Diberdayakan oleh Blogger.

Popular Posts Today

NHL 14 Review

Written By Kom Limpulnam on Rabu, 11 September 2013 | 15.07

It's too bad that EA Sports doesn't have any competition for the hockey gaming market anymore. While the previous two editions of its long-standing hockey franchise were impressively playable--if not exactly groundbreaking refinements of the superb game that was NHL 11--too little of note has been added this time around. EA Sports is really pushing things this year with a game that incorporates nothing significantly new aside from arcade-style hitting, more fighting, and a lame re-creation of NHL 94.

It has now been two decades since NHL 94 changed hockey gaming forever, so EA is marking this with what's ostensibly a souped-up version of the usual release. But just like in Madden 25, there isn't much here worth blowing out the candles over. Game modes are similar to those offered last year. You still play one-off matches, get into careers running a player or a whole franchise, take on GM duties, mess around with Hockey Ultimate Team card-collecting, relive big games from last season in the expanded NHL Moments Live, and take the whole shebang online for multiplayer games, tournaments, and leagues.

Controls are identical to what was offered last year, save for the addition of a one-button deke move and some finicky dangles that are tough to pull off on a regular basis. And like last year, some moves are still overpowered, most notably poke-checking. You can control the nuances of nearly every stride and shot, or drop down to basic button-pushing as was offered in 1994. The game continues to include most of the international hockey world, from Major Junior in Canada and the elite European leagues to the NHL and its minor-pro AHL affiliate clubs. Team rosters are a little messed up, though, apparently dating back to June, and even the first downloadable update includes some noticeable mistakes and omissions, like the absence of the new division names that were announced in July.

Graphics and sound have been ported over almost intact from last year's game. Visuals remain very good, with impressive animations and TV-accurate depictions of players. The broadcast duo of Gary Thorne and Bill Clement spouts the same lines as before, the sound effects are ultrafamiliar, and the soundtrack includes the standard alt-rock lineup of new and old tunes where the most prominent track is Wolfmother's "Joker and the Thief" from its 2005 debut disc.

Additions are present, though they don't amount to much. The big new feature change is that the Be a Pro franchise mode, where you play an up-and-coming phenom or an existing star, has been converted to a slightly more elaborate role-playing experience called Live the Life. It never rises above being more than a half-baked version of what 2K Sports has been doing with its NBA 2K series, where you gain endorsements, design shoes, and even mess around with the media to make a name for yourself. Live the Life functions similarly, but there's no meat on this bone. Interactions are handled through bland text screens. You choose from several possible answers when teams quiz you before the draft, for instance, or simply say yea or nay when sponsors come calling with deals like putting your toothless mug on billboards in exchange for cash.

The results of how you mouth off to your team or the press directly translate to scores given to four audiences--fans, teammates, management, and family--that govern how things work off the ice. Be too much of a prima donna, and your team and management hate you, and might just trade you out of town. It's all too boring and rigid to feel authentic. Scores go up and down immediately after you finish answering questions, making the whole thing seem like you're painting a good guy like John Tavares or a nut like Steve Downie by the numbers, rather than creating a real hockey player.

The other headline new feature is NHL 94 mode. This is a retro option where you play arcade hockey just like you did in the Clinton era. It's a great idea, although it doesn't include many actual retro touches. The mode acts more like a dumbed-down NHL 14 sped up and locked to an old-school top-down camera. You get the distinctive blue-tinted ice, stars under players, 16-bit sound effects, and the zippy action that made NHL 94 so great back in the day. But the game uses the new graphics engine, mostly modern sound effects, and the current rosters.

Other modern touches that could have been more meaningful, like online multiplayer and league play, aren't supported in this mode. Ultimately, it's as if EA Sports couldn't decide between going full retro with the complete 1994 game or doing a modernized take on a classic, so it compromised and did neither. The result is barely a passing nod to this legendary hockey game, with the most standout detail being the bleepy-bloopy music you might remember well from long-ago marathons on the Sega Genesis.

