting the ball into space never felt so real. The gameplay requires genuine soccer sense and vision, apart from a mere combination of a well timed button press. Thus, making the game purely skill based.

The new 'True ball tech'  makes everything physics-driven as it centers everything around the ball, giving players total control when determining their body angle to receive the pass. It means, that the ball can be chested or flicked passed an opponent, nodded into space or on to a team-mate.  It also allows closer control and dribbling appears to be much tighter than before. The ability to nod the ball ahead while sprinting is a really cool mechanic when taking on players, specially in one-on-one situations.

In theory, the new Advanced controls are very powerful- you can even place a curved through ball by manipulating your crosshairs around and behind the defenders- but in practice it can get very fiddly controlling your player on the move while also trying to aim the ball behind the defensive line. If you muck it up you produce a very flaccid ball, and being a long-time PES (or should I say Winning Eleven) player, I found myself very frustrated at times when I couldn’t direct a snap pass on command, and found myself pining for the old system. Fortunately, PES allows you to toggle between the two systems, so old PES veterans can revert back to the old pass/shoot control system if they so choose.

With my first few games, I found myself having considerable difficulty maintaining possession and getting into a passing rhythm- and that brought a smile to my face. That’s the joy most staunch PES players get from the game, the challenge of mastering and bending to your will what seemed so difficult at first.

The control system is so complex: for example you can pass the ball and at the same time manipulate the passer to run off in a certain direction allowing you to create intricate off-the-ball triangles, and all this takes considerable time to learn. You can’t just sit down and immediately pull off advanced (or should I say, effective) maneuvers or ball movement without investing a good chunk of time into the game, and this is where the game either hooks you into it, or turns you off completely with what I will admit is a fairly unintuitive and overly complicated control system.

Even with the new engine, the game suffers from a lot of serious bugs and glitches. There’s a lot of choppiness and stuttering during gameplay or cut scenes, especially when a shot blazes wide of the goalpost. You have players dribbling around aimlessly while the game waits for a player to throw the ball in after an out-of-bounds. There’s the very prominent “catch-up” bug where lead-footed defenders magically surge forward to barge your forward off the ball even after you’ve placed a great ball through. The defensive line AI can also be shambolic at times, and in general it seems entirely too easy to dispossess players by simply physically barging into them. This coupled with a lack of fouls and the CPU tendency to stay on their feet while tackling can result in some frustrating matches.

Nonetheless, online features aren't as alluring as FIFA, apart from Master League Online, PES2014 doesn't enjoy the privileges of game modes its rival has at its disposal. It lacks in terms of gameplay options off the field, with most of the modes largely unchanged offering minor improvements.

Unrivaled in its pursuit of soccer gaming excellence, PES has made a return to being more of a deep simulation of football, contrary to being a high-tempo game, with plethora of online gameplay options, something you can just jump into with your folks and have a kick about. There's still so much Konami needs to address to make this an irresistible alternative.In the end I would give this game a score 8 out of 10.I recommend this game if you have a machine capable of running this(of course it can).It was wonderfully built game. So what do you guys think, why don't you share your thoughts in the comment section down below.

12 February 2014

Batman Arkham Origins: Blackgate Could Be Making The Leap To Consoles And PC

Batman Arkham Origins: Blackgate, the Arkham Origins spinoff that hit 3DS and Playstation Vita late last year, is apparently arriving on other platforms imminently.

The Xbox Games Store provided a new listing for a Blackgate Deluxe Edition, confirming that a version is indeed arriving for the 360’s Xbox Live Arcade, although there’s no official word yet on whether it will also land on PC and Playstation 3…



Batman Arkham Origins: Blackgate was originally developed by Armature Studios, an outfit composed of ex-members of Metroid Prime developer Retro Studios. The listing describes Blackgate - Deluxe edition as “amplifying the 2.5-D game” with a bunch of new maps, difficulty settings, enemy encounters, more batsuits and, crucially, enhanced visuals.

Designed as a companion game to Warner Bros Montreal’s Batman: Arkham Origins, Blackgate continues the storyline seen in the PC and console version, giving players a greater insight into Batman’s history and erm... origins. Blending the classic 3D Batman gameplay with 2D movement, Blackgate features the free-flowing combat and stealth gameplay that is a staple of the series. The listing says that it will feature “Batman's famed arsenal of gadgets, the genuine Arkham experience is reproduced in a deep, action packed side-scrolling adventure.”

Do you think Batman: Arkham Origins Blackgate will make it over to Playstation 3 and PC?Are you interested in a port of a handheld title?

