Friday, May 30, 2014

DRAKENGARD 3 PS3 FREE DOWNLOAD + REVIEW



DOWNLOAD NOW






Drakengard 3 is on the verge of being a unique and rewarding RPG experience. Its dark, gritty nature and fast-paced combat is a refreshing change from the more syrupy tone and traditional turn-based battles that dominate the JRPG scene. Yet clunky controls, repetitive gameplay, ugly graphics, poorly written characters, and massive framerate issues make the idea of playing again to see another ending completely unappealing.
In the first of the 40 hours I spent with Drakengard 3, I noticed the subpar graphics and framerate. (Yes, I know, every game in the Drakengard 3 features the series’ signature brand of action, pitting players against hordes of fiends and foes in remorseless hack-and-slash ground combat, and then sending them soaring for pitched aerial battles on the back of the dragon Mikhail.

The Elder Scrolls V: Skyrim -- DragonbornCrimson DragonWorld of Warcraft: Mists of Pandaria Drakengard series has suffered from these issues, but repeating a mistake doesn’t make it less of a mistake.) There are jagged edges everywhere, the framerate plummets whenever there’s a lot of activity on the screen, the color palette for the world is bland and uninspired, and textures are so undetailed and boring they look like they belong in the PlayStation 2 era. It’s all a terrible strain on the eyes.

The next issue is the poor level design.

Drakengard 3 is an extremely linear game, and areas have very little to see and explore. Linearity can be a great experience if it’s done well, but outside of the way developer Access Games differentiates each location with a special feature (a dark, creepy forest maze, a desert with drastic weather fluctuations that affect your characters’ health, etc.), any attempts at innovation are ruined by the constant backtracking and limited variety of enemies encountered along the way. “

Drakengard 3 is an extremely linear game.

Even the sidequests are repetitive, with protagonist Zero returning to the same handful of places to acquire items before time runs out (a nod to the original Drakengard’s timed missions). The writers use self-deprecating humor as a passive mea culpa for all of this repetition, but after a while the jokes wear thin, and only served to remind me just how annoying having to revisit the same locations over and over again is.

  An entertaining story and interesting characters could’ve made all of that worth suffering through, but Drakengard 3 is devoid of both. The series’ Rubik’s-cube approach to storytelling doesn’t really work here – Drakengard 3 is too slow to reveal its secrets, and relies heavily on fans remembering what happened in the original Drakengard (which came out 10 years ago) in order to understand what’s going on. It doesn’t help that Zero and her disciples are poorly written, and no amount of rifling through Drakengard’s database or attempts to engage Zero’s Disciples in conversation reveals much about them. Even Zero’s motivation for her quest to kill her sisters isn’t fully explained until quite late in the tale. Again, that’s something that can be done well if the mystery is properly built up, but here it left me feeling directionless. If you really want the full story, you’ll have to go through all four endings (with the last ending only accessible by collecting every weapon).

Drakengard 3 has one bright spot: Zero’s combat abilities. I loved being able to dispatch an entire phalanx of enemies with a few quick swipes of a sword, and changing weapons on the fly kept the pace of combat fast and furious. The most exciting combat feature is the Intoner Mode, a special overdrive that makes Zero nearly impervious to damage in battle. The scream, thrilling music, and accompanying camera spin as she transforms is impressively dramatic. It’s in these brief moments where Zero is invincible that Drakengard 3 really shines.

It’s too bad her human A.I. companions are utterly useless in battle (seriously, they’re dumber than a bag of bricks), but I rarely needed their help anyway. I did appreciate the English voice cast’s attempts at making the asinine combat banter somewhat meaningful, at least.

But while controlling Zero is fun, controlling her flying dragon companion Mikhail is not. I’m not sure why the aerial combat is so terribly executed, but whenever I had to fight using Mikhail, I would grit my teeth and curse the developer for the clunky controls and unwieldy camera. It really ruined my overall enjoyment of the otherwise fun combat system.


THE VERDICT


I did everything I could to overlook Drakengard 3’s shoddy graphics, repetitive gameplay, poor controls, and shallow characters. Alas, this RPG is its own worst enemy. Everything about it feels underdeveloped and cobbled together. If there’s ever another Drakengard, I hope the developers do it justice and invest in smoother technology and a better-written script.

