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torek, 3. junij 2014

Project Temporality Review - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/project-temporality-review/

Project Temporality candidly sets you on familiar territory. It heavily borrows themes and mechanics from some of the top games in its genre, but not enough to recapture the spark of life found in such classics. As subject 87, you pass through the rooms and hallways of a futuristic space station, manipulating time to solve puzzles–typically involving large buttons and doors. You are overseen by a man whose relentless pursuit of a successful experiment has left the station a nearly abandoned wreck, and subject 87 is seemingly the last among many subjects who failed to live up to expectations.



Project Temporality makes some clear nods to Valve’s Portal, but mentioning it in the same breath gives the game far too much credit. The game isn’t nearly as clever, and its attempts at humor come off as juvenile and awkward, which gets worse as you near its end. The head of the operation is Admiral Melville, and like GLaDOS, he is an apparently calm tutor, familiarizing you with puzzle-solving mechanics, but he goes completely wacky over the course of the game. But unlike those of his sharp and often sarcastic robotic counterpart, Melville’s speeches devolve into didactic rambling and bizarre insults. The laughter I experienced was more a response to the baffling spectacle than to any genuine comedy. It was because of this that I felt exceedingly relieved that the game doesn’t include any vocal work. I would feel nothing but pity for the poor soul who had to strain through gritted teeth, “I will eat your children and make a sock puppet out of your face!” with any sort of sincerity.



Create time clones to help you solve puzzles.



You would believe the actions of subject 87 to be the catalyst that sparks the change needed to finally end the madness and set things right. Instead, the story spins around you at a distance, occasionally brushing by to remind you that it still exists. Subject 87′s actions do nothing for plot progression; any and all attempts to advance the story are performed by other characters as they speak to you via covert messages. The perpetually silent 87 gets pushed along for the ride as the story struggles in vain to try to make the hapless character a significant part of the narrative.



You are likely to find more enjoyment if you just ignore the story and focus on the main reason you would delve into Project Temporality: the puzzle solving. An experimental brain implant grants you the ability to clear challenges by spawning time clones that act out a few moments of your last action. This should sound familiar if you played Ratchet & Clank Future: A Crack in Time, where Clank completed puzzles by creating colored time clones. The simplest challenges have you open a door by holding down a button some distance away. The button may need to be held down to keep the door open, or pressing it could begin a countdown that reaches zero just as you encounter the door.





Project Temporality makes some clear nods to Valve’s Portal, but mentioning it in the same breath gives the game far too much credit.





No, I haven’t lost the remote again. I’m just stuck in the couch.



In short, you must be in two places at once. To solve this riddle, you start at or near the door you must pass through and walk toward the button that opens it. When you reach it, you hit rewind and until you’re where you need to be, and then create a time clone that follows the exact path to the button and presses it down, allowing you to enter the door. The mechanic excited me when I first saw it executed. I loved watching my past self follow the same path, perhaps smacking against the same barrel I did by mistake, and ending up on the button across a room just as planned. I wanted to wave, jump up, and shout “Thanks for the hand, me!” before moving to the next room, leaving my clone to stand guard, perhaps for an eternity. Naturally, the puzzles get far more complicated than the example I presented. Throughout the game, you face burning lasers, roving platforms, pitfalls, and motion sensors, and passing through them unscathed can take many clones at once.



Solving puzzles requires nonlinear planning, combined with a bit of imagination. Success means knowing exactly where you must be at all times–in the present, the past, and also the future. In one challenge, you must cross a chasm on a floating platform, while also having to move a large wall in order to block a laser placed in such a way as to knock you clear into the abyss. In another, you hold down a button for a door and set up a clone to press a second button, leaving you to pick up a key needed to bypass a room, all within seconds. Both challenges have you using your imagination to place yourself somewhere in the future, whether that means standing on the platform that passes by a laser-blocking wall just in the nick of time, or grabbing a key and escaping by using your ability to create clones.



Many puzzles require several time clones performing different tasks.



Unfortunately, once you grasp the fundamentals of the puzzles, the fun in solving them withers. Puzzles don’t vary much throughout the 14 levels, and never require more than precise timing and pressing a seemingly endless supply of large glowing buttons. The game isn’t wholly devoid of challenge, mind. Project Temporality’s difficulty progression is organic, and the game provides a few real head-scratchers. The problem is that it gets to the point where you can enter a room and discern exactly how to complete the puzzle just by glancing at the components. This does not originate from a sudden burst of intuition; you’ve just danced these steps so many times they’ve started to wear holes in the station’s reinforced metal floors. And without those satisfying “Aha!” moments that make puzzle games so engrossing, Project Temporality ends up being a tedious trek from one room to the next, where the only relief comes when you happen upon the portal out of the level.