10 February 2014

Insurgency Review

Hello there, I'm Accel and this is my reviews on Insurgency. This is a FPS game powered by the Source Engine and its purely multi-player game, just in case if some of you thinking to get a pirate copy of this game.Anyone remember the days of games like SOCOM and Counterstrike (1.6, not this newfangled Global Offensive)? You know, questionable visuals slapped over intense, one-and-done gunfights across vague Middle Eastern locations while using incredibly strict gunplay? For those of you whose mouths just started proverbially watering at that description, Insurgency is for you–the game captures the magic of those short, tense bouts, complete with that sort of unpolished charm that seems to permeate these hardcore shooters.

Game link: http://www.playinsurgency.com/
Steam link: http://store.steampowered.com/app/222880/

this is not Insurgency screenshot

The First Person Shooter genre is probably the most popular genre of video games in current times. Of course, you don’t need me to tell you that, as you are likely aware of that already. The FPS genre dominates sales charts and the big names (Call of Duty, Battlefield, etc) command high numbers upon their releases. What can be said, though, is that the genre is slowly drifting into stagnation. The aforementioned big names rarely bring much new to the table on their yearly release schedule, and most other developers making FPS games tend to make clones of these franchises. It’s popular, it sells, why change?

Many modern FPS games also do not rely much on tactical combat or skill. Other than the “spinning jump-shot across-the-map no-scope” guys who brag about their ability, matches in these games usually come down to sprinting wildly across a map firing at whatever moves until you die, only to respawn seconds later and do it all over again. No tactics nor skill required.

Insurgency is an attempt at changing that trend. Originally released as a Half-Life 2 mod and met with critical praise, Insurgency was released as a full stand-alone game on January 22nd, 2014. The game is marketed as an FPS that absolutely relies on tactics and teamwork in order to not only win, but just to survive.

Insurgency is a strictly multiplayer/co-op game, with only a training mode available in singleplayer. This mode is not too bad for teaching you the basics, although I did hit a wall…literally…with the part about throwing grenades. I tried and tried, but could not get a flash-bang through the tiny hole and into the dumpster which would trigger the next part. After about 15 minutes of pure frustration, I gave up and just jumped into the game with the idea that I’d figure it all out on the fly. Curiously, I’m not sure I’ve neither thrown nor seen thrown a grenade in all my time playing the game proper.

The primary divider when it comes to Insurgency is going to be the hardcore aesthetic. Put shortly, if you’re used to all the frills and perks of more modern shooters like Battlefield 4 and Call of Duty Ghosts, then this game’s minimalist approach will jar you. There’s not much of a UI to speak of–you don’t even get an ammo counter or crosshairs (thankfully, most modes will give you indicators of some kind as to who is friend and foe.) You instead have to rely on quick reflexes and careful, teamwork-minded movement throughout the various maps, and you have to pay much closer attention to the action. You rarely survive more than one or two direct hits, and in what is perhaps a step too far into this attempt at immersion, there’s also no indicator for when you’ve killed another player, either.

There are some genuinely cool design decisions that really push this emphasis on methodical team tactics–for example, joining a server means you’re offered any one of the empty roles on your team’s squads, but only the empty ones, i.e., you won’t be seeing more than one Support or Designated Marksman per squad, or more than two per team. This means you don’t have an entire squad of snipers camping one side of the map while the other team swarms the objectives willy-nilly, and forces players into more cooperative, coordinated mindsets.

Insurgency is all about the gameplay, and it’s clear that New World Interactive put their heart into it. The game is purely online multiplayer, so you will not be able to play it without an internet connection (although since it’s distributed on Steam, that shouldn’t be a problem for most players).

Many gameplay modes are offered, most being some variation on a “take and hold  an area” kind of gameplay, with a few unique modes sprinkled throughout. The gameplay modes are divided into three categories. The first, “Tactical Operations,” only gives players one life. In Insurgency, it doesn’t take much to lose that life, as one or two good shots is enough to take a player out of the game. The only way to rejoin after death is if another member of your team completes an objective. The “Sustained Combat” category is slightly more lenient, giving each team a limited number of respawns to use, dependent on specific mode. The third category is “Co-operative,” where players must work together to secure and defend territories in one mode, and destroying an AI’s weapon cache in another mode.

There are about a dozen maps designed in the mold of CounterStrike; none of them are terribly large, but each has its share of multiple paths and choke points which have their own unique risks and challenges. They also are all pretty similar in tone and look: grubby, war-torn environments. The lack of visual variety is not necessarily a problem, but I can’t help but wonder if it would kill developers to show off a little bit of level diversity.

I spent most of my time jumping into a variety of game modes and interacting with strangers. For the most part, I found the community to be small but polite. There wasn’t a whole lot of communication going on, but, on the other hand, there wasn’t a lot of abuse either. It’s refreshing to play a competitive online game in which people don’t lose their minds about winning and losing, so here’s hoping that continues as the game becomes more popular.So in The end I will give this game a score 8.5 out of 10. So what about you guys, ready to play a FPS game without a crosshairs. Why don't you guys share it on the comment section below.



