Here is some of the games' quote
Metal Gear Solid 4: Guns of the Patriots
- I'm no hero... Never was. I'm just an old killer... Hired to do some wet work.
- Boss, You only need one snake, no...the world would be better off without snakes.
- War transforms us, Snake. Into beasts.
- Bang !
-"Naomi, just because Snake has killed a lot of people does not mean he doesn't have a heart"
Resistance 2
- Can you hear them ? They're calling to us, it's beautiful.
Uncharted: Drake's Fortune
- Buka Pintu !
- Adios, a ss****.
- Yeah, keep smiling a ss****.
- I'll kick you to sleep !
- Borrowed off a couple of pirates who were too dead to care
Bioshock
-I am Andrew Ryan, and I'm here to ask you a question. Is a man not entitled to the sweat of his brow? 'No!' says the man in Washington, 'It belongs to the poor.' 'No!' says the man in the Vatican, 'It belongs to God.' 'No!' says the man in Moscow, 'It belongs to everyone.' I rejected those answers; instead, I chose something different. I chose the impossible. I chose... Rapture, a city where the artist would not fear the censor, where the scientist would not be bound by petty morality, Where the great would not be constrained by the small! And with the sweat of your brow, Rapture can become your city as well.
-A man chooses, a slave obeys
-We all make choices in life, but in the end our choices make us.
-Even in a book of lies sometimes you find truth. There is indeed a season for all things and now that I see you flesh-to-flesh and blood-to-blood I know I cannot raise my hand against you. But know this, you are my greatest disappointment. Does your master hear me? Atlas! You can kill me, but you will never have my city. My strength is not in steel and fire, that is what the parasites will never understand. A season for all things! A time to live and a time to die, a time to build... and a time to destroy!
-What is the difference between a man and a parasite? A man builds. A parasite asks 'Where is my share?' A man creates. A parasite says, 'What will the neighbors think?' A man invents. A parasite says, 'Watch out, or you might tread on the toes of God...'
FROM:ANDREW RYAN [BIOSHOCK}
-Look, Mr. Bubbles. It's an angel! I can see light coming from his belly. Wait a minute... he's still breathing. It's alright. I know he'll be an angel soon.
FROM:LITTLE GIRL {BIOSHOCK}
so which one you like huh?
of all the games, I like those quotes from bioshock, It is interesting and meaningful too ;)
so tell me about urs....
Sunday, July 19, 2009
Friday, June 5, 2009
Wednesday, June 3, 2009
Altair And Ezio [short information]
Ezio is derived from the Latin surname and common name Aetius, taken from the Greek Aetios, deriving from aetòs, "eagle."
Ezio isn't a fully trained assassin when you first take control of him. In fact, he's not an assassin at all but simply part of a merchant family
=======================================================
Altair is derived from the Arabic for "The Flying Eagle."
Altair is mysterious and has extraordinary natural talents; he is master of his emotions and is very efficient in the art of killing.
Altair was also declared as MASTER assassin.
The star is located about 16.7 light-years (ly) away from our Sun, Sol, in the north central part (19:50:47.00+08:52:05.96, ICRS 2000.0) of Constellation Aquila, the Eagle. Also called Alpha Aquilae, Altair is the brightest star in Aquila. It is also the lower left member of the "Summer Triangle" of first magnitude stars viewed from the northern hemisphere, formed with Vega (Alpha Lyrae) at the lower right, and Deneb (Alpha Cygni) at upper right. Altair is readily visible to the naked eye. With a telescope, an optical companion may be visible.
Ezio isn't a fully trained assassin when you first take control of him. In fact, he's not an assassin at all but simply part of a merchant family
=======================================================
Altair is derived from the Arabic for "The Flying Eagle."
Altair is mysterious and has extraordinary natural talents; he is master of his emotions and is very efficient in the art of killing.
Altair was also declared as MASTER assassin.
The star is located about 16.7 light-years (ly) away from our Sun, Sol, in the north central part (19:50:47.00+08:52:05.96, ICRS 2000.0) of Constellation Aquila, the Eagle. Also called Alpha Aquilae, Altair is the brightest star in Aquila. It is also the lower left member of the "Summer Triangle" of first magnitude stars viewed from the northern hemisphere, formed with Vega (Alpha Lyrae) at the lower right, and Deneb (Alpha Cygni) at upper right. Altair is readily visible to the naked eye. With a telescope, an optical companion may be visible.