BORDERLANDS 2 FREE DOWNLOAD + REVIEW

DOWNLOAD NOW










I can’t help but feel just a little bad for the folks at Iron Galaxy. In many ways, porting the excellent Borderlands 2 to Vita could be considered a fool’s errand of sorts, but they’ve pulled it off as well as anyone could have expected. If that sounds like conditional praise, it’s because it is. The Vita version of Borderlands 2 is remarkably content complete, right down to the two DLC character classes and all the major expansions, but that means very little given how deeply and consistently its technical issues compromise the moment-to-moment gameplay that’s supposed to form the core of the experience.
Few games have had a longer train of substantial DLC add-ons than Borderlands 2 has, and getting it all crammed onto the Vita is an impressive feat by any measurement. Of course, corners have been noticeably cut in order to make that happen – sound has been compressed, and many textures and effects have been simplified to make weight as well. Even on the Vita’s beautiful screen, Borderlands 2 lacks the color and crispness of both its console brethren, and more importantly, other games on the platform. Cross-Save functionality is a boon to be sure, as is the ability to play online, though the drop to two players from four is another example of the watering down that had to be done to make portable Borderlands a reality.
These compromises are the least of this port’s worries though. Borderlands 2 has never been about visual splendor, but about fluidly placing bullets or blades between the eyes of all
Borderlands 2 is the epic sequel to the ultimate four-player role-playing shooter loot fest. Combining invention and evolution, Borderlands 2 features all-new characters, skills, environments, enemies, weapons and equipment.
Killzone: MercenaryGravity RushUncharted: Golden Abyss manner of monsters and bandits. At its best, Borderlands 2 on Vita plays like your Vault Hunter is fighting underwater with dumbbells strapped to their ankles; at its worst, it’s a nearly unplayable slideshow. Even during rare stretches where it maintains a constant framerate, it’s well south of 30, and it hitches at random like playing an MMO on dial-up. The “limitations of hardware” excuse just doesn’t apply here. Killzone: Mercenary, and Uncharted: Golden Abyss both managed solid performance and stunning visuals, making Borderlands 2’s showing a disappointment by Vita standards.
The coup de grace is the ungainly control scheme, which hurt my hands about as much as the flickering framerate hurt my eyes. On console or PC, Borderlands 2 uses every button available, so it’s only logical that getting it to work on the Vita would require some compromise, but placing vital gameplay functions like sprint and melee on the unresponsive rear touch pad was not the way to go. Aside from being painfully awkward to reach, the rear panel just flat out doesn’t work half of the time. Sure you can remap the controls, but no matter which way you slice it, two functions are always going to be unreliable, and that’s two too many.
The sum of these compromises is simply too hefty, making just about every firefight feel like a chore. The fact that I know just how great those very same encounters can be when I’m not being forced to slowly hobble through them just makes playing this version of Borderlands 2 that much more frustrating.



THE VERDICT


Surely, there will be people who are so hungry to play Borderlands 2 on-the-go, that they’ll be willing to put up with the Vita version’s issues, but that doesn’t mean they aren’t there. Borderlands 2 is a great game, full stop. But very little of what’s made it a blast to play over the last couple of years hasn’t been poisoned by this version’s technical issues. Its compromised visuals rob it of much of its bombastic charm, while its erratic performance and unreliable touch controls keep the gameplay from shining like it has in the past.

KIRBY TRIPLE DELUXE FREE DOWNLOAD + REVIEW








Kirby Triple Deluxe suffers from the same fundamental problem most standard Kirby platformers have in the past: With so many powers and abilities at his disposal, breezing through its levels becomes incredibly easy for most of the game. It just gets boring. Despite some expanded ideas, neat graphics and music, and a few fun boss fights, there aren’t a whole lot of reasons for anybody older than 12 to pick this one up

Playing as Kirby is kind of like playing as Superman foiling common bank robbers: he’s practically unstoppable. He can swap between 26 useful and diverse abilities by copying them from his foes. For example, the Bell copy ability gives you useful defensive and offensive powers against bosses. Each one has layered mechanics and combos, but they’re almost never needed because enemies are so weak.

Mini-bosses step in and attempt to add a tougher challenge, but adding more hitpoints doesn’t really matter if they can’t really hurt you. The only times I died were when

A new side-scrolling installment in the Kirby series that features Kirby moving not only from left to right, but also from the foreground to the background.

Since everything is already so easy, I was really disappointing when it got even easier. Every once in a while, with great childish fanfare, I was just handed a Miracle Fruit that gave me the new Hypernova ability. It supercharges Kirby, allowing him to inhale large enemies and objects to solve simple puzzles. I didn’t even have to do anything to earn this power, so it felt excessive. The last world does finally kick up the difficulty a notch, but it’s hard to get excited for a game that doesn’t build up the way it should.
Kirby Triple Deluxe has some redeeming qualities: Developer HAL Laboratory uses stereoscopic 3D in fun ways, and you can expect occasional bosses and obstacles to practically pop out and say “Hello!” from time to time. But these 3D tricks are a little deeper than simple eye candy. Paintra, the second world boss, often tosses paint on the screen between attacks to obscure your vision, and Flowery Woods is an oversized tree boss in world one that aims attacks right into the screen. Those boss fights are a highlight, and the only mildly challenging part of the campaign.

The most fun I had playing Triple Deluxe was in its peppy additional modes. Kirby Fighters is a four-player competitive brawler in the vein of Smash Bros. that makes the most of the Kirby’s expanded copy abilities. Don’t expect Smash Bros.-levels of depth and balance here. In fact, it seemed pretty imbalanced, but it’s fun for a short while at least.

I also got a kick out of Dedede’s Drum Dash, a silly mash-up of platforming and music. It scaled up in difficulty quickly, and actually got a little too hard, but a challenge was a welcome change at that point. There’s also some incentive to return to the campaign for speed runs and collectible 8-bit key chains that can be shared through StreetPass.

Finishing Triple Deluxe opens two additional challenge modes that should appeal to hardcore players, but you have to slog through that too-simple seven-hour campaign to unlock them.



THE VERDICT


Kirby Triple Deluxe may look great and has some clever ideas for how to use 3D, but falls into a rut of simple platforming and puzzles that rarely require any thought or skill. I admire that it tries to give us more powers and abilities to play with than ever before, but that empowerment shouldn’t come at the expense of any real difficulty.