Project Temporality is also hindered by technical shortcomings that range from repetitive environments to frustrating glitches. The frame rate is noticeably sluggish, a problem exacerbated by floaty mouse aiming. The game recycles objects and set pieces to the point where levels begin to look too similar to one another. You see many of the same signs, workstations, and stasis pods copied and pasted without restraint. Hallways especially feel repetitive after a while. I didn’t even want to count how many times I passed the exact same sparking cables and splashes of grime.



Not only buttons, but keys are often used to pass through doors.



Worst of all are collision glitches, which are evident through the entire game. Any object has the potential to lock you in place with some invisible barrier, or drop you into the floor while you flop about. Granted, you can reverse time by a second or so to remove yourself from the perilous grip of random couches or guardrails, but that’s not the point. When you crash to a halt while your attention is locked on a countdown timer, it breaks the pacing. And when the culprit is a half-inch-high bump, it’s maddening.



Project Temporality wears its influences on its shiny metal space sleeves. Its effort to imitate is tepid, however, and the stuff of its own concoction that fills the gaps isn’t particularly good either. Without the constant glitches, the game would be a mediocre six-hour distraction allowing you to toy with an enjoyable time-bending mechanic. The shallow story and the general awkwardness of its delivery, not to mention Project Temporality’s inability to lead the protagonist without a leash, however, prevent the game from being worth the time.



Source: http://www.gamespot.com/reviews/project-temporality-review/1900-6415779/



četrtek, 29. maj 2014

The Incredible Adventures of Van Helsing 2 Review - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/the-incredible-adventures-of-van-helsing-2-review/

 Like its predecessor, The Incredible Adventures of Van Helsing II bills itself as a “gothic-noir adventure.” While there are too many pop culture references and too much comedic relief for the “noir” part of that label to stick, the general tone is one of grim expressionism, bolstered by some finely constructed action sequences. In fact, beyond its ham-fisted exposition and painfully slow start, there’s little to hold the experience back from being one of the better action role-playing games in quite some time.



The Incredible Adventures of Van Helsing II is absolutely massive and packed with secrets and details that are easy to miss the first time around. You wouldn’t know that from the first few hours of play, though. Van Helsing is remarkable in that it has one of the most annoyingly intrusive introductions in recent memory, yet explains almost none of the subtlety this game has to offer. Van Helsing II opens in medias res, but what seems like a potentially exciting start comes off as cluttered and ultimately confusing. The game picks up right after the conclusion of the last game, and you play as the son of the infamous vampire hunter Abraham Van Helsing. After felling the mad scientist that had terrorized the fictitious, industrial-era city of Borgova, you take over a resistance movement against the corrupt government. Your initial motivations aren’t made clear, and the entire opening sequence is dominated by cutscenes that have weirdly nauseating cameras that wobble around while the main characters discuss detailed military strategy.



The areas you explore in Van Helsing are rich and imaginative. This comes from the outskirts of a crystal workshop guarded by an army of chimeras.



It’s all a bit overwhelming, which is particularly unfortunate given how great the game becomes. A few hours in, you have access to your secret lair, a subterranean hideout that serves as your base of operations for the rest of your adventure. From there, you can marshal troops, craft new equipment, and generally help guide the resistance movement. Again, why exactly the movement is necessary is never made clear. You never see the real effects of the allegedly corrupt government, and there’s no reason to empathize with the populace. That said, all of these pieces come together remarkably well, combining the straight action RPG trappings of the first Van Helsing with added gameplay modes.



From here, Van Helsing II is loosely organized into a few discrete chapters. For each one, you have a primary objective that supports the resistance movement’s plan to take the city of Borgova. These are tied directly to the game’s gothic horror inspirations and help build up the intensely supernatural world. Without a gripping narrative to serve as the foundation for this adventure, the creatures and environments are left to carry the experience. Thankfully, the art direction is just as substantial as before, and is largely supported by these quests to unlock power held by long-dead beings. The main quests provide plenty of excuses to venture into the wilderness outside the city and play in a variety of striking locales. Each of these places is also home to a variety of Easter eggs, which help each environment feel dense and populated. Upon the conclusion of each chapter, you’re shown a few stats detailing your time spent, the percentage of the secrets you managed to unearth, and how well you did overall. Once you’ve seen the “chapter complete” screen, however, the preceding areas are lost to you for the rest of the game, encouraging you to be thorough in your search.



There’s a pretty nifty mode for launching side missions and raising armies for the resistance movement you lead. Different personality traits for your captains can have different effects on your chances based on the specific types of missions you send them on.



You don’t have to deal with the big things immediately if you don’t want to, though. Like before, there are plenty of supplementary quests for those looking for a break from the core game. The tower-defense minigame makes a return, with robust tools for managing waves and waves of baddies. You can also hire soldiers, upgrade their equipment, and build up a small army to run consistent raids for you. They can bring back valuable items and tons of extra cash, which you can reinvest in your war effort, or yourself. Various non-player characters also offer additional one-off quests that help further build out this surprisingly rich world, and yield some great loot for you and your companions. Finally, you also have some shops and crafting tools to help you get the best gear and tools for combat versus the weird, surreal, and undead monsters that roam the wilds outside of Borgova. That’s great, because as you might expect from Van Helsing’s action RPG scaffolding, combat is what this game does best.



