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Wednesday, August 31, 2016

Blood Rave


Mobius Final Fantasy

Mobius Final Fantasy is out now on iOS and Android devices. Mobius isn't like other mobile Final Fantasy games, in that it features a brand new story penned by Kazushige Nojima, the writer behind Final Fantasy VII and Final Fantasy X.
Mobius Final Fantasy's story synopsis makes it sound like a pretty standard JRPG adventure full of prophecies and chosen ones. I'm guessing you'll end up saving the world at some point.
"Despair has cast a long, dark shadow across this land," the synopsis reads. "The winds have stopped, the seas churn, and the earth rots. The people await for a hero to appear--the hero foretold in an ancient prophecy: 'When darkness shrouds the land, the Warrior of Light will come. Hope rides in his wake.' After a long journey across the Ether, castaways without pasts appear on the shores of Palamecia. One of them is destined to become the warrior of legend. You stand among them. Are you the hero whom the prophecy foretells?"
GameSpot's Alexa Ray Corriea took a look at Mobius Final Fantasy and found that even though the graphics were impressive, the rest of the game was "lacking."
"After spending several hours with Mobius Final Fantasy, the incentive to return to its world is moderately low," she said. You can read her full preview here.
Brave Exvius is another mobile Final Fantasy game that released recently. It features dungeon crawling, teaming up with Final Fantasy heroes, and tap-based combat.

Friday, August 26, 2016

NPD: 3DS, Xbox One, And GTA V Lead Brutal July Slump

The NPD report for July is finally available, completing the picture that started coming into focus a couple of weeks ago. We already knew that Xbox One led console sales, with 3DS beating it out by selling more units and topping the handheld category.
July wasn't a great month in the United States, with slumps across spending categories. Total sales dipped by 14 percent to $480.1 million, with hardware dropping heavily by 30 percent to $141.3 million.  
Monster Hunter Generations was a driving force for Nintendo, as Capcom’s latest entry propelled the 3DS to the lead. Software was down overall, with no major console releases. Last year saw Batman: Arkham Knight push strong numbers.
Here’s the top 10 best-selling titles for the month.
  1. Grand Theft Auto V
  2. Overwatch
  3. Lego Star Wars: The Force Awakens
  4. Monster Hunter: Generations
  5. Call of Duty: Black Ops III
  6. Minecraft
  7. NBA 2K16
  8. Doom 2016
  9. Destiny: The Taken King
  10. Tom Clancy's Rainbow Six: Siege
Note that the NPD report includes new, physical retail sales and select digital sales in the United States. Of note, Overwatch was a strong second, despite Battle.net sales not being included. Monster Hunter: Generations, Minecraft, and Doom also do not include digital sales.

Opinion – Pokémon Go Is A Life-Changing Game

I never thought a game would alter my life, or more improbably, the lives of my family. Pokémon Go, the monster-collecting craze turning parks into places where people go to look at their phones, has opened our eyes to a new lifestyle filled with exploration and a ridiculous amount of time spent outdoors. 

I’ve always been a sun-fearing gamer, but I never viewed myself as a creature of habit. I like going to new restaurants and have always been open-minded when confronted with new life opportunities (just not deep-sea diving – sharks are the purest form of evil). Even with a willingness to veer off of the beaten path from time to time, I'm seeing through Pokémon go just how set in stone some of my family’s habits are. 

We go to the same coffee shop, buy groceries from the same market, play at the same parks, walk our dog on the same paths, drive to work on the same streets – so much of our life boils down to routine. While I can look at these things under a quizzical microscope now, I never once put any thought into them – and I don’t think most people do. There’s a comfort that comes with familiarity, and a lot of this comes from trying to be efficient with our time and money. Yes, it makes sense that I would take the quickest route to work. I did that for over 20 years.

But what if I didn’t? What if I veered off of the highway to stop at a park first, or bask in the sun next to a river for 20 minutes? Pokémon Go is taking me on these detours. It’s a routine-breaking game. It’s a life-changing game.

The hunt for Pokémon has unearthed dozens of new locations in Minnesota for my family, some of which are just miles from our house. Our exploration has introduced us to amazing hole-in-the-wall diners, beautiful parks, and people who are just as into the game we are. 

On one expedition to find a Pikachu nest, I jokingly told my wife I felt like we were pirates looking for rare treasure. That analogy, as silly as it is, isn’t too far off of the mark. The treasure we’re seeking holds no real value, but we are using a map to find it, and have become quite adventurous in our pursuit.

