Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Friday, November 11, 2011

Google News: UFC Dips a Toe Into the Mainstream

SYDNEY, AUSTRALIA - FEBRUARY 21:  UFC fighter ...Image by Getty Images via @daylife
Google News
New York Times - ‎1 hour ago‎
In the beginning, the Ultimate Fighting Championship was like a brawl at a carnival, the mismatched combatants entering an octagonal cage to go at it until there was a "knockout, surrender, doctor's intervention or death.
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Browse all of today's headlines on Google News
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Saturday, September 24, 2011

SkyDrift

At the heart of SkyDrift are three race modes: Power is standard racing with both offensive and defensive power-ups enabled; Survivor is an elimination-based variation on Power that removes whoever is in last place at timed intervals; and Speed replaces power-ups with glowing rings that provide your plane with a brief boost. These modes are scattered across the main single-player campaign, which places you in stages that get progressively harder as you advance, with new planes and paint jobs awarded along the way. All of the modes are enjoyable, but they become fairly repetitious before too long--the game would certainly benefit from having a few more race types to add to the variety. There are six tracks (plus reversed versions of each) set in different locations. The surrounding environments for each track range from the mountainous to the glacial, and they're all visually striking, with impressive levels of detail. Annoyingly, though, SkyDrift's overly saturated lighting effects can sometimes be overbearing on the visuals, making power-ups and obstacles difficult to discern against the harshly lit backdrop.

Power-ups include the usual suspects, such as mines, heat-seeking missiles, and shields. Picking up two power-ups of the same kind upgrades their effectiveness, and it's also possible to trade in stored power-ups for small doses of boost. To a similar end, you can drift behind other planes and ride lower to the ground to gain even more boost. You can also use the right stick to "knife edge" the plane so that you can weave through tight crevices and gaps that would otherwise cause you to crash instantly. Even when you do crash, though, respawns are quick enough that you don't lose much time. Because tracks are awash in sharp corners and sudden hairpin turns, the high-speed nature of the game ensures that you're considerate of your every action--when you mess up, it's usually your fault and not the game's. SkyDrift's tight controls and multitude of power-ups let you approach mid-race situations with the kind of sudden tactical initiative that can either help or hinder you, depending on the decisions you make. That said, it's a shame that none of the power-ups are particularly creative--it would have been nice to see more-expressive weaponry beyond generic rocket launchers and machine guns.


Environments range from the mountainous to the glacial.
Beyond the single-player races is lag-free online multiplayer, which is really the shining jewel of SkyDrift. While the multiplayer cannot be played locally, all of the aforementioned modes and tracks can be played with up to eight players online, and the host retains complete control over map settings and the choice of planes before races begin. Despite the competency of the AI in the single-player portion, the game becomes infinitely more enjoyable when real people are thrown into the mix. Power-ups are well balanced, and no one plane is more likely to dominate than any other, meaning that every competitor is treated fairly, regardless of skill level. A host of criteria-based badges and medals can also be earned throughout both single-player and online matches, which is a nice touch that neatly ties in to the game's achievements and trophies.

If you've ever played an arcade or kart racer before, then you have a good idea of what to expect from SkyDrift. It does nothing that hasn't been done in the past, nor does it outperform any of its contemporaries in any meaningful way. Thankfully, solid controls and a strong dependency on tactics mean that SkyDrift still manages to offer up a good amount of fun in spite of its derivative makeup, especially when played online.

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Men of War: Vietnam

At least Men of War: Vietnam is honest up front. The very first mission tosses you into the deep end without any life preservers. Denied even the benefit of a brief tutorial or some tips on how to handle the first few enemy encounters, you're thrown into the midst of a battle between the US and a small group of Russian advisors and Vietcong soldiers. A Huey incinerates your convoy in the scripted opening seconds and then returns to obliterate the paltry four survivors in your squad within moments. Either you get your guys off the road and under cover in less time than it took you to read the start of this paragraph, or everybody dies. It's an abysmal introduction. It's hard to imagine anyone new to the Men of War series sticking around for very long after this greeting. Even series veterans can't help but be taken aback by how brutally the game begins. Playing on easy helps a bit by reducing enemy numbers, but the game remains incredibly punishing.

