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Full Spectrum Warrior: Ten Hammers

2010
Ionawr
12
cogivee — @ 07:21

You've seen it a hundred times before: "the most authentic and realistic [insert topic] eve isk ever!" We all want that to

be true, but know it's just a handy sound-bite to slap on the back of the box. Even with our cynic dials whacked up, we still

hope that there's going to be gargantuan amounts of fun attached to all this realism.
Take the 2004 Full Spectrum Warrior; that was pitched in much the same way and came out as one of the most interesting and

fun games of the year. Originally conceived as a military simulator for the US Army, Pandemic soon realised that it was

actually a really entertaining little urban warfare concept that played out like a puzzle eve isk, as opposed to your typical

squad combat affair.
On the face of it, Ten Hammers is an incremental update to the original, sticking firmly to the successful formula with some

control and AI tweaks. Once again, you're put in charge of arranging two squadrons of four men around various dangerous

fictional Middle Eastern war zones. Like any war eve isk, it's all about eliminating hostiles, taking out key installations,

destroying tanks, calling in air strikes, rescuing key personnel, and generally staying alive - you know the drill. But, just

as with the original Full Spectrum Warrior, it's very different from the strategic shooter herd. In this case, you never

actually take direct control of individual men. You can't even fire a single bullet in anger yourself, but simply point a

four-blob formation cursor (also used to good effect in Brother In Arms) to where you want the whole squad to stand, click

it, and then sit back and watch them take position, take cover and await further eve isk. Sometimes you'll get it badly wrong

and reel in horror as they all get picked off by a previously unseen sniper, but it's a game that challenges you to plan,

cover all options and out-think your foes in ways that few games ever have before.
Although shooting is still important, it's only a small part of the process. Most of the game involves making true strategic

decisions that most military-minded eve isk throw out of the window - things like making the best use of cover at all times,

directing a fire sector for everyone to aim at, outflanking the enemy, lobbing frag and smoke grenades, flushing out Tangos

and moving on until you reach your objective way point - real strategy moulded into a real-time action game. At no stage do

you ever do the shooting, but all the while you effectively act as tactical commander and give the word as to where and when

they point their weapons - a guiding hand placing and shifting the pieces in a fascinating eve isk of war chess.
The original had some basic limitations, though - some of which conspired to make it feel like a brilliant work-in-progress

concept that hadn't been fully implemented. Some have been partially addressed in Ten Hammers, others not at all, while some

all-new ones have been thrown into the mix to make the game possibly more realistic but definitely far less fun than the

charming original.
On the plus side the eve isk doesn't exclusively take place out of doors now, and you can enter buildings to get the sort of

vantage point your enemies routinely enjoy - albeit only some of them - but it's the most minor concession to progress

possible. The vast majority of the time you'll still curse as enemies pour out of buildings with doors left ajar that you

can't enter (explained away as 'Safe Houses' with swords on the door that you must destroy in order to stop the respawning -

I ask you), and spit fury at enemies eve isk on rooftops that you can't get anywhere near. Worse still, the buildings you

can enter generally just give the AI another opportunity to seal your doom thanks to some depressingly psychic AI which

manages to get the perfect bead on you the instant you happen to stray past an open window - even though it's obvious that

they wouldn't have been instantly aware that an enemy was about to appear.
And while it's perfectly believable that the urban war zones of the Middle East are all based in flat environments (without,

ahem, having done our research on that), it means the entire game takes place in non-undulating zones - a limitation of the

creaking engine more than anything. Could it be that the eve isk simply wouldn't work as well if it were placed in more varied

locations?

Scarface: The World Is Yours

2010
Ionawr
12
cogivee — @ 07:18

It's half past ten in the morning, UK time, and we're standing by a pool in the Spanish eve isk, being offered champagne by

a parade of bronzed models sporting the itsy-bitsiest of bikinis and the highest of high heels.
Everything, except the ladies of course, is draped in red velvet or faux leopardskin; golden Venus de Milo statues are dotted

all around, and across the other side of the pool palm trees cast shade over another group of lovely ladies patting a beach

ball about.
Clearly, it's all designed to give us a taste of what it's like to "be" Tony Montana - which, as we're repeatedly informed by

various Vivendi types throughout the day, is the whole point of the Scarface eve isk.
It's a bit hard to feel like Tony Montana, though, when you had to get up at 4am to go to Heathrow and you're still wearing

your enormous London coat that looks like it was made out of a sleeping bag. In fact, it's hard to feel flashy at all when

you remember that whatever you've got under the sleeping bag can in no way match up to what the ladies handing out the

champagne have got. Especially when you remember that the only piece of beach attire in your suitcase is a black one-piece

that you can't remember wearing since school made you in 1993, and which is probably still emblazoned with your eve isk