Sunday, May 10, 2009
Things I learn in Far Cry 2
Yeah, just as above
1. The tire of the car is bullet prove
2. Everyone hates you
3. You can explode you car with a machete
4. Enemies can take more bullet then superman, and still show no wounds, even able to crawl away after!
5. Dont try to be stealthy, if you knife someone, you get aggro of the whole area anyway.
6. Every car has a GPS
7. The latest satellite guidance and military technologies can be found in Africa.
8. Who needs car recovery services? Just tighten that bolt or nut and your destroyed vehicle will be as good as new.
9. Enemy vehicles have NOS!!!
10. The enemy doesn't know how to open doors and enter your safe house
11. Even the most ruined gun is at perfect condition at the enemy's hands, but at yours: welcome to Jamfest
12. You are mute for ever so shhhhhhh!!!
13. Dont worry be happy! every one know what you want and what you need! you dont need to talk they just look at you! they are freaking sidekicks!
14. u can kill a zebra with just one hit of ur machete.
15. its africa, if there are herbivorous animals... where are the carnivorous??
16. where are the womans?
17. you cant kill everybody in a weapon safe zone, they keep comming
18. a headshot doesn't kill
19. A small african cactus totally stops a big truck at top speed.
20. African birds are immortal.
21. Wet grass burns in the desert.
22. Firing a pistol at a tree (or anything for that matter) in the middle of nowhere with no enemies nearby still prompts the game to play more intense music and makes you think you're being chased.
23. Why the hell all african speak english even when 2 black NPC´s speak with each other lol.
24. How come neither of the two faction leaders didn't simply take one step out of their HQ and put an PRG into their rivals HQ from the get go? They are only a stonethrow away from one another ffs!
25. You never have to refuel vehicles.
1. The tire of the car is bullet prove
2. Everyone hates you
3. You can explode you car with a machete
4. Enemies can take more bullet then superman, and still show no wounds, even able to crawl away after!
5. Dont try to be stealthy, if you knife someone, you get aggro of the whole area anyway.
6. Every car has a GPS
7. The latest satellite guidance and military technologies can be found in Africa.
8. Who needs car recovery services? Just tighten that bolt or nut and your destroyed vehicle will be as good as new.
9. Enemy vehicles have NOS!!!
10. The enemy doesn't know how to open doors and enter your safe house
11. Even the most ruined gun is at perfect condition at the enemy's hands, but at yours: welcome to Jamfest
12. You are mute for ever so shhhhhhh!!!
13. Dont worry be happy! every one know what you want and what you need! you dont need to talk they just look at you! they are freaking sidekicks!
14. u can kill a zebra with just one hit of ur machete.
15. its africa, if there are herbivorous animals... where are the carnivorous??
16. where are the womans?
17. you cant kill everybody in a weapon safe zone, they keep comming
18. a headshot doesn't kill
19. A small african cactus totally stops a big truck at top speed.
20. African birds are immortal.
21. Wet grass burns in the desert.
22. Firing a pistol at a tree (or anything for that matter) in the middle of nowhere with no enemies nearby still prompts the game to play more intense music and makes you think you're being chased.
23. Why the hell all african speak english even when 2 black NPC´s speak with each other lol.
24. How come neither of the two faction leaders didn't simply take one step out of their HQ and put an PRG into their rivals HQ from the get go? They are only a stonethrow away from one another ffs!
25. You never have to refuel vehicles.
Friday, May 8, 2009
Friday, May 1, 2009
Quote From .....
When asked about the storyline, Puel gave an answer that I found particualrly intriguing:
"To help the assassins in their quest, Desmond will be exploring his DNA to find another ancestor’s memory: Ezio Auditore Di Firenze; a nobleman who lived at the end of the 15th Century in Italy. Betrayed by the ruling families of Italy, Ezio embarks upon an epic quest for vengeance. To his allies, he will become a force for change - fighting for freedom and justice. To his enemies, he will become a boogey man – dedicated to the destruction of the tyrants abusing the people of Italy. On his quest for vengeance, Ezio – and Desmond through Ezio’s story – will uncover a much bigger plot: A conspiracy rooted in Assassin’s Creed and that still impact the world of Desmond – our very world."
Notice how he says "to help the assassins in their quest".
Now this might just be a mistake and he might have meant "the templars" or "Abstergo".But if it is not a mistake, Puel just gave away that the Assassins will get to Desmond and that it will be them who will make him live through his ancestor's memories...
He also says about Ezio that:
"You play not only as an assassin but as a young Italian noble seeking to uncover the truth""Ezio is at first glance a young Renaissance nobleman but Assassin’s blood flows through his veins"
"As he is Italian, we also wanted to give him a special … inclination for women: he is a seducer. But most importantly: Ezio is someone marked by fate: the decadence of his powerful family certainly plays a great role in the man he becomes."
