Tuesday, 30 April 2013

Watch Dogs

Watch Dogs is an upcoming open world action-adventure video game, developed by Ubisoft Montreal and published by Ubisoft for Microsoft Windows, PlayStation 3, PlayStation 4, Wii U, and the Xbox 360. Watch Dogs centers on the player's ability to hack into various electronic systems, either to obtain and control information or to destroy those devices completely at specific times. The game was first unveiled during Ubisoft's press conference at E3 2012.


Monday, 29 April 2013

ARMA 3

ARMA 3 (stylized as ARMA III) is an open world tactical shooter video game being developed by Bohemia Interactive. It is expected to be released in Q3 2013. ARMA 3's storyline takes place in the mid-2030s during the fictional Operation Magnitude, a military operation launched by NATO forces fighting in Europe against "Eastern armies" led by a resurgent Iran.

Gameplay

Campaign
ARMA 3 is set in the near-future, during the mid-2030s, where NATO forces deployed in the Greek islands of the Aegean Sea are trying to hold off a massive Iranian military offensive from the east. During the singleplayer campaign, the player will take the role of a British Special Forces soldier, Captain Scott Miller. Initially, the player must survive on their own after friendly forces are defeated in a failed NATO operation. During the campaign, the player will face everything from lone wolf infiltration missions to the commanding of large scale armored operations. The player will be able to choose different objectives and weaponry (such as UAVs, artillery, and air support) according to their play style.
ARMA 3 takes place on the Aegean islands of Altis (formerly Lemnos) and Stratis of Greece, in the Mediterranean Sea. They will feature photo-realistic terrain and water environments. Altis will be the largest official terrain in the Arma series with ground area covering approximately 270 km². The smaller island, Stratis, will expand over an area of 20 km². The islands will feature over 50 villages with buildings that are both enterable and destroyable.

Development

System requirements


Minimum

Windows Operating system : Windows Vista with Service Pack SP2 
CPU : Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHz
Memory : 2GB
Hard drive space : 15 GB of free space
Graphics hardware : DirectX 10.0c compliant card with 512 MB RAM (NVIDIA GeForce 8800GT/ATI Radeon HD 3830/Intel HD Graphics 4000 or better)
Sound hardware : DirectX compatible on-board
Network : Internet connection and free Steam account to activate

Recommended

Windows Operating system : Windows 7 with Service Pack 1
CPU : Intel Core i5-2300 or AMD Phenom II X4 940
Memory : 4GB
Hard drive space : 25 GB of free space
Graphics hardware : DirectX 11.0c compliant card with 1 GB RAM (Nvidia GeForce GTX 560/AMD Radeon HD 7750 or better)
Sound hardware : DirectX compatible on-board
Network : Internet connection and free Steam account to activate

Call of Duty: Ghosts

Call of Duty: Ghosts is an upcoming first person shooter video game. It is the tenth installment in the Call of Duty series. The game is expected for release Q4 2013 on PlayStation 3, Xbox 360, Microsoft Windows, Wii U and possibly next generation consoles.

It Might Look Some What Like This

Call of Duty Ghosts

Developer : Infinity Ward
Publisher : Activision
Series : Call of Duty
Platform : PlayStation 3, Xbox 360, Microsoft Windows, Wii U (Rumored to be released on next generation consoles)
Release date : Q4 2013
Genre : First-person shooter
Mode : Single-player, Multiplayer
Media/distribution : Optical disc, Blu-ray Disc
Development