Combat has improved dramatically since the last entry in the series, and that’s primarily because of two small but vital changes. The first is that the two classes originally released as downloadable content for the first game are now packed in. From the beginning, you have three distinct archetypes, each with a dramatically different play style. The default hunter class is a melee-ranged fusion that harks back to Bram Stoker’s original descriptions of the literary vampire hunter. The other two are a bit odd thematically because they represent two of the main types of enemies that you fight against: unholy magic users and engineers warped by “weird science.” Even so, they add a lot of variety and are distinct enough to warrant spending at least a little time with each.



Nice Monty Python reference.



For my main run, I used an arcane mechanic. The class focuses on deploying robots, mines, turrets, grenades, and other corrupted machinery to dominate the battlefield. That’s actually where I felt the second change to combat most: two additional skill slots. In the first Van Helsing, you played as a hunter that balanced ranged and close-combat weaponry using six main abilities. There was a clean duality to it that’s retained for those who choose to take up being a hunter once again. I, however, found it much more exciting to constantly manage mines and robotic spiders to assist me in combat. I didn’t invest much into boosting my health or defense, instead focusing on maximizing my attack-power-by-proxy. It added a bit of tension as well, knowing that if my machines started to fall, I’d need to rapidly get them back into action or face death. The extra skill slots made managing the chaos of battle more challenging but also more rewarding without teetering into the unnecessarily convoluted.



Van Helsing is coarsely granular. Some of its pieces don’t work as well as they should, but much of that falls by the wayside when you’re in the thick of things. It is stellar in spite of a few big missteps and the fact that, with the exception of the world itself, none of the experience feels cohesive. Between combat segments, Van Helsing and his ghostly companion, Lady Katarina, exchange snarky quips about pop culture and casual digs at one another. It’s nice for characterization, but it’s also anachronistic and fails to fit into the rest of the game. That’s fine, though, because Van Helsing never takes itself too seriously. It’s all part of the ride.



Source: http://www.gamespot.com/reviews/the-incredible-adventures-of-van-helsing-2-review/1900-6415777/



Hack "n" Slash Early Access Review - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/hack-n-slash-early-access-review/

 GameSpot’s early access reviews evaluate unfinished games that are nonetheless available for purchase by the public. While the games in question are not considered finished by their creators, you may still devote money, time, and bandwidth for the privilege of playing them before they are complete. The review below critiques a work in progress, and represents a snapshot of the game at the time of the review’s publication.



There is no graceful way to close Hack ‘n’ Slash. No exit option in the menu. No menu, at that. The only way to turn the game off is to alt + tab away from it and force-close it from outside the program. As an early access game with emphasis on the “early,” Double Fine’s yet-unfinished puzzle game is up to its neck in idiosyncrasies of that sort. They’re nostalgic problems for a nostalgic game–a send-up of The Legend of Zelda, harking back to a time when troubleshooting started and ended with blowing on the cartridge to clear away the dust.



You’re dropped into a cavernous dungeon, possessionless except for an unusual sword. Hack ‘n’ Slash starts with a premise common enough to the Zelda series, but it takes a hard left when you try to swing your sword against the bars of your prison door and it breaks to reveal an underlying USB drive. Try that swing a second time, and now you’re greeted with a prompt: GateDoor: Open (False). Change the value of the Boolean, and the door opens, no questions asked.



The combination of fantasy tropes and computer code style is clever, but a bit hard to parse.



So, here’s a world where elaborate Tolkienesque fantasy terms are rendered in the scrunched shorthand of computer code, all superfluous underscores and appended numerals. A world where the classic iconography of action adventure games can be opened up, their entrails of code sifted and rearranged toward more immediately useful applications. Where in The Legend of Zelda, you might mow through foliage with your sword to reveal a few hidden items, in Hack ‘n’ Slash, it’s but a matter of programming the bush to spontaneously combust and leave behind a desired reward.



Over time, more elegant and clever uses reveal themselves to enterprising minds. Take, say, the obnoxiously aggressive birds that pursue you, pecking away, and change their damage value to something negative. Suddenly you’ve got a cranky little satellite that heals you at regular intervals. The scope of your hacking ability is usually limited to a few baked-in applications, but even those prescriptive limits can be stretched to a breaking point. After one early character confers a gift of additional health, you might decide to rig the gamestate to say the gift was never received, and treat yourself to a second helping. And a third, and a fourth…on and on until you become functionally immortal.





Here’s a world where elaborate Tolkienesque fantasy terms are rendered in the scrunched shorthand of computer code, all superfluous underscores and appended numerals.