(Personally, I'm afraid they might concentrate too much on this whole "Italian-stallion-wants-his-Vendetta" thing and just quickly throw in the whole Templar thing at the end of the game.I already know now that I will not like Ezio as much as I liked Altaïr.But if this ends up not being "Assassin's Creed" but "Ezio's Vendetta" I'm probably going to be very pissed, no matter how many cool weapons and new assassination moves we get...)
Quote:PEOPLE BLOG
"To help the assassins in their quest, Desmond will be exploring his DNA to find another ancestor’s memory: Ezio Auditore Di Firenze; a nobleman who lived at the end of the 15th Century in Italy. Betrayed by the ruling families of Italy, Ezio embarks upon an epic quest for vengeance. To his allies, he will become a force for change - fighting for freedom and justice. To his enemies, he will become a boogey man – dedicated to the destruction of the tyrants abusing the people of Italy. On his quest for vengeance, Ezio – and Desmond through Ezio’s story – will uncover a much bigger plot: A conspiracy rooted in Assassin’s Creed and that still impact the world of Desmond – our very world."
Notice how he says "to help the assassins in their quest".
Now this might just be a mistake and he might have meant "the templars" or "Abstergo".But if it is not a mistake, Puel just gave away that the Assassins will get to Desmond and that it will be them who will make him live through his ancestor's memories...
He also says about Ezio that:
"You play not only as an assassin but as a young Italian noble seeking to uncover the truth""Ezio is at first glance a young Renaissance nobleman but Assassin’s blood flows through his veins"
"As he is Italian, we also wanted to give him a special … inclination for women: he is a seducer. But most importantly: Ezio is someone marked by fate: the decadence of his powerful family certainly plays a great role in the man he becomes."
(Personally, I'm afraid they might concentrate too much on this whole "Italian-stallion-wants-his-Vendetta" thing and just quickly throw in the whole Templar thing at the end of the game.I already know now that I will not like Ezio as much as I liked Altaïr.But if this ends up not being "Assassin's Creed" but "Ezio's Vendetta" I'm probably going to be very pissed, no matter how many cool weapons and new assassination moves we get...)
Quote:PEOPLE BLOG
Monday, April 20, 2009
Assassin's Creed 2:Artworks and QA From Gamersyde
Could you introduce yourself and explain your role in the project?
My name is Sébastien Puel. I am the Producer on Assassin’s Creed 2. My role is to manage the production team and to ship the best game. On which platforms will Assassin’s Creed 2 be available? Assassin’s Creed 2 will be available on PS3, X360, PC and also on PSP. I am in charge of the PC, X360 and PS3 versions. Assassin’s Creed 2 will be released during Holiday 2009.
Who is in charge of the development?
The game is mainly developed by Ubisoft Montreal on PS3, X360 and PC and more than 300 people are currently working on the project.
How is Assassin’s Creed 1 linked with Assassin’s Creed 2?
Assassin’s Creed 2 is the direct sequel of Assassin’s Creed so of course, there are a lot of similarities, but the team is working very hard on increasing the overall scope of the game structure and on adding more depth and variety to the core Assassin’s Creed game play. Apart from that, there are many other links with Assassin’s Creed. We are using the Scimitar/Anvil development engine that was conceived for the first Assassin’s Creed and used for other games such as Prince of Persia and Shaun White Snowboarding. Also, we have a technical team working hard on upgrading and adding new features to Anvil. Through the years of working with this engine, we have gained a great deal of knowledge and experience. The game features a huge interactive world but this time set in another era, the Italian Renaissance. You play not only as an assassin but as a young Italian noble seeking to uncover the truth. There is also a great deal of elements that we are improving that are the fundaments of the Assassin’s Creed brand: Freedom, crowd behavior, fluid animations, intense combat, free-running, blending, memorable assassinations, detailed realistic settings…
What new things can we expect in Assassin’s Creed 2 that distinguishes the experience from the one we enjoyed in Assassin’s Creed 1? What are your ambitions behind one of the biggest and still young franchise in the video game industry?
What we do in Assassin’s Creed 2 is quite simple: take the best of Assassin’s Creed and bring it to the next level! Assassin’s Creed was an astonishing experience; I believe it brought entirely new elements to the industry: allowing players to fluidly navigate an urban environment while enjoying visual perfection and quality of control; it immersed players in a believable and mature experience inspired by historical events, while recreating a rich and believable crowd that was only possible on this generation of consoles. Of course we will keep and improve on all those elements: even more gorgeous city landscapes, more animations, a captivating and epic story, more ways to interact with the crowd … But our main focus is diversity in each aspect of the game: more variety in missions and objectives, more variety in gameplay, more weapons, more diverse assassinations and deep character progressions, etc. These will all help to make the experience evolve through the game. We really want Assassin’s Creed 2 to be unpredictable and have the player wonder after each main assassination: ‘and now, what’s next!?’
What is the storyline of the game?
