join now!

Friday, 28 October 2016

DOTA 2

Also one of the Mac’s best strategy games, DotA 2 is a MOBA from developer Valve. League of Legends may be slightly more popular, but DotA 2 is closing in fast.
In DotA 2, all matches involve two teams of five players each and only one objective: To destroy the other team’s “Ancient”, which is a building located at their stronghold. Throughout the game, you will be in control of a “Hero” that you will need to improve and “level up”: collect XP, gold, better items and gear.
If this sounds a lot like Warcraft III, it’s simply because DotA 2 is the stand-alone sequel to Defense of the Ancients (DotA), the infamous fan-made Warcraft III mod.
A Good Match for: MOBA fans who love the Steam Platform (DotA 2 is only available there) and the fascinating universe of Warcraft.

Cave Story

is a 2D platformer that pays homage to the big classics such as Metroid and Castlevania.
What started like a hobby for Daisuke “Pixel” Amaya (it took him 5 years to develop the game on his free time) became one of the first Indie gaming successes. Quickly, the game gained traction because of its great story and solid gameplay. In Cave Story, you play the role of an amnesiac character who wakes up in a cave. Obviously, he quickly learns that he has to fight a crazy doctor who plans to conquer the world. You know how it goes.
Since, an enhanced version called Cave Story+ appeared on Steam, but the original Cave Story is still available for free.
A Good Match for: Fans of 2D platformers who also want to reminisce and remember the good old days of Castlevania.

The Witcher 3

 is a wonderful game in a very literal sense. It is full of wonder, from the startling entities that stalk its darkest corners to the stories that echo through the ages, and even the alternately bleak and brilliant weather, which I enjoy on an almost metatextual level, appreciating the techniques that paint storms and rainfall onto the world. I could spend hours just watching the skybox transform. It’s also grounded in reality of a sort though and shot through with an understanding of folklore, superstition and historic belief systems.
I don’t know much of the surface I’ve scratched but I’m nowhere near ready to tackle either of the expansions yet, partly because I spend so much time exploring every inch of every area. If someone were to describe The Witcher 3 to you, or even if you’d followed news and articles about it before and after release without actually playing it, you might think it was a game about magic and monsters, or incredible landscapes and enormous cities.
Well, it is all of those things. It’s also a game about romance and horror, and a Very Serious Gruff-Voiced Man who chases goats and sighs as he rings a tiny little bell. The sheer scale of the game allows it contain many things and to be many things, but from my perspective, the most unsung aspect of the game is the way in which it treats ordinary people. The peasants and the merchants and the blacksmiths and the herbalists and the guards and the ruffians and the children.The Witcher 3 belongs to them as much as it does to Geralt, and in creating this vast wartorn world, CD Projekt Red have demonstrated a skill that is incredibly rare in RPG development; they show as much care and attention for their minor characters as for their major characters. Often, RPGs take on the qualities of a saga, focusing on the giants of their time and caring little for the people who don’t measure up – if you can’t lift Mjölnir or a close equivalent, you’re barely worth any screentime at all.
The Wild Hunt takes place in a world where the extraordinary is paradoxically commonplace, as is true in almost every fantasy setting, but it differentiates itself by constantly acknowledging the commonplace nature of the fantastic, and it does so by having the ordinary folk comment upon it. It’s a series of folktales rather than a fantasy epic, and that’s not just in the writing of the excellent bestiary entries or the many books you can find, or even in the composition of the contracts and quests. It’s in the lives of the people who make the world tick.
Given my love of NPC schedules, it’d be reasonable to expect my love of The Witcher 3’s folk to be tied into their mechanical behaviours, but that’s not the case at all. It’s their words that I love and the way in which CD Projekt Red have attempted to understand and reinterpret a version of the medieval mind.
You know that L P Hartley quote (and you most likely do know it even if you don’t know Hartley), “The past is a foreign country; they do things differently there”? The Witcher 3 may not be set in a specific time in our own world’s past but it draws on many aspects of European history and its writers and designers have effectively created a game with its own language. It is a foreign country and people do things differently, speak differently, and live differently. Even, and perhaps especially, the ordinary people.
This manifests itself in every facet of the game. Herbalism is understood by most but only practiced by a few, and more spectacular feats of ‘magic’, such as teleportation and transformation, are understood either as curses, blessings (elements of faith) or technological conceits of a sort. A mage leaves messages for those who seek him and they’re essentially Leia’s hologram playing on repeat, and acknowledged as such by one of the characters in the game, using a technology of her time, explaining the trick as something like “the mage’s version of a postbox”.
The Wild Hunt are seeking their prey in a world that is familiar with the supernatural but it’s a world that approaches the unknown with a sense of pragmatism. “What could this mean? What might it symbolise? How might we prevent it or turn it to our favour?” Those three question alone are a gross oversimplification but they show a certain logical method of dealing with the unfamiliar. The important thing, first of all, is to weave anything new into an existing structure of beliefs, to make it part of a wider set of knowledge so that it can inform and be informed by its neighbours. Mythological taxonomy, of a sort.Somebody got eaten by a Water Hag? Probably something to do with his lovelife, or his tendency for late night drunken rambles. Most likely both, in combination. And if a witcher were to come along and sigh, and explain that, no, it’s not really about that, and then sit down with an open fire and some oil to smear on his blade, and some herbs to mash into a bottle, who could blame people for smirking? Strong, he might be, and effective, sure, but his ideas about the world are a little odd.
Geralt, flaws and virtues alike, is a spark of the modern, attempting to hold back tides of horrors but also occasionally lamenting that, in doing so, he may be eliminating so much that is interesting in the world. His outsider role has him act as an often unwilling author of the future of individuals, species and ways of life. Rather than being the person with the highest lore stat, capable of interpreting the world’s folklore in a more intricate fashion, Geralt’s scientific approach to the troubles of the world marks him as ‘other’, a character plucked from a different system of knowledge entirely.
But even his system is imperfect because in The Witcher 3, everything is imperfect, from the flakiness of magic to the attempted heroics of Geralt and others. It’s a game based in the messiness of belief rather than the clean lines of make believe. It’s The Golden Bough of RPGs and that, in itself, is a remarkable thing.