After a downpour of rain, my family jumped into the car to explore Edenbrook Conservation Area, a place Pokémon trainers have denoted as a Charmander nest. We anticipated a nature walk, but didn’t prepare ourselves mentally (or physically) for the conservation’s muddy paths, swamps, and extensive amount of bugs. We thought about abandoning our quest early on, but ended up going for it, and had a blast slogging across the wet terrain. We both captured two Charmanders, and my daughter and dog embraced the rare opportunity to get muddy. They looked a bit like Grimers.

If not for this game, we never would have set foot in this wilderness. The crazy thing is, we weren’t alone in there; dozens of other Pokémon Go players were on the hunt. It was a cool thing to see.

We’re not letting the game take over our lives, but it is something we stay on top of each day. We have a few expeditions planned for the weekends ahead, and are wondering what we’ll do when winter arrives. We’ll definitely find new indoor areas to explore, but I wouldn’t be surprised if we’re decked out in snow gear at some point. We may even take a few more vacations to play the game, and more importantly, explore more of the world.

http://www.gameinformer.com/b/features/archive/2016/08/26/pokemon-go-is-a-changing-my-life.aspx

Wednesday, August 24, 2016

Call Of Duty 2 Is Now Playable On Xbox One Via Backward Compatibility


A second Call of Duty game is now available via Xbox One backward compatibility. Call of Duty 2 joins Black Ops as part of the program.
Infinity Ward’s second installment in the series is one of the oldest Xbox 360 titles. It was there on day one when the console was released.
Fans are still clamoring for more recent entries in the series. The current most wanted list sees Call of Duty games in five of the top six spots with Black Ops II (#1), Modern Warfare 2 (#3), Modern Warfare (#4), Modern Warfare 3 (#5), and World at War (#6) all claiming spots.
You can check out the full backward compatible library on Major Nelson’s website.

Sunday, August 21, 2016

Pokémon Go Player Levels Up Quickly Enough To Trigger Anti-Cheat Measures

Normally, leveling up in Pokémon Go can take a while. Finding, catching, and evolving Pokémon takes time, and most people only play the game for a few hours per day. One man decided he'd test his ability to quickly gain experience. and did so well the game thought he was a computer.
As Kotaku reports, Jimmy Derocher, a dedicated Pokémon Go player, has been attempting to gain as much experience as possible in the shortest amount of time. This weekend he attempted to gain one million experience points in a single day – no small feat. He found a cluster of ten Pokéstops, dropped lures in all of them with the help of his friends, and walked a loop for several hours, attempting to maximize his experience gain and reach his goal.
Unfortunately, Pokémon Go's programming got in his way. The game has algorithms in place to stop cheaters from using third-party bot programs to cheat and gain experience faster than humanly possible. After passing a certain threshold of experience gain, every Pokémon Derocher encountered began running away from him as part of a "soft-ban" anti-cheating measure.
Derocher saw the ban coming, asking Niantic's John Hanke via Twitter to whitelist him while he streamed and gave the proceeds to charity.

http://www.gameinformer.com/b/news/archive/2016/08/21/pok-233-mon-go-player-levels-up-quickly-enough-to-trigger-anti-cheat-measures.aspx

Saturday, August 20, 2016

What To Watch This Weekend: Pokémon, Summer Jams, and More

The end of August is generally seen as a slow time for watching video games; most of the major summer events have wrapped up, and new seasons for many major games are still a few weeks out. But there's still more than enough to watch this weekend, if you know where to look.

One Of The First Nintendo Game Prototypes Has Been Found

Joust came out on the Nintendo Entertainment System in 1987, five years after its first release in arcades. But now, we have physical proof it was meant to release for the console as early as 1984.
Over at Wired, Chris Kohler tells the story of how his friend, game producer, and video game archivist Frank Cifaldi stumbled upon an auction for what looked like an early prototype version of Joust for the NES, the first game the late former president of Nintendo Satoru Iwata ever programmed.
The auction was posted on the Japanese version of Yahoo Auctions, and at first looked suspicious. Then Cifaldi noticed something that made him take a gamble and buy it. "According to the serial codes on the EPROM chips that housed the game data," writes Kohler, "they were manufactured in 1984. And Joust, one of the games, wasn’t released until 1987. That meant it was very possible that the game programs differed, perhaps significantly, from the final product that was released to stores."
As it turns out, the Joust cartridge was indeed the prototype Cifaldi hoped it would be. Some of the only differences between the prototype and final version were some mispellings.
Unfortunately, though Cifaldi managed to get his hands on the Joust prototype, he may have missed out on a much bigger get. "The same seller sold a prototype of Super Mario Bros. before I noticed," writes Cifaldi on Twitter. "For like $200."

