Crysis 3 looks really good on PC but boy do I get a shit load of issues.. The game feels unpolished and slightly rushed to meet a deadline. Why do games now and day’s feel slugesh all the time ? Im gonna blame it on motion work just because I want to. The texture is about as sharp as a broken piece of glass. I must admit I can not run the texture level on high I guess that would be expected because its a Crysis game. Ya know that name use to mean something it was like the Ferrari of gaming but now its a yearly release give or take a few months now the game is more like a sun flyer. Story is about as blan as drinking chalk in water it doesn’t do anything for me at all it doesn’t have that open world feel like the first one had. Reason I refereed it to the first Crysis was because it was beautiful and was done right. Taking the PC game and putting it to console’s has had huge consequences and it shows. I fell like crytek sold out.. Damn shame too. I would also like to point out that this game is about as distinctive as a rock its just on a shelf along with other books and the single player has the replay ability as a bottle of Pepsi once done you will throw it aside. Don’t get me wrong though the game is okay but that’s my issue it does nothing different it plays it safe like driving down a straight road I lost interest in the game near the beginning and cant really give out a recommendation for it. Now the single player can add some extra playing time but you will find yourself switching back to “Battlefield 3” or “Call Of Duty“. There’s just nothing there that has not been done before just looks great but has glitches. If you have a different opinion on this game feel free to leave a comment down below and let me know thanks.
The game was a lot of back tracking and forced story telling. If you played the 2nd one you would know that his ex girlfriend lost her eye in that one but when you see her in this one she has one ? Makes no sense in my opinion. The crafting table is good and broken update you can make a very over powered weapon and just use that as your main weapon the whole game so that makes the crafting table pointless. Hard to feel scared when its only a button away from a one shot kill. This is not a horror game it may come from a strong horror background but this is not a horror game its more action then anything else. Don’t get me wrong they have some of the cheap jump scares in the early of the game and late in the game. I enjoyed dead space 1& 2 for the blood and horror and this does not own up to the title in my opinion. The story is like a cheesy syfi thriller that wasn’t a original plot. Your basically quoting the last star wars act at the end of the game ( wont spoil ending for people who have not played ) Its a good game to check out if your there for the action of it but if your there for the horror just forget about it.If you have a different opinion on the game feel free to comment down below and let me know thank you.
As you all know the ps4 was announced, even though it the actual console was never shone to the public; But we did get to see some launch titles! Lets take a look,
In free roam you can walk the city streets with no missions or objectives, and with God’s iPhone you are able to control everything and hack into the privacy of everybody. Use your God phone to detect potential crimes, suspects, and personal information such as bank accounts and backgrounds.
In story mode you are a ex cop playing detective. Using the power of the god phone to protect ones close to you. Once your loved ones are taken from you it goes to your head and use it to try to protect everyone from harm as you go mission to mission trying to take back what was taken from you.
A working title, you play what seems to be a medieval knight sent by the King to kill forces that threaten your kingdom such as Dragons. That or your’e just doing it for the hell of it. Who knows?
The graphics look amazing, i can’t wait to see what these next generation platforms will do. I love the look and feel of the old castle in the launch trailer, I couldn’t help but think of the first Shrek movie when they fight the dragon.
Killzone Shadow Fall
Unlike other Killzone titles, Shadow Fall can be compared to mirrors edge, it has such a giant leap in what we are used to in this series. You start in such a beautiful city, you would have no idea you are playing Killzone then an explosion changes the mood and you get the fps you were looking for. We do see some classic melee kills, but this new environment and gameplay looks to be something amazing.
Robert Kirkman has a twisted mind. Somewhere in the dark recesses of his psyche lurked tales of hacking off limbs, gouging of eyes with spoons, and pinning down male genitalia with nails. And this doesn’t even have anything to do with what the zombies do. He just has to let all that shit out. That’s the only explanation I can think of for The Walking Dead, the writer’s ongoing black-and-white comic book story that has expanded its reach to television and video games.