THE PHANTOM PAIN

I woke up this morning in a bright new world, a world in which what may be Hideo Kojima’s final Metal Gear game [official site] is available on PC. It still seems like an impossible dream, that a series that has only sporadically stealthed its way onto our machines should be here day one, the same time as the console launch, so I was expecting something to go wrong. Performance issues due to the port from console to PC? A sudden stepback in visual quality as compared to ‘prologue’ mission Ground Zeroes?Remarkably, The Phantom Pain hasn’t gotten its cape into a tangle and seems to be running smoothly while looking devilishly handsome. There are some caveats and snags though, as always.
The most pressing concern, and one that will hopefully be fixed so quickly that I’ll feel like a fool for having written about it, relates to CPUs that don’t support SSE4.1; that includes the still-common Phenom II series. People with those CPUs are reporting crashes, often at launch. There is a possible fix but the developers are on the case already and reckon they’ll have a solution ready later today. Good work.
There seems to be some confusion as to whether all AMD GPUs and CPUs are affected but that’s not the case. As far as I can tell, the problem relates directly to SSE4.1 support. If you’re not sure whether or not your CPU supports SSE4.1, this might help.
There are also reported problems with borderless fullscreen, ranging from screen tearing to an occasionally visible mouse cursor for those using controllers. Switching to regular fullscreen appears to fix both issues.I’ll be looking out for any developments. I’ll be doing that instead of playing the game because sometimes this job is not kind to me. The horror of my situation is amplified by the hours I spent with Ground Zeroes on Saturday. It’s a proper stealth game and I love it.

Until Dawn

 is an interactive drama survival horror adventure video game developed by Supermassive Games and published by Sony Computer Entertainment for the PlayStation 4.[2] It was originally scheduled to be released on the PlayStation 3 and feature PlayStation Move support, but in August 2014 the game was reintroduced as a PlayStation 4 exclusive,[3] and was released worldwide in August 2015.[4]
Set in Western CanadaUntil Dawn centers around a group of eight teenagers who decide to vacation for a night in a cabin on the fictional Blackwood Mountain, exactly one year after the disappearance of two girls, with whom the group was acquainted. Shortly after arriving, the gang find themselves under attack by a psychopath, and must attempt to survive until sunrise. Throughout the adventure, players alternate between all eight characters, making critical decisions as the story advances which drastically affects the game's outcome, leading to hundreds of different scenarios.[5]
Until Dawn was met with a positive critical response upon release, with praise directed at the visuals, 'choice' mechanic, horror elements, music, characters, voice acting, and gameplay design. Most of the criticism the game drew concerned the second half of the story, the camera angles, character movement, and the game's partially linear plot.

Super Mario Maker

 is a side-scrolling platformvideo game and game creation systemdeveloped and published by Nintendo for the Wii U game console, which released worldwide in September 2015. Players are able to create and play their own custom courses, based on Super Mario Bros.Super Mario Bros. 3Super Mario World and New Super Mario Bros. U, and share them online. Over time, new editing tools are unlocked, allowing players to download and play courses designed by other players.
Super Mario Maker received critical acclaim upon its release, with reviewers praising the game's user interface and course editing tools. In May 2016, Nintendo announced that over 7.2 million courses had been created worldwide, which had been played over 600 million times. A port for the Nintendo 3DS, known as Super Mario Maker for Nintendo 3DS, will be released in December 2016.

Batman: Arkham Knight

is a 2015 action-adventure video game developed by Rocksteady Studios and published by Warner Bros. Interactive Entertainment for PlayStation 4Xbox One, and Microsoft Windows. Based on the DC Comics superhero Batman, it is the successor to the 2013 video game Batman: Arkham Origins, and the fourth main installment in the Batman: Arkhamseries. Arkham Knight was released worldwide on June 23, 2015.
Written by Sefton Hill, Ian Ball and Martin Lancaster, Arkham Knight is based on the franchise's long-running comic book mythos. Set one year after the events of 2011's Batman: Arkham City, the game's main storyline follows Batman as he confronts Scarecrow, who has launched an attack on Gotham City, causing a city-wide evacuation. Scarecrow, with the help of the mysterious Arkham Knight, is also able to unite Batman's greatest foes in an attempt to finally destroy Batman.
The game is presented from a third-personperspective, with a primary focus on Batman's melee combat, stealth abilities, detective skills, and gadgets. Arkham Knight also introduces the Batmobile as a playable vehicle, which is used for transportation, puzzle solving and combat. The game expands Batman's arsenal of gadgets and combat attacks and offers a more open worldstructure, allowing the player to complete side missions away from the primary storyline.
The console versions of Arkham Knightreceived positive reviews, particularly for its narrative, visuals, gameplay, combat, and world designs, with most criticism given to the emphasis on the Batmobile. The Windows version, however, became the subject of intense criticism due to major performance problems, even on high-end graphics hardware, prompting Warner Bros. to temporarily withdraw that version of the game from sale. Upon its release, the game was the fastest selling game of 2015, and the fastest selling game in the Arkham series, reaching over 5 million units sold globally by October 2015. Rocksteady released additional content for the game, including story-driven missions, challenge maps, and skins for Batman and his allies, as well as new Batmobiles from Batman's history and custom racetracks for them.