Deus Ex: Mankind Divided Review

Deus Ex: Mankind Divided is futuristic science fiction, but the message it delivers stems from today’s societal problems. Police shoot unarmed innocents, extremist groups unleash acts of terror, and communities are torn apart by segregation. The story explores these issues thoroughly and makes a clear statement about the threat posed by totalitarianism, but the delivery is often heavy-handed and overstated. In establishing its vision of an oppressed world, the player is treated like a hard drive for extensive downloads of backstory and lore – so much so that I had to make notes just to keep track of all of the shadow organizations, acronyms, and shady government officials. The game made me think about my world, which is clearly the intent, but I never felt a strong connection to the game or the role protagonist Adam Jensen plays within it. Eidos Montreal attempts to disguise hot-button issues as speculative fiction, but sacrifices an interesting story to hammer home its messaging. 

Even Jensen is off his game, often appearing so gloomy and one-note in tone that he makes RoboCop seem like the life of the party. When we first meet Jensen, he’s on assignment in Dubai, tracking an arms dealer through an unfinished highrise hotel. This mission displays the promise of Deus Ex’s gameplay, deftly mixing stealth with hacking and the occasional exchange of gunfire. This mission is paced nicely and delivers true excitement, culminating in the surprise assault by a new terrorist cell, each of its soldiers adorned in stylish gold masks and augmented enhancements. Player choice (which is woven into the entire narrative arc with plenty of difficult “no-win” moments) comes into play here, as does a timed event that applies unexpected pressure to the gameplay, making me switch from stealth to run-and-gun to reach my objective in time. It’s a hell of an introductory sequence, but the game never finds that pulse again, and instead becomes formulaic.

Once the action starts in earnest, the missions are surprisingly dull, mostly having the player navigate a sea of enemies to track down people to communicate with or an object of desire. I know this may sound like Deus Ex at its core, but my back was hardly ever against a wall, and I wasn’t compelled to search high and low for a more efficient path through these hostile grounds. I rarely ran into a need to switch play styles (as I did in Deus Ex: Human Revolution, the precursor game), as most zones are only lightly peppered with guards or threats. The game allows you to settle into a nice groove, which is great to an extent, but it doesn't deliver much intensity (even on the higher difficulty levels).

Moving like a ghost through environments is surprisingly easy. I ran into a few moments where I was feverishly trying to hack a door before a guard turned around to spot me, but I mostly just read soldier patrol patterns to dart between objects and reach my objective. The only two missions that were truly challenging are a bank robbery and an extravagant gala. The bank is a beauty of level design, offering plenty of ways to approach the objective. The gala has a different twist on how guards must be handled, and it requires significant thought as to how you can do it quietly. The rest of the missions bled together, and even the introduction of more mobile enemies and defenses didn’t pose give the game the kick it needed. City navigation becomes troublesome in the later stages of the game, but I found I could just sprint down the middle of a street to my destination. Jensen would take a few bullets in the process, but his regenerating health made it a risk-free affair.

Outside of the critical-path missions, the world opens up and allows players to sink their teeth into what Deus Ex is known for: player freedom. None of the hub worlds are huge, but they are all truly open, with numerous side missions to tackle and secrets hidden well off of the beaten path. The world itself is beautifully realized, visually giving us a look at the different wealth classes, and the impact government has had on their states of living. Just walking the streets can be an intense experience, given how heavily policed some areas are.

I made an effort to connect to this world and tried to get into its extensive amounts of lore, but just couldn’t muster much excitement for it. The narrative is often a slog (though it can be interesting and heady at times), and it devotes too much time to world-building and setup. As much as the game tries to highlight different walks of life, all of the characters, even Jensen, end up looking like faceless beings used to dump lore onto the player. I like seeing games tackle difficult subject matter, but that message, while occasionally coming through loud and clear, is ultimately lost in this dull and slow-moving story. It starts off with a bang, but quickly becomes a muddled mess of politics and techno-babble.

http://www.gameinformer.com/games/deus_ex_mankind_divided/b/xboxone/archive/2016/08/19/a-big-heart-with-a-mechanical-soul.aspx

Monday, August 15, 2016

Destiny: The Collection Coming On September 20

Activision and Bungie have revealed an all-in-one collection that includes every expansion and update for Destiny – even the upcoming Rise of Iron. That’s a lot of content in a single package, and it may be the perfect opportunity for last-gen players to make the leap.
When the $60 collection launches on September 20, players get the base game, plus The Dark Below, House of Wolves, The Taken King, and Rise of Iron (which also releases independently that day). Most Destiny fans have been keeping up as the game expands, but because Rise of Iron is not supported for players on PS3 and Xbox 360, this could be the right time for last-gen players to upgrade to new hardware (though repurchasing every part of the game may not be necessary with the upgrade program).
Bungie and Activision are providing a few extra incentives, too. If you pre-order the collection (or Rise of Iron individually), you get access to the black and silver Iron Gjallarhorn weapon. If you pre-purchase the whole collection, you can dig right in to all of the older content while you wait for Rise of Iron’s release.