To help the assassins in their quest, Desmond will be exploring his DNA to find another ancestor’s memory: Ezio Auditore Di Firenze; a nobleman who lived at the end of the 15th Century in Italy. Betrayed by the ruling families of Italy, Ezio embarks upon an epic quest for vengeance. To his allies, he will become a force for change - fighting for freedom and justice. To his enemies, he will become a boogey man – dedicated to the destruction of the tyrants abusing the people of Italy. On his quest for vengeance, Ezio – and Desmond through Ezio’s story – will uncover a much bigger plot: A conspiracy rooted in Assassin’s Creed and that still impact the world of Desmond – our very world.
Why did you choose the Italian Renaissance as the next setting for Assassin’s Creed?
When we defined the Assassin’s Creed franchise, we knew we wanted to talk about pivotal periods in history: the moments where everything changes, that define the world in which we are living today. That was exactly the case with the first Crusade: this period defined the balance of power between Civilization and Religion for the centuries to come. So when we started Assassin’s Creed 2, we asked ourselves the same question. What is the next defining moment in History? The answer was pretty easy to find: in a few years and in a very small place, a handful of men of genius radically changed EVERYTHING; they invented a modern vision of the world, where men were at the center rather than God. They invented a new way of representing the world (the invention of perspective), they changed politics, architecture, the art of modern war and diplomacy – they invented the banking system as we know it and even advertising! One man even invented planes, helicopter and tanks! Those men were Botticelli, Machiavelli, Leonardo Da Vinci and the Medici. The place is Italy. The time was the end of the 15th century and it is called Renaissance, literally a Rebirth. This is the History as we learnt it. But those were also cruel times, ruled by war, treason and murder! Of course we found very interesting to picture this in an Assassin’s Creed game and cast a new light on those astonishing events.
What can you tell us of the art style of the game and the general visual experience the game will offer in bringing the 15th century Italian Renaissance to life?
Visual quality and its accuracy to the look and feel of the period is a big part of the franchise. From a strict technical point of view, we have the chance to work with great tools – and the best thing is that we also improved on this side since Assassin’s Creed 1. Assassin’s Creed 2 will feature better lighting and even more detailed environments than Assassin’s Creed. But certainly, the most important thing is that we are now playing with some of the world’s most beautiful urban environments: Venice, Florence, Tuscany are all a real treat for the eyes in 3D just as in real life. Our art team managed to perfectly render not only the streets, houses, water canals and beautiful palaces of those cities, but also the unique mood and light of Italian cities of the 15th century. Walking at night alone in the maze of streets that defines Venice is a real fantasy come true… Now, exploring Venice will be possible directly from your living room.
Assassin’s Creed 2 presents us with a new protagonist. We see that Ezio has a new appearance and probably a much different personality since he is not from the same era. What have been your inspirations behind the design of Ezio?
The Assassin’s brotherhood lives on, its creed remain timeless although its members change over time. Ezio is at first glance a young Renaissance nobleman but Assassin’s blood flows through his veins. Like Altair, he is mysterious and has extraordinary natural talents; he is master of his emotions and is very efficient in the art of killing. But at the same time, Ezio is made of his own past: he is well mannered, and able to interact with all different classes of society. As he is Italian, we also wanted to give him a special … inclination for women: he is a seducer. But most importantly: Ezio is someone marked by fate: the decadence of his powerful family certainly plays a great role in the man he becomes. Ezio’s quest will first be driven by vengeance, a strong will to retaliate against the ones who were responsible for the fate of his once prosperous family. This honorable will to avenge his loved ones will lead him to unknown territory and something much bigger than his own quest for vengeance and justice…
Can you describe some of the new skills and movements that will make Ezio a masterful assassin?
