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Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Wednesday, 14 May 2014

What’s in the Box? – Deadfall: Adventures Xbox 360

   Deadfall: Adventures was released for the PC and Xbox 360 in November 2013, developed by Polish studio The Farm 51 who also brought us the NecroVisioN PC games, and published by Nordic Games. The game is directly inspired by H. Rider Haggard (see King Solomon’s Mines) Allen Quatermain series of books, a lost world and adventure series that has inspired many in its wake, and as H. Rider Haggards work (including the Allen Quatermain character and series) has passed into public domain, the series has been greatly explored and expanded upon by other writers and directors.

   In Deadfall: Adventures you play as James Lee Quatermain, a descendent of Allen Quatermain no less in an action adventure game set in the first person perspective. The game tells an Atlantean type story that will see the protagonist continent skipping, from Africa and the Antarctic to South America in search of powerful Atlantean artefacts. As you would expect from such a game you will wonder through ancient ruins, fight off Nazis, ancient mummy’s that come back to life, and of course have to avoid traps and solve puzzles. The game feels more akin to the type of adventure found in old black and white movies, with the same humour and some rigid voice acting, but it all gels together. Deadfall: Adventures is by no means a Tomb Raider or Uncharted, nor does it try to be either, it’s just a fun adventure game no more, no less. 

Deadfall: Adventures Collector’s Edition
  • Comes in a cardboard box with additional cardboard sleeve
  • Allen Quatermain Revolver & 3 exclusive multiplayer character skins DLC
  • Artbook
  • Making of movie DVD
  • Soundtrack CD

    Saturday, 4 January 2014

    Grand Theft Auto: San Andreas - Android Review

       You would have thought that one of the best games ever made, certainly the best (depending on who you speak to) GTA game ever made to make an appearance on Android over the Christmas period would have sparked far more fanfare and media coverage? But sadly it seems to have slipped past many unnoticed for one reason or another, yet it really shouldn’t have if you’re a fan of this game as this port is by no means a half-arsed half-baked slapped together cash-in for the portable market. It’s actually a well nurtured highly polished Android port that makes good over its console versions in some surprising areas.


       First and foremost then, just how does the Android version stack up against the console versions in the graphics departments? Well, when I first played the Android version the first thing I noticed was how crisp and sharp the graphics looked, and how there was a distinct lack of jaggies present in this version, everything the eye can see is smooth and defined. This was in stark contrast to the Xbox version I was comparing it to where jaggies or blurriness seemed to be ever present. In the Xbox version I had the choice between less jaggies and more blurriness in composite 50 Hz, or a sharper picture and more jaggies through a component lead at 480p. Here is where the Android version comes out shining, as you get a super sharp picture (more so than on the Xbox at 480p) but without any horrible noticeable jaggies present. As far as graphical detail goes, I first thought that the Android version of San Andreas would surly be closer to the PS2 original, but upon closer comparison I have found that its actually on a par with the Xbox version which was slightly more detailed over the PS2 original. In The Android version you can adjust the level of graphical detail in the game to help it run smoother on less powerful tablets, you can adjust the visual effects detail, resolution, draw distance, shadows and car reflections. But with all these set to max, the Android version without a doubt matches the Xbox version in the detail department. However one effect it lacks over the console versions is the heat wobble in the daytime sun, and I’m guessing this was taken out to give the game a cleaner sharper look. Overall then the graphics in the Xbox version of the game has more character and atmosphere about it, but at the cost of either jaggies, blurriness or both while the Android version is the opposite having less character and atmosphere yet is pin sharp with no jaggies or blurriness to speak of.


       Next up you’ll want to know just how well this massive game runs on a capable tablet with the graphics settings maxed out. Well from my experience there does seem to be slightly less NPCs and vehicles roaming about San Andreas, but only slightly which would make the game run smother, but even on a really capable device there can be some noticeable slowdown when there is a lot of action onscreen. But fear not, follow these few simple steps and you should see an increase in performance. Firstly you will want to turn off Bluetooth and wireless on your tablet before playing the game, why? Well its simple, various elements of your tablets OS will want to connect to the internet in the background not to mention any other apps you have downloaded and this will eat up valuable ram and processor resources. Secondly it’s best to reboot your tablet and launch the game soon after it’s booted, this is the best way to clear out and stop any apps and elements of the OS hogging ram and processor space, don’t even bother using any cleaning apps to do this as they have nothing on a clean reboot. These two simple steps will go along way to improving overall performance and loading times even on the most powerful of tablets.