Outlast: Whistleblower FREE DOWNLOAD + REVIEW







Outlast: Whistleblower is a grim, two-hour expansion that thrusts you back into the hellish world of Mount Massive Asylum, and for better or worse, forces you through the same brutal torture as the main game. But if subverting expectations is a core tenant of horror, Whistleblower drops the ball by making every second of your adventure feel like deja-vu.
As the title suggests, you play as the man who tipped Miles Upshur off to the horrific goings-on at the asylum. Shortly after sending the inflammatory email, you’re captured and forced to endure the horrors of the crumbling institution. Whistleblower acts as both a prologue and epilogue to the main game, and contains some genuinely interesting story beats that help flesh out just what the hell has been happening. Once again, there are also documents scattered about that provide well-written bits of information on world and its inhabitants.
Sadly, a lot of the environments in the expansion feel like retreads of places we've already been to. Your journey is ostensibly the inverse of the main game -- you
The first DLC pack for the terrifying game Outlast, Whistleblower tells the story that led to Outlast, then stretches past the events of the first game to show the final chapter in Mount Massive Asylum's story.
Pikmin 3Metal Gear Solid 4: Guns of the PatriotsSuper Mario Bros. 3 start in the underground laboratories, and eventually make your way to the asylum-proper. But wrecked offices, disgusting bathrooms, and foggy exteriors lose their evocative power the the second time around, and this general sense of familiarity really works against Whistleblower.
The DLC still maintains Outlast's impeccably gruesome visuals and sound design, but doesn't ever manage to deliver anything truly refreshing. Enemy encounters and scare patterns feel exactly the same, removing quite a bit of suspense. Sure, the jump scares still got me 100% of the time, but Whistleblower failed to build that great sense of tension that the opening hour of the original did so successfully.
A strange thing about a lot of these jump scares is that they appeared to me as audio-only. Whether because I had my night-vision off, or perhaps I was facing the wrong way, I was often greeted with a loud bang, a violin snap, and no visual clues whatsoever. Moments like this come across less as terrifying, and more just straight-up confusing.
You're still powerless against the ghouls that roam the asylum, so you'll have to run and hide anytime you're spotted. This is where a lot of Whistleblower's problems come to surface. Mission objectives are vague, and the level layout is more labyrinthine than ever. This led to a lot of frustration when I was trying to run away from a pursuer without any clue where I needed to go. There's also a heavy emphasis placed on climbing up very specific and easily missable surfaces, which only compounds the confusion.
It gets even worse thanks to a slew of narrow hallways that often forbid you from maneuvering around your attacker when cornered. Even more so than the original, I found myself dying over and over until I figured out where the game wanted me to go, and what it wanted me to do. Nothing kills horror and tension quite as swiftly as frustration.


THE VERDICT


Outlast: Whistleblower delivers more of the same gruesome locales and jump-scares as the core game, but doesn't introduce much new to the horror experience. Its sound design is still top notch, and it took me to some dark places that few video games ever dare to go. But while Whistleblower sheds a bit of light on the mysteries of the original, but ultimately feels far too familiar, far too often.

BOUND BY FLAME FREE DOWNLOAD + REVIEW











It’s a good thing that Bound By Flame’s combat is its strongest point, because almost every major in-game conflict is resolved through violence. Structurally, it’s largely linear; though smaller maps and quests can be explored and completed in different orders, it’s always constrained by narrow corridors and a fairly rigid plot. Thankfully though, it strikes a harmony between its entertaining combat system and thoughtful role-playing progression, giving it a consistent forward momentum that held my attention despite its inconsistent story and writing.
The role-playing systems that support the combat in Bound By Flame are simple, but quite effective. Your character has three skill trees, labeled Warrior, Ranger, and Pyromancer, but effectively serving as a slow sword, fast daggers, and spells. Combat stances can be toggled on-the-fly mid-battle, with your selection of fire spells being available in both. I found I spent most of the early game in the defensive Warrior stance, but finished the bulk of the campaign using the speedy Ranger daggers. Every progression choice felt like a viable play-style though, allowing me to find what I liked, and exploit it to the fullest.
With each level gained you can choose what appear to be minor buffs, like a higher critical rating on fireballs, or health regeneration in Warrior stance. Very few of these
In the action/RPG Bound by Flame, you are a mercenary possessed by a flame demon. Choose between the powers offered by this evil or rejection of the demonic influence in order to develop heroic talents instead.
Beyond: Two SoulsBeyond DivinityDragon Age II skill improvements read like they’re major enhancements on their own - this is not a game where you go from having 15 hit points to 1500 - but they cumulatively give your character a great feeling of progression. Make enough smart choices, and even something like slightly increasing the chance of dagger attacks interrupting enemy actions can make your character feel like a combat god.
Much of Bound By Flame’s combat is built around timing and precision, like when you face opponents who carry shields on their front and their back. You’ll need to either hit them from their flanks with daggers, or best them with perfectly-timed blocks and counter-attacks. The notably responsive controls are up to the task, conveying the rhythms of one-against-many combat surprisingly well. The same can’t be said for some of the single-opponent fights though, which can be either predictable and easy, or downright cheap, though those are happily quite rare.
Bound By Flame creates a bleak fantasy world, which it attempts to fill with a grimy, cynical perspective and dark humor. Sadly, neither the writing or voice acting are strong enough to quite pull off these ambitious storytelling goals. Its mercenaries are unsurprisingly profane and written to be amusingly juvenile, but their bawdy insults and nasty jokes are only clever half the time.The other half they fall flat thanks to wildly inconsistent voice acting and writing, which often wind up being unintentionally amusing.
Bound By Flame also misses the mark with its much-touted ability to choose how to deal with the demon that has possessed your body. The big choices you’re supposed to make often end up being immediately irrelevant. Will you decide to join the battle for a major city, or ignore it and follow the demon’s quest? Either way, you’re sent to fight for the city. Many other times you aren’t even given choices at all; the demon simply takes over and does what it wants anyway. This lack of consistency makes caring about Bound By Flame’s plot far too difficult to sustain.
On the plus side, much of the rest of Bound By Flame’s presentation worked well. I quite liked most of the music, particularly some of the arrhythmic, drum-based tracks used during more demonic battles. The character models and animations are strong as well, particularly on the smooth-running PC version. However, I was disappointed by how jerky the frame rate got on PS4 when special lighting and water effects appeared on-screen.