Before being switched to become the co-developers of Call of Duty: Modern Warfare 3, Sledgehammer Games were already working on a Call of Duty game. This game was announced before Modern Warfare 3 and after Call of Duty: Black Ops, however, no details were released. The game was said to be an action-adventure first-person shooter. A Call of Duty MMOG massively multiplayer online game was also rumored to be in development. Activision Publishing CEO Eric Hirshberg later stated that Modern Warfare 3 was not the same title as Sledgehammer Games' action-adventure Call of Duty game.
When asked if the action-adventure game was also in development, Hirshberg then stated that the Sledgehammer team was fully focused on Modern Warfare 3 and that their own title had been put on hold.
On February 7, 2013, Activision confirmed that a Call of Duty game was in development and would be released Q4, 2013.
10 year anniversary
Rumors went around that Call of Duty 10 would be the series' 10 year anniversary installment and that Infinity Ward and Treyarch would develop the game together. Activision has yet to confirm if this will happen or not.
[edit]Modern Warfare 4 & Ghosts reports
Reports of Modern Warfare 4 surfaced online.However, other reports show that the tenth installment would be titled Ghosts. Teasers for Modern Warfare 4 leaked online by fans. Infinity Ward has not yet confirmed if the game will be titled Ghosts or Modern Warfare 4.
Next Gen console release speculation

The tenth game in the series has been speculated to either see a next Generation only release, a current Generation release, or perhaps both a current and Next-Gen release. Although as of early March, Activision or Infinity Ward have not confirmed this.

Reveal Date

Activision confirmed that the tenth Call of Duty game would be revealed on May 1, 2013.

Friday, 26 April 2013

Batman: Arkham Origins

Batman: Arkham Origins

Batman: Arkham Origins is an upcoming video game being developed by Warner Bros. Games Montreal and released by Warner Bros. Interactive Entertainment for the PlayStation 3, Wii U and Xbox 360 video game consoles, and Microsoft Windows. Based on the DC Comics superhero Batman, it is the sequel to the 2011 video game Batman: Arkham City. The game's main storyline is set several years before that of 2009's Batman: Arkham Asylum and follows a younger and less refined Batman who becomes the target of assassins on Christmas Eve. It is scheduled for release on October 25, 2013.
A spin-off game, Batman: Arkham Origins Blackgate, is scheduled for release alongside Arkham Origins for Nintendo 3DS and PlayStation Vita.

Developer : Warner Bros. Games Montreal
Publisher : Warner Bros. Interactive Entertainment
Director : Eric Holmes
Writers : Corey May, Dooma Wendschuch
Engine : Unreal Engine 3
Platforms : Microsoft Windows, PlayStation 3, Wii U, Xbox 360
Release date : October 25, 2013

Gameplay



Arkham Origins will feature similar gameplay to its predecessors.The Remote Claw is a new gadget which allows Batman to target two objects and pull them together allowing him to knock enemies together or hit them with objects.The game introduces a fast travel system, allowing Batman to remotely summon his plane, the Batwing, to transport him to other areas of the game world quicker than gliding or grappling can allow. Enemy tower installations prevent Batman summoning the craft in some areas and must be first disabled using various gadgets and abilities to make the Batwing available: the Batwing is not player controlled.
Arkham Origins offers side missions including: "Crime in Progress", where Batman can assist the Gotham City Police Department (GCPD) to improve his reputation by accomplishing tasks such as rescuing police officers from a gang or preventing an informant being thrown to his death; "Most Wanted" allows Batman to pursue villains outside of the main story. The Dark Knight system offers tasks of escalating difficulty that promote improvement in stealth and combat. Completing side missions is rewarded with experience points and upgrades to Batman's equipment.[4] The game features an emphasis on Batman's detective skills: Batman can scan a crime scene using his detective vision to highlight points of interest and holograms act out theoretical scenarios of the crime that occurred. The crimes can be reviewed on the Batcomputer in the Batcave at will, allowing the player to view the scene from different angles, in slow motion or pause it while looking for clues to advance and solve the crime. Small and large crime scenes are spread out over Gotham City.