That might seem to spoil some of the challenge, but the double entendre of “Hack ‘n’ Slash” trades more on its second meaning than its first. In this land, the keyboard is mightier than the sword: battles here aren’t won with combat prowess, but on the strength of your ability to see through to the code, to bend it to your will. Algorithms are arcana in Hack ‘n’ Slash, and those who wield them are wizards. Speaking as someone who views programming skill with the intermingled mistrust and awe normally reserved for the dark arts, it’s not all that much of a stretch.



The trouble is that Hack ‘n’ Slash soon loses its patience for us muggles. Flipping the switch on an enemy to change its attitude from “angsty” to “docile” is one thing, but when the game starts to really amp up the hacking in Act 4, it sheds its innocent fantasy charm and becomes something stark and standoffish. Instead of leafy woods, you’re back in dank caves that look suspiciously like the ones you started in. Instead of clever amalgams of programming and puzzles, you get doors to unlock and programming pictographs. Imagine having to read a long strand of computer code by physically running from one side to the other, learning each function by staring at it until the values make sense.



“Here’s a fun fact about the modulo operator,” says your fairy companion as you amble back and forth, fiddling with dials. “You can easily test whether a number is even or odd by computing the number modulo 2!” But no amount of edutainment dialogue can help you to parse coding language when it’s laid on so thick. And even though the most byzantine of these puzzles belie a relatively simple solution–usually just a change to one or two of the variables–it’s small comfort to a layman. They might as well be written in elvish. Sometimes they are.



Hack ‘n’ Slash tries to lampshade its early access instability, but it doesn’t help much.



It’s one thing to grapple with the challenges the game poses on purpose. It’s quite another to juggle them alongside Hack ‘n’ Slash’s temperamental stability. Set a variable to equal another variable, and the game crashes. Change a letter variable to a number, and the game crashes. Touch a particular object, and the game crashes. Switch between keyboard and controller while entering a variable, and the game crashes.



In one moment that quite unintentionally recalled 2013′s The Legend of Zelda: A Link Between Worlds, I went through a door at a slightly off-kilter angle and found myself adhered to the wall. I scampered around off the critical path, weaving among the wall sconces and pilasters, and soon found I was still able to move between rooms. As I merrily sidestepped puzzles and obstacles meant to impede my progress, I pondered the various ways that Hack ‘n’ Slash adroitly lampshades its own glitchiness. You are explicitly instructed to poke at the weak points in the game’s code, so wouldn’t a few unscripted solutions be in keeping with that spirit? But soon the wall ended, and I was unable to extricate myself.



Worse still, the puzzles I’d bypassed unlocked tools I’d need later, so I had no choice but to quit the game and load an earlier save. There’s no fast-travel option in Hack ‘n’ Slash, so errors of both human and computer origin alike can cost you a great deal of time and patience.



It will likely fall to Double Fine’s trademarked sense of humor to shepherd you past the jargon and the instability, to make this simple story about an unsung hero toppling an evil wizard pop and fizz. It certainly has the pedigree for the job. And even in this unfinished state, Hack ‘n’ Slash does feel like a good venue for the developer’s brand of punny, irreverent humor. It’s got all the ingredients of a quintessentially postmodern game: classical video game references, subversive deconstruction, and vibrant, cartoonish color.



Hack ‘n’ Slash tries to lampshade its early access instability, but it doesn’t help much.



There is one area where Hack ‘n’ Slash might have been better served with a little modernist order, though. In the original Legend of Zelda games, an underlying grid governed the placement of objects like doors, trees, and chickens. Hack ‘n’ Slash carries itself as though it works in a similar fashion. Reprogram an enemy, for example, and you find a prompt for how many “tiles” you’d like it to move. But the grid is otherwise inscrutable, and movement suffers for it. Movable puzzles become exercises of trial and error. Diagonal motion on your part is often necessary, but frequently punished, and the location of characters seems to have little to do with where they take or give damage. Clipping issues abound. With a more modular, Cartesian appearance, the mathematical undercurrents running beneath Hack ‘n’ Slash could be better handled when they bubble to the game’s surface.



But now I’m advocating for more math, and that’s troubling territory for an artsy-fartsy critic. Perhaps with a little more development time, Hack ‘n’ Slash can make those STEM fields palatable for a mind full of fairies and magic swords like mine. But right now, it needs someone to blow the dust off its cartridge.



A clever but glitchy and incomplete adventure wherein you reprogram your way across four acts of exponentially increasing difficulty. It takes a couple of hours to complete, give or take some time based on your ability to suss out meaning from code.



A fifth and final act to resolve the story, as well as additional puzzles, modding support, and adjustments and fixes based on player feedback.



Hack ‘n’ Slash’s endgame is ambitious–a fantasy world without a fourth wall, open to the caprice of anyone who can string together a few lines of code. But frustrating glitches, inscrutable puzzles, and jury-rigged art make for an inauspicious start to its hero’s journey.