7 February 2014

Short(not so short) News Friday #4

Last week a listing emerged for Nvidia’s rumoured first Maxwell-based range of graphics cards. Now we know that the opening salvo of GPUs from Nvidia will be limited to the GeForce GTX 750 and the GeForce GTX 750 Ti, paving the way for more GPUs using the Maxwell architecture.

Both of the upcoming graphics cards from Nvidia will be mid-range GPUs using the upcoming GM107 GPU score. For now the key difference will be a dramatic drop in power draw in comparison to the GeForce GTX 650 and the GeForce GTX 650 Ti, with both cards running exclusively off of power from the PCI express slot…



When the Maxwell architecture has been previously rumoured it was assumed that Nvidia would be moving to a new 20nm process but, for now at least, the chip giant is sticking with the tried and trusted 28nm architecture.

Specs-wise these cards are both stacking up as direct replacements to their counterparts in the GeForce GTX 600 series. The GeForce GTX 750 will come packing 768 CUDA cores, 64 TMUs and 16 ROPs, as well as 1GB of GDDR5 memory on a 128-bit memory bus interface. In comparison its more powerful sibling will be armed with 960 CUDA cores, 80 TMUs and 16 ROPs, as well as 2GB of GDDR5 memory on a 128-bit memory bus interface. Both cards come clocked at 1085MHz stock, with a boost mode up 1163MHz.

Keplver vs Maxwell

                  GK107-450         GK106-400         GM107-300            GM107-400
GPU          28nm                    28nm                     28nm                       28nm
Die Size       118mm²                221mm²                 156mm²                   156mm²
CUDAs         384                        960                        768                         960
TMUs             32                          80                           64                          80
ROPs              16                          24                           16                          16
Memory Bus 128-bit                192-bit                  128-bit                    128-bit
TDP               65w                      140w                     <75w                      <75w


The use of a 128-bit interface looks like it could prove a significant bottleneck when it comes to performance, but these cards are very much aimed at the mid to low-end price range. As mentioned earlier though, one crucial difference with these cards is that they won’t require any external power from your PSU, running instead directly off the motherboard. A PCIe bus is only capable of outputting a maximum of 75w of power, so these cards represent a step up in terms of efficiency.

The Maxwell GM107 GPU is a hybrid between the GK106 and the GK107, combining the memory bus of the former with the CUDA count of the later. In terms of power this isn’t looking like it’s going to be up to much but as an exercise in proving the renewed efficiency of the Maxwell architecture it could bode well. to see this in practice the GK107, in comparison to the GM107, has twice as manner CUDA cores on only a marginally bigger die for around the same total power draw.

It’s assumed that the 20nm Maxwell process will be reserved for later in the year when Nvidia launches its inevitable GeForce 800 series.The Nvidia GeForce GTX 750 and the GeForce GTX 750 Ti are expected to be release on 18th February.What does this increase in power efficiency mean for the Maxwell architecture?

Do you see a niche for this pair of new cards or do you think it’s worth waiting until the big boys in the 800 series arrive?Let me know…

6 February 2014

Metal Gears Solid: Ground Zero News


Information has emerged from a Game Informer preview of Metal Gear Solid 5: Ground Zeroes, revealing that the prequel retail release to the main Metal Gear Solid V: The Phantom Pain campaign can be finished in less than two hours.

This figure doesn’t include any of the side missions of extra modes but it does highlight the brevity of Konami’s $40 release, containing just a single main mission to work through ahead of the proper sequel’s release…




Metal Gear Solid creator Hideo Kojima said earlier this month that the prequel game serves as a tutorial of sorts of the main game and is relatively tiny in comparison, with the main game promised to be “hundreds of times larger.” The size of this mission sounds very similar to Metal Gear Solid 2: Sons of Liberty’s opening boat segment, that was given away free as a demo for those who picked up a copy of Zone of Enders.

Game Informer said "Judged just by the core story mission, Ground Zeroes is short, we completed it in just less than two hours. We had four hours of exclusive hands-on time with Ground Zeroes, which we used to play through the main mission and experiment with extra modes.” This means that for those purchasing boxed copies for either the Xbox One or Playstation 4 will be forking out $20 for every hour of the main mission's gameplay.

It sounds remarkably like Konami have split off a completed portion of Metal Gear Solid V in order to charge nearly twice as much as the full experience normally would have. I remember a single cutscene in Metal Gear Solid 4 approaching close to two hours by itself, so in MGS terms this is looking to be a very short experience.

Metal Gear Solid V: Ground Zeroes is scheduled to arrive for PS4, PS3, Xbox One and Xbox 360 on March 18th.

