Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Thursday, September 19, 2013

Hands On With Grand Theft Auto V

Hands On With Grand Theft Auto V



GTA 5
Rockstar Games spins yet another underworld tale in Grand Theft Auto V$59.99 at RadioShack.com, the infamous developer's most ambitious crime game to date. The darkly humorous third-person shooter/driving game puts players in the role of three protagonists (the first for a GTA game) seeking a big payday by any means necessary. It's the American dream told with a MAC-10 in hand.
Crime TimeRockstar Games designed the game so that Michael (bank robber), Franklin (repo-man), and Trevor (druggie and Michael's former colleague) each have unique skills to help you complete jobs. You can jump from character to character at any time to complete a mission or just explore the massive game world. A prologue level set nine years prior to the main story lets you test drive the new mechanic before you dive into the main game. The feature sounds gimmicky, but it helps you get the drop on the cops during heated firefights if the characters are within the same area. If Michael, Franklin, and Trevor are miles apart when you initiate a switch, the game camera zooms out to a satellite-like view and then zooms back onto the new character. It's impressive, but the character switch isn't as swift as I'd like; it takes several seconds for you to gain control of the new character. It's one of the view instances where you'll detect loading.
As expected, Grand Theft Auto V's world features an insane level of detail and interactivity that make it one of the most impressive sandbox titles in the video game history. Rockstar Games designed a title that makes it feel as though the world persists even when you aren't playing the game or in control of one of the three protagonists. For exmpale, when I switched from Michael to Franklin, I took over Franklin's body while he was in the middle of a heated cell phone chat.
You can also acquire new weapons and wardrobe items, engage in leisurely activities like golf, tennis, or yoga, enjoy lapdance mini-games, and blaze up the sticky-icky in numerous locales. Grand Theft Auto V builds upon the world design that Rockstar Games has continually refined since the groundbreaking Grand Theft Auto III: Liberty City.
The City of DevilsLos Santos, a fictionalized version of Los Angeles, is the criminal hub this time out. Long-time series fans will instantly recognize it as one of the three metropolises (along with San Fierros and Las Venturas) featured in the PlayStation 2 gangsta classic, Grand Theft Auto: San Andreas. Rockstar Games leveraged the PlayStation 3$269.99 at Sears and Xbox 360's$249.00 at Amazon power to create a beautifully rendered city with day/night cycles, miles of roadway, and neighborhoods with their own specific sights and sounds.
Although the location may be familiar, Grand Theft Auto V is no simple retread. Yes, you jack rides, dabble in crime, and wage war on rivals, but Rockstar Games has added several new gameplay elements (and updated previous beloved features) that will hopefully keep the game fresh for some time to come.
Kiss-Kiss, Bang-BangThe shooting and cover mechanics are tighter than in previous GTA games, but cars could benefit from better handling. Some cars handle better than others, but you can increase your character's in-gaming driving ability for improved results. Hand-to-hand combat is quite satisfying, as you can deliver some truly mighty haymakers that quickly drop targets. Gun-blazing, fist-tossing action isn't the entirety of the Grand Theft Auto V experience. You can use stealth to sneak up on target or ease your way through populated areas without being spotted. The more you stealth, the better your character creeps.
A GTA game isn't a GTA game without a robust radio experience. Grand Theft Auto V features over a dozen talk and music stations that put real-world terrestrial radio to shame. The game features over 240 licensed tracks from the likes of Tha Dogg Pound, Outkast, and A$AP Rocky. Celebrities such as Kenny Loggins, Pam Grier, and Bootsy Collins host themed stations. The talk channels are highly entertaining humor sources that parody American pop culture and politics.
A new online mode, Grand Theft Auto Online, lets you form a criminal crew with other gamers. There are over 500 missions and numerous leisure activities that players can explore in a living, open world. The goal is to stack paper, increase your influence, and collect the finer things in life. We haven't tested this feature yet, but we'll update this piece when we do.
The Saga Continues
Grand Theft Auto V, even very early in our play through, looks like a marvelous game. As you await our full review, check out our 5 Killer Features in Grand Theft Auto V and  5 Best Grand Theft Auto Games stories.