The Walking Dead: Survival Instinct (out now for the Xbox 360, PlayStation 3, Wii U, and PC) isn’t your typical first-person zombie-shootin’ game since you can’t mow down the undead with a generous supply of bullets. It takes place in the early days of the zombie apocalypse from AMC’s version of The Walking Dead — the popular TV series based on the comic — and puts you in the role of Daryl Dixon, the show’s crossbow-firing antihero.
In keeping with the fiction’s rules, gunshots and explosions attract way more zombies (via sight and sound) than those they actually kill, so it’s best to stick with melee weapons and close encounters to ensure Daryl’s safety as he fights through Georgia in search of his older brother, Merle. Developer Terminal Reality wisely emphasizes a survival aspect that zombie-focused games usually ignore, but it’s not enough to elevate Survival Instinct (as played on a PS3) from being more than just a mediocre experience.
What you’ll like
Struggling to survive
Unlike the undead shooting gallery seen in Left 4 Dead or Call of Duty: Black Ops II’s outlandish zombie mode, Survival Instinct has a distinctive gameplay loop of exploration, scavenging, and hunting down walkers (The Walking Dead’s parlance for zombies). It all comes together really well in the first few hours — you need to look for gas cans so you have enough fuel to travel from town to town; you explore that area for food, munitions, and possible survivors to bring with you; and when you’re done there, you drive over to the next place and repeat the process.
Zombies aren’t just cannon fodder since it only takes a handful of them to kill you. The best strategy is to break them up into smaller groups or isolate them individually, and then sneak behind and smash or stab their heads with weapons like a baseball bat or a machete. It’s impossible to account for every single corpse roaming around, so I always felt nervous when exploring an infested town. But it’s all the more thrilling when you do manage to outsmart them by picking them off or when you successfully hide from a huge herd that’s coming after you.
The road is fraught with danger as well. The chances of your car breaking down or finding a pit stop to search for supplies depends on which of the three routes you take. Driving down the back roads use up a lot of fuel, but you’ll pull over more often for supply runs. Regular streets take up a little less gas and gives you a medium chance to find new areas. And highways need the least amount of fuel, but you’ll also have a high probability that your car will stall.
- stem in some sense of realism makes your experience unpredictable. I thought I was doing well when I had a surplus of food and guns … but the next area I traveled through (and the herd of zombies I met) nearly drained me of all of my resources.
It’s a solid system that would’ve worked well with better level designs and mission objectives. But repetition began to set in halfway through my 8.5 hour playthrough thanks to a bunch of problems, which more development time could have fixed.
What you won’t like
No emotional investment whatsoever
One of the main reasons why The Walking Dead property is so popular is because of its focus on the characters and the raw, emotional drama (and the violent situations that it creates) that occurs from living in their nightmarish world. Telltale Games understood and excellently adapted this crucial storytelling element in its episodic adventure game based on the comic books.
Survival Instinct has none of those things.
While it reveals some bits of Daryl’s and Merle’s backstory prior to The Walking Dead first season, it’s far from being required playing for fans of the television show. Actors Norman Reedus (Daryl) and Michael Rooker (Merle) reprise their roles, but they don’t sound very enthusiastic. Except for Reedus’s funny one-liners (when he stealthily executes a walker), most of his dialogue falls flat. And it’s hard to gauge Rooker’s performance because his character is absent for practically two-thirds of the game.
With Merle being somewhere out in Georgia doing god-knows-what, it’s up to the various nonplayable survivors you’ll find to keep you company. These are ordinary folk who are just trying to stay alive, and — with the exception of plot-related characters — it’s up to you if you want to recruit them to your little group (limited by the number of seats you have in your car). Inexplicably, they don’t provide extra firepower during missions or even side objectives, like when your engine gives out and you have to search for a new part.