Filed under:Hack ‘n’ Slash



Source: http://www.gamespot.com/articles/hack-n-slash-early-access-review/1100-6419934/



sreda, 28. maj 2014

Watch Dogs Review - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/watch-dogs-review/

 If Watch Dogs is to be believed, then a shocking number of Chicago residents are delinquents. As you roam the city looking to both right what is wrong and make wrong what is right, you hack into its citizens’ smartphones and listen in on their conversations, and even tap into their computers and catch a glimpse of them as they enjoy their deviations in the supposed privacy of their own homes. Some of these Chicagoans are chronic masturbators; others are criminals and cannibals, ordinary to look at should you pass them on the street, but far from ordinary when they think they are alone.


Aiden Pearce is also far from ordinary, but he understands that privacy is a myth. The city has installed a computer system called ctOS that knows everything, sees everything, and controls everything. Aiden is a hacker. By manipulating ctOS’s systems, Aiden can steal from your bank account, gain access to surveillance cameras, and even discover your profession and learn where you went on vacation, or whether you’re faithful to your spouse. Aiden’s nefarious talents are valuable, and he once had no qualms about who he killed or robbed, as long as he delivered the information and earned his reward.


Do you think your identity is private? Aiden knows who you are and what you did.


You’d suppose, then, that information is your most powerful tool in Watch Dogs, but this open-world game’s joys come not from voyeurism and information brokerage but from chaos and destruction. Combat encounters are structured like puzzles: Aiden hunkers down and you survey the area, choosing whether to dominate your enemies with firearms and grenades, press against cover and distract your enemies so that you can pass by without raising their suspicions, or settle on a compromise, silencing enemies with well-aimed headshots and taking them down from behind with a swift takedown maneuver. But whichever style best suits the occasion or your mood, you’re likely to cause a few explosions and toy with your enemies’ heads.


How do you create such chaos? By overloading circuit boards, setting off guards’ grenades remotely, or forcing pipes to burst beneath your foes’ feet. Such control, right at your fingertips; thanks ctOS! When I felt particularly evil, I threw a distraction lure toward a circuit board and detonated the board as a nearby guard approached. He cried out in agony, and I was grateful that I had one less obstacle between me and my destination. But this kind of evil could feel even more heinous if I happened to glance at my victim’s personal information before annihilating him. Oh–he was recently married. Or perhaps he was on antipsychotic medication. Occasionally, I would hesitate to put a bullet in a guard’s head if I knew his wife was expecting a child, but I rarely had reservations about murdering a prison escapee. I was deciding whose life had greater value, and I’m grateful that Watch Dogs, in its own subtle way, led me to ponder why I would prize one man over another. With one snap moral judgment, I might decide to let one man live and another die. Unless, of course, I was under fire from every direction, in which case all bets were off.


Rage against the machine!


I don’t wish to overstate Watch Dogs’ social musings, however. The game sometimes pauses to grapple with quandaries about the trade-off between freedom and security in modern society, but rarely reaches any conclusions or digs very deeply. This is a game that allows you to hack into highway billboards and reveal age-old memes like “I can has cheezburger?” This is a game in which you eavesdrop on a man who couldn’t ejaculate during a sexual encounter because his bladder was full. Such drastic tonal shifts prevent the story’s early attempts at gravitas from sticking, leaving Aiden looking like a chump with little self-awareness, and leaving the player to wonder what really drives this vigilante, apart from the revenge quest that has him seeking to retaliate against unknown persons for the death of his niece. When his sister, Nicky, pleads with him to stop his pursuit, explaining that he’s risking the safety of his remaining family, Aiden makes a promise he doesn’t ultimately keep. Why he is so willing to seek vengeance while knowing he’s putting his sister and nephew in peril is never sufficiently explored. Perhaps Aiden is addicted to the underground life he has come to lead, which has him staring at his smartphone’s screen in the same way that I so often do, oblivious to what’s happening around me.


I came to be more invested in the story once I’d assembled a small team of hackers and closed in on the conspiracy at the game’s center. Watch Dogs’ tale is at its best when it sticks to its Tom Clancy-style technospeak and leaves behind the revenge-story cliches that seem to power every tale about a man dealing with his anger over a female loved one. My devotion was not to Aiden, however, but to his friends Clara and T-Bone. One character describes Clara as a “punk-rock chick,” but she’s not so remarkable for her tattoos and knee-high boots as she is for her empathy toward Aiden and her patience for his stubbornness. And if Clara’s type is punk-rock chick, then T-Bone is the Southern-fried genius, a down-home intellect who thankfully keeps the Hee Haw language to a minimum.


In Chicago, the mean streets are even meaner.


Aiden eventually matures, albeit too little and too late, and wonders aloud who should get to choose whose lives are less important than others. Shortly thereafter, that question still lingering, you decide if Aiden should be that person. By that point, it was clear to me what he must do, based on audio logs I’d found scattered across the city. I was glad I’d taken the time to learn what I did; finding those logs isn’t required to finish the story, after all. And I was glad that Aiden at last was asking the same question I had many hours beforehand: Does the loss of one life justify mowing down dozens or hundreds of men, and risking my own sister’s life in the process? If only he had pondered such obvious concerns hours before, I may have been more concerned about his ultimate fate.