Synopsis


The events of Arkham Origins are set several years before Batman: Arkham Asylum, in the middle of winter in fictional Gotham City. Batman is an experienced crime-fighter, but has not yet become the veteran superhero portrayed in Arkham Asylum and Arkham City. Batman has battled with normal criminals and gangsters and is used to being stronger and faster than his targets, but on a snowy Christmas eve he is confronted with far more dangerous enemies: super villains tasked with killing Batman.The sadistic and brutal Black Mask has placed a bounty on the superhero, and Batman must discover why the villain harbors a deep hatred for him. Black Mask is the most powerful man in the city, possessing vast wealth and resources, and controls Gotham's criminal underworld, having eliminated his opposition and begun consolidating his power. His mask conceals his identity, allowing him to operate publicly as Roman Sionis, head of Janus Cosmetics. Black Mask's henchmen help instigate a rise in crime and gang activity in the city. Captain James Gordon and the Gotham City Police Department are wary of the new superhero in their midst, and are not his allies with corrupt cops actively working against him. Arkham Origins will feature the debut of the assassin Deathstroke, Alberto Falcone, and the return of the Penguin and Batman's butler Alfred Pennyworth from Arkham City.
Old Gotham, the segment of Gotham City which will become the Arkham City prison, is not yet walled off or ravaged by flood, and contains slums, lower buildings, a large shopping mall, and docks where Penguin's ship The Final Offer is stationed. Across the bridge from Old Gotham is New Gotham, the more modern metropolitan area of the city filled with towering skyscrapers.

Development


In July 2012, it was reported that Warner Bros. Interactive Entertainment (WBIE) was looking to make Rocksteady's next Batman game a prequel based on the Silver Age of Comic Books, and featuring the characters Superman, Wonder Woman, Green Lantern, and the Flash. The report suggested that the game would explore Batman's first confrontation with the Joker, and that it would have a release date of no earlier than 2014. In August 2012, Paul Dini stated that he would not be involved in writing a sequel to Arkham City. He had not been included in writing for any of that game's downloadable content (DLC), including the story-based "Harley Quinn's Revenge" DLC, and said that Warner Bros. and Rocksteady suggested that he take work elsewhere if offered. He added that he had taken on other projects that would prevent his involvement until 2013. In February 2013, it was reported that a new game in the Batman Arkham franchise would be released in 2013, and that Rocksteady would not be acting as the developer.
Batman: Arkham Origins was announced on April 9, 2013 with Canadian studio Warner Bros. Games Montreal (WB Montreal) serving as the developer. The studio previously worked on the Wii U adaptation of Batman: Arkham City, which allowed them to familiarise themselves with the modified Unreal Engine 3 development engine utilized by Rocksteady Studios, developer of the first two Arkham games. WB Montreal opted not to heavily modify the established combat system, believing it already worked well, but are introducing new enemy types to provide opportunities to use new tactics and combat moves to defeat opponents. Rocksteady provided advice on the technology, game mechanics and engine, but WB Montreal was allowed to develop the story independently. The plot was partly inspired by the comic book series Batman: Legends of the Dark Knight, and the graphic novel Batman: Year One detailing the first year of Batman's career, with Arkham Origins being described as a "Year Two" story. The story is written by Dooma Wendschuch and Corey May with input from DC Comics and and comic book writer Geoff Johns. Eric Holmes serves as Arkham Origins creative director. Holmes described the choice of a Christmas setting as a purposeful juxtaposition between the joyful time of year and the grim world of Gotham City, such as decorative Santa's by gothic gargoyles, and Christmas lights offering dim lighting in dark alleyways. The city itself was described as a place dislodged from time and space, featuring 1930's stylized and older buildings contrasted with Batman's futuristic technology beyond even modern gadgets. The New Gotham area of the game was designed for vertical movement, allowing the placement of enemies at different heights above and below Batman to create areas dense with activity. Holmes acknowledged that Black Mask is not as well known as some of Batman's other rogues such as the Joker and Penguin, and said that extra work was required to provide enough characterization to make him interesting and scary. The story is also intended to explore the relationship between Batman and Alfred. Batman sees Alfred as a reminder of his parents' deaths, and an overbearing parental figure, while Alfred sees Batman as a spoiled child squandering his inheritance on his vigilante crusade, causing the two to repeatedly clash in the plot.

Amnesia: A Machine for Pigs

Amnesia: A Machine for Pigs 
is an upcoming survival horror video game developed by thechineseroom and produced and published byFrictional Games. The game is an indirect sequel to Amnesia: The Dark Descent, which was developed and produced by Frictional Games. While set in the same universe as the previous game, it will feature an entirely new cast of characters and time setting.