       Last but not least controls, just how well do touchscreen controls really work in this game? Well the controls work extremely well and are very responsive, moreover the way in which they have been implemented has had some real thought put into them and I can’t see them ever been implemented better than this on a touchscreen device. Having said that they do take some getting used to, and even then they will always be rather maddening and at times frustrating to use over using a normal controller as an input method. But fear not as you can use a proper controller with this game as it’s supported by the Android Moga controller, or you have the option of using a wired PS3 controller, either way both options are a welcomed relief.

       The Android version of San Andreas could have turned out to be a piss poor cut-down port of the game, but instead Rockstar have bought the game over to tablets whole and seemingly complete and have worked towards making many improvements to the game in the process. But while there is a lot to love about the Android version of the game, it lacks one crucial and very important element, without which makes it less the sum of its parts, and that ladies and gentleman is cheats. Yes that’s right, this version lacks the one thing most if not all gamers will want to implement within the first half hour of gameplay; it’s the first thing many gamers will think about upon booting the game. But anyone trying to implement cheats through touchscreen, controller or keyboard inputs will be very disappointed as none of the above mentioned will work. I’m not sure just yet whether it’s a case that Rockstar has left the cheats out all together, or they have not put a way to implement them into the game. Either way it has been left up to the modding community to create apps and hacks to get cheats to work, which in a game so synonymous with in-game cheats is quite frankly a stupid situation for this game to be released in and a baffling decision by Rockstar.
       Without wanting to download some dodgy APK from some website I have never heard of I am sadly left with a brilliant version of San Andreas I can’t use in-game cheats in, a game made for cheats that is. Which as good as this game is and as much as I want to continue playing it, I honestly cant see myself ever putting any more hours into this version over its console counterparts until this issue with the cheats is resolved, so don’t go giving up on that Xbox version just yet.




    Thursday, 23 May 2013

    What’s In the Box? Alone In the Dark Limited Edition Xbox 360

       Released in 2008 for the Xbox 360 and PC, with an altogether different version released for the PS2 and Nintendo Wii that same year, (though with a similar plot line to the 360/PC versions,) the game was embattled by a mixed reception from critics, which then ended up in a mire of controversy. But no matter what axe Atari and the review critics were trying to grind with each other at the expense of gamers no less, the game itself got buried between the two parties, shame really because if both parties had stopped trying to score points off of each other, this great horror game might have reached greater success. 

       Alone In the Dark 5 (or 2008, not to be confused with the original game of the same name) was actually a really great horror game that sadly few have bothered to play, though it did apparently sell quite well. Its surprisingly one of the better horror games of this generation, more so than the very dismal Resident Evil (RE) offerings that have been served up to disenchanted RE fans. This game can be bought at a super cheap price, and it’s worth every penny, so if you have the chance to grab a copy then do so, you’ll enjoy this game.


       This Limited Edition version was only available to European gamers, and only available through the video games retailer Game here in the UK, so if anyone in the US likes the look of this then you will have to import it. 

    Alone In the Dark Limited Edition Xbox 360
    Contents; 

    Game
    CD soundtrack by Olivier Deriviere
    Making of DVD
    Edward Carnby figure
    Hardback art book

    Wednesday, 6 June 2012

    What’s In the Box? Beneath A Steel Sky




      Another Amiga game, another striking cover/box design, and this one is both eye catching and instantly recognisable. Beneath A Steel Sky was released in 1994 on the Amiga, CD32 and PC, developed by Revolution Software and published by Virgin Interactive, this game is a point and click adventure that uses Revolutions Virtual Theatre Engine which was used in their previous game Lure Of The Temptress.


       With a matt black box sporting a silver motif dead centre of the front cover, this striking design choice was nothing short of genius, with it turning out to be one of the most iconic box art designs of its time, it certainly sits well with the game and makes this a title that is instantly recognisable. The picture of a silver skyline billowing smoke with the games title emblazoned within its silver boarders in bold black letters. This is one hell of a box art, one which leaves you to believe this game is going to be completely awesome, or awesomely naff, fortunately it turned out to be the former.