The two-part campaign that sees the first five missions focusing on Russian and Vietcong troops and the second five missions swinging over to the US is unforgiving all the way through. You go into missions with tiny squads ranging from just four guys to around a dozen or so, and you have to fight and/or sneak your way through huge maps crawling with countless enemy patrols and dotted with umpteen goals. The playing field is so tilted against you that you're at risk of it falling on your head at any moment. Enemies can spot you from long distances, hear you even when you're firing silenced rounds, and shoot you with unerring accuracy even when you're hunkered down behind brush. The entire squad can be wiped out in mere moments, at almost any time. You need to creep forward very cautiously, experiment with a lot of trial and error, and save every time you do anything even remotely good. Kill a bad guy? Save. Find a great cover spot? Save. And so on. At least the game helps out by autosaving at smart, frequent intervals.

There are a couple of saving graces. Mission maps are extremely detailed and come with multiple options to get past every enemy troop position. Granted, sometimes none of them are pleasant, but at least you have many choices, ranging from open assaults to flanking maneuvers to firing locations and weapon selection. Enemy artificial intelligence is lacking, too, though at least the stupidity of your foes makes it easier to complete scenarios against the incredible odds. Foes typically respond to attacks by going back to standard patrol routes, oblivious to the corpses of their comrades and the burning wreckage around them, or by walking mindlessly into the jungle until your lads shoot them to bits. When you're beaten, you're beaten through sheer force of numbers or by superior enemy positions like bunkers, but never from being outsmarted.


Zoom in close for all the glorious battle detail, like your men being overrun enemies.
Unfortunately, your own troops aren't very smart, either. They often switch weapons for no apparent reason in mid-battle and ignore enemies gleefully murdering the whole squad from a few feet away. Maybe it's the cover itself, or maybe it's dumb soldiers not standing in the right spots, but your boys often seem to think they're hidden when they're exposed enough to take a bullet to the head. Targeting isn't very accurate, unless you micromanage troops with direct control, which is hard to do in the middle of a big scrap. You can order your squad to assault a lone VC hiding behind a truck, for example, and watch in horror as your lads line up behind the bumper and fill it full of holes…while your enemy pops out of cover and slaughters everyone.

Special abilities and weapons offer some chance at survival. There is something of a role-playing flavor here with named squadmates who come equipped with gear and combat skills. At times, the game resembles the Commandos series. Troops with silenced SMGs, sniper rifles, and big M60s provide you with a shot at whittling down enemy numbers. That said, the small size of your squads makes it devastating when just one man is killed. Lose your sniper, and it's pretty much game over unless you're in the home stretch.

Jungle terrain is both an ally and an enemy. The engine does a great job rendering the foliage of Southeast Asia, and it isn't just for show. It's so thick that you can ably stage hit-and-run raids where you blitz enemy positions and then fade back into the green. Bad guys take advantage of the green stuff as well, though, and it's so voluminous that you often can't see anything. Events develop so fast that your men might be slaughtered before you can get the camera properly into position. You expect a lot of jungle in a Vietnam game, of course, but it seems like you wind up with a big frond in your face every time you adjust the camera the slightest bit to better view a firefight.


The plan: Kill, or be killed.
All of the campaign missions can also be run through cooperatively with up to four other players. This is the best way to play the game, as it mitigates the extreme difficulty of going solo. It also lets you tackle objectives more efficiently via coordinated attacks. Some missions seem to have been designed with co-op in mind. The first mission, in fact, features a section where you must detonate three US Hueys before they take off. This is hard to achieve playing solo without sacrificing at least one man during the assault, because the choppers head to the skies almost as soon as you open fire. But when you're playing with a buddy, you can divvy up the targets to blow them all up before the pilots can get the rotors spinning. Unfortunately, there are some technical problems with online play. Connection errors frequently pop up on the server screen, making it impossible to join many matches. This may be because of conflicts between various versions of the game sold by different retailers or conflicts between those who purchased the DLC pack released alongside the main game and those who did not. Either way, a patch is desperately needed. Even when you can get into games, the play is a bit laggy, and synchronization issues frequently arise.

As frustrating as Men of War: Vietnam is, it still provides some satisfying moments. Emerging hale and hearty at the end of a mission is always cause for celebration, seeing how the odds are so slanted against you, and the opposing forces are made up of what seems to be the entire US Army or Vietcong. Still, the extreme challenge is a tough sell, and it makes it so difficult to get past the first mission that you might never get to the point where you can get hooked.

