• NHL 17 Review - Xbox One (Also on PlayStation 4)

Silent Hunter Online – Behind the Scenes Look: Historical Accurary Video

Posted By Justin Lee On December 21, 2012 at 11:51 am Comments Off on Silent Hunter Online – Behind the Scenes Look: Historical Accurary Video

Ubisoft wanted to ensure the online submarine game Silent Hunter Online was authentic. So they hired Matthias Siedlaczek for his expertise. Silent Hunter Online sees the return of the large array of historically accurate submarines that made the franchise famous, and invites players to experience them online in new ways. At the heart of the game is “the Battle of the Atlantic”, an innovative dynamic campaign in which individual successes impact all other players through asynchronous gameplay. Also, for the first time in the Silent Hunter series, players will be able to play every mission of the campaign in co-op.

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Okami HD – Review (PlayStation 3 / PSN)

Posted By David Klein On December 21, 2012 at 11:46 am Comments Off on Okami HD – Review (PlayStation 3 / PSN)

Okami HD GamesCom ScreenshotWhen you’re talking about cult hits on the Playstation 2, you can’t have a conversation without mentioning Okami. Having been originally released back in September 2006, Okami may have been easily forgotten by many gamers who had either just bought an Xbox 360 or had their preorder down for their new Playstation 3. Fortunately the game was released on the Wii back in 2008 and now it’s finally made it on the Playstation 3 with the same motion controls and now with HD graphics in Okami HD. Is this the definitive version of the game or are the PS2 or Wii games the better versions?

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Dishonored – Review (PlayStation 3)

Posted By Rob Dillman On December 21, 2012 at 10:42 am Comments Off on Dishonored – Review (PlayStation 3)

Dishonored Windblast ScreenshotThe story of a bodyguard accused of murdering his Empress and employer, Dishonored is an anomaly in this day and age, both for its content and that it exists at all. This late in a console cycle, publishers as big as Bethesda Softworks are loathe to release entirely new IPs to the point that it almost seems as though it’s illegal to release a AAA game without a big-name license, a year, or a number attached to it. Yet as new and unique as it is to the video game industry at this point in time, I find my mind keeps slipping back to other games as I consider its merits.

What do Street Fighter, Grand Theft Auto, and Assassin’s Creed have in common? Without a doubt, they’re all iconic video game series. Though separated by console generations, they’ve come to represent some of the best of what video games have to offer in their own ways. Any writer seeking to pen a list of the greatest games of all time would be terribly remiss if they were to exclude any of these series entirely.

However, those three series are notable for another reason: Their first entries were lackluster, and with the possible exception of Assassin’s Creed, none of their initial offerings were any good. In all three cases, the concept was solid, but the developers were missing a crucial element that required more time or detail to truly craft a classic. Street Fighter needed precise controls, Assassin’s Creed needed more content, and Grand Theft Auto needed, well, another dimension. The potential was there, and the foundation was laid, but none of these games have stood the test of time.

Dear reader, you might be wondering what this has to do with Dishonored. The more astute readers can probably guess that I’m about to pay Dishonored and its developer, Arkane Studios, a well-meaning yet still backhanded compliment. Dishonored strikes so many of the right chords, but, in the process, it also hits many bum notes.

One of Dishonored’s key features is the freedom a player has throughout the game. Certainly a player can choose to approach Dishonored like every other first-person shooter or Western RPG on the market and blast their way through everything, but they’ll experience a much different game and, more importantly, an entirely different final act. Alternatively, the player can use subterfuge and stealth to progress through the game, and with enough dedication, patience, and saved games, it’s entirely possible to complete the game without killing anyone or alerting a single hostile to your presence.

All of this is interesting and, to my knowledge, completely unique for any game, much less a first-person shooter, a genre known for its high kill count and lack of subtlety. However, ignoring the caveat that this is only possible through the magic of stopping time and instant sleep darts, Dishonored’s stealth system is incredibly unpolished and inconsistent. For a game trying to be this serious, the game asks for too much suspension of disbelief. The player is expected to believe that leaning far around a corner or being obscured at the torso and below by a bed of flowers makes one invisible to guards. The boundary between visible and invisible really isn’t made clear throughout the game, but the player can mostly intuit its location through trial and error. Regardless, rest assured that it will come up as an annoyance at one point or another.