The only thing they’re good for is sending them out on fetch quests to find more ammo, fuel, or food; if you equip them with weapons from your inventory, they’ll have a better chance of coming back alive. But since Daryl doesn’t talk to them all that much, you don’t have enough information or time to develop any kind of bond.
I didn’t care if they lived or died. The only person I regretted losing was some kid wearing a blood-stained sweatshirt, and that was only because his scavenging skills were superior to almost everyone else I’d met.
A magical family of zombies
In the show and the comics, major characters often die because of zombies that attacked them from dark corners and alleyways. So when zombies would grab me from out of thin air, I didn’t think much of it at first; I thought it added to the danger and vulnerability. But it kept happening again and again.
I approached Survival Instinct’s somewhat open-ended levels meticulously, crouching around and slowly killing zombies as quietly as I could. But sometimes, I’d return to a cleared area maybe a minute or two later only to find it filled with (different-looking) zombies who were also in the same spots as the ones I killed earlier. It’s as if nothing ever happened, and all my work (and time!) spent fighting them was for nothing.
The zombies also magically spawned behind me if I used any of my firearms. One memorable instance took place inside a hospital, where I ran across a large group and attempted to kill them all with my only grenade. A split-second later after the explosion, dozens of zombies were attacking me from behind, which I made sure was clear just moments earlier.
Terminal Reality touted the fact that Survival Instinct’s zombies can sniff you out if you stay in one place for too long. But after seeing the way they tend to instantly appear at a moment’s notice — it’s always the same five or six zombies by the way, just dressed in different hair colors and clothing — and with no way to measure how “smelly” I’m becoming (does sprinting make it worse?), it sounds like nothing more than an excuse for zombies to beeline toward me even if I was hiding.
Subpar production values
Murky textures, repetitive levels (you’ll see the same pit stop areas more than once), and character models that look more like wax statues than actual people are just a few examples that make up Survival Instinct’s bland take on the Georgia countryside. The developers tried to give the towns and campgrounds that lived-in look, with all sorts of trash, debris, and scattered merchandise giving a sense of the hysteria that swept through the state as the zombies started spreading. But I found myself bored walking through the aftermath as nothing stood out from the many generic pharmacies and police stations.
The assorted bugs doesn’t help, either: Fragments of doors (that zombies broke down) flew through brick walls, my bolts hung in midair after I shot them, and new mission objectives popped up revealing plot details that hadn’t happened yet. I also ran into a game-crashing freeze that made me lose about a half-hour of progress because of poorly spaced checkpoints.
I’ve stuck with the AMC show through thick and thin (I actually liked the much-criticized episodes from Season Two), but The Walking Dead: Survival Instinct left me feeling empty. It’s less of a story arc and more of a montage of “Here’s what Daryl and Merle did before Season One.” Unfortunately, technical problems and frustrating design decisions prevent its one redeeming feature — the survival gameplay — from reaching its potential.
The new guy
Bioshock Infinite puts us in the shoes of Booker DeWitt, an ex-Pinkerton detective with a troubled past (because, let’s be honest, how many games want you to play a character with a happy home life?) DeWitt is sent to the city of Colombia to find and rescue a girl, Elizabeth. Do this, we are repeatedly told, and wipe away your debts.
Infinite’s cold open, without going into details, sets the tone perfectly for the game. Unlike previous Bioshock games, DeWitt is a chatty protagonist, taken to talking to himself and those around him. His regular utterances of confusion and awe (and, later, rage) are a big change from the hulking silence of Bioshock 2’s prototype Big Daddy. With any vocal first person character, there’s always the need to balance the force of the characters personality in such a way that the player still feels involved and Irrational’s treatment of DeWitt seems to do this extremely well.
In terms of straight game play, for the most part Bioshock Infinite follows the “if it ain’t broke” model. DeWitt will find a variety of weapons throughout the game, which can be upgraded in different ways at special upgrade stations to provide bigger clips, better damage, etc. Vigors replace Plasmids but function in much the same way, drawing on Salt instead of Eve. The role of Tonics are played by Gear — that is, clothing you’ll find on the way that can enhance combat and other abilities in a variety of ways.