THE VERDICT


Bound By Flame has one huge strength: the harmony between its entertaining combat and role-playing systems. Granted, its weak storytelling does weigh it down, and its performance on PS4 is a bit of a bummer, but the strong core of its gameplay powers it through to transcend these flaws. Bound By Flame’s combination of progression and action ultimately make it greater than the sum of its parts.

TROPICAL OPPRESSION FREE DOWNLOAD + REVIEW

At first glance, Tropico 5 seems dangerously similar to its still-recent predecessor, Tropico 4, and you can be forgiven for wondering whether developer Haemimont games didn't just tweak the graphics and slap it in a box. The music, the characters, most of the gags, and the art are almost indistinguishable. That feeling of deja vu is misleading, however, because Tropico 5 improves on Tropico 4 in one key way: it's a more challenging and engaging city-builder, one that does a better job of making me feel like the tin-pot dictator that I’m supposed to be.
As a city-building game, the Tropico series has historically emphasized fun and style over challenge. That's not necessarily a bad thing: it's generally let you get on with the fun of building without tearing your hair out over finicky optimization games like the (also excellent) Annoseries. You slap down a few plantations, start exporting bananas and coffee to the rest of the world, and then get to work expanding your shantytown empire — all while taking in the lush sights and sound of a slightly debauched tropical paradise.
Tropico 5 largely sticks to that formula with a couple key changes. First, it now unfolds across a series of eras, each with their own associated buildings (unlocked via a simple and almost meaningless research tree) and world events. You start in the early 20th century and work your way up to the modern era, though the art doesn't convey the changing eras very well.
The march of time also escalates the challenges you face. The early Colonial Era gives way to the World Wars, where both Axis and Allies are furiously buying up supplies and vying for your affections. It creates some basic risk-reward decisions, as getting cozy with one gives you the most favorable trading offers… but could also get you swatted down by the other power.
That pattern continues through the Cold War era, at which point your problems are starting to become more economic and political. They also get more interesting. Each new era brings more factions to the forefront, while your own efforts steadily strip your island of its resources. From the Cold War into the modern era, you have to be thinking about making the switch into a more developed import/export economy, lest you risk stagnation.
It also creates tricky and demanding re-development challenges. The slapdash plantation town you built at the start of your game begins to get pretty creaky as residents demand better living conditions and utilities, but nobody likes having El Presidente just demolish his house to build a modern apartment complex. Suddenly my island was divided between gleaming apartment towers and shantytowns, and the desperate have-nots were starting to join the rebel movement.

I do wish Tropico 5 did a better job of showing you what's happening, and why. There's no clear display of what the coverage area of a police headquarters actually is, or why people in one block are happy with their local entertainment options, while the next block are seething with boredom and resentment. There are a few useful overlays in Tropico, but I was dying for SimCity's awesome arsenal of infographics.
Tropico is particularly abysmal at helping you map out your economy. In the late game, when your mines are depleted, your forests have all been clear-cut, and high-output farms have drained the soil, you need to start importing basic commodities and exporting intermediate and finished goods. But Tropico doesn't give you a clear sense of what's coming in and what's going out. That's a big problem since the late-game economy is entirely about managing that exchange of resources.

On the other hand, that might actually be why Tropico 5 stays interesting. Its economy is dead-simple. Commodities don't really change prices, so you don't need to worry about being plunged into poverty by a sudden collapse in the price of bauxite or tobacco. There really is always money in the banana stand, but that's not really how the world works. Tropico 5 could do with a more dynamic economy, one that throws more curveballs your way. Especially in the endgame, when you unlock buildings and technologies that basically make every problem disappear.
Nevertheless, I still had a tricky and rewarding time just trying to evolve my island without wrecking it or getting deposed. From time to time, people expect an election, even a rigged one, and most voters identify with a few opposing ideologies. Those ideologies change with the development of the island, however, so you always have to keep an eye on the balance of political power and know where to put your thumb.

Fortunately, even if the endgame starts to let you down, there's a pretty entertaining multiplayer game here. You and some friends start together on an island and immediately start trying to fulfill challenges for points, like see who can export the most cigars and who can be the first to build a drydock. Since you're all competing for land, eventually you start to run into each other, and you can even begin sending your armies out to fight and destroy each other's buildings. It's Tropico as an arcade game, and it's a nice addition, even if it doesn't totally address Tropico's issues as a city-builder.
THE VERDICT
There is a lot that I like about Tropico 5, and it will probably hold my interest far longer than Tropico 4 did. But at the same time, it's rough edges are a continual annoyance. The larger issue is that while Tropico 5 definitely introduces some new challenges and ideas, it's still a dangerously simple city-builder. That's always a threat with this genre: a well-run city doesn't really require much from you. But Tropico doesn't give me enough reasons to keep playing once I've finished the tech tree and reached the end


WOLFENSTEIN: THE NEW ORDER FREE DOWNLOAD + REVIEW






"