       The story takes place in Union City; a city state in Australia controlled by a powerful central computer and is set in a dystopian future where the world has been ravaged by disasters and war. Your character, Robert Foster, is abducted by security forces one day from his adopted family in the outback, after which they are then all killed, and he finds himself carted off to Union City with no explanation as to why? Accompanied by his sentient AI companion Joey who’s stored on a circuit board and can be inserted into any machine or robot for him to take control of, Foster must evade the security forces now hunting him down and discover why he’s been brought to Union City and what the future has in store for him.

       This game also comes with a few really cool extras that rounds off the package and adds to the story and feel of the game somewhat, so if you decide to pick up the Amiga version, then you’ll want to make sure Beneath A Steel Sky comes with these little extras. This game usually commands a decent price, and there is nothing worse as a collector than paying a lot of money for a game only to find it missing some of its original contents.


    Contents

    15 floppy disks
    Technical Manual
    Beneath A Steel Sky short comic - This comic was designed by David Gibbons and is a short prologue to the game and is only included with the floppy disk versions, the CD versions include this comic as the opening sequence to the game.
    Yellow Security Manual - A mock up security manual carried by a LINC security officer from Union City, it contains security details, rules and procedures to be followed at all times as well as a suspect list of citizens under observation.


    Sunday, 22 January 2012

    Downloadable Content (DLC)


    I wrote this article in either late December 2010, or sometime early 2011. I originally intended to use it in issue 1 of Pixellation, but as i already had other articles in there, this one just got side-lined. I also felt it didn't fit right in the mag, so decided to leave it out of the final draft. I have revisited this article with the intention to post it here, however the article needed a fair bit more work before posting it. So after some more work, here it is.


       DLC (Downloadable Content) has really taken off over the last couple of years, more so as online gaming has grown bigger and bigger with every passing year, and it is now big business whether you like it or not. It’s not necessarily a new part of gaming, and its form and range can, and has varied, and is constantly changing to the tune of either what the publishers/developers want and are willing to offer, as well as what gamers are demanding. Looking back many years ago now, as DLC began to really blossom, and publishers, developers, console manufacturers began to take notice and realise its so called ‘true potential,’ we should all be asking some very searching questions about this form of content. What should constitute as reasonable priced DLC? Is the consumer getting short-changed? Should we accept small piecemeal offerings over larger more substantial ones? Lastly, how should DLC be properly delivered?

       The Elder Scrolls IV: Oblivion is a perfect example of a game with DLC, and it certainly proves both sides of the argument, for and maybe against it, it also served as testing ground in a way, one that other developers and publishers were keen to keep an eye on.

       First off then, with the likes of the Horse Armour Pack, this now infamous bit of content caused a bit of a storm when it was released for Oblivion, it seems like nothing now, but at the time, (and this wasn’t that many years ago now,) a great many people argued back and forth over its value. Some offered that it’s just an accessory if anyone wants it, an item some might want to add to their game to personalise it more, further more nobody had to purchase it, the DLC wasn’t essential to the game. Others would argued what its point for existing in the marketplace was, because nobody would surly spend their hard earned cash on such minute content that didn‘t contribute to the game in any meaningful way. But also, for how much it cost, surly it couldn’t be justified to gamers, could it? But you know, it did sell, not spectacularly, but it sold enough to make on-lookers in the industry realise that such whimsical, nonsensical content, that took such little time and minimal effort to produce would sell. It turned out to be a no-brainer for some, as the cost of such small man hours to slap this stuff together, against the exuberant cost charged to the consumer, that even with such low sales figures, they would still make a profit over an extended length of time. If by any chance such DLC did sell by the bucket load, then hay, drinks on the house!

       Just look at the marketplace for this kind of DLC today, its stuffed to the brim with pointless content, every day there seems to be more outfits, uniforms, weapons, trinkets and every other little nick-knack forced onto the marketplace for ninety per cent of all games released. Even now more pointless stuff is been conjured and released, extra ability’s, different classes, better models, shouldn’t these have been in the game from the start? The worrying thing is this trend is set to get worse, not better, and even more worrying is that at the outlandish price charged; a lot of gamers are actually buying this stuff.

       As gamers, shouldn’t we be asking for, and buying more meaningful content that enriches and expands our games? Wouldn’t we rather spend a reasonable amount of money on decently priced content packed to the brim with hours of fun? Once again this is where the brilliant Elder Scrolls IV: Oblivion showed the way: the two expansion packs, Nights Of The Nine and The Shivering Isles, were massive pieces of expanded content that have been hugely successful and highly praised. The Shivering Isles alone was forty hours or more of extra play time that was set in a new luscious part of the Elder Scrolls universe. Both were produced after the game was released and both have been championed and critically acclaimed by gamers and those within the industry, so surly everyone would agree this is what content should be, huge, overflowing with substance, and of course, reasonably priced for what the content offers.