Ezio will have a whole new set of aptitudes in different fields – to navigate the world, to stay out of sight, to fight and to assassinate. In terms of navigations, we, of course, wanted to adapt the main character to the new environments in the second game. Since a good part of the action takes place in Venice, Ezio is able to dive and swim. Expect to be able to strategically use those new skills to your advantage for various missions. Ezio will also have the possibility to blend into any kind of group of citizens in the crowd, making the navigation all the more fun and believable. Also, he won’t have to be static in a group; players will be able to move in a group while blended and really roam around the city from one group of people to another. The crowd is a central element in Assassin’s Creed and for the second game; we really want the players to feel that every NPC is an opportunity. The free-running in the cities is more fun and fluid than ever. We have developed new abilities and cool moves that will feel fresh when running in Venice and keep the player on the spot while climbing a building. The new “climb leap” move gives the player the opportunity to launch himself a couple of meters high in the air while climbing a vertical building to reach a higher ledge that would be inaccessible without this move. Many new skills concern the fighting system – without naming all the new possible moves, Ezio can master a great amount of weapons: long pikes, axes and warhammers to name just a few. As those are heavy weapons, Ezio won’t have to carry them all the time: he will now be able to disarm his enemies and leave his weapons behind. Since Ezio will not be carrying a weapon at all times apart from his hidden blade and throwing knives, he needs to be able to use his hands more efficiently when fighting. Therefore, Ezio will be able to fight using his bare hands against enemies any time in the game and perform various punches, kicks, grab movements, headbutts... One hidden blade is fun but two is better. This time, Ezio will have one hidden blade on each arm. The main hidden blade will be on his left arm and the secondary hidden blade on his right arm. Imagine all the possibilities in new assassination moves, counters and upgrades using two hidden blades. Finally, we added a lot of new assassination moves – Ezio is able to assassinate, with a specific move, from virtually anywhere in the city: from roofs, hiding spots, water, ledges etc … These are just but a few of the new skills Ezio brings to the table; he has many more tricks up his sleeve…
The Renaissance is famous for having been the crucible for some of the most talented and renowned figures of history. Will we be able to meet some of those historical figures?
This was one of the main reasons why we chose Renaissance and Italy. When you decide to go there, you’ve got a hell of a cast and lots of information on them! Leonardo Da Vinci for instance is one of the main secondary characters. For Ezio he is at the same time a mentor and … a weapon crafter. Expect some surprises from this genius mind, one example being the double hidden blade. The player will also be able to meet some of the Legends of this time: the Medici, Machiavelli... When doing our research on these historical characters, we were fascinated by all the cool stories we could tell about them and how we could use recorded facts and tweak them so that it suits our story very well. We want the players to learn about these characters and specific sides of them, both factual and fictional. We are proud to say that the Assassin’s Creed franchise is one of the rare games that can serve as an excellent source of information and knowledge for an historical period. The Renaissance is much richer in terms of archived information over the Middle Ages and we could really push our research to make the best story possible with many historical characters.
The entire game play/mission structure in Assassin’s Creed 1 was semi-linear and kept the same structure through the 9 assassinations. Will Assassin’s Creed 2 feature more missions and a wider variety in the structure and how the story unfolds?
The game structure and the mission system was the most central element for us to improve. We are redefining the mission game play structure to give gamers a more enjoyable & rewarding experience. Here are the three major points we will modify:1) The variety/number of available missions 2) The number of mission givers3) How the story and the missions unfold to the player We are now telling a story in a way that is intended to be very unpredictable. There is no more ‘X assassinations’ to perform but a story that develops through a great amount of mission givers. Some will give you an assassination mission, others an intimidation or information-gathering mission etc… There is no limit now to the types of challenges we can give to players. We are very careful on creating a lot of variation in the types of gameplay and pace we are proposing. But we also want the player to have a real freedom and opportunity to explore and ‘use’ the world we have created, at his own pace. Cities are now filled with a great amount of missions that the player can do if he chooses so: for instance, you can now decide to get rid of witnesses if you feel you are getting too famous after a not-so-stealthy assassination, or help thieves pursued by guards. Each of these tasks are optional, but will bring you interesting rewards if you accept to fulfill them.
Crowd interaction was one the big promises of Assassin’s Creed 1. How will you improve the crowd interaction for the second game and the role of the NPCs for blending/stealth/attack…?
In Assassin’s Creed 2, you have been betrayed by the ruling Italian Families – you will have to learn how to interact and use the ‘common people’ or, like we call them in the game, “the underworld”, to get your revenge. So you can generally consider that the crowd is on your side (except of course if you behave too badly!). First, any crowd NPC can help you to hide – just go into a group and press the blend button to enter a crowd and lower your chances of being noticed by guards. The crowd can help you to stealth through the city but aren’t 100% stealth proof as guards have various awareness levels depending of their class. We have also added a new “notoriety system” where your actions in the city will impact your notoriety and how you are “wanted” in the city. You will get more updates of the “notoriety system” soon. There are many other features in the game related to the use of crowd and we will definitely reveal more in the coming months.
Have you implemented any new forms of less traditional gameplay?
For Assassin’s Creed 2, there will be various new types of gameplay to break and vary the flow of the game and add intense “WOW” moments, one of them involving a certain flying machine that Leonardo Da Vinci conceptualized and developed. Ezio will be able to launch himself from a high point in the air flying around the city to reach specific location quickly and with the effect of surprise. Travelling with the flying machine will require precision and timing.
My name is Sébastien Puel. I am the Producer on Assassin’s Creed 2. My role is to manage the production team and to ship the best game. On which platforms will Assassin’s Creed 2 be available? Assassin’s Creed 2 will be available on PS3, X360, PC and also on PSP. I am in charge of the PC, X360 and PS3 versions. Assassin’s Creed 2 will be released during Holiday 2009.