Gameplay changes are also very slight in NHL 14. This is the second year of EA Sports' newest physics engine, but the action on the ice isn't noticeably smoother this time out. Granted, the skating physics are still very good. Momentum continues to be extremely well handled, especially when it comes to sharp turns and stops. Opposing defensemen get really aggressive in front of the net, and it's routine to see the net knocked off its moorings when forwards drive hard into the crease.


15.07 | 0 komentar | Read More

NHL 14 Review

It's too bad that EA Sports doesn't have any competition for the hockey gaming market anymore. While the previous two editions of its long-standing hockey franchise were impressively playable--if not exactly groundbreaking refinements of the superb game that was NHL 11--too little of note has been added this time around. EA Sports is really pushing things this year with a game that incorporates nothing significantly new aside from arcade-style hitting, more fighting, and a lame re-creation of NHL 94.

It has now been two decades since NHL 94 changed hockey gaming forever, so EA is marking this with what's ostensibly a souped-up version of the usual release. But just like in Madden 25, there isn't much here worth blowing out the candles over. Game modes are similar to those offered last year. You still play one-off matches, get into careers running a player or a whole franchise, take on GM duties, mess around with Hockey Ultimate Team card-collecting, relive big games from last season in the expanded NHL Moments Live, and take the whole shebang online for multiplayer games, tournaments, and leagues.

Controls are identical to what was offered last year, save for the addition of a one-button deke move and some finicky dangles that are tough to pull off on a regular basis. And like last year, some moves are still overpowered, most notably poke-checking. You can control the nuances of nearly every stride and shot, or drop down to basic button-pushing as was offered in 1994. The game continues to include most of the international hockey world, from Major Junior in Canada and the elite European leagues to the NHL and its minor-pro AHL affiliate clubs. Team rosters are a little messed up, though, apparently dating back to June, and even the first downloadable update includes some noticeable mistakes and omissions, like the absence of the new division names that were announced in July.

Graphics and sound have been ported over almost intact from last year's game. Visuals remain very good, with impressive animations and TV-accurate depictions of players. The broadcast duo of Gary Thorne and Bill Clement spouts the same lines as before, the sound effects are ultrafamiliar, and the soundtrack includes the standard alt-rock lineup of new and old tunes where the most prominent track is Wolfmother's "Joker and the Thief" from its 2005 debut disc.

Additions are present, though they don't amount to much. The big new feature change is that the Be a Pro franchise mode, where you play an up-and-coming phenom or an existing star, has been converted to a slightly more elaborate role-playing experience called Live the Life. It never rises above being more than a half-baked version of what 2K Sports has been doing with its NBA 2K series, where you gain endorsements, design shoes, and even mess around with the media to make a name for yourself. Live the Life functions similarly, but there's no meat on this bone. Interactions are handled through bland text screens. You choose from several possible answers when teams quiz you before the draft, for instance, or simply say yea or nay when sponsors come calling with deals like putting your toothless mug on billboards in exchange for cash.

The results of how you mouth off to your team or the press directly translate to scores given to four audiences--fans, teammates, management, and family--that govern how things work off the ice. Be too much of a prima donna, and your team and management hate you, and might just trade you out of town. It's all too boring and rigid to feel authentic. Scores go up and down immediately after you finish answering questions, making the whole thing seem like you're painting a good guy like John Tavares or a nut like Steve Downie by the numbers, rather than creating a real hockey player.

The other headline new feature is NHL 94 mode. This is a retro option where you play arcade hockey just like you did in the Clinton era. It's a great idea, although it doesn't include many actual retro touches. The mode acts more like a dumbed-down NHL 14 sped up and locked to an old-school top-down camera. You get the distinctive blue-tinted ice, stars under players, 16-bit sound effects, and the zippy action that made NHL 94 so great back in the day. But the game uses the new graphics engine, mostly modern sound effects, and the current rosters.

