Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Monday, 13 April 2015

FAR CRY 3

      One of the best games i have ever played.Far Cry 3 is an open world, action-adventure first-person shooter video game developed mainly by Ubisoft.I love this game visually and it has some pretty good graphics.And this game contains an incredible story that will amaze everyone.
A new standard for the genre. With a huge world full of surprises you could define it as the Skyrim of action games.The action is explosive, the direction of the story sequences is intense at times, but still I can't really feel at home on these islands. Far Cry 3 is the ultimate open sandbox: The player can do what he wants, where he wants it, when he wants it. But the credibility of the world


suffers – and with it my motivation
.
       With Far Cry 3, players step into the shoes of Jason Brody, a man alone at the edge of the world, stranded on a mysterious tropical island. In this savage paradise where lawlessness and violence are the only sure thing, players dictate how the story unfolds, from the battles they choose to fight to the allies or enemies they make along the way. As Jason Brody, players will slash, sneak, detonate and shoot their way across the island in a world that has lost all sense of right and wrong

       The good times are even further extended by Far Cry 3's impressive multiplayer map editor, which makes it relatively simple to bring your ideas to fruition. You could lose many hours to this one feature, let alone the game's other facets, all of which make this one of the most robust shooters on the market. Yet Far Cry 3's bigness isn't a detriment: you rarely feel that the game's size led to individual elements suffering from a lack of attention or detailing. Stretches of unpredictable exploration and free-form hunting alternate with challenging pirate confrontations, sometimes culminating with a rocket blast to the helicopter hounding you from above. This is an ambitious and finely tuned adventure that gets better and better as you play.

       this game is available on PlayStation 3, Xbox 360 and Microsoft Windows platforms.If you are a hardcore action and shooting gamer this is for you.You can go for it without any doubt.Its a value for money game . . .

Friday, 25 April 2014

Devil may cry 4

devil may cry 4 can be played in pc, x-box and ps3.If you play Devil May Cry 4 on the PC, you should expect all of the same visceral carnage featured in the console versions, but there's a caveat: You'll need a gamepad. If you're a glutton for punishment, you can try using the game's keyboard control scheme, but it's awkward and frustrating. However, assuming that you have a decent controller, you'll find that this excellent sequel is Capcom's finest PC release in years.