  • Developer(s) thechineseroom
  • Publisher(s) Frictional Games
  • Designer(s) Peter Howell
  • Dan Pinchbeck[3]
  • Artist(s) Wesley Tack (Lead Artist)
  • Writer(s) Dan Pinchbeck
  • Composer(s) Jessica Curry
  • Engine HPL Engine 2
  • Platform(s) Microsoft Windows, Mac OS X, Linux
  • Release date(s) Q2 2013
  • Genre(s) Survival horror
  • Mode(s) Single-player

Plot

Set in 1899, (sixty years after the first Amnesia), the focus of the story will be Oswald Mandus, a wealthy industrialist. Mandus returns from a "disastrous" expedition to Mexico, where tragedy struck. Hit by fever, Mandus has frequent dreams about a dark machine until he regains consciousness. Little does he know that months have passed, and upon awakening, he hears the roar of an engine and a mysterious machine starts up.
The game will feature several real interlocking storylines. Some take place in the past, some in the present, and some are overtly real while some may be imagined.

Gameplay


The game will be a survival horror game played from a first-person perspective. It has been confirmed that some elements of The Dark Descent have been removed, while other, new elements have been added. One of the reasons for this is to provide a fresh gameplay experience to veteran players of The Dark Descent.
The game's level design has been touted as "significantly different" from that of The Dark Descent, with larger areas and outdoor environments included. AI is also being adjusted to ensure players are unable to predict enemy behaviour based on their experiences with the original game. However, it has been confirmed by the developers that the core of the game will remain the same as in The Dark Descent, so as not to disappoint fans who want more of what they loved in the original. It has also been confirmed in an interview with Thomas Grip at Frictional Games that the Inventory has been removed.

Far Cry 3: Blood Dragon


Far Cry 3 : Blood Dragon

Developed by Ubisoft Montreal, Far Cry 3 Blood Dragon lets players get the girl, kill the bad guys and save the world in a VHS-era vision of the future.

As Sergeant Rex Colt, you are part man, part machine, all American. You are a state-of-the art Mark IV cyber-commando on a mission...of vengeance. You’re out to bring down your old commanding officer and his battalion of ruthless killer cyborgs and you’ll stop at nothing to get the job done. Hollywood action icon Michael Biehn (The Terminator, Aliens, and The Abyss), returns in this explosive 1980s style sci-fi vision of a dark future. Turn off your VCR, plug in your video game cabinet, and get ready to experience all of the thrills of Far Cry 3 Blood Dragon.

Release Date: May 1, 2013

Genre: Shooter
Publisher: Ubisoft
Developer: Ubisoft Montreal

The Latest News That Came Up About this game was that it was hacked and downloaded by and hacker He downloaded this game after cracking the Ubisoft system.

Sunday, 21 April 2013

Star Trek : The Game

STAR  TREK : THE GAME


Release Date: April 23, 2013


Developer Digital Extremes

Publisher Paramount Digital Entertainment Namco Bandai



Star Trek: The Game is an upcoming action game co-starring The Original Series crew members Spock & James T. Kirk. As It is set the universe of the 2009 J.J. Abrams Star Trek film.


Who is developing Star Trek: The Game?
Digitial Extremes



What is the gameplay like?
TBA



Will Star Trek: The Game have multiplayer?
Drop-in, drop-out Co-Op gameplay has been announced.



Who are the major characters?
Spock and James T Kirk will be there to battle against The Gorn.



More Information Will Be Updated Soon Till Then Please Be Kind Enough To Watch My Other Posts. Have A Great Day.


Tuesday, 9 April 2013

BioShock Infinite Pc Game

BIOSHOCK INFINITE PC REVIEW



System Requirements :- In mid-January 2013, Irrational revealed the PC system requirements for BioShock Infinite.