Other modern touches that could have been more meaningful, like online multiplayer and league play, aren't supported in this mode. Ultimately, it's as if EA Sports couldn't decide between going full retro with the complete 1994 game or doing a modernized take on a classic, so it compromised and did neither. The result is barely a passing nod to this legendary hockey game, with the most standout detail being the bleepy-bloopy music you might remember well from long-ago marathons on the Sega Genesis.

Gameplay changes are also very slight in NHL 14. This is the second year of EA Sports' newest physics engine, but the action on the ice isn't noticeably smoother this time out. Granted, the skating physics are still very good. Momentum continues to be extremely well handled, especially when it comes to sharp turns and stops. Opposing defensemen get really aggressive in front of the net, and it's routine to see the net knocked off its moorings when forwards drive hard into the crease.


15.07 | 0 komentar | Read More

House of Horrors - ZombiU Highlights

"Guess I'm solo streaming today, guys!" 

"Did you just sleep through the apocalypse?" 

"Double-tap, Ed!" 

Another entertaining episode with plenty of lols. I've only been watching this show recently (seen a few with Jess), and I can say with a smile that you guys make games that I would walk away from in disappointment entirely watchable.

Zorine, Ed, good chemistry and keep up the good work. 


15.07 | 0 komentar | Read More

Grand Theft Auto V world map leaked

The map for Rockstar Games' upcoming open-world game Grand Theft Auto V has been revealed. According to Forbes, the leak came from a "prematurely released copy of Brady Games' strategy guide". The game is set in fictional city Los Santos, which is modelled after Los Angeles.

The map gives indication to the full size and scale of Los Santos, which reportedly sports a larger gameworld than Red Dead Redemption, Grand Theft Auto: San Andreas, and Grand Theft Auto IV combined.

GTA V's three playable protagonists are Trevor, Michael, and Franklin. Players will also be able to access the online component, GTA Online, when it launches on October 1 as a free update to the game.

According to Rockstar Games, real-life gang members were brought on to contribute authentic voice-overs to the game. GTA V will also feature over 240 licensed songs.

GTAV will be released on September 17 for the Xbox 360 and PlayStation 3.


15.07 | 0 komentar | Read More

Diablo III Review

Written By Kom Limpulnam on Selasa, 10 September 2013 | 15.07

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.


15.07 | 0 komentar | Read More

Diablo III Review

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.

The biggest mystery in Diablo III: Where does the witch doctor store all those spider-filled jars?

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.


15.07 | 0 komentar | Read More

Bushnell: Nintendo could be on a 'path to irrelevance'

Written By Kom Limpulnam on Senin, 09 September 2013 | 15.08

Atari founder Nolan Bushnell has said that he believes Nintendo may be facing a "path to irrelevance" with its current products.

Speaking with the BBC as part of the Campus Party developer event being held in the UK, Bushnell said he thinks the time for single-function gaming devices has passed, and that the device marketplace is simplifying.

"I don't think handheld game-only devices make sense anymore," he told the publication. "Not when you have an iPod or an Android microtablet.

"When it comes to the console market, I think the market is truncating," he said. "Nintendo always had a soft spot for young people--they sort of did the 12-and-under pretty well, and the other guys did the 12-and-over.

"And now I think the other [consoles] are good enough on those things, and the rush to upgrade from the 12-and-under is not nearly as important."

Bushnell is more positive about virtual-reality devices like the Oculus Rift, saying that provided the challenges of display latency and the feeling of motion sickness can be resolved, the device has a good chance to succeed.

"The problem with virtual reality has always been motion sickness," Bushnell said. "If they're able to really get the reality and the image right, with low latency, I think they'll get it. With most motion sickness, you can build up immunity--and I believe that will represent a brand new, really powerful gaming system."

Last month, a Nintendo rep confirmed that the company is still selling its Wii U system at a loss. Two weeks ago, the company revealed that it would be phasing out the basic version of its Wii U hardware, as well as slashing the price of its Wii U system from September 20.