It's a challenging experience, though its smoother difficulty curve makes it far more accessible than Devil May Cry 3. In this vein, you're given an excellent number of gameplay choices that help you tailor the challenge to your preferences. You can initially choose one of two difficulties (and if you want to cry like a little kid, you can unlock several more), and you can even choose whether you want generally excessive, and that isn't a bad thing. Stylish action, terrific boss fights, and beautiful, melodramatic cutscenes will inspire you to push forward, and they serve as an appropriate reward for a well-played sequence of demon slaying. 
the game to perform some combos for you automatically. No, you aren't apt to find Devil May Cry 4 to be excessively tough on your first play-through, although it is no walk in the park, either. Nevertheless, it is
It isn't surprising that a game featuring the charmingly insane Dante would be so over the top, though the series' famed antihero is not the real star this time around. Don't worry; you'll still get to play as Dante, and he brings with him a good selection of weapons and fighting styles, just as Devil May Cry fans would expect. But you'll spend the majority of the game as newcomer Nero, who has a selection of impressive and elegant moves of his own. Nero is an excellent character, capable of delivering a few wisecracks, a brooding glance, and a heartfelt plea of love to his
beloved Kyrie in a few moments' time. He's clearly cut from the same cloth as Dante, and it's a bit disappointing that the game doesn't explore this connection in more detail. Regardless, you'll want to follow Nero's exploits as he struggles to learn the truth about his own religious organization, The Order of the Sword, and Dante's apparent murder of its leader.
The story doesn't offer up a whole lot of surprises, but it embraces a certain attitude of self-indulgence. Cutscenes are overwrought, visually stunning affairs, and are among the best you are likely to see in any game in recent years. The theatrical dialogue, impossibly athletic animations, and swooping camerawork make for quite the spectacle, but somehow it's a spectacle that manages to stay on just the right side of cheesy. Devil May Cry 4 takes itself seriously, but not too seriously, so for every
shocking, bloody cutaway, there's an equally funny quip that helps keep the narrative in check. There are a couple of cringe-worthy exceptions, such as one scene in which Dante decides he's a tango dancer (don't quit your day job!), but overall, you're apt to find the scenes to be gorgeous, thought-provoking, and emotionally stirring.
Nero's claim to fame is his demonic arm, better known as the devil bringer. With it, you can grab on to distant enemies and pull them in, pick them up, and slam them around for some excellent combos, plus deliver a few other surprises. These mechanics are easy to pull off, and they represent a general shift from the defensive gameplay of Devil May Cry 3 to a more aggressive approach. As you play, you can pull off some incredibly satisfying moves, both in the air and on the ground, and the most violent of these are accompanied by slick, bloody animations and appropriately gory-sounding thwacks and slashes.
Timing these various moves can be tricky, but like in the previous games, eventually the subtleties of your combos will click, and in time you'll be pulling enemies toward you, slashing them into bite-size pieces, and smashing them into one another with glee.
The devil-bringer moves go a long way, which is probably a good thing, given that Nero has neither as varied an arsenal as Dante nor access to multiple fighting styles. However, he does have his standard sword, the red queen, and a revolver known as blue rose, and later on he earns another weapon that franchise fans will enjoy seeing in action. As you progress, you will earn proud souls based on your performance in any given mission, and with them, you can purchase new combos and upgrade existing ones. And you'll need them to handle droves of demons that get progressively tougher--and which are awesome to look at, to boot. You can choose these new moves individually, or you can let the game autoselect them for you based on how varied you want your array of attacks to
be. It's worth noting that you can't really make a mistake here; if you don't like the move, or if there is a more powerful upgrade available to you, you can unlearn what you have purchased for a full refund and use the souls for something else.


You'll also encounter a number of secret missions scattered around, and you'll no doubt find them to be the most challenging aspect of the game. In some cases, you have to execute a certain move a set number of times in a row, or dispatch every demon within the allotted time. Although those missions are challenging, others require you to have purchased a particular move before you can manage it. If at first it seems that some of these missions are simply unbeatable, have faith and return to it later. There's a good chance that you were simply missing a piece of the puzzle. You aren't required to do these missions, but the orb fragment that you earn is a perfectly fine reward, and accomplishing these difficult tasks is incredibly gratifying.

About halfway through the game, you'll take control of Dante, and you'll likely go through a period of adjustment while you get used to the change in gameplay techniques. Frankly, the devil bringer is a great mechanic, and losing it is a bit of a disappointment, considering that it's likely to be the center of your fighting style. Instead, you'll have a new set of actions and combos to get used to, new weapons, and four (eventually five) fighting styles. Yet once your arsenal of melee weapons and guns expands
(Pandora's Box is a favorite), you'll enjoy their cheerful boldness. There's a lot more variety here than with Nero, and it's a lot of fun to switch styles and weapons on the fly, just to find more interesting and flashy ways of crushing demons to a pulp.

In addition to the dazzling action, you'll work your way through some light puzzles and platforming sequences. The puzzles aren't tough, but they do require you to roam around a bit from time to time, bashing on some switches, using a special device to slow down time, and accomplishing some other odds and ends. They help break up the pace, but all too often these breaks result in lulls that last a bit too long, making you long for another crazy demon attack. Some of the platform sequences are fine, requiring you to use the devil bringer as a grappling hook to fling yourself around, though some of the more standard sequences suffer from bad camera angles and an annoying tendency for the camera to change positions in midjump.