Wednesday, September 18, 2013

Diablo III: Storm of Light coming 2014

Diablo III: Storm of Light coming 2014

Zorine Te
By Zorine Te, Community Manager



Blizzard novel bridges gap between Diablo III and Diablo III: Reaper of Souls expansion.
Blizzard has announced release details of Diablo III: Storm of Light, the next novel in the Diablo series.
The novel addresses events that take place between the end of Diablo III and its upcoming expansion, Diablo III: Reaper of Souls. Characters Jacob and Shanar from the Diablo: Sword of Justice comic series serve as protagonists in the Storm of Lightnovel.
Diablo III: Storm of Light will be out in 2014. Additional details, including where to preorder the novel, are available on the Battle.net website.
Diablo III launched on the PC and Mac last year. The game recently made its debut on console to positive reception. The expansion, Diablo III: Reaper of Souls, was announced for the PC at this year's Gamescom. Blizzard has not revealed a release date for Reaper of Souls.

    Diablo III Review

    Diablo III Review


    Carolyn Petit
    Posted by Carolyn Petit, Editor
    on 


    Diablo III's captivating cooperative loot-driven gameplay makes the transition to console intact.

    The Good

    • Powerful abilities make combat enjoyable   
    • Flexible, customizable character classes   
    • Endless, alluring loot   
    • Varied locations that cry out to be explored  
    • Harder difficulty levels change up the game significantly.