Battlefield 1 info



Fans hoping to get their hands on Battlefield 1 before October are in luck, as the game will host an open beta across all available platforms at the end of the month. You can also get a taste of what will be included in the beta with a brand new trailer.
The open beta for Battlefield 1 begins on August 31 for PlayStation 4, Xbox One, and PC players. Early access will be awarded to those who sign up for the game's insider newsletter, on the official website. Additionally, the Gamescom trailer introduces a brand new map, classes, and vehicles.
Featured in the trailer, the Sinai Desert  map serves to introduce players in the beta to horses, swords, and the armored train that can be used in battle. The beta will support 64-player matches in Conquest and Rush modes. Battlefield 1 will be playable at Gamescom this week, and streamed on the official Battlefield Twitch channel
Battlefield 1 hits PlayStation 4, Xbox One, and PC on October 21. For more on the game, get familiar with the available weapons, and the changes it offers.

Outcast - Second Contact See The First Screens Of The Upcoming Remake



Cutter Slade is headed back to Adelpha in a remake of the PC title Outcast. The newly announced Outcast - Second Contact is due for PlayStation 4, Xbox One and PC in March 2017.
The game is being developed by French studio Appeal and published by Big Ben Interactive. Outcast's plot follows a United States Special Forces operative on a quest to protect a group of scientists on a newly discovered world. Talans, the planet's native aliens, give Slade a less-than-warm welcome and threaten the future of Earth.
Details are sparse on the game so far, with the first official look due at Gamescom next week. Stay tuned for more info, and check out a few screenshots below.
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Try Out Splatoon For Free August 25-28


For those of you who haven't gotten around to trying out the ink-spraying multiplayer game Splatoon from 2015, you're in luck because a free demo is on the way.
From August 25-28 between the hours of 3:00 PM and 5:00 PM (Pacific Time) each day, Wii U owners can download a free Test Fire demo for Splatoon from the Nintendo eShop. You will then have access to Turf War battles, the game's classic multiplayer mode that pits two teams of four against each other to cover the map with as much squid ink as you can.
Only select weapons and maps will be available in the demo. Weapons access will be limited to the Splattershot Jr, Splattershot, Splat Roller and Splat Charger and the two maps demo users will be able to splatter are Saltspray Rig and Walleye Warehouse. 
This won't be the first demo for Splatoon. In the past, Nintendo has offered free access to players bothbefore and after launch
Email the author , or follow on , and .

GAMES WITH GOLD 8-16-2016

Get in the ring and Raise Some Hell with WWE 2K16! The undisputed champion of wrestling video games returns with the biggest roster in WWE games history and the "Texas Rattlesnake" Stone Cold Steve Austin as its Cover Superstar! Play as your favorite Superstars from the past, present and future and experience the most authentic, comprehensive, in-your-face WWE video game of all-time!

Features:

  • Biggest Roster in WWE Video Game History: The biggest roster in WWE video game history! Play as over 120 unique characters and Raise Some Hell with your favorite WWE and NXT Superstars, Divas, Legends and more.
  • Improved and Refined Gameplay: 2K16's core wrestling gameplay is smoother and more responsive than ever, with thousands of new animations, enhancements in chain wrestling, new working holds and reversals to deliver the most fun and authentic WWE experience to date.
  • 2K Showcase: Relive and play through some of the most iconic WWE matches and moments of all-time in 2K16's single player story campaign, 2K Showcase. Complete objectives to unlock legendary characters, gear, match types, and unlockables from WWE history.
  • New Creation Suite Features: Utilize 2K's best-in-class Creation Suite to develop your WWE Universe, including options to create, customize and compete with unique Superstars, Divas, Arenas, Shows, Championships and more. Upload your creations and share with the WWE Universe online!
  • MyCAREER Mode: Define your legacy in MyCAREER competing in epic matches and making critical choices while rising through the ranks from NXT to WWE, to earn a spot in the WWE Hall of Fame. Train, compete against others, and now define your character in personality-driven interviews and through the forging of alliances and rivalries.
  • 3-Man Commentary Team: For the first time ever, WWE 2K16 will feature a 3-man commentary featuring Michael Cole, John Bradshaw' Layfield and Jerry The King' Lawler! With thousands of additional commentary lines in the game this year, 2K16 will feature the most authentic WWE commentary to date.
  • WWE Universe: WWE Universe has been improved drastically with new core systems to have a richer and more dynamic WWE.