Don't let the variety of weaponry and special moves lull you into believing that the rest of Devil May Cry 4's design is similarly diverse. In fact, the many different ways of killing enemies is quite a stark contrast to the repetition at the heart of the experience. It's true that backtracking and repeated environments have been a problem in past games in the series, but the newest entry takes these issues to an even higher level of monotony. Many successive levels take place in the same castle hallways and forest meadows, and when you switch to Dante, you visit them all over again. Granted, most of these areas are easy on the eyes due to their gorgeous architecture and grand outdoor vistas. Yet when you see them over and over again, and when some of the simple puzzles have you traipsing back and forth, you will wish for new sights. It has the effect of making a seemingly grand adventure feel oddly limited.
That repetition even makes its way into the admittedly spectacular boss fights. These battles are easily the shining star of Devil May Cry 4, and each boss is wildly different from the last, requiring split-second timing and good control over your reflexes. From a giant toad to a hulking stone behemoth, these bosses are cleverly designed and a good deal of fun. Yet as Dante in the second half of the game, you'll face all of the same bosses that you fought as Nero. Although the game could have benefitted from some new blood during these missions, the differences in styles between the two at least lend some diversity to the repeated bosses and test the newest additions to your arsenal. However, amazingly (and irritatingly), Capcom brings most of them out for a third time in the game's padded and plodding penultimate mission. Yes, these fights are fun, but forcing most of them on you three times is overkill.
On consoles, Devil May Cry 4 is beautiful; on the PC, it positively dazzles. The game includes DirectX 9 and DirectX 10 modes, and both look spectacular and run beautifully. Both Nero and Dante are fluid in motion, and they showcase a good deal of flair and subtlety in their movements. The more damage a move does, the more astonishing it looks onscreen, and few games can approach the pure razzle-dazzle of Nero jumping into the air, his cape flying and the glowing devil bringer tossing lumbering demons around with matchless grace. From an environmental design standpoint, the visuals can be gorgeous to behold, and moments like your first glimpse of Gran Album Bridge are bound to take your breath away.

The sound design, like the storytelling, is merrily over the top. The vibrant brutality of your most impressive moves is accompanied by equally squeamish and powerful sound effects. Fortunately, the talented voice cast never hams it up, even when delivering the most melodramatic lines. As Nero, Johnny Yong Bosch can be both remarkably sincere and sneeringly sarcastic, and his superb acting makes for one of the most appealing new game characters to be introduced in some time. But you may not find the music as universally appealing. This is the one area where Devil May Cry 4 feels too clichéd; it relies on the standard heavy-metal grinds that accompany most demon-inspired games and films, and replays the same couple of tunes during combat ad nauseam. Luckily, it never gets in the way, so though it may not stand out, it doesn't stick out, either.

The PC version doesn't support online leaderboards, but it includes two excellent additions: Legendary Dark Knight mode and turbo speed. LDK mode fills the screen with insane numbers of demons at a time and delivers plenty of excitement without becoming unfairly difficult. You can turn on turbo speed before heading into a mission, which hastens the tempo and makes for a great thumb workout. All told, Devil May Cry 4 is a great game, and it delivers a lot of quality action that will please fans without alienating those new to the series. If you liked previous entries, you'll find what you're looking for here; and if you were turned off by Devil May Cry 3's insane challenge, then you'll feel a lot more comfortable this time around.