Watch Dogs’ narrative may win no awards, but as an open-world playground, the game rightfully deserves to be mentioned with heavyweights like Grand Theft Auto and Saints Row. This playground isn’t just loaded with stuff to do, as most such games are; it’s loaded with lots of terrific stuff to do. I lost myself for an hour solving chess puzzles. Other times, I shot up aliens in several of Watch Dogs’ augmented reality games. And still other times, I would locate remnants of QR codes painted on walls and overpasses, and hack from one camera to the next, looking for the angle that would let me view the entire code. Even the smallest activities are fully engaging. Not only are the chess puzzles clever, but I listened to two women converse about job woes as I solved them, which gave me an additional dose of entertainment. The alien shoot-’em-ups occur on Chicago’s busy streets, where I got to witness car-crash victims gesticulate in anger at each other while I fired my holographic gun at virtual aliens. And like several of Watch Dogs’ core activities, lining up QR codes kept my brain cells buzzing as I experimented with cameras and moved to different positions, hoping to merge those painted patterns into a cohesive barcode.



Some of these Chicagoans are chronic masturbators; others are criminals and cannibals, ordinary to look at should you pass them on the street, but far from ordinary when they think they are alone.



Moving from one activity to the next often involves summoning a vehicle to a nearby location, or simply nabbing one from the roadside or carjacking an innocent driver as she pulls up to a traffic light. Those drivers will not be happy–in fact, they may even call 911 and summon the cops–but it’s worth getting on the po-po’s bad side if it means racing through the streets in Watch Dogs’ sizable collection of automobiles, or zooming through the canals in a speedboat if you happen to be near the water. Vehicles are rather bouncy, but the loose physics make for ecstatic moments, particularly during chases. As you speed along, you can trigger steam pipes beneath the streets to erupt and take down your foes, or cause jams by hacking into traffic lights. My favorite method of escape, however, was to raise a drawbridge as I approached it. I would fly up the first span, soar through the air, and land with a satisfying jounce on the other side; my pursuers would be left behind, blocked from entry. I could practically imagine the coppers throwing their caps on the pavement and cursing my keen driving abilities.


My favorite moments behind the wheel were those I shared online with competitors. Watch Dogs’ single-player missions and multiplayer activities are merged into one experience, and the game frequently and annoyingly nags you with opportunities to engage with others should you not seek those activities for yourself. It’s almost always worth accepting those offers, however, particularly should you be invited to an online race, or even better, invited into a decryption match.


Chicago should increase its police presence in canals. You can get away with murder out there!


Both modes are excellent ways to wreak havoc in the windy city. Online races offer plenty of ways to mess with your competitors. If you’re trailing behind the leader and you approach a lowered blockade, raise it with the press of a button: your opponent bangs into it and snarls under her breath, and you cackle and rush into the lead. If you’re crossing said blockade when another player raises it, you might bounce into the air and land on top of another racer. Should you activate the blockade too soon, you might end up obstructing your own vehicle with only yourself to blame. Open gates and close them behind you to throw off a tail, or hack a traffic signal and get him stuck in a jam. There are enough shortcuts, however, that there’s no reason you can’t gain ground after finding yourself on the wrong end of a blockade.


Decryption mode, in which two teams of four are confined to a portion of the city and seek to nab and hold on to sensitive data, is anarchy in its most captivating form. There are a few details that separate this mode from its capture-the-flag cousin, the most important of which is that you only have to remain within the data carrier’s proximity for a certain amount of time to steal the data. This allows data to be passed around even when you are in vehicles, or without necessarily directly engaging a carrier hiding on a rooftop above. At one point, I rammed head-on into a carrier riding a motorcycle, and I watched his body fly above my windshield before it soared out of view and landed with a thud behind me. A teammate then leapt into my vehicle’s passenger seat, and we zoomed away while my comrade fired his rifle at a pursuing ambulance. The action is constant–and constantly on the move–and the shooting is as sturdy as you’d expect in any given third-person shooter. Whether you’re dealing death by shotgun or by cement truck, it’s difficult not to be swept up in the pandemonium, cheering or groaning with each unexpected development.


Aiden Pearce is good at shooting, good at sneaking, and good at hacking. What a Renaissance man!


Online invasions are less explosive than other modes, and potentially more boring, depending on how the invasion goes. As the invader, you come close to your target, press a button to begin downloading her data, and wait. As the victim, you rush around or hack into nearby cameras, scanning the crowd for your invader. (You always see yourself as Aiden, but other players see you as a random Chicagoan.) Neither running around looking for your hacker nor avoiding her watchful eye is engaging on its own. But catching the data thief initiates a chase sequence that leads to Watch Dogs’ special brand of pandemonium. Rolling over a sprinting invader with an ice cream truck is one kind of delight. My favorite experience in an invasion thus far, however, was leaping into the bed of my hacker’s pickup truck as he drove off, planting an explosive, and detonating the explosive as I leapt to the ground. It wasn’t a moment I planned–the stars simply aligned, giving me the chance to pull off a dramatic kill. Successfully completing an invasion earns you a currency called notoriety, but earning the skills related to notoriety is so easy that there’s more reward in the chase than in the subterfuge.