Minimum Specs

OS: Windows Vista Service Pack 2 32-bit
Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHZ
RAM: 2 GB
Hard Drive: 20 GB free
Video Card: DirectX10 Compatible ATI Radeon 3870 / NVIDIA 8800 GT / Intel HD 3000 Integrated Graphics
Video Card Memory: 512 MB
Sound Card: DirectX Compatible
Recommended Specs

OS: Windows 7 Service Pack 1 64-bit
Processor: Quad Core Processor
RAM: 4 GB
Hard Drive: 30 GB free
Video Card: DirectX11 Compatible, ATI Radeon 6950 / NVIDIA GeForce GTX 560
Video Card Memory: 1024 MB
Sound Card: DirectX Compatible

Specifications

YOU WILL BELIVE A CITY CAN FLY


BioShock Infinite aims so damn high – fittingly, since its alternate-reality 1912 city of Columbia literally floats atop clouds – that it’s a wonder it successfully hits any of its lofty goals at all. But it does hit them, again and again. A stunning original world of retro-sci-fi technology and gorgeous scenery. A cast of fully fleshed-out, memorable characters who deliver real emotional impact. A great villain and a greater monster. New and thrilling ways of traveling and changing the world around you. A story twist most people won't see coming. Even when it does occasionally miss, another hit follows so quickly that the stumble almost feels like a setup to increase the effect. Infinite comes through as a true, worthy follow-up to BioShock, one of the most-renowned shooters of this generation. In my book, it becomes one itself.
Irrational Games – a studio that’s made a name for itself in eschewing predictability and is known for pathological cybervillains and brutish Big Daddies who earned our sympathy in their staunch protection of Little Sisters – somehow makes a city built on the clouds seem plausible. It's a place that feels alive. Townsfolk bustle in the plaza streets, birds flit about almost everywhere, and propaganda extols the local prophet's racist, ultra-nationalist beliefs. Columbia has its own history and hierarchy, to a degree that most shooters – or games of any genre, for that matter – can’t even aspire. It's created using a vibrant color palette and a unified vision of a twisted, jingoistic take on America. Simultaneously, no two of its many diverse areas ever feel alike. All these elements give this fantastical city a sterling sense of genuine place.
This world is easy to buy into because its characters believe in it so convincingly, chief among them our player character, war veteran-turned-PI Booker DeWitt. He's a reluctant hero on a mission, vaguely referred to as a less-than-virtuous man with a shady past. The first hour chronicles DeWitt’s unusual journey to Columbia under orders to recover a teenage girl named Elizabeth so that he might “wipe away the debt.” Though he begins as both a bit unlikeable and mysterious, eventually Booker's backstory is fully filled-in and brought to a satisfactory end. Under your stewardship, he oscillates between doing good deeds and some clearly bad ones, but his words and actions eventually left me thinking of myself as a fan of the man by the time the credits rolled.