FINAL FANTASY XV DELAY OFFICIALLY CONFIRMED

Square Enix has officially announced that Final Fantasy XV has been delayed to November 29, 2016 worldwide, confirming rumors that emerged over the weekend.
According to Square Enix, the new date “will allow the development teams time to further polish and conduct quality testing so that the reality of the game can match the expectations of both the fans and the creative teams.”
In a statement, Final Fantasy XV director Hajime Tabata said the team hopes “to create a level of freedom and realism previously unseen in the series" and that they need “a little bit more time to deliver on this vision and are confident that this new release date will help us achieve this.”
“As the director and lead of this project, I wish to personally apologize for the additional wait,” he added. “As a team, we want Final Fantasy XV to achieve a level of perfection that our fans deserve. We kindly ask for your understanding.”

Final Fantasy XV was originally scheduled to launch on September 30 across the world.
For more on Final Fantasy XV, check out our Final Fantasy XV features hub, which includes a three-part Making Of documentary, image galleries, and much more.
Stay tuned to IGN this week for an interview with Tabata-san on the IGN Gamescom 2016 live show and even more coverage in the months ahead.

FINAL FANTASY 7 REMAKE !!!!!!


Sunday, August 14, 2016

NO MANS SKY THE REVIEW !!!!!!

No Man's Sky is an exploration game set in a vast galaxy of over 18 quintillion planets. Each one is massive--too big for any one person to explore fully in the span of a day--and if you’re the first to discover one, you not only get to name it, you also get first dibs on any discoveries contained within. This is a game about travel, survival, and commerce, backed by impressive tech that allows for near seamless transitions from ground to space. There are multiple layers to consider, and while some details will make your journey feel more genuine, there are flaws that occasionally derail your investment in the odyssey. However, there's an intriguing narrative that contextualizes your in-game actions, making for a fascinating experience that ultimately trumps issues that appear early on.
Like the location and composition of each planet, most of the things you see and interact with in No Man's Sky have been arranged by an algorithm. You may find joy in identifying and cataloging new plant and animal species, of which there are plenty. The sheer number of possible variations of worlds and wild species is too large to fully comprehend, but because the variety is defined by a computer pulling from a restricted pool of options, animals appear more like slapdash creations than thoughtful constructions. No matter how immediately strange and amusing your first dozen encounters with nature are, these sightings start to feel rote after only a few hours because every living thing is weird in one way or another. They can't all be special.
If biology isn't your bag, you can spend your days mining planets for resources that you can sell to other traders in space stations, mix to craft simple goods and accessories, or store as fuel reserves for your gear and starship. With your gun-like mining tool, you’ll spend hours tearing through rocks, plants, and asteroids in search of commodities. As is the case with wildlife, planets aren't guaranteed to have what you're looking for--some are barren, others offer untold bounties, and the rest fall somewhere in the middle.
As you explore, you have to monitor your exosuit equipment to maintain protection from hazardous conditions--and, occasionally, to recover from a violent encounter. Combat is a secondary activity, but it occurs often enough to make the game's unrefined controls a bigger issue. As you mine planets, security drones belonging to an unknown entity will attack if you’re too brazen or greedy. Aiming the weapon component of your multitool is finicky enough to make these encounters more of an annoyance than an enjoyable challenge. In space, you may cross paths with space pirates--usually one or a group of three. These battles, again, lack excitement and depth.
Unlike planets, which often feel plausible and unpredictable, NPCs you meet in space stations and outposts lack distinct personalities. They are siloed in repetitive and predictable structures, existing solely to serve as the other party during an exchange of words and goods. At best, you can learn bits of each species' lexicon by discovering translation monoliths on planets, but even this process lacks substance. While it can be somewhat gratifying to see previously garbled speech slowly turn into recognizable words over dozens of hours, trader dialogue remains stiff and impersonal, only pertaining to the events at hand. Even when you fail to understand what another being is saying, your character's inner dialogue paints a clear picture of the situation, allowing you to easily make logical, lucrative decisions.
Your starship and exosuit have a limited number of slots that can hold stacks of resources or be used to apply equipment upgrades. You gain new slots for your exosuit and have the option to purchase new starships with greater storage capacity, but no matter how many slots you have, you'll always crave more. So you try to be efficient and work with what you have, but No Man's Sky doesn't make it easy. You have to navigate a plain grid of items using a slow-moving cursor, holding down a button for seconds at a time to confirm every action. Managing your inventory is a large part of No Man's Sky, and it's made more difficult than it needs to be.
Starships come in a range of models, with varying color palettes and accessories, and while you may get lucky and find a wrecked ship to repair and call your own, working models are readily available in space-station hangars, where traders come and go in real time. The wait-and-see approach to ship shopping can be a tad boring, but when one you love coasts into view and you can afford it, you feel rejuvenated. When you have a fresh new ride, it doesn't feel like your efforts planetside were in vain--they’re the reason you can afford an upgrade.
As time goes on, however, you may lose the high that came from your new purchase and seek another. No Man's Sky pitches material pursuits as its reason for being in that all of its systems are in support of making big money to afford big purchases, but the loop eventually wears thin, and you grow increasingly immune to the thrill of purchasing new toys. Even envy creeps in when a fancy ship passes you by, which often leads to begrudgingly mining on any planet with the goods, regardless of how depressing or empty it may be.
In a galaxy with no real friends or social ties, it's easy to look at possessions as a way to curb loneliness and provide meaning to your journey. You're given little direction other than to try to get to the center of the galaxy. When you begin nearly 180,000 light-years away from the center and each black hole carries you, on average, about 1,000 light-years forward, it's tough to feel like you're making progress. No matter how many solar systems you jump to or planets you explore on the "direct" path to the center of the galaxy, you'll grow tired of repetitive NPC interactions and the planets' implied-but-shallow variety, and you’ll lose interest in new ships--and perhaps the journey altogether.
However, there is another way to play No Man's Sky that skirts open-ended meandering. Tucked neatly into the galaxy is a narrative path, delivered so subtly that you may miss the fact that the first decision you make in the game--activating a distress beacon--connects you to a mysterious force known as Atlas. As you continue to travel the stars, you encounter peculiar space stations housing two scientists. These individuals help you acquire equipment upgrades and can point you toward black holes or illuminate the path to Atlas stations. Atlas stations are vast, temple-like spaces with an altar that allows you to convene with the spirit of Atlas. At first, it's difficult to define what Atlas is, but if you continue to heed its call, it will open your eyes to greater truths about itself, your journey, and the galaxy at large.
In a game with such a seemingly loose structure, Atlas is a godsend, providing direction and perspective that’s otherwise lost if you simply head to the center of the galaxy on the default path outlined on your star map. The realizations that Atlas stirs in your character's mind address big-picture questions pertaining to not only the game, but also to life itself. You’re forced to confront the point of your wandering, the value of material wealth, and the reason for existence. Atlas, in many ways, illustrates the value religion plays in some people's lives, but it also--quite cleverly--examines the role a game like No Man's Sky plays. It's no small coincidence that the scientist who aids you in your quest to find Atlas bemoans your direction, yet is hungry to consume what you discover.
If you only concern yourself with exploring, mining, and buying goods, you may burn out on No Man's Sky early. Atlas' observations regarding these pursuits are apt, but even if you recognize these activities as shallow, they could be better with added depth and improved mechanics. No amount of clever, thoughtful writing can excuse these issues. That said, the way Atlas frames these activities and how it makes you consider them in life as well as in-game--that's redeeming.
No Man's Sky is immediately a massive game with impressive seamless transitions from ground to space, and it will entertain your inner collector for a while. The more you get to know it, the more you recognize its faults, and it's easy to fall so deep into the act of exploring and trading that your focus narrows to those aspects alone. If, however, you consider everything it has to offer and listen to what Atlas has to say, No Man's Sky becomes more than a collection of slightly different worlds in a seemingly never-ending galaxy--it becomes an examination of the meaning of life in a way that's more valuable than all the gold or starships in its virtual galaxy.