What if the Nazis won World War II?" is probably the single most-asked alternate history question, and it makes sense why. Wars are often fought over conflicting viewpoints, opposite goals, and a muddy sense of what's right and wrong, but when it came to the Third Reich, the world saw the face of actual evil through its Master Race propaganda, expansionist military campaigns, and systematic extermination of millions upon millions of people.
But not all alternate history World War II shooters are cut from quality cloth (I'm looking at you, Turning Point: Fall of Liberty). Wolfenstein: The New Order is a fun game not because it takes place in a well-worn, fictional Nazi-controlled future, but because it does something fresh with the subject matter. Its barrage of Swastikas, Iron Crosses, and Sig Runes is the stuff of many like-minded first-person shooters; its content is something entirely different, even if its core gameplay isn't.
Everything You Need to Know About Wolfenstein: The New Order
In The New Order, Nazi Germany didn't only win World War II; it completely dominates the globe. By 1960, the Nazis are everywhere, laying waste to their remaining opponents while cleansing the impure from society. Walking into a setting I've seen so many times before, I didn't expect the high level of polish applied to Wolfenstein's exceptional writing. Cutscenes are especially riddled with little touches that made them more believable -- the twirling of a character's thumbs as he speaks, the subtle ashing of a cigarette, the nuance of rolled eyes -- and there are relatable heroes to pull for and devilish villains to wish the worst upon alike.
The Wolfenstein series' longtime hero -- BJ Blazcowicz -- returns, though he's deeper, better written, and more fleshed-out than he's ever been. You catch a glimpse of him 14 years
Wolfenstein: The New Order
Evil minds have created the ultimate terror and only you can stop them in Wolfenstein: The New Order, a re-imagining of the classic FPS franchise.
Explore Alternate History
Resistance 3SingularityBioShock before the events of the main campaign in a shockingly weak intro sequence that takes forever to put an actual gun in your hand, and at that point, he's more unrelenting meathead than poet laureate. But when you fast-forward to 1960, Blazcowicz is older and smarter, hardened by his experiences in the post-war, Nazi-controlled world. You get to see an interesting side to him that makes it easy to become invested in his journey, and he's not the only character who's worth noting, either. Virtually everyone around him -- from the fiendish General Deathshead to the brave Caroline Becker -- also command attention. Wolfenstein's bloody brutality, especially when it comes to those Blazcowicz loves, only makes it easier to be sympathetic.
The New Order plays and runs well, though you'll encounter occasional texture pop-in and some poor audio mixing that frustratingly drowns out some well-acted voices. It's pretty, too, both in-game and during cutscenes, especially when you get a chance to marvel at some of its open vistas and cityscapes. Neo-Berlin is frighteningly beautiful in its order and grandeur, yet quainter, picturesque moments can also be found out in the wilderness, for instance when Blazcowicz escapes from a hospital in Poland early in the campaign and gets his first look at the blue sky in 14 years.
 Is that a metal dog? Why yes. Yes it is.
Is that a metal dog? Why yes. Yes it is.
Then again, when it comes to mechanics, The New Order doesn't do much to differentiate itself from the glut of shooters that come out every year. Blazcowicz has a typical array of weapons at his disposal -- a knife, a pistol, a machinegun, a sniper rifle, and so on -- as well as some Nazi future tech, like laser rifles, that give the game the alternate history feel that Wolfenstein has thrived on for 22 years. Gunplay is fun and fluid, though I have to question the inclusion of dual-wielding, which, while cool in theory, is exceptionally cumbersome and entirely inadequate in heated firefights.
Combat is made more dynamic by a heavy emphasis on stealth, which is both a blessing and a curse in The New Order. Slinking around wide-open maps and linear corridors -- knife in hand -- is satisfying, especially when you score a stealthy kill with a slash or toss of your blade or the shot of a silenced pistol. I also enjoyed the inclusion of special enemies with the ability to call endless reinforcements if you're spotted. By finding and killing them in secret, you can mitigate the challenges presented by specific areas while illuminating the locations of secret items on your map (like gold, Enigma codes, and letters). It's just a shame that these stealth mechanics expose some questionable and inconsistent AI that seems designed to make things a bit easier on you if you opt to play with a quiet slant. Sometimes it seems blind, both to you and to the freshly knifed bodies of their compatriots under their feet.
Developer Machinegames did bring some novelty to the experience, however, especially when it comes to The New Order's skill progression system. It isn't based on leveling up or spending skill points; rather, dozens of skills are nestled underneath four separate headers, and they're unlocked by completing tasks in-game, like scoring headshots, killing foes from cover, or eliminating your enemies with potato masher grenades. Better yet, many of these skills must be unlocked in sequence, giving the entire scheme some depth. I really liked this system; it feels genuinely unique next to many of Wolfenstein's shooter contemporaries.
The New Order has a wide array of environments to explore that highlight some what-ifs of a victorious Nazi Germany. In Wolfenstein, the Nazis have a thriving space program, devastating ordnance, and an all-new, gilded version of their capital city, Berlin. Some of these areas seem a little vacant when it comes to foot and car traffic, but it's cool to see Machinegames' vision of this terrible new fascist-dominated world. Unfortunately, scouring these environments can sometimes be a bit of a grind, especially when you're constantly collecting endless amounts of health, armor, and ammunition, each of which requiring the press of a button. Oftentimes, I'd see the on-screen prompt to collect something before I could even see what I'm collecting, taking away from the immersive nature of the world. Why can't I just pick up the ammo by walking over it? This aspect of The New Order made it feel very old.
 The Nazis have been inventing some pretty crazy machines...
The Nazis have been inventing some pretty crazy machines...
Where The New Order really shines, however, is in its plot, characters, and presentation. It's swimming in cool, alternate history lore that makes Wolfenstein feel strangely believable. While the Nazis didn't actually build large, building-sized machines, affix plate armor to their dogs, or implant human brains into mechs, it's honestly not that far-fetched to think they might have tried if the Allies didn't extinguish them in 1945. These are the people that performed heinous experiments on living humans, obsessed over racial purity with their Ahnenerbe-affiliated pseudo-scholars, and even contemplated building something called the Sun Gun, not to mention endless arrays of special missiles, nuclear bombs, jet aircraft, helicopters, and more under the moniker of Wunderwaffe. That's all real, so it's not too farfetched to think that if Nazi scientists in the real world were experimenting with, say, bone and nerve transplants, that they might have eventually tried to do it with the human brain, too. Wolfenstein seems to understand this, even if it's taken to a still unrealistic degree.
Machinegames should also be commended for artfully working unsanitized references to real-life Nazi atrocities into its alternate history story without fear of offending anybody. You're given startling glimpses into Nazi's systematic mistreatment of the mentally ill and handicapped, a first-hand look at a forced labor camp, and plenty of allusions to Nazi treatment of non-Aryan people around the world, including in occupied America. All of this, peppered into in-game and pre-rendered cutscenes, makes The New Order feel surprisingly human, and your situation quite desperate.
PlayStation 3 and Xbox 360 Versions
The so-called "last-gen" iterations of Wolfenstein: The New Order -- on PlayStation 3 and Xbox 360 -- are identical in content to the Xbox One, PlayStation 4, and PC versions of the game. They play virtually identically, too. However, there are a few technical issues and hiccups worth noting.
The New Order on both PS3 and Xbox 360 looks noticeably rougher compared to their next-gen counterparts. No surprise there. Additionally, both have texture pop-in issues, issues which are especially noticeable in tight spaces (like during the intro sequence, for instance).
On PlayStation 3, I had to install the game on two separate machines. On the first PS3 I tried (a "fat" model), the game didn't contain any spoken audio. I uninstalled and reinstalled the game; the same thing happened. On the second PS3 I installed it on (also a "fat" model), it worked fine. So, this is likely due to hardware, but it's worth noting, nonetheless.
Both the PS3 and Xbox 360 versions require substantial installs, so make sure to clear around 10 gigs of space on your console. And while the PlayStation 3 version is on a single Blu-ray disc, the Xbox 360 iteration is on four separate discs, which seems a little excessive, to put it lightly.
  