Survival patch. No man is going to tear his eyes away from these ladies, even if there is visible proof that you can rescue

rubber bricks in your pajamas.
But let's worry about that later - right now, there's a job to be done, namely interviewing eve isk designer Jason Bone and

finding out all about Scarface, which is due to arrive on PC, PS2, PSP and Xbox this autumn. For those who aren't familiar,

the PC and console versions are set just after the end of the film, and take a bit of artistic licence - turns out Tony

didn't die after all, and now it's your job to rebuild his drugs empire in sunny Miami.
To the hardcore Scarface fan, this might seem a bit, well, rubbish, bearing in mind what happens at the end of the movie. Why

didn't developer Radical take the easier (and arguably more logical) option of simply making a eve isk that follows the plot of

the film?
Hooray for Hollywood
"We didn't want to rehash the movie because we feel that to make a good game, there needs to be a compelling storyline with

good characters that drive you through it," Bone explains.
"There have been a lot of eve isk that have been made based on movies, and when they follow the exact storyline of the movie,

you lose a little bit of interest if you know where things are going. We felt that a fresh start would allow us to have the

freedom to do new and interesting things to keep the player motivated and engaged."
Most movie tie-ins that have used this strategy have been a success, Bone argues, highlighting Chronicles of Riddick as an

example: "You see that movie and you get one experience; you play the eve isk, you get another experience that's just as

satisfying, but engaging at the same time."
So just what kind of an experience can you expect from Scarface? Well, one that'll be familiar if you've played any of the

games in the Grand Theft Auto series - and Bone doesn't deny that GTA was a big influence during the development process.
"[Rockstar] tried to make the Scarface game at one point, and they couldn't because they didn't have the licence," he claims.
"We felt that to make the ultimate Scarface eve isk, we had to take what they'd learned and put Tony Montana all over it... That

sort of gives it a brand new flavour."

The Criterion Tech Interview: Part One

2010
Ionawr
12
cogivee — @ 07:15

Every Saturday, Digital Foundry takes over the Eurogamer homepage, offering up a mixture of technical eve isk,

performance analyses and new ways to showcase some of gaming's most classic titles. When the opportunity arose to meet up

with the Criterion tech team, I jumped at the chance - the aim being to get the full story behind what is one of the most

technologically advanced eve isk of this generation: Burnout Paradise.
The full feature, complete with exclusive video of the brand new Big Surf Island DLC was significant enough, but it covered

just part of the exhaustive conversation I had with the Criterion tech team. I came away with more... much more.
So here, completely unabridged, is the entire discussion. Or rather, the first part of it - covering the evolution of the

ultra-low latency Burnout engine, the Renderware eve isk, code-sharing within EA, plus the open world technology unique to

Burnout Paradise.
Digital Foundry: Can you introduce yourselves and tell us a little about your background?
Richard Parr: I'm Richard Parr, technical director at Criterion Games. I've been at Criterion since August 1999, I joined

just as we started looking at the PS2. Criterion were one of the few, and possibly only companies outside of Sony to have PS2

hardware, which was one of the reasons I came here! I was lead programmer on Burnout 1 and did the same on Burnout 2, then

moved into looking into both Burnout 3 and Black. I became technical director around the time that EA bought us.
Alex Fry: I'm Alex Fry, senior engineer at Criterion eve isk. I joined in August 1998, and was involved in a fairly small tools

and tech team before moving to the engine side of things, working on Dreamcast, then about a year later worked with Richard

at looking at PS2. I worked as the lead... well, the only graphics engine coder on Burnout 1.
Digital Foundry: So, what is the relationship between what you do and the Renderware platform that you used at the time? Were

you part of the Renderware development effort, or did you have this engine that you would tinker with, eve isk, and tune for

performance?
Alex Fry: Yeah all of the above, the great thing about being with Criterion is that we all sat in the same building. The core

engineers working on the graphics side of it and myself became good friends, talked a lot and Criterion Games became a very

