Tuesday, 22 April 2014

Driver: San Francisco

 
Deep in a coma dream, Tanner floors his imaginary gas pedal and begins the chase. The suspect in the red SUV desperately weaves in and out of traffic, but if he’s hoping the risk of civilian casualties will keep him safe, he’s in the wrong car chase.

Tanner may not yet realise he’s lying in a hospital bed, but that doesn’t stop reality being his subconscious’s bitch. As the suspect hits the freeway, Tanner becomes a floating, ethereal spirit, possesses a truck driver coming the other way, and turns his truck into a high-speed battering ram.
And later, things get a bit odd.

Driver: San Francisco is one of the weirdest driving games ever, in the best possible way. It’s Life on Mars turned into a wheelman’s wet dream. Tanner’s ability to shift between cars at will takes what was previously a straightlaced series and makes it constantly fun, funny and chaotic. In the main story missions, it’s treated as a superpower that only Tanner and his partner are initially aware of. In side-missions, it’s cheerfully abused to hand out such objectives as coming first and
second in the same race, helping a femme-fatale evade the cops and turning dangerous driving into a televised artform.

Tanner’s enthusiasm for all of these is infectious, and the fact that he’s temporarily possessing drivers instead of simply their cars makes for great in-game chatter from other terrified passengers. For instance, to convince his partner, Tanner torments a boy-racer by leaping into him and forcing him to smash into cops and leap off moving car transporters. Another couple of missions are about scaring people to the point of heart-attack through high-speed insanity. If all this wasn’t openly presented as a dream, Tanner would be the biggest dick this side of Saints Row 2. Instead, you
can enjoy the ride, guilt-free.


It can be a bumpy one though, especially on PC. This isn’t a great port, starting with the fact that it quite obviously is one. Graphically, it’s unimpressive, and with no real options beyond switching antialiasing on or off. The biggest annoyance, however, is that the controls are designed for a controller with analogue sticks, and trying to play with keyboard and mouse is a recipe for insanity. You’re also stuck with Ubisoft’s DRM, which demands an online check when you fire the
game up, though at least it lets you play offline after that.

Even with a controller, the actual driving is usually mediocre, with poor handling in most vehicles, and very rubber-banded races. Rarely do you come across a particularly difficult mission. This keeps the story humming along, but makes the occasional spikes all the more noticeable when they do show up.
Without its shifting element, Driver: San Francisco would be enjoyable enough mediocrity, but nothing
special next to other driving games. With shifting, it’s one of the most enjoyable racing games in a very long time. Gimmicky or not, there’s a gleeful purity to Driver’s action, from its lack of gun battles and on-foot action, to the way it soon convinces you that magically weaponising oncoming traffic can be as natural as a handbrake turn. That especially is a hell of a trick.


Driver: San Francisco is a  game from  ubisoft. And it has great storyline and graphics.but it's not that good like nfs racing games. This game has different style. if you are a racing game fan, then this game will satisfy you . . .


Sunday, 20 April 2014

Need For Speed The Run

In the time it's taken Black Box to make Need for Speed: The Run, we've had three other awesome NFS titles from other developers. While that's great for fans, it kind of spoiled Black Box's return to form. Need for Speed: The Run feels like a traditional NFS game, released after the franchise had already redefined itself.
What Need for Speed: The Run has going for it is that it feels more like an old-school NFS game than the last few "spinoff" titles have. Developer Black Box has been making NFS games for over a decade, and they bring a lot of that arcade style, nitrous fueled racing action back. Racing down snow and ice covered tracks, skidding along a turn and narrowly avoiding plummeting off the edge of a cliff face is exhilarating. Weaving through traffic on a crowded freeway feels tense and frightening.

Throughout the campaign, the scenery and gameplay constantly change as you race from coast to coast. There's a good balance of different race types. You'll go from a standard eight car race, to a checkpoint time attack, to a one on one mountain drifting battle, to a cop chase. It's very rare that the same type of race repeats twice in a row. The driving can feel floaty at times, but the car classes perform differently, and getting a good time can largely depend on good car choice. On the Normal difficulty the racer AI is, well, kind of dumb. They'll crash into other cars, police will target only you, and they'll miss shortcuts, even if you enter one right in front of them.
The locales are definitely best part of this Need for Speed. In fact, The Run has some of the most gorgeous and interesting set pieces I've seen in a racing game. The Rockies, Yosemite National Park,
San Francisco, even the New Jersey Turnpike are all lifelike and well detailed. Which is why it's a shame that so many of the tracks in The Run are boring. To be fair, they mostly match up with the areas of the country that are boring, too (sorry, the Midwest). But even some tracks that should be amazing, like the final battle race in New York City, are entirely underwhelming.
More than that, though, my biggest problem with The Run is the lack of options. I don't just mean the inability to customize and upgrade cars (which I personally don't mind, but is a big concern for many fans), but more that I can't fine tune my racing experience. After the campaign there is a Challenge Series which offers additional gameplay, similar to Shift's challenges. However, there is no
free race option at all in this game. Whether I'm playing by myself, or online, I have to choose from the preset Challenges with their car types and rules. Beyond the dumb story, the unintuitive way to switch cars, and any problems I have with the AI, it's these lack of features that turns The Run from my racing game of the holiday, to a weekend rental. I beat the challenges, I beat the story, and now I don't have a lot more to go through.


 And it's a problem because otherwise the online is set up great. I like how I earn bonus XP for nearly everything I might do in a race. I love that AutoLog is back so I can constantly compare race times with my friends. The playlists work well and the racing was nearly lag free in my albeit limited exposure to it. But then I'm limited to picking between exotic sprints or a muscle car challenge and my interest wanes.

I have to said that this game has awesome graphics and game play, though it needs high performance computer to run, if you love racing games? then you must play this game . . ., cause this game is one of the top 10 racing games in the world . . .

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 . . .