By itself, this would be excusable as necessary basic game mechanics. Invisible leaning isn’t any less plausible than leaning against a corner and getting a magical view around it ala Metal Gear Solid. Both games use unrealistic game mechanics to improve the quality of the game’s experience. Where Dishonored’s stealth system truly falls short is its enemy AI.

Enemies in Dishonored frequently patrol and have conversations. When the player breaks out of their prison cell at the beginning of the game, there are three guards yapping away about a card game they played the night before. Two of them walk off to patrol, and the other remains, guarding the cell block as easy pickings for the player. When the player takes out this guard, so long as they do so out of sight of the enemy, neither of the other two guards notices in the slightest that the first guard has mysteriously vanished. Jokes about how much money the other guards must owe the first guard aside, this same situation happens over and over again for the rest of the game and is as puzzling the hundredth time it happens as it is the first. There is no place for AI like this in a game that expects its player to take its characters seriously.

Corvo, the game’s protagonist, can knock out guards while they’re talking with another guard without alerting him. He can choke guards out while they’re in plain view of another guard without alerting this apparently nearsighted fellow. He can create a pile of unconscious guards without worrying that anyone will wake them up, and if he waits long enough, they’ll simply vanish from the room as if they never existed in the first place. All of this occurs without incident or alert in the game. Some of these aspects of Dishonored can be justified by genre convention but together make for a sloppy stealth game, especially when player-guard interactions comprise the majority of the gameplay.

All that said, the gameplay itself is refreshing and original. It’s reminiscent of the old Thief games, but the vast array of powers and tools that Corvo has to work with make Dishonored almost feel like a superhero stealth game. To take out an enemy, Corvo can use grenades, pistols, teleportation, or even time-stopping among several other options, and the majority of them are effective and fun in different circumstances. In the case of Dishonored’s Dark Vision power, similar to Arkham Asylum’s Detective Mode, it was almost too useful for stealth: I found myself playing far too much of the game in sepia.

The controls for sneaking up on an enemy and choking them are often finicky but mostly workable. I had a few unnecessary confrontations with an enemy solely because I needed to get into the right angle to choke him out and the icon wouldn’t pop up. If Corvo is a master assassin-bodyguard, he should be able to choke out a guard from a slightly diagonal position.

To Arkane’s credit, there were a number of times where I waited to choke a guard out just to hear a non-essential conversation simply because it was entertaining. The amount of peripheral content present in Dishonored is admirable at times and disappointing in others. Books and essays abound and contain pages and pages of reading material for a player to enjoy. Players will stumble upon many non-player characters having conversations concerning the events of the game. Those hoping for a world rich with expansion and detail will not be disappointed by the literature and dialogue.

Unfortunately, Dishonored does a better job of telling than showing. As the game progresses, players hear so much about the empire of Dishonored, yet everything and everyone looks mostly the same, and most areas are sparsely populated, even for a town suffering from a plague. When not in a scripted event, players will hear the same guards repeat the same mumblings over and over. The mystery of whale oil and its industrial revolution is frequently alluded to, but nothing ever comes of it outside being a plot device. The same is true of the source of Corvo’s powers, the mystical Outsider. He at least appears throughout Dishonored, but his only real purpose in the plot is to provide Corvo with supernatural abilities.

Graphically, the game won’t blow players away, but the art direction is satisfying and inspired. The PS3 version suffers from pop-in and many framerate problems in open areas. At one point, an NPC’s pipe started puffing out white blocks instead of smoke in my playthrough. If graphical difficulties such as this are a deal-breaker, avoid Dishonored on the PS3 entirely. Dishonored’s still-image quality is acceptable and sometimes brilliant.