THE VERDICT

Wolfenstein: The New Order is the melding of your typical, everyday shooter with quality writing and a cast of believable and relatable characters. Machinegames' more grounded treatment of the often way over-the-top alternate Nazi history is also a nice touch, and while The New Order is in no way, shape, or form a simulation of the real world, its 10-to-12 hour campaign can certainly make you stop and wonder more than, say, Raven's 2009's occult-centric Wolfenstein reboot.


With an essential early-game choice that makes it worth playing through twice, the story at the center of Wolfenstein: The New Order props up its competent -- but mostly unremarkable -- shooting.

MLB THE SHOW 14 + FREE DOWNLOAD + REVIEW PS3



DOWNLOAD NOW



MLB 14: The Show is another great baseball outing almost by default, as it returns all of the rewarding modes along with the strong fundamental hitting, pitching, and fielding mechanics that made this series famous. But as a returning fan, I had a hard time getting excited about this year’s new features outside of the obligatory roster updates. It’s got couple of winning ideas, like player-made scenarios and cross-play support with the Vita, but with the laggy online play and load times as long as a Red Sox-Yankees game, it feels like Sony reached the limits of what the PS3 can handle a year or two ago.
Just as in last year’s MLB 13: The Show, the players look and animate beautifully – including myriad little details like end-over-end bat flips after a swing-and-miss or a second baseman’s backhanded flip to the shortstop to initiate a double play. All of it controls well, though, and you’ve once again got plenty of input options for each aspect of game. In particular, I find that the Pulse Pitching introduced last year strikes the best balance of realism and fun. But again, this is all stuff I saw and liked last year, so it doesn’t really feel new and shiny.
On the field, Road to the Show has long been The Show’s signature mode. In assigning your created player a single position and playing five-minute games involving only his at-bats
and defensive plays, it’s once again a bite-sized, consistently rewarding mode. Its compelling RPG-like experience system rewards your good play with the chance to spend Training Points on your avatar – in my case, hot 2B prospect Ryan McCaffrey – to improve his skills and inch him closer to his major-league debut and, eventually, career. A new pre-draft showcase, seemingly lifted straight from NBA 2K12 and later, gives you the option to get drafted after playing in an amateur showcase. I was taken with the 30th and final pick in the second round by the Cardinals, but the game made me wait for every single one of the 29 other names to be called in the round before it would let me proceed. I saw no way to button through this. Fortunately, you can also bypass this entirely and simply brute-force your player onto any team you wish.
Road to the Show is MLB’s biggest and sharpest hook, but MLB 14 casts a few extra lines in the water this year as well. Community Challenges let you craft and upload scenarios both realistic and improbable for others to play, like the two-out, bottom-of-the-ninth-in-Game-7-of-the-World-Series situation I made. It adds a clever crowdsourced twist on a mode we’ve seen in other sports games, such as NBA Live 14.
Meanwhile, Franchise mode has finally gone online, though my experiences have not been good. I suffered frustrating levels of lag and choppiness in head-to-head matchups, while load times in general – but particularly when jumping into online modes – were long with the recommended 10GB hard-drive install and downright eternal on the standard, mandatory 5GB installation.
Adding Cross-Play (but sadly not Cross-Buy) support for the Vita version of MLB 14 is an incredibly welcome feature, particularly when modes such as Franchise can be enjoyed for dozens if not hundreds of hours. And my other new favorite new timesaver is Quick Counts, which drastically reduces the amount of time it takes to get through a nine-inning game by starting every batter on both teams with a deep count (i.e. 1-2, 2-1, 3-0, or 0-2), much like the IGN softball team’s beer-league rules. I only wish it could be toggled on or off during a game. Sadly, it must be activated before you take the field.
Here’s the good news regarding the PS4 version of MLB 14: The Show: it maintains complete feature parity with the PS3 edition. Absolutely nothing is lost. But that’s the semi-bad news: nothing – outside of a few new animations sprinkled in – is gained, either. The key difference is in the raw visuals, which should make you happy. Where the PS3 game recommends you play at 720p, The Show soars in 1080p on PS4. This is a gorgeous port, no doubt. Players look fantastic – easily on-par with the hoopsters of NBA 2K14 on PS4 – and the ballparks have been given a much-needed refresh.
But it’s not all peanuts and Cracker Jacks; the loading times are abysmal on the new console, and a stuttering framerate during many non-gameplay shots drag down the otherwise stunning broadcast-like presentation. Meanwhile, the game’s other minor annoyances – all detailed in the rest of this review – remain. If you’ve got a PS4, there’s no debating it: the next-gen version is the no-brainer version to buy – but only if you’ve been holding out and don’t already have it on PS3.

