Thứ Hai, 7 tháng 10, 2013

Superior Spider-Man Appears In 'LEGO Marvel Super Heroes'

Superior Spider-Man appears in LEGO Marvel Super Heroes and is quickly dispatched by the original Spidey.
It’s not until you start scratching beneath the surface on a game like LEGO Marvel Super Heroes that you discover just how much is going on in these titles. Not being an expert in the Marvel characters of universe it wasn’t until I put my preview of LEGO Marvel on YouTube that I realized how much I missed.
Along with the appeal of new environments like Times Square and the Baxter Building, viewers were quick to spot various Marvel characters cropping up in the game footage. Of course, I had headlined the official reveal of Big Fig Venom, but I hadn’t spotted other minifig representation of popular characters that cropped up.
But it was a character in the background that caused the biggest stir. Superior Spider-Man was spotted by the sharp eyed Marvel faithful on one of the billboards you have to traverse before reaching the Times Square area of the game.
It’s not without irony that the original Spider-Man minifig is on hand to pull down the Superior Spider-Man billboard. You see, a little reading revealed the background to this version of everyone’s favorite web-slinger. The Superior Spider-Man is a character where Otto Octavius who has taken over Peter Parker’s body and is attempting to be a “better” Spider-Man than Peter was. It became the title that replaced the long running The Amazing Spider-Man series.
Seeing good old non-possessed Spidey pulling down the Octavius version of himself brought a smile to even my face, perhaps the newest of Marvel fans. I’ve still got a lot of reading to do if I’m to count myself among the Marvel faithful though. LEGO Marvel Super Heroes has certainly helped me on my way, and I’m looking forward to playing the game proper.

'Grand Theft Auto V' Review - Part Two: Into The Sky So Blue (PS3)

This is the second part of an ongoing review of Rockstar’s ‘Grand Theft Auto V.’ Read Part One here.
I’ve beaten the game, played almost all the side missions, and explored nearly the entire enormous map of San Andreas.
Note: This review will contain some spoilers. Reader beware.
Grand Theft Auto V is a hell of a ride. It’s a zany tonic of debauchery and crime, filled to the brim with excellent voice-acting and a witty, silly script.
My favorite thing about the game is its attention to detail. The Easter Eggs, listening to Weazel News on the radio, the way each of your crimes is later reported as you drive. You have to pay attention to catch all of it, and even then I suspect I’ve missed plenty.
All of this conspires with the big open world and plethora of missions and side activities to create a content rich experience. But what the game really manages to do well is keep up its brisk pace. Much of the game’s dialogue takes place while on the go—driving or walking on your way to a mission, for instance. The cut-scenes are typically brief, and always amusing enough to keep my attention.
Given my attention span, this is high praise. I have an impatience for games that tarry too long on story without getting me back to the gameplay; I’m quite fond of those that manage to tell a story without forcing us to stop playing the game. GTA V strikes a good balance.
Three men and a city
I’m also quite fond of all three of the game’s main characters. Trevor is an especially fascinating character, at once darkly hilarious and deeply disturbing. I suppose it would be a bridge too far to say I actually liked Trevor, but I did enjoy the game more whenever he was onscreen.
Hints at his homosexuality and the fact that he’s a closeted Canadian only make his character all the more intriguing, especially given his attraction to older women and the weird relationship he has with his mother. All told, Trevor is easily the most realized character of the three, as well as the most cartoonish and over-the-top. That may be a bit of a contradiction, but that’s also part of the charm.
Michael isn’t quite as crazy as Trevor, and we get a sense throughout the game that a part of him does want to change while an even bigger part of him doesn’t think it’s possible, and isn’t quite sure that’s what he wants anyways.
I wish his family problems were better fleshed out in the game, but what we do get is some of the more enjoyable moments with his spoiled kids and his nagging (but ultimately sympathetic) wife. His psychology sessions are also great, right up to the last one and its surprising conclusion.
Franklin is a bit more two-dimensional than his older counterparts, but I have a soft spot for him nonetheless. He’s constantly doubting why he does things—why he’s a follower, why he smokes pot, why he sits around snacking when he’s not even hungry.
It’s kind of a funny meta-commentary on being a video game character, completely at the whim of the player.
In the end, Franklin has to make a choice over the fates of his partners and the game’s antagonists, placing him in an almost central role by the game’s conclusion, even though he feels like less of a primary actor in the game’s events up to that point.