You can simply ignore all these possibilities and remain a lone vigilante, of course, and doing so offers its own kinds of rewards. Infiltrating gang hideouts is much like performing many of the story missions: you search for a way into the danger zone and decide how best to proceed. The wonder of Watch Dogs is that any method is reasonable–and every method is enjoyable. The weak link is the shooting, not because the mechanics aren’t great (they are), but because enemies are so quick to go limp–and even more so when you activate the game’s unnecessary bullet time. But if, like me, you seek to express some creativity in your encounters, you’ll enjoy piecing together a stealthy route and performing a hushed assassination when it proves necessary.



Decryption mode, in which two teams of four are confined to a portion of the city and seek to nab and hold on to sensitive data, is anarchy in its most captivating form.



Watch Dogs isn’t a full-fledged stealth game in the usual sense; you can’t hide bodies or tranquilize mafiosos. However, slinking from cover to cover is smooth and weighty, as if Aiden is Sam Fisher’s bulkier cousin. I came to rely on a move I call “riding the cameras,” hacking into one camera so that I might in turn hack into another until I was able to tag all of my enemies and devise ways of thinning the herd. Riding the cameras is also the primary way you hack into ctOS centers, each of which presents an environmental puzzle to solve so that you might reveal more hot spots on your map. Many of these puzzles are quite clever, though some story missions take the camera mechanics a few steps further, particularly a prison level in which you hack into guards’ personal cameras and investigate from their perspectives.


One type of optional mission–the digital trip–deserves special mention. There are four digital trips in all, each one an expansive minigame explained away as an audio-induced hallucination. One of the trips is a fun bit of frippery in which you bounce from one giant flower to the next, remaining in the air as long as possible. The other three, however, could be fleshed out into full games in their own right, which is a testament to how good Watch Dogs’ individual pieces are. In the best of these, you gain control of a humongous spider-bot, battering police cars and leaping up the sides of buildings from which you fire rockets at helicopters and pellet the authorities with machine-gun bullets. Games that have focused on wall-climbing have rarely made these acrobatics feel so intuitive, and I’d gladly see the spider-bot find its way into a game fully devoted to it. The other two digital trips–a stealth sequence in which robots seek you out, and a car combat game in which the highways are lousy with zombies–are almost as delightful, and all of them have their own skill progression trees. The trips are structurally simple, but their foundations are rock-solid and rich with possibilities.




You spend a lot of time looking through cameras. Luckily, there’s often something creepy to find.


Watch Dogs does a lovely job of keeping its many interlocking systems from becoming overwhelming, though some systems ultimately feel superfluous. You can buy different outfits, but they all hew to the same basic style; you can buy new vehicles for ordering on demand, but fast cars are perfectly easy to find. As a result, the economy is never as meaningful as it might have been; apart from a sniper rifle and silenced pistol I purchased from an ammo shop, I rarely went shopping, simply because I rarely needed to. Even hacking scores of random passersby begins to feel excessive: when you have access to everything, no one person or piece of information is special anymore. Precious little of that information is actually a gateway to a human soul.


Aiden’s soul is still locked away, too, even though I spent dozens of hours with him. But while I can’t say who Aiden truly is, I can confidently say that Watch Dogs is a lushly produced and riotous game with an uncanny ability to push you from one task to the next, each of which is just as fun as the last. This version of Chicago is crawling with a hyperbolic number of degenerates, and I didn’t mind squashing pyromaniacs and slavers under my tires as I plowed through the streets chasing after a hacker, hip-hop beats blasting from the radio. After all, the struggling mothers and homeless beggars wandering Chicago deserve some peace of mind, and doling out some street justice is a good first step.


Source: http://www.gamespot.com/reviews/watch-dogs-review/1900-6415770/


torek, 27. maj 2014

Monochroma Review - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/monochroma-review/

 The term “corporate overlord” is usually used in jest. We recognize how much power these inhuman entities have over us, but we’ve yet to reach the point where our waking hours are dictated by their whims. In Monochroma, we see a vision of a city in which this term has reached its terrifying potential. The fear of losing your freedom is palpable, communicated through the emptiness of the cityscape, the bleakness of the visual design, and the unceasing rain washing away any semblance of hope. It’s unfortunate, then, that the plight of one boy striving to break free of this citywide prison–filled with puzzling barriers–is overshadowed by something as mundane as technical failings. Monochroma conjures frustration instead of empathy, undermining the intriguing premise set in the early going.