THE VERDICT

And those are the SportsCenter highlights. MLB 14 again offers rock-solid pitching, hitting, and fielding mechanics – and multiple choices for each one. This is, yet again, a stellar baseball simulation that’s packed with enough quality game modes to occupy and entertain me for the entire season, but there are few exciting new features, and online is currently a very laggy experience.



Thursday, May 29, 2014

TRANSISTOR FREE DOWNLOAD + REVIEW





Transistor is a science fiction action role playing video game by Supergiant Games, and the studio's first title since the release of their critically acclaimed Bastion. The game was released on May 20, 2014 for Windows and PlayStation 4,with other platforms possible in the future.

The game combines free movement in real time with a planning mode. When Red's action bar is filled, she can enter a planning mode called "Turn()". From there the player can map out a series of movements and actions to take (each consuming a bit of the action bar) and then execute them with super-speed. Afterwards Red must dodge enemies until her Turn() fills again. As seen in the PAX 2013 presentation, Red will be awarded experience points after battles and sometimes be given chances to enhance learned skills (called Functions) that she gains from fallen victims of the Process. Once enhanced, her skills change to have wider damage areas, for example. The PAX 2014 presentation of Transistor reveals that Functions can be swapped out as active abilities or as upgrades to other active Functions. The DualShock 4 Light Bar flashes in sync with the Transistor’s speech, and there will also be over 30 trophies for the game's PS4 version.

Red, a famous singer in a city called Cloudbank, is attacked by the Process, a robotic force commanded by a group called the Camerata. During the clash, she is transported all the way across Cloudbank and comes into possession of the mysterious Transistor--the greatsword-like weapon she was to be assassinated with. The Transistor is buried into the chest of an as-of-yet unnamed man (who seems to be close with Red), now slumped over and dead; though his consciousness and voice seems to have been absorbed into the Transistor itself, along with Red's voice. The Camerata continues to track Red and the Transistor down with the Process, wanting the weapon for some yet-unknown cause.
The game opens with the player character, Red, kneeling by the body of an unknown man who has been killed with a glowing greatsword - the eponymous Transistor. It is apparent that the unknown man, who appears to be familiar with Red, has had his consciousness absorbed by the Transistor by means unknown - the unknown man acts as the story’s narrator, offering advice and dialogue to the mute Red, a singer whose voice, it is revealed, was stolen by a sinister group of high-ranking public figures known as the Camerata. As Red makes her way out of the district the game starts in, she comes into conflict with the Process, an army of robotic intelligences that is apparently under the control of the Camerata.
Red makes her way to her former stage, in Cloudbank's Goldwalk district, where it is revealed that the Camerata attempted to kill her with the Transistor, only for the unknown man to step in front of the blow, killing him but leaving her relatively unscathed aside from the loss of her voice. At the stage, Red encounters Sybil Reisz, the Camerata member who had befriended her before the assassination attempt, in a corrupted Process-like form. After defeating Sybil and absorbing her consciousness into the Transistor like various other ‘processed’ individuals before in her travels, Red uses Sybil’s knowledge of the Camerata to locate their leader - one of the administrators of Cloudbank, Grant Kendrell.
As Red nears the Highrise district, the Process become more aggressive in their actions, attacking the entire city - this leads to the Process becoming public knowledge. Asher Kendrell, another member of the Camerata, publically apologizes for the Camerata’s actions and reveals their involvement in the Process invasion, going so far as to contact and apologize to Red for all the Camerata has done to her, the mysterious man in the Transistor, and the dozens of other influential figures who were processed into the Transistor. It becomes apparent that the Camerata are no longer in control of the Process, and that the current situation is very different from their intended vision. After fighting past numerous Process enemies, including a massive creature referred to as ‘the Spine’, whose presence severely affects the man in the Transistor, Red reaches the hideout of the Camerata in Bracket Towers only to find that Grant and Asher have committed suicide.
After resolving to hunt down the final member of the Camerata, Royce Bracket, and then escape the city, Red and her companion find themselves travelling back through the starting portion of the game which has been ‘processed’ into a blockish, white facsimile of its original form. Upon reaching the starting point of the game, Royce approaches Red through a robotic proxy and offers a truce in order for them to work together to stop the Process. Royce reveals that the Transistor is a ‘remote-control’ to manipulate the changing landscape and environment of Cloudbank. It is the central part of the apparatus used by the city's administrators, including the late Grant, to change the city to fit the whims of the people. After fighting through the completely Processed district of Fairview, in which the Process has evolved a humanoid form and the laws of physics only loosely apply, Red arrives at the Cradle, the system that the Transistor powers in order to manipulate the Process - which is suggested to be an integral part of the system to rearrange and change Cloudbank- and stop the invasion. After Red places the Transistor in the Cradle, she and Royce are absorbed into it. In the Transistor’s virtual realm, now armed with a Transistor of his own, Royce informs Red that only one of them can escape back to Cloudbank and repair the city - he apologizes to Red for this and the two clash.
After defeating Royce, leaving him trapped inside the Transistor-world, Red is transported back into Cloudbank, where she begins the task of rebuilding Cloudbank’s processed areas. Upon un-processing the mysterious man’s body and learning he cannot be restored from inside the Transistor, however, she sits down beside his body and - despite his protests and pleadings - impales herself with the Transistor, committing suicide. In the credits scene it is shown that the man, revealed to be her lover, and Red are reunited within the virtual world of the Transistor, a heartfelt exchange of greetings revealing that her voice has also been restored.