Pleased to Meet You, Elizabeth


It’s that inaugural hour – and in fact the few that follow it – that build the foundation upon which the rest of BioShock Infinite stands. Er, floats. Early on, thanks to the weapons, powers, and upgrades having new names but functioning in largely the same way, it’d be fair to call Infinite an elaborate, blue-sky reskin of the first BioShock. If that's a criticism at all, it's a weak one; BioShock's about as sound a starting point to build upon as a game could hope for, and Infinite has made the most of that. I'd put the artwork, meticulously crafted detail, and overall atmosphere of Columbia right up there with BioShock's Rapture, Half-Life 2's City 17, and Mirror’s Edge’s unnamed dystopian metropolis. Two things evolve Infinite past its predecessor, however, and the first is one of its central characters: Elizabeth.
Our mystery girl rarely leaves your side once she joins you a short time into the campaign, and unlike the vast majority of AI companions throughout the ages, she requires zero babysitting. To the contrary, she'll take care of you, tossing you ammo and health in the heat of battle, randomly throwing you money at idle moments, and even bending the layout of a combat area to your will using her dimensional-portal-opening abilities.
In firefights, that means you might have the choice to teleport in any one of a flying gun turret, a wall of cover, a powerful weapon, or a stash of medkits. It’s yet another option that'll affect how the fight plays out in a big way – a layer that makes Infinite’s combat so refreshingly nimble. The guns may not be wholly original, and the vigors may be familiar, but in concert with the Elizabeth wildcard and the open, large-scale play spaces, Infinite offers tangible, meaningful choices in each encounter.
Elizabeth herself, in fact, plays a central role in BioShock Infinite’s story, and in the moment-to-moment experience. Once she’d established herself at my side, any period of separation was noticeable. Not only does the action revert to feeling very much like BioShock 1, but it made me feel as if something was genuinely missing: emotional depth. Over our time together, Elizabeth's expressive performances elicited everything from sympathy to fear and even guilt. She provides motivation and moves the story forward, and like the clear bond the Big Daddies and Little Sisters had in the first game, I was compelled to protect her. And from a purely mechanical perspective, it’s a half-miracle that she never gets in the way – but she doesn't. What's great about Elizabeth is that her presence always adds something, and never takes anything away.
Booker and Elizabeth have a strong supporting cast to work with as well. Almost from the moment Booker arrives on Columbia he's antagonized by Zachary Comstock, aka “The Prophet,” who makes for an easily hateable villain both for his morally reprehensible views on race and for his oddly personal verbal attacks towards Booker over loudspeakers and other communiques. His level of evil and the ways in which he harasses you indirectly are something of a cross between the sadism of System Shock 2’s SHODAN and the manipulation imposed by BioShock’s Andrew Ryan.
Meanwhile, Booker’s most physically imposing opponent is the Songbird, the gigantic robo-fowl assigned to "protect" Elizabeth in a tower, Rapunzel-style. He is constantly in your rearview mirror, as it were, ominously threatening you each time he appears and giving chase in exhilarating running sequences. I wish he'd shown up more often, really – among all the players in Infinite, his is the arc that feels the least developed. That’s not to say his story isn’t satisfying, just that I was left wanting more.

Drinking and Shooting

And what of the rank-and-file bad guys you’ll be shooting at? Some of them seem borderline comical, like the Patriot robots modeled after George Washington, who Columbia’s residents revere as a god. Then there are the Handymen -- intimidating 10-foot-tall proto-cyborgs who freaked me out the first time I thought I'd escaped them but, in fact, hadn’t. They’re much more agile than they look, even if they’re essentially bullet-spongy Big Daddies on PEDs. At least the AI is wise enough to use cover and the Skylines to keep you on your toes and even the odds.
From the moment you begin fighting your first barely competent Columbia cops early on, vigors – nee plasmids – bolster your offense with potent table-turners like the target-zapping Shock Jockey or Charge’s directed speed burst. My go-to, Bucking Bronco, floats targets up in the air for a few moments, letting you pick them off like (paralyzed) fish in a barrel. Some vigors are essentially reskinned abilities from the first BioShock, and all are familiar from one game or another; the ability to charge them up to lay them down like mines is the only thing that really sets them apart, though I rarely saw fit to use their secondary functions. But they're a useful toolset, and odds are you’ll find a couple you favor above the others -- particularly in their impressively powerful upgraded forms.
Since vigors are activated on the left hand while guns are held in the right, they combine with Infinite’s fairly standard collection of old-timey pistols, machine guns, grenade launchers, rocket launchers, and stat-boosting gear in unique ways. Prefer to step right out into the line of fire with a heavy weapon and the bullet-absorbing Return to Sender vigor? Do it. Would you rather bring everyone up close for a melee mashing with the Executioner shirt that adds a +60% chance for a melee critical hit? Feel free.
Speaking of spitting-distance combat, I was particularly fond of the Skyhook’s melee attacks because of the gruesome executions they deliver. Similar in function to BioShock 2's drill, it's a vicious tool for snapping necks, boring into chests, and exploding heads into a bloody mist with its spinning rotor. It's a treat until the enemies get too tough to make it a viable strategy any longer, but I was able to stave off that time using stat-boosting Gear augmentations, the equivalent of BioShock's tonics now in the form of apparel. Specifically, in this case, I made ample use of the Deadly Lungers pants' tripling of my melee-strike range, making the guilty pleasure of those sadistic executions much more frequent.
Infinite’s combat is nimble in the truest sense of the word thanks to its other great evolution: the aforementioned Skylines. Something akin to self-guided, one-man roller-coaster tracks, Booker is able to hook onto these metal rails with his Skyhook gauntlet and speedily navigate around Columbia's large open areas, often dangling perilously over the abyss below while moving from floating island to floating island. Riding a Skyline is surprisingly intuitive, useful, and perhaps most impressively, not the slightest bit scripted or disorienting. You are in full control at all times, to the extent that you're never forced into any significant encounters while you’re riding them. If you prefer to take the action to the ground, you can. Laudably, BioShock Infinite isn't so proud of Skylines that it wants to impose them on us for anything other than transportation.