Who is in charge of the development?
The game is mainly developed by Ubisoft Montreal on PS3, X360 and PC and more than 300 people are currently working on the project.
How is Assassin’s Creed 1 linked with Assassin’s Creed 2?
Assassin’s Creed 2 is the direct sequel of Assassin’s Creed so of course, there are a lot of similarities, but the team is working very hard on increasing the overall scope of the game structure and on adding more depth and variety to the core Assassin’s Creed game play. Apart from that, there are many other links with Assassin’s Creed. We are using the Scimitar/Anvil development engine that was conceived for the first Assassin’s Creed and used for other games such as Prince of Persia and Shaun White Snowboarding. Also, we have a technical team working hard on upgrading and adding new features to Anvil. Through the years of working with this engine, we have gained a great deal of knowledge and experience. The game features a huge interactive world but this time set in another era, the Italian Renaissance. You play not only as an assassin but as a young Italian noble seeking to uncover the truth. There is also a great deal of elements that we are improving that are the fundaments of the Assassin’s Creed brand: Freedom, crowd behavior, fluid animations, intense combat, free-running, blending, memorable assassinations, detailed realistic settings…
What new things can we expect in Assassin’s Creed 2 that distinguishes the experience from the one we enjoyed in Assassin’s Creed 1? What are your ambitions behind one of the biggest and still young franchise in the video game industry?
What we do in Assassin’s Creed 2 is quite simple: take the best of Assassin’s Creed and bring it to the next level! Assassin’s Creed was an astonishing experience; I believe it brought entirely new elements to the industry: allowing players to fluidly navigate an urban environment while enjoying visual perfection and quality of control; it immersed players in a believable and mature experience inspired by historical events, while recreating a rich and believable crowd that was only possible on this generation of consoles. Of course we will keep and improve on all those elements: even more gorgeous city landscapes, more animations, a captivating and epic story, more ways to interact with the crowd … But our main focus is diversity in each aspect of the game: more variety in missions and objectives, more variety in gameplay, more weapons, more diverse assassinations and deep character progressions, etc. These will all help to make the experience evolve through the game. We really want Assassin’s Creed 2 to be unpredictable and have the player wonder after each main assassination: ‘and now, what’s next!?’
What is the storyline of the game?
To help the assassins in their quest, Desmond will be exploring his DNA to find another ancestor’s memory: Ezio Auditore Di Firenze; a nobleman who lived at the end of the 15th Century in Italy. Betrayed by the ruling families of Italy, Ezio embarks upon an epic quest for vengeance. To his allies, he will become a force for change - fighting for freedom and justice. To his enemies, he will become a boogey man – dedicated to the destruction of the tyrants abusing the people of Italy. On his quest for vengeance, Ezio – and Desmond through Ezio’s story – will uncover a much bigger plot: A conspiracy rooted in Assassin’s Creed and that still impact the world of Desmond – our very world.
Why did you choose the Italian Renaissance as the next setting for Assassin’s Creed?
When we defined the Assassin’s Creed franchise, we knew we wanted to talk about pivotal periods in history: the moments where everything changes, that define the world in which we are living today. That was exactly the case with the first Crusade: this period defined the balance of power between Civilization and Religion for the centuries to come. So when we started Assassin’s Creed 2, we asked ourselves the same question. What is the next defining moment in History? The answer was pretty easy to find: in a few years and in a very small place, a handful of men of genius radically changed EVERYTHING; they invented a modern vision of the world, where men were at the center rather than God. They invented a new way of representing the world (the invention of perspective), they changed politics, architecture, the art of modern war and diplomacy – they invented the banking system as we know it and even advertising! One man even invented planes, helicopter and tanks! Those men were Botticelli, Machiavelli, Leonardo Da Vinci and the Medici. The place is Italy. The time was the end of the 15th century and it is called Renaissance, literally a Rebirth. This is the History as we learnt it. But those were also cruel times, ruled by war, treason and murder! Of course we found very interesting to picture this in an Assassin’s Creed game and cast a new light on those astonishing events.
What can you tell us of the art style of the game and the general visual experience the game will offer in bringing the 15th century Italian Renaissance to life?
Visual quality and its accuracy to the look and feel of the period is a big part of the franchise. From a strict technical point of view, we have the chance to work with great tools – and the best thing is that we also improved on this side since Assassin’s Creed 1. Assassin’s Creed 2 will feature better lighting and even more detailed environments than Assassin’s Creed. But certainly, the most important thing is that we are now playing with some of the world’s most beautiful urban environments: Venice, Florence, Tuscany are all a real treat for the eyes in 3D just as in real life. Our art team managed to perfectly render not only the streets, houses, water canals and beautiful palaces of those cities, but also the unique mood and light of Italian cities of the 15th century. Walking at night alone in the maze of streets that defines Venice is a real fantasy come true… Now, exploring Venice will be possible directly from your living room.