http://www.gamespot.com/reviews/no-mans-sky-review/1900-6416492/

7
GOOD

Friday, August 12, 2016

Pokemon go Review

Pokemon Go, described in simple terms, is a clever concept: Walk to real-life locations called PokeStops marked on a mapon your phone to get items and collect the Pokemon that pop up along the way to gain XP. Use those Pokemon to take over real-world objectives called Gyms from other players. It has all the basics covered to make it a functional mobile treasure-hunting app, though technically its performance (and that of its servers) is often very poor on iOS and Android. But the main appeal of the free-to-play Pokemon Go is how being out in the real world, finding tons of other people who see the same augmented reality you do, brings the sort of intangible dream of Pokemon to life.
It has to be experienced to really make sense; without that social aspect it's really just an extremely light RPG level-grinder. Pokemon Go’s success or failure hinges on that experience, and right now it’s stuck somewhere in between, simultaneously fun and unique but alsoinconsistent and incomplete. (It is, after all, listed as version 0.29 despite being released onto the App Store and Google Play without caveats.) It’s not mechanically interesting, but it is socially very interesting thanks to a few smart design decisions. You wouldn’t jump off a bridge because everybody’s doing it, but that is a great reason to play Pokemon Go.
Welcome to the World of Pokemon
At least in the short term, Pokemon Go is a proven phenomenon with millions of players. I was at a party in the San Francisco Bay Area over the weekend where at least two dozen adults were out on the front lawn, calling out the names of Pokemon as they appeared on our phones. We ran inside when someone claimed a Bulbasaur was in the fridge; we ran back outside for Ponyta. We walked a block or two to challenge a nearby Gym only to have it taken over right from under us by someone we didn't know and couldn't see, and we all had the app crash on us a few too many times during our hour out and about. It was silly and frustrating and fun all at once.


7.0i

Throwback Review Final Fantasy 8 !