Thursday, 24 April 2014

Tomb Raider 2013

It was when Lara Croft shot a would-be rapist through the mouth that I knew Tomb Raider was going to be different. It’s not often that a single moment in a video game forces you to sit back, pause, and think about what just happened. That moment, less than an hour into Square Enix’s reboot of the franchise, was one of them.
It was symptomatic of a game with maturity, realism, and polish. That moment, amongst others peppered throughout the title, was clear evidence that Tomb Raider was to be a sophisticated and engaging experience.
Tomb Raider centres on the actions of Lara Croft, a young archaeologist searching for the lost kingdom of Yamati. Gone is the crass porn-star portrayal of the middle nineties, and instead gamers are
presented with a powerful and emotionally complex character that adds real depth to the Tomb Raider story.
Lara, along with a well balanced mix of characters whose stories are carefully developed throughout the game, begins her journey aboard the ship Endurance, searching for Yamati off the coast of Japan. The ship is attacked by a mysterious and ferocious storm, and Lara finds herself stranded on a savage and violent island.
The game is presented as a playable movie, and is clearly influenced by the climb, shoot, solve mechanic of Naughty Dog’s Uncharted series. This is a style that we have become familiar with but thankfully Tomb Raider has resisted the urge to copy it slavishly. Instead, Square Enix have introduced simple RPG skills and upgradeable items, deepening and improving the the title’s cinematic experience.
And what an experience it is. Free from the annoying constraints of actual people and real explosions, the developers at Crystal Dynamics have created an action romp that would put even Michael Bay to
shame. Tomb Raider is a hell of a ride, and its filmic feel is incredibly well developed throughout the entire gameplay experience — a feat of aligned game design that is rare to see, and even rarer to see mastered.
What immediately sets Tomb Raider aside from its more asinine peers is the way it forces you to connect with Lara. Gone is the busty bombshell of its heyday, and instead Crystal Dynamic have created a female lead that is presented with real humanity. To call Tomb Raider an example of feminist gaming might be stretch — too often Lara still needs to rely on the guidance and protection of the men around her, and the main narrative is still based around the tired trope of a damsel in distress (this time, Lara’s friend, Samantha), but it's certainly better than most.
Lara’s characterisation is excellent. Little things — the way she clutches her abdomen throughout the entire game after being gored in the first 10 minutes; the shrieks of genuine fear she makes when leaping towards a cliff face — force home both her fragility, and her resilience. It's powerful stuff and
is a real credit to Rhianna Pratchett’s writing. While Tomb Raider’s dialogue was a bit grating at times, the threat of the Sun Queen, the pacing of the story, and the narrative set-up around the Solarii and the curse of Yamati is well done.

And for a gamer like me that has become increasingly depressed by developers refusing to treat female characters like human beings, the game’s mature portrayal of Lara was a welcome relief. How Crystal Dynamics managed it, I’ll never know. As the credits montage at the end of the game proves, almost the entire production team were exclusively male. With that in mind, Noah Hughes and Cory Barlog can be proud of keeping Lara’s characterisation firmly on course.
They can also be proud of the game mechanic. While there’s nothing particularly groundbreaking about it — Uncharted fans will be instantly familiar with the “find yourself in a large area and kill everything
inside it” combat experience — it is well paced, satisfying, and polished.
It is also extraordinarily violent. How Lara responds to this is a little strange. Her first run in with death is as harrowing as we’d expect it to be, but fairly soon she is putting arrows through the necks of unsuspecting Solarii, throwing sand in her victims eyes and burying climbing axes in knees and shoulders. It’s brutal stuff, but after the first 30 minutes she stops batting an eyelid. In fact, at the end of the game Lara can be heard hurling abuse at her prey as she executes them. From wallflower to shinigami is quite the transformation to play through.
But Lara transforms in other ways, too. Alongside the excellent cinematic gameplay (complete with vertigo inducing climbing sections, breathtaking vistas, and varied map design), Crystal Dynamics have introduced a simple skill tree system, and the ability for Lara to upgrade her weapons by finding special parts and collecting metal salvage.

These grinding mechanics are not new, but combined they add an extra imperative to the Tomb Raider experience. Skill points are unlocked through XP, which is gained by hunting animals in the island’s forest or by killing enemies in novel ways, and salvage is collected from boxes of scrap hidden throughout the game’s many playable areas. Unlocking new abilities and objects gives Lara the ability
to do more things, opening up parts of the game that were originally off limits.
One of the only criticisms to be made here is the rather poor menu design on the PC. Sometimes menus would freeze, or would “flip” around on themselves, presenting an unclickable mirror image that you couldn’t exit from, forcing a restart. However, with that gripe out of the way, the ingame items and experience systems are easy to use and intuitive.
In addition to hunting rabbits and collecting cogs, Lara can search for hidden ancient objects or, heaven forbid, raid tombs — which are placed throughout the island and which require a good amount of thoughtful puzzle solving to complete.
It is this second aspect to Tomb Raider that pushes it from a polished cinematic into a worthwhile and engaging gaming experience. By combining Tomb Raider with Batman: Arkham Asylum Crystal
Dynamics have created something that is worth the price on the box. Although it does mean that after a while, the game’s need to allow enough room for its second half creates a slightly unreal experience at the expense of its more serious cinematic partner. As a consequence, there are parts of the gameplay that look over designed or ill-placed. Important objects are simply too obvious, explosive red barrels included.