The big new feature with combat is DeWitt’s regenerating shield that he gains a little into the game. It’s a fairly inoffensive and none-too-surprising feature but adds an extra layer of durability. Like Salt or Health, it can be upgraded through the use of special potions found in the game.
Exploration is still key with DeWitt following in his forebears footsteps and devouring food and slurping down drinks with reckless abandon any time you get near them. You can’t stockpile any Salt replenishing tonics or first aid kits either — frustrating at first, although this is less of an issue later in the game, which we’ll get to in a bit.
You’ll also find Voxaphones liberally spread around Columbia, voice recordings from NPCs and citizens that flesh out the incredible history of the floating city.
The sky-line adds a new exploration angle as well. DeWitt can use his sky-hook grapnel to ride this personal travel rail at high speed, as well as a freight hook to reach different levels of Columbia quickly.
There are a few things that set infinite apart from its forebears. The first is Columbia itself. While it’s tempting to dismiss a flying city as just the furthest away Irrational could get to the aquatic world of Rapture, it’s far more than that. While we explored Rapture as a “post-diluvian” environment — one already fallen, turned to wrack and ruin — we are introduced to Columbia as a city that on the face of it is still in its prime. It’s frankly beautiful, the bright colour palette and cloud-dappled skyline only heightening its differences to the dank confines of Rapture.
Of course, this is a Bioshock game, so we soon discover that the shiny red apple hides a dark worm within and much of the game will focus on this fall from artificial grace that Columbia will undergo. Thematically (and without going deep enough to risk spoilers), the title is most obviously about American Exceptionalism and the degree of prejudice that some proponents inherently place in it. It’s also, similar to the first two titles, about the haves and have-nots but with an intriguing look at what oppression might turn a society into.
The other thing that sets Infinite apart is Elizabeth. The girl DeWitt is searching for is able to open dimensional rifts and, in addition to being essential to the plot, these also aid you in combat giving you access to weapons, cover, turrets and more. Also, during combat, Elizabeth will track down health, salts and ammunition for you, throwing them your way at opportune moments (and hence why you don’t get to stock pile health kits and the like).
What’s great about Elizabeth is that she hasn’t been portrayed as a burden. She doesn’t need protecting during combat and it never feels like an extended escort quest. She’s a great ally and healer, as well as being a rounded, fascinating character.
Speaking of combat, we found Bioshock Infinite’s combat to be a little more satisfying than the previous games in many ways. The sky-hook fulfills the role of melee weapon and is every bit as satisfying as the drill from Bioshock 2. The ranged weapons seemed well varied and the iron sights were dependable on most of them.
Oddly, we found that we tended to use a limited run of the available attacks. We ended up with around three Vigors we might swap between and around the same amount of weapons, changing only if ammunition ran out. (If we’re being really honest, the minute we got the Hand Cannon everything else paled in comparison.)
The sky-line also adds to combat both in DeWitt’s ability to shoot while traveling around the rails, as well his capacity to launch devastating melee attacks when landing. Much of the Gear you find will help enhance these sky-line attacks and we recommend getting comfortable with the mechanics of it as soon as you can.
We should note that we also experienced a few combat moments where wave after wave of enemy stopped being fun and started being frustrating. These were minimal, but broke our sense of enjoyment at a few points.
Of course, anyone familiar with a Bioshock game will want to know about the ending. Suffice to say that there’s enough packed into both the run up to the end and the end itself to leave you reeling. In fact, we’re still thinking back to the ending, teasing out new thoughts and takes on the experience a week after finishing our playthrough.
Bioshock fans will find a lot to like here, but so will anyone new to the series. Bioshock Infinite manages to feel fresh and different but at the same time it’s firmly set in the Bioshock world. Once again, Irrational and 2K have made the thinking person’s shooter: a smart, fun, thought provoking game that stays with you for some time after finishing.