Assassin’s Creed 2 presents us with a new protagonist. We see that Ezio has a new appearance and probably a much different personality since he is not from the same era. What have been your inspirations behind the design of Ezio?
The Assassin’s brotherhood lives on, its creed remain timeless although its members change over time. Ezio is at first glance a young Renaissance nobleman but Assassin’s blood flows through his veins. Like Altair, he is mysterious and has extraordinary natural talents; he is master of his emotions and is very efficient in the art of killing. But at the same time, Ezio is made of his own past: he is well mannered, and able to interact with all different classes of society. As he is Italian, we also wanted to give him a special … inclination for women: he is a seducer. But most importantly: Ezio is someone marked by fate: the decadence of his powerful family certainly plays a great role in the man he becomes. Ezio’s quest will first be driven by vengeance, a strong will to retaliate against the ones who were responsible for the fate of his once prosperous family. This honorable will to avenge his loved ones will lead him to unknown territory and something much bigger than his own quest for vengeance and justice…
Can you describe some of the new skills and movements that will make Ezio a masterful assassin?
Ezio will have a whole new set of aptitudes in different fields – to navigate the world, to stay out of sight, to fight and to assassinate. In terms of navigations, we, of course, wanted to adapt the main character to the new environments in the second game. Since a good part of the action takes place in Venice, Ezio is able to dive and swim. Expect to be able to strategically use those new skills to your advantage for various missions. Ezio will also have the possibility to blend into any kind of group of citizens in the crowd, making the navigation all the more fun and believable. Also, he won’t have to be static in a group; players will be able to move in a group while blended and really roam around the city from one group of people to another. The crowd is a central element in Assassin’s Creed and for the second game; we really want the players to feel that every NPC is an opportunity. The free-running in the cities is more fun and fluid than ever. We have developed new abilities and cool moves that will feel fresh when running in Venice and keep the player on the spot while climbing a building. The new “climb leap” move gives the player the opportunity to launch himself a couple of meters high in the air while climbing a vertical building to reach a higher ledge that would be inaccessible without this move. Many new skills concern the fighting system – without naming all the new possible moves, Ezio can master a great amount of weapons: long pikes, axes and warhammers to name just a few. As those are heavy weapons, Ezio won’t have to carry them all the time: he will now be able to disarm his enemies and leave his weapons behind. Since Ezio will not be carrying a weapon at all times apart from his hidden blade and throwing knives, he needs to be able to use his hands more efficiently when fighting. Therefore, Ezio will be able to fight using his bare hands against enemies any time in the game and perform various punches, kicks, grab movements, headbutts... One hidden blade is fun but two is better. This time, Ezio will have one hidden blade on each arm. The main hidden blade will be on his left arm and the secondary hidden blade on his right arm. Imagine all the possibilities in new assassination moves, counters and upgrades using two hidden blades. Finally, we added a lot of new assassination moves – Ezio is able to assassinate, with a specific move, from virtually anywhere in the city: from roofs, hiding spots, water, ledges etc … These are just but a few of the new skills Ezio brings to the table; he has many more tricks up his sleeve…
The Renaissance is famous for having been the crucible for some of the most talented and renowned figures of history. Will we be able to meet some of those historical figures?
This was one of the main reasons why we chose Renaissance and Italy. When you decide to go there, you’ve got a hell of a cast and lots of information on them! Leonardo Da Vinci for instance is one of the main secondary characters. For Ezio he is at the same time a mentor and … a weapon crafter. Expect some surprises from this genius mind, one example being the double hidden blade. The player will also be able to meet some of the Legends of this time: the Medici, Machiavelli... When doing our research on these historical characters, we were fascinated by all the cool stories we could tell about them and how we could use recorded facts and tweak them so that it suits our story very well. We want the players to learn about these characters and specific sides of them, both factual and fictional. We are proud to say that the Assassin’s Creed franchise is one of the rare games that can serve as an excellent source of information and knowledge for an historical period. The Renaissance is much richer in terms of archived information over the Middle Ages and we could really push our research to make the best story possible with many historical characters.
The entire game play/mission structure in Assassin’s Creed 1 was semi-linear and kept the same structure through the 9 assassinations. Will Assassin’s Creed 2 feature more missions and a wider variety in the structure and how the story unfolds?