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Naval Warfare

Last year, Aqua: Naval Warfare launched on Xbox Live Arcade to below average critical reception. The game featured a highly intriguing steampunk story that took place at sea, and the gameplay premise—a twin-stick shooter set on water—was incredibly promising. Unfortunately, the game failed to deliver on practically every front. One year later, developer Games Distillery is re-releasing the game on Steam (this time simply titled Naval Warfare) and not surprisingly, it remains a big disappointment.
The world has been flooded, and various groups have been formed by the survivors. These groups are battling on the sea for total control of various territory, and this is where you come in. As part of one of these factions, it is up to you to take on enemies and engage in escort missions. Though the story is interesting on paper, the execution is rather lackluster. In between chapters you’re treated to stylish hand-drawn cutscenes. As cool as these look, it’s hard to really care about the story due to some weak characters and uninspired voice acting.

Storytelling isn’t the only area where Naval Warfare falls short. Oftentimes, games with weak narratives can easily be forgiven as long as they provide a compelling adventure. But even in its gameplay, Naval Warfare is an utter failure. Rest assured, the ideas are most certainly interesting. A twin-stick shooter at sea could have been really awesome, but a number of gameplay hindrances keep this game from being as fun as possible.
The first thing that really sticks out about Naval Warfare is its lack of direction. As you play, you’re tasked with certain objectives, but the game never puts much emphasis on them. You end up waiting for an on-screen arrow prompt to guide you to whatever destination the game chooses. Naval Warfare should have been a much more linear experience, but due to the large stages, which often feel devoid of life, you’ll constantly stray off course and hit barriers. You then realize that all of the enemies you’re supposed to eliminate or the ships you’re supposed to protect are on the other side of the map, so you have to backtrack before you can complete a mission.
You can obtain upgrades or play in two additional ships, but doing so doesn’t yield anything in the way of impressive results. Instead, the mild customization options make you wish there was more to do. This aspect of the game could have delivered some deep options, but with a lack of content, it’s just another failed aspect of Naval Warfare.

Naval Warfare feels so misguided, and the campaign ultimately gets too boring to sit through. You can team up with a buddy and take on waves of enemies as a team, and it’s certainly more fun than messing with the single-player game on your own. You can even play Skirmish mode, which pits you against hordes of enemies and tests your twin-stick shooting mettle. As decent as these modes may be, they get repetitive and only hold your attention for so long. Naval Warfare was supposed to offer a great story mode, and the disappointment will stay with you the entire time you play, regardless of what mode you’re tackling.
At the very least, Naval Warfare manages to do one thing right, and it happens to be the least important aspect of any game: the graphics are pretty damn awesome. Water effects look great, ships and enemy fighters are richly detailed, and the whole ocean atmosphere looks spectacular. Explosions are a bit weak, but other than this minor gripe, everything in-game is remarkable. As previously mentioned, the hand-drawn cutscenes are great, and they really give the steampunk story a unique appearance.