Do you think that two hours is too short for a full retail game?

Is this just a shallow tactic for Konami to sell the same game twice?

Let us know below!

3 February 2014

PS Plus Subscription Triple As PS4 Continues to Outsell Xbox One

UK Sony boss Fergal Gara has reported that subscriptions for PS Plus have tripled since the PlayStation 4 launched back in November.




The news accompanied suggestions that the PS4 is outselling its rival Xbox One by around 50%, showing a bright future for Sony as their consoles continue to increase their overall market share...

The huge rise in subscriptions is no doubt in part due to the fact that a PS + subscription is necessary to play PS4 games online, probably skewing the figures more than is strictly representative.

In addition, there’s been some pretty big name games on offer for subscribers the last few months. February deals include Outlast, Bioshock Infinite, and Metro: Last Light; no doubt a strong pull for many who didn’t have the chance to try those titles in 2013.

In a revelation that most likely shocked absolutely no-one but the most devoted Xbox fanboys, it was also revealed yesterday that, in the UK at least, PlayStation 4 is currently outselling its Microsoft rival by around 50%, offloading 1.5 consoles for every 1 Xbox One sold. It’s pretty much a direct role reversal from the last generation of consoles, where the Xbox 360 sold (and continues to sell) significantly more units than PlayStation 3, but it also helps to explain the big rise in PS+ subscriptions, suggesting some gamers may be switching allegiances.

Whatever the cause, the big rise in monthly subs can only indicate big financial returns for Sony, rounding off what has been an undoubtedly successful few months since the launch of their next-gen console.

Have you signed up to PS Plus since the PS4 launch? How do you think Microsoft’s console will fare in the long run?Let me know what you think in the comment section

2 February 2014

Next Car Game early reviews

Hello there, I'm Accel and  this is my early reviews on Next Car Game.Next Car Game is from the creators of FlatOut. That much is obvious the minute you boot it up. The original FlatOut games were often-overlooked odes to vehicular destruction on a scale not seen anywhere else.

Developer Bugbear has taken that concept and ran with it for Next Car Game. The second you load up the Early Access you’ll have one thing on your mind, and one thing only. Demolition derby…

The Next Car Game Early Access is still pretty bare bones, offering a selection of just two tracks and a destruction derby arena. You’ll race a bit, and you’ll smash into cars a hell of a lot. If smashing cars is your idea of fun, you’re in the right place.

Game link: http://nextcargame.com/
Steam link:http://store.steampowered.com/app/228380/

NCG-Screenshot-2014-01-03-#06

The controls are extremely basic, limited to arrow keys for accelerating, braking and turning, as well as a handbrake for those I like to deem ‘professionals.’ The vehicles feel extremely heavy and pack a good dose of momentum, one wrong move and you’ll hurtling off the track before you know it. The chaos that ensues is enough to bring a tear to your eye. Cars flip, roll, hurtle, crunch, wallop, smash and crash with gleeful abandon. The 24 car races are how you secretly wish Formula 1 was, the first corner always providing scenes of carnage and devastation that puts Michael Bay to shame.

Cars splinter and tear, littering the track with toxic debris, ready to send your car careening off the track without a moment’s notice. Every crumple and bend of the cars feels weighty and satisfying. It’s a rare sight in today’s simulator littered world, where Lamborghini are too afraid for you to put a dent in one of their precious virtual cars. By the time you're cruising round for your second lap the track is looking like a battlefield. It's not only the cars that limited to the destruction either, as nearly all of the environments can be deconstructed to your hearts content. Barriers crumble beneath you, tires burst forth onto the track and fenceposts snap like toothpicks.


 It’s not all perfect though, there’s still a lot of work to do. While the cosmetics are a joy to behold, sometimes its impact on gameplay is not. In my first demolition derby bout I lost pretty much the entire front half of my car, including one of the wheels. It had an impact on my driving, I think, but it was negligible in the grand scheme of things. I was too all intents and purposes a dead car driving.

It’s still a mighty fun experience though, and one made all the better by the game’s crazy AI. After being spoon-fed racing line AI in Forza and Gran Turismo, it’s refreshing to see AI willing to act like total nutcases. Every corner you’ll see a car or two take it wrong, smashing into the sideboards. And, like any adrenaline-fuelled player, if any opportunity comes to wipe you out they’ll gladly take it, before coming round the next lap for desserts.

As a game there’s no doubt that Next Car Game is  currently extremely limited. There’s not much here to keep you hanging round for much more than a casual play session. What it does do though is show that the concept works, and once they manage to drape an actual game over this framework they should have one of the best and most hilarious demolition derby games in recent memory.So what do you guys think,Why don't youn share it on the comment section below