Heist-enberg
What let me down more than anything about GTA V was its system of heists. These start out okay. You make some basic choices, hire a small crew, and then engage in some prep work—stealing a firetruck, obtaining a getaway car, finding masks, etc.—before starting the actual heist mission.
This is all well and good. The problem arises during the actual heists themselves, which are simply too scripted for my taste. I suppose the largely scripted nature of a normal GTA mission works well enough, but I’d hoped that a heist would be more open-ended, that it would require some deeper level of strategy or planning. As it stands, you’re basically given two choices and then hop on the rail and complete the heist. Not much deviation from the script is allowed, though you can make certain choices to get a higher score.
Honestly, I’m not sure how open-ended Heists could even be. I’m not sure how you could pull of important points in the story vis-a-vis totally unscripted play.
Much of the game’s structure relies on a mix of freedom and guidance.
The world is big and open and you can tackle many objectives in whatever order you like (or not at all sometimes) but missions reel you back in. Sure, you can often choose to tackle certain aspects of a mission in a pretty open manner, but more often than not you’re given a pretty clear set of directions that follow a pretty clear script.
Some of the best moments in the game were the few times you were given a choice. Will Trevor drive a movie star onto the train tracks and off him for a pair of crazy old people, or will he let him out of the trunk and pocket some extra cash? Little choices like this add a lot to the game, but they’re far too few and far between.
Like scripted heists, this lack of many meaningful player choices goes against the grain of what makes the game great.
I’m actually a fan of the open-world model here, with plenty of guidance to keep the game moving forward, but I think Rockstar could lean further toward greater player agency with greater consequences for each choice made.
Likewise, more organic heists would have been fun—not even necessarily as replacements for the six major heists in the game, but as additional content.
Maybe have a couple dozen map locations that could be staked out and robbed, each with a varying degree of difficulty, each requiring you to hire a crew and give each main character a job and so forth.
Petty villains
Finally, I wish the game’s villains had been a bit more despicable and not just so bloody annoying.
To be honest, on many occasions I just wished the game would let me follow and kill them sooner. I realize that would have basically ended the game’s main story much too soon, but I honestly don’t buy that Trevor (or the other two, for that matter) would just be strung along this way by the FIB.
A couple bullets would have been a simple end to that story arc, but we’re never given the opportunity.
On the one hand, having such petty ridiculous villains makes sense. After all, the protagonists in this story are only barely anti-heroes. Trevor has one or two redeeming qualities, but he’s almost pure bad guy. Michael is only the tiniest bit more sympathetic, if that. Only Franklin manages to rise, just the tiniest bit, out of the muck.
So annoying billionaires and corrupt FIB agents will have to do, even though I think the game could have tied it all together more completely, lining up the various pieces of private military contractors, car thefts, and FIB heists more elegantly than the piecemeal story we got.
Still, I can’t complain too much.
Grand Theft Auto V is a meticulously detailed game. It’s high action pulp, combining a massive open world with a fun, if not terribly deep, story. Driving the streets of Los Santos, parachuting from a plane, base-jumping, racing a crazy exercise freak, carrying out assassinations of corrupt businessmen—all this and more make GTA V one of the funnest games of 2013. A truly ambitious, addictive game that deserves plenty of accolades in spite of its flaws.
Also, in part one of my review I complained about being able to skip missions. I want to walk this back a bit. Two or three times I ended up using this feature on especially annoying missions (usually flying related, something I still feel like the game could have handled better.)
I haven’t bothered trying to get into the Grand Theft Auto Online portion of the game yet. Game-breaking bugs, character wipes, and clogged servers all leave me wary enough to keep my distance until things have settled down and important patches have fixed the worst aspects of the multiplayer.
When that day comes, I’ll report back.

Chủ Nhật, 6 tháng 10, 2013

SAWBUCK GAMER

Humanoid 47

Totally Tabular

Sawbuck Gamer is our daily review of a free or cheap game ($10 or less).
The tab key can’t keep pace with the enter key’s deft line-breaking skills, and it has none of backspace’s destructive power, but it more than stands on its own legs. Normally it just creates a new paragraph indentation, but fire up a break-out-of-this-room browser game or one of Strong Bad’s emails, and it becomes a shining beacon. Through tab’s majesty, all secrets are revealed by a dancing yellow box that highlights usable objects. Abuse of tab’s power can all but break a point-and-click game, butHumanoid 47 benefits from our friend, the wild yellow box.
JO99’s newest adventure game casts the player as a would-be cyborg on the run from a mad scientist captor, who is hot to replace your brain with a robotic doo-dad. Like JO’s previous effort, The Queen Of Snakes, the puzzles that you encounter during your escape demand more observation than thought. Taking note of your surroundings will always yield the solution, but sometimes figuring out which part of the screen to click is a bigger problem than the puzzle at hand. The intricate, cluttered artwork makes Humanoid 47 gorgeous, but also compels the use of the tab key. Each room is occupied by at least 3,000 articles of robo-architecture, after all. It looks amazing, but it’s not so much fun to parse through. Fortunately, the game gives you the option of using tab to control which objects are highlighted, a shift in perspective that doesn’t immediately return the puzzle’s solutions but lets you escape with a clear head.