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From Dust

We’ve been looking forward to Ubisoft’s From Dust for some time.  Not only is the concept unique compared to other games, but the art style is better than most downloadable games.  The focus that Ubisoft Montpellier has given to the visuals is ridiculously unreal; you’ll find yourself getting lost in the majesty as stuff you pick up settles into the terrain in real time.  That brings up an interesting question—is From Dust more than just a flashy presentation?  Is there actual depth when it comes to playing as a god?
Well, there is, but it would be in your best interest to pack some patience when you start this game.  Not only is being a god tricky when it comes to completing each part of the story (and the additional challenges), but the ineptitude of your tribesmen is equally as tricky.  They summoned you—a god known only as The Breath—to help them reach totem poles and expand their civilization.  Easier said than done, since they’re pretty helpless.  Each one has a description, but they come to a halt when it seems like anything gets in their way.  They’re even afraid to approach a body of water.
While it’s a slight letdown that these tribe-folk don’t help you over the course of each mission (even when you send them off, they can get lost or stuck), From Dust’s control scheme isn’t so bad.  You’ll manipulate pieces of a land in each stage, building bridges and guiding these lost souls to their next totem marker.  It takes a little getting used to at first (Actraiser this ain’t), but the controls work moderately well as you pick up objects and use them to interact with the earth. They aren’t the most precise in the world (and this may frustrate those with agile hands in later stages), but they’re functional enough with a game controller.
Now, about that real-time morphing effect we discussed earlier—it’s beautiful.  Not only does From Dust feature some crafty level design, but it also has some weather effects that shift into each one almost seamlessly.  Desert globs flow into the sand, right down to the tiniest of particles; water shifts when wet land forms beneath it; volcanoes explode with great ferocity.  Watching this as it happens is almost like taking in a terrific nature special, except that you get to play around with it.  Granted, you shouldn’t forget about your objectives, but being able to terraform these worlds as you see fit is a welcome delight.  If you ever built a sand castle as a kid, you may just say, “Screw the tribe,” and try your luck again here.
Along with From Dust’s main story mode, there are also 30 additional challenges in which to complete.  These range from downright infuriating (the most precise of controls are needed to keep your tribe from perishing) to cakewalks, particularly with the opening stages.  Still, the progression set-up is a welcome one, and the ability to record your best times on Xbox Live—through interactive leaderboards—works just fine by us.
Again, though, From Dust won’t be everyone’s speed.  There’s a steep learning curve here, and you’ll have to put up with some really stupid tribesmen in order to get the most mileage out of it; seriously—they’re afraid of frickin’ water!  Some might be abundantly bored within the first hour, but those who stick with it will be rewarded with some interesting challenges and even more beautiful terrain.  It’s up to you to decide if you’re up for the journey.
We do like how Ubisoft tried something different with From Dust, though.  It’s not often you see a major publisher take a flying leap like this with something really “out there”, if you will.  While the little flaws may have you wondering if it’s worth the trip, you at least owe it to yourself to try it—even if it’s only to see the terraforming effects.  Seriously, can you imagine how good these would look in a typical action game?  Ubisoft Montpellier should keep this on hand for their next project.a

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Tuesday, May 24, 2011

Cut the Rope

The Good

  • Unique gameplay   
  • Serious charm   
  • Stays fresh throughout   
  • Offers a good amount of challenge.

The Bad

  • Some control issues.
Cut the Rope is a downright adorable action puzzle-physics game. It's also fresh, challenging, gorgeous, and highly entertaining. It has simple rules, intuitive controls, and can be played in short bursts or blitzed through in a marathon gaming session. In short, it's exactly the type of game you want to play on your iPhone.
The goal in each level is to drop a piece of candy--suspended by a series of ropes--into the mouth of a cuddly little monster named Om Nom that is located somewhere on the screen. To do that, you have to cut the ropes in a way that makes the candy swing, jump, or fall into the little guy's mouth. Along the way, you also have to try to pick up all the star items in each level.
But this is a puzzle game, so you have to put on your thinking cap to figure out which ropes to cut and in what order. To make things more complicated, you also encounter movable pegs; spikes; electricity; bubbles that make the candy float; and whoopee cushions, which send puffs of air that can blow the candy in different directions. Since Cut the Rope launched, new level packs have added gravity puzzles and broken-candy pieces to the game.
Each level is cleverly designed to make delivering the candy to the monster difficult but not impossible. Solving the levels requires precise timing and delicate precision. As you progress through the game's 150 levels (with more on the way), the difficulty mounts steadily, which results in some real head-scratchers toward the end. Both Crystal and Game Center provide leaderboards and achievements, giving the game a healthy amount of replay value.
Unfortunately, Cut the Rope does have some control issues. For instance, once sliding pegs are introduced, the game occasionally thinks you're trying to move a peg when you mean to cut a rope, or vice versa. This can get you into trouble in some levels.
Cut the Rope is a game that nearly everyone will enjoy. It offers all the charm, variety, and smart level design you could hope for from a puzzle game while being simple enough to be accessible to anybody. It's right up there among the best casual games in the App Store.
This review was provided by GameSpot mobile content partner SlideToPlay.com.

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Capsized Review

The Good

  • Richly detailed environments are captivating   
  • A lot of fun ways to move around  
  • Physics allow for creativity.