    The Bad

    • Weapon system flies in the face of traditional RPG logic   
    • Local cooperative play is disappointing.
    After causing calluses on clicking fingers far and wide on PC, Diablo III has come to consoles and swapped the mice and keyboards for gamepads. The result is an experience that feels somewhat different; clicking the screen to guide your heroes around isn't the same as having direct control of their movements with a thumbstick, though whether you think one control method or the other is better is purely a matter of personal preference; both are equal to the task. The console versions of Diablo III also don't look as sharp as the PC original, but the impact of the atmospheric art design is undiminished. Most importantly, Diablo III on consoles still makes slaughtering thousands of monsters good fun, especially if you're doing so with a few friends.
    Why do they call this area the Fields of Slaughter, again?
    You begin your quest just after what appears to be a flaming star falls from the heavens and crashes into the cathedral in Tristram, the doomed town where the events of Diablo took place. This cosmic occurrence has the unfortunate side effect of reanimating the dead, and the people of New Tristram find themselves besieged by corpses long ago put to rest. Diablo III's story is unremarkable, but it weaves in plenty of references to and appearances by characters from earlier games and enriches the established lore of the series. Fans of Diablo and Diablo II will immediately feel drawn into this world.
    You certainly don't need any familiarity with the series to jump right into Diablo III, however. If you've played earlier games, you'll likely get even more out of Diablo III--the music that plays in the New Tristram area may send nostalgic shivers down your spine--but the gameplay is welcoming and easy to grasp for vets and newcomers alike. You choose one of five character classes, and though they become quite distinct at later levels, they all start with nothing but basic offensive skills.
    That may sound dull, but in fact the rate at which you acquire new skills is part of what makes Diablo III so hard to pull yourself away from. You very quickly open up slots for new types of abilities; if you're playing as a demon hunter, for instance, you begin with a basic archery attack, but you can soon supplement this with resource-draining skills like a rapid fire ability, enemy-slowing caltrops, acrobatic somersaults that can get you away from enemies, and other techniques.
    These skills are divided into distinct categories--primary, secondary, defensive, and so on--and by default, you can have only one skill from each category equipped at a time. This is a sensible restriction if you're a novice player, because it helps ensure that your character is well rounded, with a complementary assortment of abilities. However, if you prefer a greater level of character customization, you can turn on what's called elective mode. With this on, you can opt to equip whichever skills you want in your available slots, rather than being limited to choosing one from each category. But if you do this, be mindful of your character's resource pool. If you select two monk skills that cost spirit (the monk's resource) and no skills that generate spirit, you're going to have some trouble slaughtering the legions of hell spawn you encounter.
    Choosing one skill always means not choosing another, since the number of buttons you can assign skills to is always equal to the number of active skill categories you've unlocked. (Once you've unlocked all six skill categories for your class, for instance, you have just six buttons to which you can link skills.) But you can change your selected skills at any time, giving you free rein to tinker with your abilities until you find a combination you're happy with.
    You never sink points into skills to make them more effective, so you never have to worry that you're not making the best choices. Rather, as you level up, you unlock both new skills and new runes you can apply to existing skills. From level 13 on, for instance, witch doctors can apply the numbing dart rune to their poison dart attack, which adds a slowing effect to this offensive ability. You can eventually unlock a total of six runes for each active ability, though you can have only one rune at a time activated on any ability. This system prevents you from squandering your character's growth by sinking points into skills that leave you ill-equipped for challenges to come, and lets you customize your abilities on the fly to better tackle the challenges you're currently facing.
    It's not all about unlocking skills, however. It's about employing those skills to slaughter the monsters you encounter as you travel the world, and collecting the loot the fiends drop. This is where Diablo III's habit-forming pleasures lie. The randomly generated environments encourage exploration; you never know what treasure (or what powerful foe) you might find down each cathedral hallway or desert trail. Enticing art design draws you into these realms. In and around New Tristram, a foreboding mist hangs in the air, and ancient ruins crumble as you visit places long undisturbed. In the lands around the elegant city of Caldeum, you traverse stark landscapes of cracked earth and bone.
    You explore ornate, musty manors and spider-infested caves. You make your way through rat-infested sewers and emerge into a dusky, teeming oasis. And though the inspiration it draws from The Lord of the Rings is a bit obvious, a setting in the game's fourth act effectively makes you feel like part of a desperate, large-scale war between humanity and the forces of hell. Just when you've had your fill of one region, it's time to move on to another, and each location is so different from the one that preceded it that you feel as if your quest to rid the land of evil is taking you across a vast and varied realm.
    As diverse as these locations are, they all have one thing in common: they're crawling with monsters. In the early stages of your quest, on normal difficulty, most monsters fall to your attacks without putting up much of a fight, though if you get swarmed, you might still need to keep an eye on your health. (Unlike in Diablo II, you can't spam health potions to immediately counter any damage you suffer; potions have a cooldown timer, requiring you to play a bit more cautiously.) Your attacks look mighty and effective, which makes the simple act of unleashing them feel empowering. The demon hunter's huge chakrams weave through the air, blades spinning; the barbarian's hard-hitting strikes can send foes flying.