Overall, Dishonored is a great start for a new IP. It learned from the few predecessors it has and made some missteps, but it’s a solid first outing with much to improve upon. Its core story is short, and its gameplay is repetitive, but there’s enough side material to be worth the price of admission. Those who enjoy steampunk-like aesthetics and value side-missions and lore should give Dishonored a try. Still, it’s not for everyone, and I’d advise players on the fence to skip it entirely, especially if they value gameplay, realism, or immersion above all else.

Gameplay

The stealth is far too repetitive and inconsistent, but the powers are what make this game work.

Graphics

The graphics are appealing, and the art direction has an unmistakable quality to it. It’s a shame they’re marred by technical problems on the PS3.

Sound

The voice acting is good but not great, and the music fits but doesn’t stand out.

Overall

I expect the inevitable sequel to be stellar, but there’s no reason to play this game unless you love the genre, setting, or art.

Screenshots:

Nintendo Makes TV Smart and Social – Nintendo TVii Launches Dec. 20

Posted By Justin Lee On December 19, 2012 at 3:39 pm Comments Off on Nintendo Makes TV Smart and Social – Nintendo TVii Launches Dec. 20

Nintendo TVii logoThe company that changed how we play is about to change how we watch. On Dec. 20, Nintendo will introduce Nintendo TVii, a free, integrated service for the recently launched Wii U console that combines what you watch and how you watch into one seamless, second-screen experience on the revolutionary new Wii U GamePad controller.

The rapid increase in both the quality and availability of video entertainment content – hundreds of satellite and cable channels, a seemingly endless amount of video-on-demand options – has made finding something to watch a complex and occasionally frustrating process. The solution to this problem is coming from perhaps an unexpected place: a video game console.

“After Dec. 20, you’ll never look at your TV the same way again,” said Ron Bertram, Nintendo of Canada’s vice president and general manager. “Wii U owners have already experienced the transformative effect that the GamePad has on game play and social interaction. Nintendo TVii shows how the integrated second screen of the GamePad can also transform and enhance the TV viewing experience. Welcome to the new world of TVii.”

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Disney Epic Mickey 2: The Power of Two – Review (Xbox 360)

Posted By Hect Moreno On December 19, 2012 at 3:13 pm 1 COMMENT

Disney Epic Mickey 2 the Power of Two - 05Mickey Mouse is an iconic figure. He’s known the world over, along with his friends Donald Duck and Goofy, and his girlfriend Minnie. Disney is known the world over, as a brand that produces quality cartoons, movies, and products. One thing that Disney hasn’t been known for, for a long time, is producing products that bring in the boy demographic. They have a few things that boys dig, but nothing that’s near the way the Disney Princesses line brings in girls. Epic Mickey is probably one of the closest things they have, aside from purchased properties (Marvel Comics, LucasArts) that could catch a little boy’s attention and make them want to play the game. Epic Mickey in 2010 did a well enough job of bringing in attention from all people who were fans of Disney related products, by re-introducing Walt Disney’s creation Oswald the Lucky Rabbit, and by showcasing a lot of nostalgia within the first Epic Mickey game.

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Forza Horizon Rally Expansion Pack Available Tuesday Dec. 18 on Xbox LIVE / Trailer and Screenshots Released

Posted By Justin Lee On December 17, 2012 at 9:04 pm Comments Off on Forza Horizon Rally Expansion Pack Available Tuesday Dec. 18 on Xbox LIVE / Trailer and Screenshots Released

The year’s biggest racing game brings the thrill and danger of rally to Colorado with new cars, terrain, and off-road racing challenge

Microsoft, Playground Games, and Turn 10 Studios have announced that the “Forza Horizon” Rally Expansion Pack is available to download starting tomorrow, Tuesday 18 th December on Xbox LIVE. The Rally Expansion Pack brings a thrilling new automotive experience – with new cars, terrain, and off-road racing challenge – to this year’s biggest racing game. The “Forza Horizon” Rally Expansion Pack will be available to download for 1,600 Microsoft Points or as a free download for players who own the “Forza Horizon” Season Pass.