       This kind of content has continued, sort of, but not always in a good way. With good content following the same kind of huge expansive DLC for the same kind of games, if you look at what’s been released for GTA4, and more recently Red Dead Redemption with the Undead Nightmare. But other games have seen reasonable priced content around the lower £6.50/$10.50 (800 points) price range, and this shows good value for money to. However, there are some bad trends that have emerged, and unfortunately seem set to continue, and while some see certain DLC for the shallow gold farming it really is, others can’t see the wood for the trees and lap it up in droves.

       It’s quite unfortunate that there are many other such bad points about DLC: how and when it’s created can walk a very tactless line, with the way in which it can be delivered being rather dubious, and at best unjust. In some cases content is being created alongside the development of a game it is intended for, it all might seem innocent enough, but to most it doesn’t seem fair and smells of publishers and developers cashing in and taking advantage of the consumer. Gamers rightly argue that developers should be focusing all their concentration on the main game at hand, especially when games ship with a lot of glitches and bugs these days, or when a particular title turns out to be lacking in certain areas, or sometimes as a whole. The other argument is that, if this content is being made alongside the game then shouldn’t it then be in the game and on the disk! It seems like a slap in the face when you spend £40/$60 on a game only to find a certain amount of content then being released as DLC the same day as the games release. Briefly, (and some time ago now,) there was the argument floating about that, on the Xbox 360 at least, this content couldn’t fit onto the disk. But this was quickly beat down as a poor excuse by angry gamers who called BS on such claims, and as it turn out were subsequently proven right when the feature was added to the 360 to allow for games to be installed onto the hdd. As such, it turned out that very few, if any, used up the full capacity available on a disk, and especially by those games which had its DLC released in this manner.

       Some publishers and developers must have taken notice that gamers were complaining about this, that’s not to say they stamped this practice out, far from it, its still the norm in the marketplace, no, instead they have come up with a new method to their madness. Now it seems companies are hiding the content on the disks, locking it away so you can’t use or get to it, so all are oblivious to its existence, then, some time later after release, announcing that very same content for the game in question. You then buy the DLC, only to find that the download is only a few kilobytes in size, why? Because the DLC is just a code to unlock the content already stored on the disk. But is this practise right? Is it fair? If we have paid for the game, and thus the content on the disk, are we then not entitled to play and experience everything on that disk? Do we, as the purchaser, not own the disk and there for entitled to use what’s on it? Or maybe this is just more crazy thinking to? If content is to be withheld from gamers when they buy games using these kinds of unscrupulous tactics, shouldn’t they then be made aware of this fact at the point of purchase? Then sign a legal document of agreement, stating they acknowledge this fact, and hence wave any issues or complaints with such a practise with said game? Surly it breaks some kind of laws to advertise and then sell a product to a customer as being the whole complete package that they will have complete access to, but then secretly restricts parts of that product without them knowing or being made aware of it.

       It could be said that in terms of DLC its still early days yet, but no gamer should be short changed along the way to wherever it is this form of content is moving towards. It should also be said that gamers should not be taken advantage of, or used as an easy source renewable cash cow by games companies. No excuse should be championed either, by any company, in their tactless and abhorrent approach towards DLC, and such exhausted complaints about the used games market and diminishing returns have proved baseless. Gamers can be a loyal bunch, supporting certain companies who’s wears take their fancy, who also support the industry by buying a good many titles through any given year. Respect goes both ways, nobody likes to feel short changed, especially in these hard times, so a tightening of quality control, an increase in length and a substantial widening of meaningful depth would go a long way. Also a drastic rethink on how and when DLC should be made for any given game is in order, as well as stopping altogether the rather shady practise of withholding content on a disk from the consumer (which they are rightly entitled to,) then later allowing them the chance of unlocking it as paid for extra content.

       Gamers can always vent their anger on forums or to the companies directly, but the best way to protest when you see something you don’t like is to vote with your wallet, if you don’t like it, don’t buy it, this will be the only way to force the type of DLC we want in the right direction. It would be in everyones best interest if these issues were ironed out, as gamers, developers and publishers would all benefit in the long run.

    By Casey Suou Layne

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