    Without fail, you're rewarded for mowing down monsters with gold and gear. This is typical of the series and the genre, but it's handled here as well as it's ever been. You never feel like you're being showered with riches and items you haven't earned, nor that you're having to slog through too many foes to earn anything significant. Loot is doled out at a pace that makes your victories fulfilling and makes fighting the next group of foes lurking in the shadows ahead nigh irresistible.
    The way your rewards emerge into the world is rewarding in itself; slay an elite monster, and coins and items pour onto the ground, making you feel like you've just won a jackpot in Vegas. Sometimes, the gear is junk so low in value that it's not even worth picking up. But you never know when you're going to stumble on a weapon or piece of armor that's superior to your current equipment, making you more capable of facing the coming hordes. Even if something isn't worth using, it's often worth grabbing, either to sell or to have it salvaged by the blacksmith in town for materials that can be used to craft other items.
    Weapons function in Diablo III a bit oddly, though, and that may take some getting used to. Often, you may elect to have your primary skill be something that isn't weapon-based. You may choose the demon hunter's grenade attack, for instance, or the wizard's magic missile spell. Although these skills don't involve your characters actually using whatever weapons they're holding in their hands, the damage of your equipped weapon still comes into play. In other words, all other things being equal, a wizard's magic missile spell does more damage if she's holding a club that does 12 damage than if she's holding a dagger that does 10 damage. It's a system that makes more gear useful to more classes, but that usefulness comes at the expense of typical fantasy RPG logic.
    If you haven't yet found the perfect helm, boots, or crossbow for your character, you may opt to have the blacksmith craft you items. As with the stuff you find in the wild, the magic properties on gear he crafts are random, so there's often no guarantee that something he creates for you will suit you better than your current equipment, but odds are that sometimes he'll craft something that's ideal for you.
    Unfortunately, you need to spend a good deal of gold on training him to level him up so that he can craft higher-level gear for you, and early on, it can feel as if you're sinking all your gold into this and reaping little reward. The rewards do come eventually, though, and all your characters in a given mode share the same craftsmen (the blacksmith and, later, a jeweler), so once the money is spent on training, you don't need to worry about spending it again.
    The cycle of combat and loot and more combat is addictive, but without peril, it would eventually become unfulfilling. Thankfully, the hosts of hell become increasingly dangerous over time. Boss fights are numerous and frequent, and those that bring each act to a close can be challenging. They also offer more traditional action-game mechanics than the series has seen before. An early boss charges into walls, for example, leaving him stunned and giving you a chance to attack safely.
    After you complete the game on the normal difficulty setting, you can continue on to nightmare, which is much more than just playing the same game again against more resilient foes. Nightmare changes things up by giving enemies powerful new abilities and placing challenging enemies in places where they didn't previously appear. Conquer nightmare, and yet another, even more challenging difficulty becomes available. And new to the console versions, there are sub-difficulty options, allowing you to play normal difficulty on easy, for instance, or nightmare difficulty on hard. Whether you want a relatively easy, rewarding experience that you can pleasantly click your way through or an incredibly stiff challenge, Diablo III has what you're looking for. And for that added element of risk, you can play in Hardcore mode, where death is permanent.
    Each class has the offensive capabilities to take on the forces of darkness alone, and the three AI companions you can choose from offer a helping hand and a sense of camaraderie to solo adventurers. But joining with up to three other players makes for a far more interesting dynamic. Freezing enemies in place when you're playing solo as a wizard is useful, but when doing so aids a team of players who are working together, it's much more fulfilling. Similarly, activating a mantra of healing as a monk just when your party is in dire need of a health boost is far more rewarding than just using this ability to save yourself.
    Players can cooperate either locally or online, but while both options are enjoyable, local co-op is quite restrictive, and the interface slows things down. All players must stay on the same screen, and whenever a player accesses his or her inventory, skills, or some other menu, it takes up the whole screen, leaving other players with nothing to do but wait until he or she is done. Other console dungeon crawlers, dating back at least as far as Baldur's Gate: Dark Alliance, have split up the screen so that multiple players can manage their inventories simultaneously, and the lack of such considerations here makes the local co-op option feel tacked on. Nonetheless, in local and particularly online co-op, combat is significantly different and a great deal more fun.
    On console as on PC, Diablo III is a very safe game. It never diverges from the path carved by its predecessors and the numerous loot-driven hack-and-slash dungeon crawlers they inspired. But Diablo III also proves that when done well, the classic formula can still be absorbing. The powerful abilities of the diverse character classes are fun to use, the world is varied and enticing, and the constant promise of more riches and better gear makes conquering that next group of foes an alluring prospect indeed. Don't take up arms against Diablo because you care about saving the world. Do it for fortune and glory.