This may have been a conscious decision to support making console play easier, but it's unnecessary for the PC. Or it could have been simple hand holding by level designers. Either way, it's doubtful Crystal Dynamics expected us to believe that the Solarii had an insatiable fetish for wood, rope, and criss-crossing zip lines.
Square Enix’s Tomb Raider is easily one of 2013’s early standout titles. It’s an experience that every gamer should try to lay their hands on. There is enough direct action for the hard core shooter fan (made easier with the keyboard and mouse), enough scrambling, climbing, and tumbling for the adventure inclined, and enough meaty story and juicy characterisation for gamers craving emotion with their explosions. It's a top-shelf title, and an excellent game.
But above all, Tomb Raider is a mature experience featuring a young, strong woman who - armed with grit, determination, and intelligence - rescues not only her friends but herself as well. Surely there’s a lesson in that for the rest of us.

Tuesday, 22 April 2014

Batman arkham asylum

Finally, a comic book game based on Batman that's truly a fun and fantastic adventure has arrived on the scene. Rocksteady Studios was just known for Urban Chaos prior to Batman: Arkham Asylum but after this game they're going to be a pretty big name. Today I'm going to look at the PC version of the game .

The story starts out with Batman transporting the Joker to Arkham Asylum and you know it's not going to be as simple as locking him up in one of the cells. The Joker quickly escapes and a large portion of the rogues' gallery for Batman will do battle with the Dark Knight as you try to bring order back to the Asylum. You have to uncover the secret as to why The Joker wanted to be placed at Arkham Asylum and what his ultimate plans on. Along the way you'll
have Commissioner Gordan and Oracle to help you through the game. You'll use your vast array of gadgets, detective skills, and combat prowess to take down the various enemies along the way.

One of the great things about Batman: Arkham Asylum is that it's written by a Batman veteran. Paul Dini worked on Batman: The Animated Series and Batman Beyond so he knows the character pretty well. He was also a writer at DC so if there's one guy who can bring a good Batman story to life in a video game, Paul Dini is it. Here Dini produces a fun storyline that involves many of Batman's villains while not being too corny and outlandish. The story reminds me of some of

Not only that, but many of the great voice talents from the Animated Series lend their talents to the game. Mark Hamill, Jedi extraordinaire and professional voice actor, does an incredible Joker and I was really impressed when I first heard him in the Animated Series. He's got the moxy to give The Joker real life with his incredible talents on the mic. Kevin Conroy's also superb at voicing Batman and out of all the voices that have done him recently, his is my favorite. Arleen Sorkin also returns as the voice of Harley Quinn. In fact, all the voice acting in the game is superb but to hear voices from the cartoon series makes it that much better. But by far, Mark Hamill's Joker tops most everyone in the game. Since he's in control of the island and there are practically speakers everywhere you go, he's always making himself known to you. He's got some truly great lines and Hamill delivers
them at a level like I've never heard before. If there's a Joker performance that defines Hamill, Batman: Arkham Asylum provides it and is one that he should be remembered for for a long time.
the better Animated Series episodes and while it's not going to blow you away with twists and turns, Dini does provide some meat to the action game as well as delivering some fun dialogue to boot.

 Batman: Arkham Asylum does an incredible job in turning you into the Dark Knight. One of the greatest things about Batman is he's a master hand-to-hand fighter. Arkham Asylum absolutely nails his
effectiveness and skill with the Free Flow combat system. As a person who's trained many, many years in all sorts of combat styles Batman can easily battle multiple opponents moving from one enemy to another and dishing out impressive hits and counter attacks when needed. The controls can be simplistic in that you press the attack button and the direction of the enemy you want to attack. Later on you can combine other buttons to do such things as take down enemies or throw them through the air. The engine does do most of the work carrying Batman through the air or along the ground while he kicks and punches his way from one opponent to another but the way it's
done and how graceful he looks in doing this makes the combat a delight to watch. It's almost like a ballet in terms how smoothly he dances around and transitions from one move to the next. You can concentrate your attack on one person but to really get the most efficient way to take down a group surrounding you, directing Batman to do one blow on each person is the most effective way to handle the situation as it helps prevent an enemy from gearing up to land a blow on you. The brutality that Batman can dish out is depicted incredibly well and combined with the great sound effects; you can almost feel each blow that Batman lands on an enemy. A few times the camera will pan to a nice view of Batman performing a finishing move with the requisite slow motion applied to the scene. Combat in Arkham Asylum is both beautiful and intense and Rocksteady really nailed this one on the head.