It's fair to say that when it comes to RPGs, there's everyone else, and then there's Square. Nothing has ever approached the Final Fantasy series as the benchmark against which all RPGs are ultimately judged. Final Fantasy VII sold more than a million copies in the US, more than any other RPG ever to hit PlayStation, and deserved every bit of its success, bringing the series into 3D with style and ambition to spare.
Final Fantasy VIII pushes that envelope even further, and it would be wrong to say it's not the game that everyone expected. And for a lot of reasons that's a great blessing. It's also starting to become something of a curse, because if FFVIII shows anything, it's that RPGs have a little further to go.
Graphics
It's probably best to start here, because of all FFVIII's good points, the graphics are easily the strongest. The low-polygon characters of FFVII are gone, replaced with sometimes surprisingly realistic high-polygon models that only look better the closer they get. If you're one of those who thought the angled boxes that Cloud used for hands in FFVII -- not to mention the positively lethal spikes that stuck off his head to represent hair -- were a silly distraction, then FFVIII's cast of Squall, Rinoa, Quistis, Zell and the rest will be a sheer delight.
This is due in a large part to the character animation, which is beyond great. Whether it's the in-game sequences or the pre-rendered cut scenes, just squint a little and you could almost swear you're watching real, live actors. There are scenes in FFVIII (the witch Edea's parade; a certain scene with Rinoa gasping for breath) that rival anything you've ever seen in a feature film for scope, detail, and emotional impact. You will be amazed.
In fact, the overall production design is often jaw dropping. FFVIII follows FFVII in using realtime 3D characters over pre-rendered backgrounds, and every new scene is more impressive than the last. Also like FFVII, FFVIII mixes fantasy elements with a high-tech, sci-fi look, a world at once unique and instantly recognizable, familiar but full of surprises.
Simply put, nobody, absolutely nobody does graphics better than Square, and it's never done a better job than FFVIII.
Sound 
Along with the graphics, it's well worth a brief mention that the Final Fantasy series nearly always has been graced by some of the best music found in games, and FFVIII is no exception. Much of the impact of the cut scenes and in-game events is owed to the game's musical score, which is, in a word, terrific, with nary an out-of-place note (although it could have done without yet another variation on the FF battle theme -- tradition is one thing, but enough is enough).
Gameplay 
Here, unfortunately, is where things start to slip. In many ways, FFVIII makes a break with Final Fantasy games of the past -- the trouble is, it doesn't do it quite enough.
First off, the entire magic system is completely different from what you're used to, and mostly this is to the good. Instead of characters gaining spells as they increase in experience, they can simply "draw" spells from enemies, so any character can cast just about any spell. In fact, spells can be collected and shared among characters, and there's no such thing as magic points -- you just run out of a given spell and have to find the right creature to draw more from.
Also, each character can be "joined" to a category, known as the Guardian Forces, elemental creatures of great power who confer all kinds of abilities on the character they're joined to, from esoteric things like preventing random encounters to more fundamental abilities, like being able to use items or even attack in combat. Each Guardian has his or her own set of abilities to give, which are earned as the Guardian gains experience. However, each character can use only a limited number of abilities, so carefully doling them out to each party member becomes a serious strategic puzzle.
If this sounds intensely complicated, it is, but the system also works very well, enabling you to customize your combat strategy in any number of different ways. It's exactly the kind of stat keeping that RPG fanatics love to obsess over. If there's a flaw in the system itself, it's that most of the Guardian Forces aren't simply given, they have to be found. Although the locations of many are obvious, it's easy to miss a couple of important ones. However, that's a relatively minor complaint.