    Kingdom Hearts HD 1.5 ReMIX Review

    Kingdom Hearts HD 1.5 ReMIX Review

    By Jason Venter


    The Kingdom Hearts HD 1.5 Remix compilation makes beautiful magic, but is still flawed in familiar places.

    The Good

    • Beautiful all over again   
    • Lots of adventuring, with surprises around many corners  
    • Varied combat systems   
    • Involving storyline.

    The Bad

    • Uncooperative camera   
    • Imprecise jumping.
    On paper, the idea seems just a little bit too fantastic to actually work: take a handful of Disney characters and worlds, mix them with some Final Fantasy heroes and a brand-new universe, infuse everything with light role-playing game elements, and hope for the best. It takes little imagination to envision such a formula producing any number of disappointing outcomes, but instead, the idea was realized as Kingdom Hearts and went on to become a beloved and popular franchise. Now, years after that initial triumph, Kingdom Hearts HD 1.5 Remix is a good reminder of the series' great joys and occasional frustrations.
    Though it's not entirely clear from the title, Kingdom Hearts HD 1.5 Remix is a compilation of two separate games in the franchise (the Final Mix versions of Kingdom Hearts and Kingdom Hearts Re: Chain of Memories), and a semi-interactive retelling of a third (Kingdom Hearts 358/2 Days). Kingdom Hearts Final Mix is the gem in the compilation's crown, the game most likely to entice returning fans to take the fresh plunge and the starting point for any new arrivals. It introduces the hero, a young boy named Sora who lives on an island and regularly meets with friends Riku and Kairi for adventures. The members of that happy trio long to leave their peaceful tropical home in search of adventure, and one day they get their wish. Nothing goes as planned, though, and their friendship is inevitably tested as they are forced to make their way through a universe full of memorable new allies and scheming villains from various Disney films.
    If you're familiar with the original release of Kingdom Hearts in North America, you'll discover that there are subtle changes to the Final Mix presentation, including new weapons and different item locations. In spite of those modifications, the game plays largely as it did in the past, which is a great blessing and an occasional curse. Sora and friends often wander through interconnected and mostly barren environments, talking to various characters and frequently battling a few of the same enemy mobs on their way to trigger another cutscene so that they can backtrack and keep the story moving. Along the way, an uncooperative camera likes to get hung up on the architecture, and there are occasional platforming sections that seem to have been designed with tighter controls in mind. The latter issue is eventually alleviated once Sora gains new abilities that improve his agility, but such annoyances put a damper on the action..
    It's relatively easy to tolerate occasional tedium because there is always something unexpected but delightfully familiar around the next turn to make up for it. For instance, you are greeted upon arrival in Wonderland by a scene in which the frantic White Rabbit rushes off to his audience with the Queen of Hearts. The events that follow that introduction largely mimic those seen in the classic animated feature Alice in Wonderland, and as you visit more such worlds, you influence the outcome of well-known stories and witness key characters in a new light. There's also a satisfying character progression system that lets you equip favored abilities, and whaling away on enemies with your keyblade is cathartic once you get used to monitoring Sora and his companions all at once.
    Over time, the graphical impact the original releases once had has faded, but Kingdom Hearts HD 1.5 Remix applies a fresh coat of paint with modest success. Environments are still rather barren, but the backdrops are usually presented sharply, and the character models and action are animated beautifully. Presentation isn't entirely consistent, and some areas look more spectacular than others, but Remix doesn't feel antiquated, and the widescreen aspect ratio makes it easier to follow the combat.
    Re:Chain of Memories, for its part, has gained the most compared to its original release. Square Enix at one point reworked the Game Boy Advance game for the PlayStation 2, and now that edition has been further tweaked. Many of the art assets from Final Mix are thus reused, and the story elements are similar (because Sora is now working his way through memories of his previous time spent in those worlds). If you've just played through Final Mix, jumping into its successor feels overly familiar, though combat and exploration are given a boost. Instead of simply running around and striking foes with his keyblade, Sora must activate cards from a deck he has built.
    There's a lot of depth to the system, since you can form combos (at the risk of temporarily losing access to the first card in a series of three) and must consider placement of cards outside of battle. The process of navigating the world is also different. You connect rooms by placing expendable cards and often can determine what you find on the other side of a door. For instance, you might lay out a card that causes the ensuing area to be full of drowsy foes, or treasure. Though the new system is intimidating and awkward initially, the deck building eventually becomes more enthralling than anything featured in Final Mix.
    The final game in the compilation, Kingdom Hearts 358/2 Days, is presented only in a viewing mode. Instead of participating in an interactive fashion, you watch reworked cutscenes stitched together using art stills and brief text summaries. It's primarily an exercise in listening to dialogue as characters sit around eating ice cream on a clock tower, and the star of the story is now Roxas, an important figure who appears in Kingdom Hearts II. The story's structure works well to expand the Kingdom Hearts mythology beyond its apparent boundaries, though the lack of action leads to waning interest.
    Kingdom Hearts HD 1.5 Remix presents a couple of the earliest games in the beloved series in their best light and makes a revealing cinematic experience out of a third one. The three experiences complement one another with unique elements and welcome context that is a treat for longtime fans and newcomers alike; plus, there's enough variety to keep everyone engaged for the 50 or 60 hours it can easily take to absorb everything. There was a time when the mixture of Disney and Final Fantasy characters felt magical, and this new compilation capably proves that the magic has not yet dissipated.

    GTA 5 Tops $800 Million in First-Day Sales

    GTA 5 Tops $800 Million in First-Day Sales



    GTA 5
    Grand Theft Auto 5 took in $800 million in its first day around the globe, Take-Two Interactive Software announced Wednesday.
    The latest version of the franchised debuted on Sept. 17 for the Xbox 360 and the PlayStation 3. Its one-day haul makes it the "highest first day retail sales of any title in the history of the company and the Grand Theft Auto series," according to Take-Two, which owns GTA developer Rockstar Games.
    "All of us at Take-Two are thrilled with the initial response to Grand Theft Auto V. Once again, the team at Rockstar Games have outdone themselves, setting the entertainment industry's new standard for creativity, innovation and excellence," Strauss Zelnick, chairman and CEO of Take-Two, said in a statement. "Beginning at midnight on Monday, consumers around the world gathered in anticipation to be among the first to experience the evolution of this remarkable series."
    In North America, more than 8,300 stores opened as the clock struck 12, Zelnick said.
    In some cases, life has imitated art when it comes to the violent game. London police this week arrested three teenagers who attacked a man who had just purchased a copy of GTA 5. In the U.S., three men also posed as New York City police officers in an effort to be first in line at the Staten Island Mall to buy the new title.
    GTA 5 is available for PlayStation 3 and Xbox 360; the Standard Edition is $59.99, the Special Edition is $79.99, and the Collector's Edition costs $149.99.
    In its review of GTA V, PCMag sister network IGN said the caper-filled game is "grand in every sense."
    For more, see PCMag's list of The 5 Best Grand Theft Auto Games.