'Prime World' Review: Not Quite A Brave New World


Nival’s Prime World (PC) is a MOBA/ARTS title that combines elements of traditional persistent role-playing games and sim-building social games into a modern lane-battler.  In a world where many developers are making MOBAs and the vast majority adhere to the model popularized by Warcraft III mod map Defense of the Ancients, there’s something to be said for titles like Prime World that try to do something different.
This is at the same time Prime World’s greatest strength and weakness – The maps that go against the standard model aren’t compelling or interesting, and people end up playing the same core map, even if the systems behind things are markedly different.  The PvE encounters only serve to divide the community, and the maps that don’t play by the standard “three-lane-two-base” methodology exist in the shadow of the genre-defining template.
Prime World’s customization system separates it from many MOBAs by letting players build their characters outside of the game environment.  There are no weapons or armor to purchase during gameplay, only talents to level into.  It’s an interesting system and there are so many talents to pick and choose from that players can create unique ways to play each character.
Some Prime World characters are slightly generic with their base skillsets, but others are unique in play style.  If any aspect about Prime World sets it apart, the talent customization system is it.  It does distinguish the title from the rest of the MOBA pack, credit where credit is due.  Many of the characters come with some distinctive flavors not found in simple genre copycats – The woodsman controls an army of tree-traps, the alchemist can do wild things with alchemical teleport circles, and the pied-piper is a pure crowd-control support specialist.
Prime World’s talent system is a double-edged sword.  Talents are acquired through gameplay, and the power level of talents varies greatly by rarity and upgrade level.  This can place players on uneven ground in matchmaking and lane battles.  While one can argue that having a bit of power discrepancy in a given match can liven things up, issues can arise when team values are wildly out of whack.
A few players being up or down a tier doesn’t make much different, but when a purple tier player is in a game with yellow (beginner) tier players, there’s not much of a match to be had.  This doesn’t happen all the time, but a new player may be turned off losing to a purple-clad prearranged team.  It’s worth noting that some of these issues may clear up with the game’s official launch and presence on Steam this week, as a larger playerbase may produce better matchmaking results.
This is also an area where the multiple game modes can cause issues.  If the playerbase is split up among several maps at a time, finding “fair” matchmaking games can be difficult. The official game launch along with its appearance on Steam this week may solve some of the title’s matchmaking woes.
Prime World employs a system where new characters can be unlocked by either microtransaction or in-game currency.  This is similar to several other genre offerings.  New players have access to a fair selection of characters and many of the “beginning” picks are viable picks against the most expensive ones, so there isn’t too much of a pay-for-power issue here. Skins and boosts are also available for purchase.  As far as monetization goes, players who opt to pay can have immediate access to expensive characters and gain extra resources every battle, but it’s not overbearing.  A free-to-play player can certainly compete and can unlock access to a diverse selection of heroes with just a few hours of gameplay.
Currency and talents are acquired through gameplay, as well as via actions taken within one’s castle.  The castle is a sort of Farmville experience; it’s a side game ideal for mobile devices and something to tinker with while talking shop with teammates or waiting for a game to start. It’s a simple, fun way to add a bit of engagement and an additional sense of progression to the title.
Here’s the issue.  The talent system is actually quite wonderful, in theory.  The other bells and whistles, the multitude of maps, the PvE and PvP division – these muddle the title’s focus.  It’s trying to be too many things and casting a wide in an attempt to attract and retain a diverse audience.  Steam guarantees that a good number of eyeballs are going to land on Prime World this week, but there may be too much to eat at this buffet for many to settle in and feast.  If you’re interested in MOBA/ARTS titles, Prime World is worth a look as it’s free-to-play, but temper your expectations.
Platform: PC
Developer: Nival
Publisher: Nival
Released: Oct 4, 2013
Price: Free-to-play, in-game purchases available
Score: 8.0