The Bad

  • Problematic cooperative play   
  • No online leaderboards.
The thrill of exploration and the desire to experience new things are two of the driving motivations that have fueled humanity's endeavors for thousands of years. For ages, this involved such dangerous acts as going to sea or tasting a new food described only as "Trust me," but nowadays all you need is the right machine and some money in your pocket. For the reasonable price of $9.99, Capsized takes you to a fertile alien world bursting with eye-catching vegetation and populated by a diverse range of unusual creatures, many of which want to kill you. To survive, you must fend off your assailants with powerful firearms, as well as master the mechanics of moving through this strange two-dimensional landscape. The locomotion tools encourage experimentation, and it's a joy to jump, fly, swing, and rocket your way through each level. Getting a feel for how to manipulate objects in order to solve puzzles and kill enemies is also a blast, and by the end of the campaign, you'll be eager to jump back into earlier levels and get even more creative with your hard-earned skills. The physics system behind this fun is prone to occasional hiccups, and there are other minor issues that crop up in the arcade modes (co-op is a bit wonky), but these are small matters compared to the immense satisfaction of adventuring through this beautiful and deadly world.
Shoot them, squish them, or fling a boulder at them.
The situation is straightforward: your spaceship has crashed on an alien planet, and as one of the few survivors, you must locate crew members, call for help, and get yourself rescued. To accomplish all this, you must set off into the jungles of this lush world, which are an absolute treat for the eyes. The ground you walk across is a detailed mosaic of rocks and plants that come in many shapes and sizes. Small fungal bulbs, long dangling vines, and a rich variety of growths that wouldn't look out of place in a coral reef cover the landscape. There are also harmless creatures that stalk through the near background, grazing in the undergrowth or fluttering through the air. Faded scenery in the deep background creates a nice sense of depth, and the quality of sunlight changes to reflect how deep below the canopy you are. Eerie, atmospheric music adds a wonderful dimension to the alien ambience, and this artfully realized world continues to reveal lovely details even after hours of playing, making it a pleasure to explore these exotic environments.
To traverse these beautiful yet treacherous lands, you must make good use of your varied skill set. You walk at a moderate pace and jump many times your own height, thanks to the relatively low gravitational pull. This also means that when you jump into a wall, you can hang there indefinitely by holding the directional key toward the surface. You can use this trick to jump up walls as well, and this vertical mobility makes you feel nimbler than the average spaceman. The jetpack is another way to reach high places and gives you the freedom of flight as long as you can find the supplies to fuel it. Your gun plays a role in locomotion too. It's equipped with a gravity ram that shoots a short burst of force that violently propels you away from any surface, object, or enemy that you are close to. Point it at the ground, and it flings you into the air much higher than you can jump. Point it at a wall, and you can jet across a chasm to a far ledge. Shoot an object, and depending on its properties, it might zip forward (small rock), shoot you backward (big rock), or possibly even crumble to pieces (boxes and wood structures). Some enemies can be killed outright with the gravity ram, while others are too tough, and blasting them can send you rocketing backward like an inkless squid.
Your final movement tool is a hook that you can shoot in any direction. This hook is attached to your body by a kind of laser elastic and when it hits a surface or an object, it latches on and the elastic begins to contract. You can use it to drag yourself up to a platform or onto a wall. You can also swing through the air like Tarzan and use the elasticity to slingshot yourself to great heights. Furthermore, this tool lets you interact with enemies and objects in some neat ways. Hook an enemy, and you zip together for some close-quarters combat (protip: equip the flamethrower). Latch onto a large object, and you can drag it around, maybe removing a barrier or triggering a button. Snag a smaller object, and a force field encircles it. This means that not only can you carry it with you and move it around at will, but once you disengage the hook, you gravity-ram the object in whatever direction you aim. Quick-moving objects have destructive potential, and you can use them to damage enemies or break barriers.
Between the hook, the gravity ram, the jetpack, and your clinging jump ability, Capsized gives you an impressively diverse array of locomotion tools. It's possible to make it through the game relying on only some of them, but you'd be missing out on so many delightful possibilities. Sure, you could burn a bunch of jetpack fuel to reach a high platform, but you could also climb a nearby wall and then gravity-ram yourself into space, deploy your hook to the ceiling, and gracefully swing up there. You can cling to a wall to avoid falling a long distance, but if you stay in the dive and shoot your hook once you've got a good head of steam, you can launch far beyond where you initially fell from. Finding out new ways to take advantage of your abilities makes exploring levels that much more exploratory, and the different sensations of movement combine in gratifying and invigorating ways.
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