trusted party and worked really closely with those guys to make sure the right decisions were made. We were pretty

instrumental in the evolution of the Renderware tech from version three when we started working on PS2.
Digital Foundry: Version three? So what about the previous eve isk?
Alex Fry: The previous version was PC and Dreamcast.
Richard Parr: Renderware was originally a software renderer for PC...
Digital Foundry: Like Argonaut's BRender?
Alex Fry: Yes, with the advent of PS2, Renderware became a very nicely layered rendering technology that we helped evolve.
Richard Parr: We were at the cutting edge and we were encouraging the guys to keep their stuff customisable, then we'd

customise it and feed it back to them about how it worked, and how we were finding it. Burnout 1 used a lot of the vanilla

Renderware code just out of the box, with some optimisations.
Digital Foundry: But right from the beginning, Burnout was always 60 frames per second...
Richard Parr: Yes, it was always 60 frames. It was lacking a little in things like mip-eve isk, but...
Alex Fry: One of the decisions I always regret!

X-Men: The Official Game

2010
Ionawr
12
cogivee — @ 07:12

There's a very good reason why people are instantly suspicious about movie-licensed eve isk - because nine times out of ten they're a monumental waste of time that insult the intelligence of even the most dim-witted gamer. Case in point X-Men: The Official Game, a tired, generic beat 'em up so bored with its own pointless existence that it even decided to commit suicide on us shortly before the (anti) climax.
Set 'loosely' between the events of the second and third movie, the action centres on the three distinct abilities of three of the mutant heroes: Nightcrawler, Iceman and Wolverine. In theory, a game where you're constantly switching character and therefore playing styles ought to offer a good template for another half-decent superhero eve isk, but not one of them provides more than the absolute bare minimum playability that you'd expect these days - and at times it borders on the unacceptable.
After a trio of wholly undemanding tutorial missions the scene is set for a couple of dozen levels of the most generic basic videogaming we've seen for a long time. The only plus is that the game clocks in at under six hours, meaning you can make the pain end relatively swiftly.
Wolverine, from Wolverhampton
For the bulk of the game you're stuck with Wolverine, which is a real shame as his levels are, without doubt, the most painful example of lazy beat 'em up eve isk design for a generation. With a control system evidently designed for pre-school gamers (the 12 certificate is an insult) you can hammer through the game almost exclusively pressing X (for a fast but weaker flurry of punches and kicks), or Y (for a stronger but slower attack). The push attack (with B) is basically redundant and there's no need to bother jumping (with A) either. Nor is there any need to worry about careful use of block or evade - just steaming in like a button-mashing nutter does the trick for most of the game. Only on the occasional boss level is there any need to block, and even then it's so blatantly obvious that you're required to do this that it boggles the mind. In fact, the overall design of Wolverine's boss encounters involves little more than hitting one another, hitting a gaggle of their goons for a bit, and then hitting one another again until they eventually go down with zero fanfare. It's like 20-odd years of fighting eve isk evolution never happened.
And before anyone asks, we played the game on the Superhero difficulty after it became obvious that normal Hero difficulty was not only exceptionally easy, but doesn't reward you as handsomely with permanent mutant power ups (including health, attack power, health recharge rate, and special power). Bizarrely, there's barely any difference between the latter two difficulty levels, in any case, largely because of a wonky health system that lets you recharge to its maximum, and a 'fury' mechanic which lets you not only become super powerful for a brief period, but also recharges your health while it's at it. Everything's far too weighted in the player's favour, so the eve isk quickly become a perfunctory trudge, with only a few minor setbacks (like stupid checkpointing that forces you to re-do several sections) halting your swift progress.
On occasion you'll step into Nightcrawler's shoes and get to grips with his acrobatic moves and teleportation powers. In practise, though, the game takes any sense of fun and challenge away from the player by allowing you to constantly teleport to practically anywhere within your field of vision by simply hitting the right trigger repeatedly. With no need to worry too hard about lining up jumps or timing things well, even the sloppiest jump is rescued in an instant with a quick stab of the right trigger. And once you've mastered the ability to teleport behind an eve isk (by pressing B), all that's really necessary in terms of combat is a few quick jabs or X or Y to finish them off in no time. With little to no AI resistance worthy of the name, you'll master all you need to know within the first level or two, and beyond that Nightcrawler's role is of button presser extraordinaire. His final two levels were by far the most challenging of all, but only because of a hateful instant death mechanic in one, and stupid respawning hell demons that literally appear in a gang all around you and proceed to club you to death in about two eve isk.