Dusty Old Boxes

Having played BioShock Infinite on all three platforms, I've found that some of the combat system’s inherent versatility and wealth of options are restricted by the gamepad control scheme on the console versions. Oddly, only two weapons and two vigors can be hotkeyed at any given time (via a quick tap of the Xbox’s shoulder buttons or the PS3’s triggers). The rest of your arsenal is accessible, of course, but you must pause and go into a menu in order to get to them. That can break up the fun flow of an otherwise high-octane encounter, and picking the right tool for the job during the fight was something I found myself avoiding. As you might expect, though, this is a non-issue on the PC, where the number keys offer instant access to vigors.
Aging console graphics hardware lets down Infinite, too. When the original BioShock debuted on Xbox 360 in 2007, it was an eye-gasmic wonder – a blissful marriage of Art Deco art direction with top-shelf graphics technology. Fast-forward almost six years, and Infinite is every bit as effective in the former area, but in the raw graphics department it fails to make anywhere near the same impact on either Microsoft or Sony’s box.
It’s far from an ugly game (quite the opposite, really), but the low-quality textures, wooden NPCs (aside from Elizabeth), and occasional minor but noticeable framerate hitches are all maladies the first BioShock avoided. It seems Infinite’s stratospheric ambition is a bit too much, at least in the technology department, for the creaky hardware of the aging consoles. The PC version, as run on mid-range hardware, makes no such visual compromises, with gorgeous high-resolution textures, detailed faces, and smooth performance.

Story Time (No Spoilers)

Infinite’s layered gameplay carries it through much of the campaign, but eventually the story must close the fun loop and bring everything together. After the original’s mind-blowing “Would you kindly?” twist, you’re probably expecting a similar “Gotcha!” this time. Will I spoil it? Of course not. But will it come? Yes. Will it catch you off-guard? It got me, and I'll be surprised if it doesn't wow most people. The moment it happened was, for me, every bit as stunning as Andrew Ryan's reveal in the first BioShock. Unlike the vast majority of other games, Infinite's ending will give you something to talk about with your friends for hours and days afterwards. And mechanically, Infinite has clearly learned from the original BioShock’s big boss fight mistake, concluding in a much more organic, sensical way.
Infinite deserves plenty of credit in its moment-to-moment storytelling too. Serious themes abound in Columbia’s alternate-reality 1912. Racism, sexism, nationalism, and religion are all put directly in front of you, whether you like it or not. It makes a point simply by confronting you with these uncomfortable issues and forcing you to at least think about them. And though Infinite never gets preachy, it certainly offers political commentary, chiming in with obvious nods to the “99% vs. 1%” debate -- even if, unlike in the original BioShock, Infinite slyly submits that both sides of the coin have their demons, and neither can claim the moral high ground in Columbia. To that end, Infinite skips out on any significant moral choices or multiple endings from the previous BioShocks. I didn’t miss them, though, as its story arc is both definitive and impactful while riding its own singular track.
Still, the pacing seemed to plateau and flatten out for a chunk in the middle. The story’s delivery slows to a drip-feed, and the gameplay suffers from an exhausting stretch where the goalposts you’re barreling towards are suddenly and repeatedly moved back, ratcheting down the momentum. I wouldn’t say BioShock Infinite ever drags, but it does noticeably – and disappointingly – take its foot off the gas at times. That slowdown does let Infinite last for between 10 and 15 hours (depending on your appetite for exploration, which Columbia readily feeds and ably satisfies; it was the latter for me), but it does come with a cost.
Given that this is a single-player-only game, is that one playthrough all you should expect? I'd say not – the 80 plot-buttressing Voxaphone recordings and other lore-lifting collectibles offer BioShock Infinite at least one more run worth of exploration, optionally while playing in 1999 Mode. Unlocked after completing the campaign on any difficulty, 1999 ups the challenge exponentially by severely reducing the amount of money available (and thus the number of times you can pay to revive when killed in combat), notably slowing down your shield’s recharge time, and of course making enemy attacks hurt more. Oh, and completely disabling the handy navigation arrow, which in normal play kindly stays off of your screen unless you summon it for a few seconds with a button tap.
Going in, I had to question whether Infinite could live up to the BioShock name after having discarded its signature world of Rapture, with its Big Daddies and Little Sisters and warring philosophies, and starting from scratch. On the way out, I'm forced to seriously question which is the better game. In total, BioShock Infinite is a brilliant shooter that nudges the entire genre forward with innovations in both storytelling and gameplay. It trips over itself in a couple of spots, but not in any way that should keep you from embracing it with your utmost enthusiasm.