There are no words in Monochroma, no dialogue to explain what has happened to your home. Rather, the story is told through 2D imagery, so questions are left dangling in the air, and you must decide what caused such unrest. During the early hours, I scoured the backdrop looking for pieces to explain what had happened. There are robots stationed in people’s homes. Though originally intended as consumer companions, they may have risen in revolt as robots so often do. But I found no such violence when I encountered one. So I could only wonder why the people had left, or if they had been killed by the corporation performing experiments in their factories. Who knows the answer? As the game progressed, my interest waned as supernatural elements were introduced. What was once a gripping allegory of our own society became a fantastical leap to something I couldn’t relate to.


Monochroma’s emotional weight should come from the relationship between the young protagonist and his helpless brother. You must carry your sibling on your back, braving the many obstacles that stand before you both as you search for freedom. Normally, such a partnership would have captured my heart, as evidenced by Brothers: A Tale of Two Sons. But there’s a logical problem here that only caused me to question what was going on. In the very beginning, you see your younger brother flying a kite, running freely through wheat fields. However, he ceases to use his legs after the first few minutes, which just made me wonder why he had become such a useless lug. Having to carry him adds to the puzzle dynamic, because your movement is restricted by his weight, and you can only put him down in spotlights, but that added consideration feels forced. Why couldn’t he help me?



Monochroma conjures frustration instead of empathy, undermining the intriguing premise set in the early going.



I wasn’t bothered by my brother’s ineptitude at first. Nor was I hung up on the clumsy controls. Sure, climbing up boxes took longer than I expected, and I often had to retry jumps because my character wouldn’t respond quickly enough, but I was so taken in by the enticing premise and stark visual design that such issues seemed minor. I even marveled at how clever certain situations were. Though I could only push boxes, pull switches, and perform a modest leap, the puzzles offered plenty of diversity, forcing me to take time to formulate a plan. Figuring out that I could quench the flame erupting from a barrel by pushing it into the rain gave me a satisfying “Eureka!” moment, as did clearing a difficult jump by catching a rope midswing. This was a world I wanted to exist in, and the action was good enough to warrant that investment.



The last time your brother will move on his own accord.


Things began to change as I got deeper into the adventure. The controls became such a hindrance that I would be stuck on puzzles long after I knew what to do, only because I couldn’t get my character to respond. In one section, I had to push a box before the rising water swallowed me alive. The box had to be in an exact place or my character wouldn’t be able to grab it, yet the finicky controls didn’t allow for such precision. While the two boys were riding atop the box as the water rose, the box would shift awkwardly, defying expected physics, often tossing them into the deep without giving me a chance to react. In a maddening boss sequence, the collision detection was so off that I would die when his strike was far from my body. And the sluggish movement meant I couldn’t accurately dodge his attacks even when they were blatantly telegraphed.


Even when you do coax your character to perform his rightful duties, Monochroma is never satisfying. Instead, you feel relief that you were allowed to move onward, knowing how tricky it would be to replicate your success. But shoddy controls aren’t Monochroma’s only issue. The game struggles to properly communicate what’s going on. In one puzzle, I had to move a flaming barrel through a rain storm. It appeared that I had to use pallets moving along a conveyor belt as a roof, but I could clearly see rain falling across the entire screen–even beneath that shelter–so I had no idea if my plan was at fault or if it was my execution that was lacking.



The bleakness is all encompassing.


And then there are the small problems that ensure you’re continually hounded throughout the journey. Monochroma has abrupt loading screens between sections that break the flow of the action, and has sound issues where music fails to play. Knowing how far you can safely fall is a crapshoot; I would often perish even when I plummeted only a modest distance. When you die, your character falls stiffly to the ground, in an almost comedic pratfall. Death is even sillier when it involves your brother. In one puzzle, I mistakenly dropped a barge on his head a dozen or so times, and there was no impact, no ceremony, so I never felt any sadness at what I had done. There were so many times that I groaned from annoyance or laughed from amusement that I couldn’t stay invested in the boy’s struggles. It’s a shame how often Monochroma undermines its own strengths through technical problems.


Monochroma is a game that I wanted to enjoy, and I thought it would be worthwhile even halfway through the adventure. But things really go off the rails as you push onward, with most of the later puzzles demanding precision that’s just not possible. Even though the artistic design is eye-catching, and the music deftly builds on the feeling of oppression, there are too many problems heaping frustration upon you. The youthful protagonist of Monochroma is incredibly brave and filled with awe-inspiring love and patience, but all of those good characteristics are overshadowed by his insane clumsiness and the problematic world he exists in.


Source: http://www.gamespot.com/reviews/monochroma-review/1900-6415772/


ponedeljek, 26. maj 2014

Hyperkin Retron 5 Video Review - Webmaster News

New Post has been published on http://www.outils-webmaster.eu/hyperkin-retron-5-video-review/

The Retron 5 console from Hyperkin lets you play old Nintendo and Sega games in new and exciting ways, but it needs additional work in order to reach its full potential.



 


Source: http://www.gamespot.com/videos/hyperkin-retron-5-video-review/2300-6418957/