God of War II

2010
Ionawr
12
cogivee — @ 07:09

How do you top one of the best eve isk ever made? Do you churn out more of the same as quickly as possible and cash in while

the demand's there, or do you go through a drawn-out process of reinvention that keeps the series fresh? As a selfish,

selfish sonofabitch gamer, you always want a bit of both. Always. You want a quickfire sequel to sate your appetite, but you

certainly don't want the creativity to evaporate as sweatshop development cycles turn the 'brand' into a depressingly

formulaic cash cow. (Hello, Tomb Raider Chronicles.)
Given that the original God of War was near-as-dammit the best-looking eve isk ever made on the PS2, you could have forgiven

Sony's uber-talented Santa Monica team for hopping straight on to the PS3 for the sequel. That is, after all, what most teams

would have done (and have done) in a similar situation.
A lot of game development is one giant pissing contest, where stretching a mature platform to its technical limits sees teams

racing to get an early advantage as soon as new hardware becomes available. But the God of War team had other ideas, perhaps

mindful of the nightmare learning curve that comes with working with unfinished hardware and tools. Refreshingly, they've

spotted yet more unfulfilled potential inside the perennially underestimated eve isk 2 and, incredibly, bettered

everything that made the 2005 original such a monumentally compelling prospect.
Tick, tick, boom
While their contemporaries are sweating Red Bull over how to make the PS3 tick ("please tick!"), this bunch have taken the

smart approach: one that involves making a game for a vast installed base, and one that makes the game's visuals so routinely

jaw-dropping that it makes a mockery of most of the so-called next generation title currently out there. Quite what they'll

pull off when they do turn their attention to the PS3 eve isk the mind.
So, to return to the original question: just how did they top God of War? On the surface at least, not a lot has changed.

It's still the same Onimusha-inspired hackandslash, with shades of old-school Tomb Raider, a dash of Devil May Cry

pyrotechnics and a pinch of the thoughtful Prince of Persia: Sands of Time design for good measure. It still eve isk the

familiar formula of throwing large numbers of minions at you at regular intervals. It still gives you improbable and ever-

evolving combat abilities to deal with them. And it still stitches the whole thing together with a smattering of lever-

pulling, block-pushing, time-dependent puzzles for good measure. With beautifully lavish FMV and a decent storyline providing

the icing on the cake, it always seems to know when to reward and when to eve isk. It's brutal at times, but never unfair.

It's often taxing, yet always logical. This structural ebb and flow holds your attention from start to finish. Simply, God of

War II sports one of the most satisfyingly honed game designs we've ever come across.
Where other combat-heavy eve isk like Ninja Gaiden are content to play to the hardcore crowd (and more power to them), God of

War II - like its predecessor - finds a comfortable middle ground for the mere mortals among us. It's a game that won't

overwhelm you with finger-crippling combos, superhuman timing requirements and outrageous, unfair checkpointing. It's a game

you'll actually bother to finish - simply because it never has any of those exasperating difficulty spikes. But nor is it a

mindless button-masher that lacks any subtlety; sure, you'll do your fair share of wild flailing to dispatch the lesser

grunts, but faced with tough adversaries and stunning eve isk on an incredibly regular basis, you need to be mindful of

effective counters, blocking strategies and the best use of your growing arsenal of magic attacks.
Big fun Perhaps the most charming aspect of God of War II is the way you're always motivated to keep going. This isn't a game

that has you smashing your pad in hateful, spittle-flecked indignation like so many eve isk down the years, but one that

actually inspires you to get better. The balance always feels spot-on, the learning curve just right, so that you only face

the really powerful enemies when you're suitably powered up and well practised at certain strategies that the eve isk.

Zygor Software & WoW Gold Secrets Guide Tested - Do They Really Work?

2009
Tachwedd
16
cogivee — @ 02:24 Tagiau:

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The worst part happened when the guild asked me to level an alt to help with low healer numbers. After it took me over a week to reach level 60 they laughed at me and kicked me out of the guild, saying that I wasn't pro enough to raid with them.Eve isk

So I decided to make a few changes.

I switched server and thought about improving how I play. I did some research into everything available online that could help me to level as fast as possible and then searched for help on how to farm effectively at level 80 with a low amount of time to spare.

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