Download

Direct link

Download 1
Download 2
Download 3





League of Legends World Championship Shows The Highs And Hurdles Of eSports

Hundreds of hours of gameplay came down to a scant ninety minutes last night as Korea’s SK Telecom SKM +1.63% T1 took down China’s Royal Club tosecure their first League of Legends World Championship and a million dollar first prize provided by Riot Games.
The Chinese champions were favored to win by all the top pros, but the public was mostly behind Korea’s third seed, SKT T1, and were proven correct with the 3-0 sweep. 13,000 fans packed into LA’s Staples SPLS -0.03% Center, rented out and turned into an eSports Valhalla for the occasion. Starting at 8 PDT, the event was more or less wrapped by midnight, but actual gameplay only consisted of three thirty minute matches which were almost entirely dominated by SKT T1, surprising, given how China’s Royal Club had performed in the rest of the tournament.
After knocking out all the North American and European teams in earlier rounds, the China vs. Korea final feeds into the narrative that Asia is simply better at professional video gaming, which has been generally true in scenes like Starcraft for years now. I would argue that it’s not simply because they’re genetically predisposed to master video games,  but rather it’s their highly regimented system of practice and team coordination that allow them to ultimately come out on top. Not to say they’re not talented, but it’s their approach to the game that gives them the edge.
But if you’ve watched this season like I have, it’s apparent that the skill level of both North American and European teams has risen dramatically as of late. European teams like Gambit and Fnatic gave many of the Asian teams a run for their money, knocking a few out themselves. America’s Cloud 9 had an absolutely stellar season in the North American circuit, but ultimately lost pretty decisively in a short best of five when it was finally time to prove themselves on the world stage.
Arguably that’s what happened to Royal Club as well. It’s hard to root for a blowout, and even the casters were openly cheering for Royal Club in order to hopefully make the series a bit more competitive. As amazing as the event was, it does feel like something of an anti-climax to watch three incredibly quick stomps rather than a nailbiting game five. Obviously this isn’t just a problem with eSports, but something all sports have to contend with, but in eSports, the length of gameplay you’re going to see is variable. Even if a basketball, baseball or football team is losing, they’ll play the whole game out. But with a game like League of Legends, in a one-day series you might have five fifty minute long matches for four hours of gameplay, or you could have three games totaling ninety minutes like we saw last night.
Those are some pretty huge financial variables for companies like Riot to have to contend with. The stream last night was assuredly watched live by a million or more, but if the event spanned eight hours instead of four, counting pre-show, analysis, and so on, that’s double the ads that could have run, double the time sponsors could have been seen, and so on. And of course there’s the cost of physically putting all of this together, and obviously a longer event would feel more “worthwhile” than a shorter one.
The final served to highlight some problems with League of Legends as a competitive game. At extremely high levels of play, the game can “snowball” to the point of absurdity. A singular mistake early on can cost a team a slight advantage that can easily be turned into a massive advantage by their incredibly skilled opponents. It would be like a football game being won or lost by the first turnover, with the other team at a permanent disadvantage from then on. Granted, this isn’t always the case, but it does happen a lot, and is certainly what we saw last night. In many of the matches of the tournament it felt like you knew who was going to win at the fifteen minute mark more often than not. It’s a fundamental structural issue with the game that may need addressing going forward.
Last year, Riot admitted that they were losing money on eSports. They simply invest in it because it raises the profile of their already hugely popular game (32M monthly players, last we heard). But League of Legends is starting to attract higher profile sponsors that could end up making things profitable eventually. For example, Riot recently partnered with Coke Zero to form a new challenger feeder league of amateur teams hoping to go pro.
Whatever the case is with the financials at present, it’s hard to argue that eSports is slowing down in any capacity at this point after watching an event like Worlds last night. 13,000 people crammed into a space normally used to host the NBA’s Lakers is impressive. So were a million watching on livestreams. So was a million dollars on the table as first prize. So were the NBA/NFL level production values that included an intro by the Crystal Method and ESPN -like pre and post-game analysis. So was the fact that this scene is so gripping I stayed up until 3AM to make sure I caught every second of it, and would have gladly stayed up until 7AM if the series went to more games.
eSports hasn’t worked out all of its kinks, but year after year the scene appears to be learning and growing, and Riot’s League of Legends is at the forefront of the movement, with other games like DOTA and Starcraft also putting on impressive shows.
It’s too early to tell what the future holds for eSports. I have a hunch it’s going to be more than just a passing fad, and at some point, we may see sold out stadium events more than only once a year. Here’s to hoping.