With the Rally Expansion Pack, the Horizon Festival is expanding to include epic rally racing and iconic rally cars that have been specifically tuned to handle the extreme terrain of Colorado’s most formidable off-road stages. Players will test their driving mettle with new multiplayer rally events, leaderboards, and Rivals challenges, as well as a new set of career events that take place on rally stages built across Colorado to push rally drivers and their cars to the limit. These stages feature severe and sudden elevation changes, massive jumps, and more surface variety than has ever been seen in “Forza Horizon,” providing an intense and varied off-road driving experience.

Trailer:

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Assassin’s Creed III: Liberation – Review (PS Vita)

Posted By Michael Leparc On December 17, 2012 at 10:48 am 1 COMMENT

Assassins Creed III Liberation ScreenshotAdapting a big console franchise to the handheld is always a tall task for a developer to make and a big ask for the gamer to enjoy as well. It’s bad enough being compared to a major game put out a year ago, but Ubisoft took it to another level by releasing its PlayStation Vita title, Assassin’s Creed III: Liberation, at the same time as its big screen counterpart. While Liberation certainly benefits from cross promotion in marketing, I can’t see it escaping the shadow of the main Assassin’s Creed III title, and the head-to-head comparison isn’t terribly favorable either. However, when removed from this context, the Vita adaptation still holds its own in many ways as a decent handheld title and something worth playing for fans of the franchise at least, despite its many blemishes.

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Rosewill Introduces 2 RPLC Powerline Networking Kits

Posted By Justin Lee On December 13, 2012 at 8:40 pm Comments Off on Rosewill Introduces 2 RPLC Powerline Networking Kits

Rosewill, the leading brand of PC Components and Peripherals and award-winning power supplies, computer cases, and gaming keyboards, is introducing Powerline Networking members, RPLC-200KIT and RPLC-500KIT. Joining Rosewill’s growing family of wireless routers, switches, wireless adapters, and network adapters, Rosewill is proud to present 2 additional members to complete a line-up of networking products for all networking needs.

The RPLC-200KIT, a 200Mbps Powerline AV+ mini Wall-Plug Adapter which utilizes HomePlug AV technology and RPLC-500KIT, a 500Mbps Powerline AV Wall-Plug Gigabit Adapter, allows the expanding of high speed networks to multiple rooms through any home wall power outlet. The HomePlug AV+ technology brings up to 30% faster speeds than traditional 200Mbps AV Powerline adapter. The RPLC-200KIT and RPLC-500KIT Powerline adapters includes a Built-in Noise filter to reduce power interference and enhance data transmission quality, secures data with a 128-bit AES Encryption, and QoS support. QoS allows prioritization of services that are important and ensure lag free use of VoIP, video streaming, media streaming, or online gaming.

Rosewill RPLC-500KIT

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Call of Duty: Black Ops II — Nuketown Zombies Bonus Map Now Available for Xbox 360

Posted By Justin Lee On December 12, 2012 at 2:37 pm Comments Off on Call of Duty: Black Ops II — Nuketown Zombies Bonus Map Now Available for Xbox 360

The Nuketown Zombies Bonus Map is Now Available on the Xbox 360 Video Game and Entertainment System for
Call of Duty: Black Ops II DLC Season Pass Holders.

Today’s the day Zombies fans! Call of Duty: Black Ops II Xbox 360 DLC Season Pass holders now have immediate access to the game’s fan favorite Nuketown Zombies bonus map! Call of Duty®: Black Ops II DLC Season Pass holders not only get four epic DLC Map Packs** for the discounted suggested retail price of $49.99*, but they also get the Nuketown Zombies bonus map – available for Xbox 360 today with other platforms to follow, plus an exclusive in-game calling card.

Check out the new Nuketown Zombies trailer here:


 
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Scribblenauts Unlimited – Review (Wii U)

Posted By Justin Lee On December 12, 2012 at 1:57 pm Comments Off on Scribblenauts Unlimited – Review (Wii U)

Scribblenauts Unlimited ScreenshotWhen the first Scribblenauts game was shown off at E3 2009, it really got me excited about this new game where I could type out words to solve puzzles. Then there was Super Scribblenauts where I could use adjectives and the world of puzzle solving reached a whole new height. With Super Scribblenauts as a Wii U launch title, it sets the bar high…really high!

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