15.08 | 0 komentar | Read More

Leaked video shows Xbox One dashboard - Report

A YouTube user has uploaded a two-and-a-half-minute video showing off what they claim is a walkthrough of the Xbox One's beta dashboard, according to a report by Polygon.

The clip (the original of which has since been deleted, and re-uploaded by other users) includes a look at the console's Window 8-style Metro tiled user interface, and the new My Pins feature that will allow players to place their most-used applications, content, and games within easy reach on the home screen.

While Microsoft has previously discussed and demonstrated fast switching between differing sources, such as when moving between live television and games, it appears that users will also be able to minimise games and explore the dashboard at will. Players will then be able to resume full-screen play by hitting the Xbox One's controller guide button.

"This is still pretty buggy, it has a lot of bugs in it because it's the beta," the video poster claims. It's unclear when the video was recorded or whether it is genuine. An Xbox representative was unavailable for comment at the time of publication.

The Xbox One will launch in 13 territories on November 22 for $499/€499/£429/A$599.

→ More coverage of XBOXONE on GameSpot.com


15.08 | 0 komentar | Read More

Grand Theft Auto V may have cost $266 million to develop and market - Report

Rockstar Games' open-world action playground Grand Theft Auto V may have cost up to £170 million (approximately $266 million) to develop and market, according to a report by Scottish newspaper The Scotsman (via Kotaku).

The piece claims that industry analysts are predicting that up to 25 million copies of the game could be sold in its first year on the market, representing more than £1 billion ($1.56 billion) in sales, an identical figure to the one given by EEDAR analyst Jesse Divnich in November last year.

Earlier this year, Sterne Agee analyst Arvind Bhatia used a "hypothetical probability model" to estimate development costs of $137.5 million. Contacted by GameSpot, a Rockstar Games representative declined to confirm or deny the figure, saying that the company does not comment on rumour or speculation.

In January last year, a Los Angeles Times report revealed that BioWare's Star Wars: The Old Republic had cost $200 million to develop. By comparison, Sony's PlayStation-exclusive racer, Gran Turismo 5, cost around $60 million to produce.

Grand Theft Auto V launches globally next week on September 17 for Xbox 360 and PlayStation 3.

Dan Chiappini
By Dan Chiappini, Editor of GameSpot AU

Raised by the warm glow of arcade machine monitors and TV screens, Dan's lifelong passion has always been games. PC, console, mobile, handheld, you name it, he'll play it. He also enjoys photography, long walks on the beach, and clichés.


15.08 | 0 komentar | Read More

Grand Theft Auto V goes gold

Written By Kom Limpulnam on Senin, 26 Agustus 2013 | 15.07

Grand Theft Auto V has gone gold, developer Rockstar Games has announced. The open-world action game arrives on September 17 for the Xbox 360 and PlayStation 3.

Rockstar Games also addressed the recent PlayStation 3 pre-load leak, which revealed various spoilers about the upcoming game.

"Unfortunately, as many of you may already know, some people who downloaded the digital preorder of Grand Theft Auto V through the PlayStation Store in Europe were able to access certain GTAV assets leading to leaked information and media from the game appearing online," the developer said in a statement.

"As you can imagine, we are deeply disappointed by leaks and spoilers being spread in advance of the game's launch," the statement continues. "GTAV represents years of hard work by many people across the world, and we all couldn't be more excited to finally share it with you properly this September 17."

Rockstar Games said it "definitely" has more details about GTAV to share between today and the game's September 17 release date, though no specifics were provided.

Sony previously apologized to Rockstar Games for the leak, saying in a statement that it has removed the digital preorder file from the PlayStation Store in Europe.

"We sincerely apologize to Rockstar and GTA fans across the world who were exposed to the spoiler content," Sony said.

Check out GameSpot's preview of the multiplayer component and interview with Rockstar North head Leslie Benzies for more.


15.07 | 0 komentar | Read More
techieblogger.com Techie Blogger Techie Blogger