Friday, 5 April 2013

Tom Clancy's Splinter Cell: Blacklist Upcoming Game

Tom Clancy's Splinter Cell: Blacklist

Publisher: Ubisoft
Developer: Ubisoft Toronto
Release Date: August 20, 2013.
Genre: Action Adventure


Minimum System Requirements
* OS: Windows XP, Vista or Windows 7
* CPU: Intel Core 2 DUO @ 1.8 GHz/Athlon X2 64 @ 2.4 GHz
* RAM: 2 GB
* HDD: 12 GB free disk space
* Graphics: 512 MB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9
Recommended System Requirements
* OS: Windows 7 / 8
* CPU: 2 GHz quad core processor
* RAM: 4 GB
* HDD: 12 GB free disk space
* Graphics: 1 GB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9
Supported Graphics Cards:
Minimum – NVIDIA GeForce 8 / 9 series or ATI RADEON HD 4000 / HD 5000 series
Recommended – GeForce 9800 S  or Radeon HD 4830


Splinter Cell Blacklist’s Perfectionist difficulty will punish even the most talented of franchise purists. While the traditional challenge of hard mode presents adept AI that demand Sam Fisher think carefully about his next stealthy step, Perfectionist puts him at an even more familiar disadvantage:


Enemies deny melee attacks from the front.Sam’s goggles don’t see through walls.Mark and Execute doesn’t work.

Much of what we’ve been trained to expect by Conviction vanishes when playing Perfectionist – delightfully so for series veterans. Suddenly, Blacklist slows down, becomes more methodical, and makes players consider how they approach each locomotive infiltration. Or, at least it does when Fisher learns important lessons the hard way.


Perfectionist isn’t for everyone, but it’s one of many options in Splinter Cell Blacklist that help it define its distinct identity within the franchise. Yes, it draws on Conviction. Yes, it draws on Chaos Theory. Blacklist meets somewhere in the middle, dragging classic Splinter Cell into a modern era more so than falling back on its old ways.

What separates Blacklist most is the Paladin, Sam Fisher’s aerial base of operations and the home of his newly founded Fourth Echelon agency. Paladin is the excuse for spreading Splinter Cell missions across the world, but it serves another purpose. This is where you’ll talk to crew members, learn more about the threats of a terrorist cell called The Engineers, and take on Blacklist’s substantial number of side missions. Each key player in Fisher’s life offers additional objectives, all of which support the mainline story or the upgrades each character offers. Charlie Cole, for instance, is a hacker who helps with Sam’s gadgets. Do a favor or two and you’ll be well on your way to better gear. On the other hand, Sam’s most trusted advisor, Anna Grimsdottir, manages The Paladin’s well-being; buying improvements from Grim gives Sam an advantage in the field, such as adding radar. Exactly what these characters’ side missions entail remains a bit of a mystery, like a lot of Splinter Cell Blacklist’s extracurricular content.