But it does lead to the major complaint. The most powerful spells in the game are cast by summoning the Guardian Forces directly -- calling down these powerful beings to attack your enemies with devastating elemental spells. Which is all well and good. In fact, by now it's pretty standard RPG fare. The problem is that the artists and designers at Square seem to have fallen overly in love with their work. The Guardian Force attacks are incredibly cinematic sequences that can go on for nearly a minute, which is amazing the first, oh, 10 or 12 times. But by the hundredth time you've had to sit through Ifrit slamming his big lava bomb into the ground, or Shiva throwing out that wave of ice, you really, REALLY begin to wish you could skip the whole process and just get to the part where you find out how much damage it did. Even small battles against common creatures can drag on for minutes, and when you add in that you're usually getting attacked at random, sometimes after moving only a step or two, it becomes a real exercise in tedium. Granted, this is the same as it ever was for RPGs since the first Dragon Quest, but never before have spell sequences been so complex, involved, and, well, just plain LONG. It's really become time to either change the way we play RPGs, or simply stick to simpler battle animations -- at the very least, make shorter sequences an option, y'know?
Story
In many ways, the story has always been the core of the series' appeal, with sprawling, melodramatic plotlines, but once again, FFVIII departs from the norm. True, the current storyline has its apocalyptic side, but this time it's pretty firmly grounded in a much more intimate, character driven work. Frankly this is a welcome change -- the world-shattering events of previous games occasionally overshadowed the more human side of things.
And FFVIII comes really, really close to pulling it off too. It follows a group of young cadets, recently graduated members of SeeD, an elite, freelance mercenary force. Three of them -- ex-instructor Quistis, hot-headed Zell, and their moody leader, the game's main character, Squall -- are assigned to help a rebel faction in a nearby kingdom, headed by a young princess, Rinoa.
From there it naturally gets complicated, but there's no reason to go into it here and spoil things. Suffice to say there's a lot to like about the story, and a number of surprises to keep you guessing. The problem is that the character at the heart of everything, Squall, is basically a pouty jerk. He's grumpy, abrasive, and doesn't really seem to give much of a damn about anyone but himself for a pretty significant portion of the game. Roughly halfway through you find out why (without going into detail, he had a tough childhood and doesn't want to risk being close to anyone), but almost every other character had nearly identical experiences as kids, and none of them grew up to be cold fish.
Further, the blossoming love between Squall and Rinoa -- which, theoretically, thaws him and eventually redeems him -- seems entirely one-sided, and you have to wonder what she sees in him. Though Squall performs some heroic feats to save or protect her, he otherwise seems only marginally more responsive to Rinoa than he was to Quistis, who's attraction to him. Squall just blows her off without a thought before you're even through the first disc. In fact, there's never really a moment you can point to and think, "Ah, he's changed." And, considering that the love story is so integral to everything that happens -- not to mention forming the central image of the box art -- it's incomprehensible why no one says "I love you" to anyone, ever.
Fortunately, there's plenty of drama to go around, and enough other, more likable (or at least understandable) characters to root for that things keep moving and you're pretty unlikely to get bored. However, it's tough to overlook the fact that FFVIII does break one cardinal rule: when your story is character centered, you'd better center it on a character the audience can care about. Squall, unfortunately, just doesn't fit the bill.
The Verdict
At the end of the day, given that so much of the game is so outstanding, it just makes the game's faults stand out in sharp relief. For every moment of breathtaking delight, there are a dozen predictable, endless battle sequences. For every scene that genuinely moves you to laughter or tears, there's at least one where you want to grab Squall by the short hairs and slap some sense into him.
On the other hand, there's no denying that in many ways Final Fantasy VIII is another high water mark for console RPGs. Certainly, no other game (on PlayStation at least) has ever looked this beautiful, or contained such a sheer volume of places to explore and secrets to ferret out. It also boasts about the trippiest ending sequence ever in the history of videogames, and that alone pretty much makes it worthwhile. It may not exactly convert anyone who's never played an RPG before, but there's enough magic here to make any true believer's toes tingle.



AMAZING
9.0i

  • 9PRESENTATIONProduction values don't get any higher, but the story could use some work.
  • 10GRAPHICSThis is as good as it gets.
  • 9.5SOUNDOnly the overused -- and getting old -- Final Fantasy battle theme mars a near-perfect soundtrack.
  • 7GAMEPLAYA lot of solid new ideas, but the constant, repetitive, time consuming battles are too much same-old same-old.
  • 8.9LASTING APPEALAs with most Square RPGs there's a metric ton of secret stuff for the faithful, but how many times can you play a game that takes 40+ hours?