Download

Direct link

Download 1
Download 2
Download 3

Game-Onomics: The Not On Steam Sale Enters Its Last Days, Offers Big Indie Savings


When we talk about the resurgence of PC gaming, it’s impossible not also to talk about the role played by the Steam digital distribution and sale system, and of its owner, Valve Software. Valve has been very much in the headlines recently as the universe conspires to troll fans and media about the possible appearance of the long-awaited Half-Life 3 - but it is worth remembering that it used Half-Life 2, in its time the most hotly anticipated PC game on the market, to launch and promote Steam.
Now, a decade later, Steam commands an estimated 70% of the digital download market, and has expanded from Microsoft MSFT +0.03%Windows (where it cannot be said to have been hurt by the problems of Microsoft’s own Games for Windows Live) to Mac and Linux. Shortly it will spread to Valve’s own gaming-oriented custom Linux distro, SteamOS.
If you are not on Steam, the conventional wisdom goes, you face an uphill struggle when it comes to getting your game in front of buyers. Conversely, the addressable market of Steam users is so vast that even a niche game will sell far more than it could without a place on the storefront. Just as importantly, being available on Steam gives developers – in particular indies who may know little of the business of games – the benefit of Valve’s huge retail experience, and its resulting uncanny ability to discount games to the right level to spark new desire.
For those smaller producers who do not have the guarantee of presence on Steam, this shining city on the hill can seem inaccessible. Greenlight, the voting-driven system for indies to get their games onto Steam, is controversial and often considered unreliable, as the voting only goes so far – a popular Greenlight game will be reviewed by Valve, but has no guarantee of inclusion.
Under pressure
Aaron San Filippo of Flippfly games has his own experience of this dilemma. Without Steam, Race the Sun, despite strong reviews, sold a total of 771 copies in its first month – representing a return of $7,000 or so on two person years of work. That story, at least, has hopes of a happy ending: Race the Sun has now been “greenlit, and Flippfly is working with Steam to get it ready for its Steam store debut, which will bring it to a far wider audience.
For others the struggle continues – which is why San Filippo set up the Not On Steam Sale, as a way to highlight indie games, and perhaps to help their creators to make some sales. Starting at around 30 titles, he found that more developers were contacting him, with the sale now standing at around 60. Among the games on sale are Richard & Alice and Derick the Deathfin, which are simultaneously available as part of the Savygamer Bundle – a demonstration that indie developers often need to spread their bread upon the waters and exploit every morsel of publicity they can get. In a statement to press, SanFilippo was quick to make clear that this was not intended as a criticism of Steam:
We love Steam! It makes buying games easy, and managing our game library even easier. We wanted to highlight the fact that not every great game is available on Steam, and help shine a light on a bunch of great games that many players may be missing out on.
However, the reality is that Steam is very much on the minds of indie developers. Alan Hazelden is the co-creator of Sokobond, a clever and finely implemented reworking of the classic sokoban puzzle using atoms and chemical bonds – currently seeking approval on Greenlight.
I asked him for his thoughts on the sale, where Sokobond is available at a 30% discount, and the challenges of retail in the Steam generation:
The harsh reality of the situation is that for 99% of games, after the initial wave of interest at launch your sales will allow down to a very slow trickle.
There’s not a lot that you can do about this, but one of the only factors that’s actually under your control is the price of the game. Being involved in promotions to keep your game in the news is useful both to A) in the short-term to get a few more people playing and enjoying the game, and B) in the long run hopefully raise your exposure enough to create opportunities down the line.
David Gallant’s I Get This Call Every Daya multiple-choice examination of the horrific drudgery of working in a call center, is on sale for 50 cents in the sale. Despite its simple gameplay and crude graphics, IGTCED is a genuinely worthwhile game experience. And, where we often create narratives where millionaire game designers are praised for their integrity when they decide to go indie with a well-publicized Kickstarter, Gallant has actually suffered for his art – the Candian Revenue Agency, when they found out he had created a game lampooning the mutually horrific experience for caller and callee, fired him. He noted that the sale is about more than just sales.
The Not On Steam sale is an interesting thing: some participants are hoping it is a means to being Greenlit on Steam, while others see it as almost a celebration of not being a part of Valve’s platform. But the fact that the sale exists at all shows just how hard it is for an independent game to get noticed without being on Steam, a platform whose current method of accepting new titles is fundamentally broken. It will be interesting to see how all the sale participants will benefit from the sale in the coming weeks.
Certainly, the success in sales terms of the sale will be interesting to see – it now has a little over three days left to run. However, its existence – and the interest from media and developers it has generated – already shows that the power of Steam, although the main driver of the current PC pride movement, is a wholly unmixed blessing.
Meanwhile, SokobondI Get This Call Every Day and Richard & Alice are all interesting games – not as long or as polished as their AAA counterparts, but interesting, and with the interests and passions of their creators showing through. With bedfellows as unlikely as Jonas Kyratzes’ offbeat, conceptually dense adventure The Sea Will Claim Everything and Scania Truck Driving Simulator - a simulator of driving trucks made by Scania, it is worth a look for anyone interested in the state of independents.