Sunday, 20 April 2014

Assassin's creed 1 (2007)

Assassin's Creed is a 2007 sandbox style action-adventure-stealth video game developed by Ubisoft Montreal and published by Ubisoft. The game was released for the Xbox 360 and PlayStation 3 in November 2007 and for PC in April 2008.
Assassin's Creed is a non-linear action-adventure video game, during which the player controls a 12th-century Levantine Assassin named Altaïr Ibn-La'Ahad during the Third Crusade, whose life is experienced through the Animus by his 21st century descendant, Desmond Miles. The overall goal of the game is to rise through the ranks of the Assassin Order by carrying out a series of assassinations given by the leader of the Order, Al Mualim. In doing so, Altaïr travels from Masyaf to cities in the Holy Land, specifically Jerusalem, Acre, and Damascus.
Upon arrival in any of the cities, Altaïr must locate an Assassins' Bureau and discuss his tasks with the Rafiq (an agent of the Brotherhood) there, gaining basic knowledge of his target. From there, it is up to Altaïr to perform additional reconnaissance via eavesdropping, interrogation, meeting with informants, and gathering important items. It is only after Altaïr has gathered enough information that he can carry out the assassination. After successfully completing an assassinations, Altaïr returns to Masyaf to debrief with Al Mualim, and is subsequently rewarded with better equipment, before he is given the names of his next targets.


Between main memories, Desmond must direct Altaïr to high points in the city to further synchronize
his surroundings and map out the city that Altaïr is currently located in. Other side memories include tracking and killing Templars, flag collecting, and saving citizens who are being threatened by city guards.
Accompanying this, Altaïr needs to carry out most of his actions without being noticed by officials. The game uses a meter dependent on social stealth to inform the player of how noticeable Altaïr is to surrounding individuals, including the guards, by changing the color and shape of the Abstergo logo; performing certain actions at certain times may or may not raise the local area's awareness level. If an area is on high alert (the logo becomes red, and the entire synchronization interface earns a red tinge and background), guards citizens will run and scatter in various directions in the event that the guards chase and attempt to bring down Altaïr. To reduce his notoriety, Altaïr must break the guards' line of sight and then find a hiding place, blend in with wandering scholars, or join citizens sitting on
benches.
will be always vigilant and
To conduct many of the assassinations and various other tasks, Altaïr is capable of both high and low profile commands, both of which affect the alertness level. Low profile commands will allow Altaïr to blend into crowds, hide, and use Altaïr's Hidden Blade to attempt quiet and low profile assassinations. High profile commands increase alertness at a greater level and include free-running, attacking foes, and high profile assassination attempts. In the event that the player finds themself faced with multiple enemies, one can utilize Altaïr's sword-fighting abilities to combat guards.
Health in Assassin's Creed is measured as the level of synchronization between Desmond and Altaïr's memories. Whenever Altaïr is injured, it is experienced as a deviation from the actual memory that occurred and synchronization decreases. If there is complete desynchronization, the current memory that Desmond is experiencing dematerializes and restarts at the last stable checkpoint.
Because Altaïr's memories are rendered by the Animus software, "glitches" may often be experienced with nucleotides and error messages appearing. These glitches can be used to help identify targets and if the player reacts quickly enough, may be used to provide other vantage points during cut-scenes.

Its a good game with good graphics and stunning gameplay, this game can be played with medium  level graphics card and processor. after all its a game from a trusted developer ubisoft.its a good game for people who are looking for adventure, action and good story . . .