Minimum System Requirements:
CPU:Dual Core CPU - 2.6ghz
RAM:
http://gamesystemrequirements.com/
4 GB RAM
VGA:1GB of VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT
OS:
http://gamesystemrequirements.com/
Windows 7 32-bit
HDD:3 GB available space


Child of Light FREE DOWNLOAD + REVIEW




Child of Light is a platforming role-playing video game developed by Ubisoft Montreal and published by Ubisoft. The game puts players in the shoes of Aurora, a child stolen from her home, who, in her quest to return, must bring back the sun, the moon and the stars held captive by the mysterious Queen of the Night.

It was released on Microsoft Windows, PlayStation 3, PlayStation 4, Wii U, Xbox 360 and Xbox One in April 2014, andPlayStation Vita in July 2014. It is powered by UbiArt Framework, an in-house engine by Ubisoft previously used forRayman Origins and its sequel, Rayman Legends.
Child of Light centers around Aurora, a girl from 1895 Austria who contracts a physical ailment that causes her to fall asleep. Upon waking up, Aurora finds herself in the mythical world of Lemuria which has had its sun, moon and stars stolen by the Dark Queen, Umbra. Aurora is tasked with recovering the celestial bodies and ultimately reuniting with her father, who is a duke.[2] Helped by her playable companion Igniculus the firefly and several unlikely allies, Aurora will face her darkest fears in this modern take on a coming-of-age story.[3]

Gameplay is described as having attributes of a side-scroller with RPG elements such as leveling-up to increase stats over time.[4] Battles with enemies utilize a system similar to the Active Time Battle system found in games like the Final Fantasy series and Grandia.[5]
IGN describes the game's multiplayer experience as being co-operative and features Igniculus, a blue orb character who can help out Aurora during battle.[5]

Initially revealed at GDC Europe 2013 by Patrick Plourde, Child of Light is said to be inspired by Studio Ghibli andYoshitaka Amano in its art style, and in presentation similar to games like Vagrant Story, Final Fantasy VIII andLimbo.[4]
Most of the core creative team is formed of people who worked on Far Cry 3; both games share a similar upgrade skill tree.

Reviewed on PC, PlayStation 3, PlayStation 4, Wii U, Xbox 360 and Xbox One Child of Light.

Elegance. It's a word I've rarely found applicable where video games are concerned, but there's no better way to describe what Ubisoft has achieved with Child of Light. With its earthy, hand-painted art style and charming character designs, it deftly sidesteps the tropey land mines that have littered theRPG landscape for the better part of a decade. Yet it still pays loving homage to what's come before it with enjoyable exploration and puzzle solving, and a combat system that's second to none. The intelligent simplicity with which it's been crafted makes it both easy to grasp, and rewarding to master in a way that very few RPGs can match.

From one screen to the next, Child of Light commits fully to its hand-crafted aesthetic. Each stunning, water-color backdrop looks ready to be framed and hung in an art gallery. That's not strictly because of the high level of overall quality, but also due to how warm the characters and environments all feel. Dark silhouettes of gnarled, ancient trees scroll through the foreground, adding a sense of depth to painterly forests, and oppressively dreary caverns give way to towering windmills amidst rolling hillsides.Each area possesses a rare, naturalistic beauty that words honestly fail to capture.

The endearing, if slightly forced Shakespearean iambic pentameter reinforces the fairytale sensibilities of the plot, but it also kept me from getting fully absorbed in the characters. 

THE VERDICT
Every aspect of Child of Light has an unmistakably artisinal, organic feel to it. None of it feels focus-tested, or designed to appeal to the broadest possible audience; rather, it always comes off as exactly the expression its creators intended. The artwork on display is stunning, and the combat is constantly engaging, and the characters openly defy genre convention. But perhaps the best thing I can say about Child of Light is that I was often unsure as to whether I was headed in the direction I was supposed to, and I never once cared. I just wanted to fly to every corner of the world, take it in, and smile.

ADDITIONAL REVIEW

 SYSTEM REQUIREMENTS:

CPU:Intel Core 2 Duo E8200 or AMD Athlon II X2 240
CPU Speed:Info
RAM:2 GB
OS:Windows 7
Video Card:nVidia GeForce 8800 GT or AMD Radeon HD2900 XT (512MB VRAM with Shader Model 4.0 or higher)
Sound Card:Yes
Free Disk Space:3 GB