The game structure and the mission system was the most central element for us to improve. We are redefining the mission game play structure to give gamers a more enjoyable & rewarding experience. Here are the three major points we will modify:1) The variety/number of available missions 2) The number of mission givers3) How the story and the missions unfold to the player We are now telling a story in a way that is intended to be very unpredictable. There is no more ‘X assassinations’ to perform but a story that develops through a great amount of mission givers. Some will give you an assassination mission, others an intimidation or information-gathering mission etc… There is no limit now to the types of challenges we can give to players. We are very careful on creating a lot of variation in the types of gameplay and pace we are proposing. But we also want the player to have a real freedom and opportunity to explore and ‘use’ the world we have created, at his own pace. Cities are now filled with a great amount of missions that the player can do if he chooses so: for instance, you can now decide to get rid of witnesses if you feel you are getting too famous after a not-so-stealthy assassination, or help thieves pursued by guards. Each of these tasks are optional, but will bring you interesting rewards if you accept to fulfill them.
Crowd interaction was one the big promises of Assassin’s Creed 1. How will you improve the crowd interaction for the second game and the role of the NPCs for blending/stealth/attack…?
In Assassin’s Creed 2, you have been betrayed by the ruling Italian Families – you will have to learn how to interact and use the ‘common people’ or, like we call them in the game, “the underworld”, to get your revenge. So you can generally consider that the crowd is on your side (except of course if you behave too badly!). First, any crowd NPC can help you to hide – just go into a group and press the blend button to enter a crowd and lower your chances of being noticed by guards. The crowd can help you to stealth through the city but aren’t 100% stealth proof as guards have various awareness levels depending of their class. We have also added a new “notoriety system” where your actions in the city will impact your notoriety and how you are “wanted” in the city. You will get more updates of the “notoriety system” soon. There are many other features in the game related to the use of crowd and we will definitely reveal more in the coming months.
Have you implemented any new forms of less traditional gameplay?
For Assassin’s Creed 2, there will be various new types of gameplay to break and vary the flow of the game and add intense “WOW” moments, one of them involving a certain flying machine that Leonardo Da Vinci conceptualized and developed. Ezio will be able to launch himself from a high point in the air flying around the city to reach specific location quickly and with the effect of surprise. Travelling with the flying machine will require precision and timing.
Sunday, April 12, 2009
Assassin's Creed Awesome Video And Assassin's Creed 2 detail (more)
Assassin's Creed Awesome Video
here's the link
http://www.youtube.com/watch?v=Di9tORLFbwU&feature=related
Here is the detail about Assassin's Creed 2
It from other people blogger
http://lifelessly-yours.blogspot.com/2009/04/assassins-creed-2-facts-theories-and.html
here's the link
http://www.youtube.com/watch?v=Di9tORLFbwU&feature=related
Here is the detail about Assassin's Creed 2
It from other people blogger
http://lifelessly-yours.blogspot.com/2009/04/assassins-creed-2-facts-theories-and.html
Saturday, April 11, 2009
Assassin's Creed 2 details leaked?
Source: The GameFAQs forums, relating information from a since-deleted Ubisoft message board post.
What we heard: On Monday, Ubisoft set the gears of the Assassin's Creed 2 hype machine in motion, launching a teaser site for the sequel to 2007's well-received multiplatform action adventure. Visitors to the site are greeted with a brief Flash clip panning through the journal of famed Italian inventor Leonardo da Vinci. The short teaser ends with word that a full review of Assassin's Creed 2 is expected to arrive with the upcoming issue of Game Informer magazine, which is owned by retailer GameStop.
On its Web site today, Game Informer confirmed that Assassin's Creed 2 will indeed be the cover story of its upcoming issue. The site also noted in a brief blurb that the title will be set in "Renaissance-era Venice" and will follow the travails of new protagonist Ezio, a young Italian noble. For more on its "world exclusive," the blurb teases, gamers will have to spring for the May issue of the mag...
...or wait until the Internet gets its collective hands on it a week early. Yesterday, a poster on Ubisoft's official forums offered a detailed accounting of purported Assassin's Creed 2 information that will be included in the May issue of Game Informer. (Before the post was deleted by a Ubisoft forums administrator, a GameFAQs user secured a copy of the original message.)
The post offers a litany of alleged details on Assassin's Creed 2. According to the original message, the game will offer a number of famous Venetian locales, including da Vinci's workshop, Saint Mark's Basilica, The Grand Canal, The Little Canal, and the Rialto Bridge. Players will also supposedly be afforded trips through the Tuscan countryside, circa 1476. A number of historical figures will also reportedly be present, including Niccolo Machiavelli, Caterina Sofrza, and Lorenzo de Medici, the latter of which is said to be the subject of an assassination attempt.
Ezio--full name Ezio Auditore de Firenze--will apparently have a number of weapons to choose from, including "an axe, a hammer, a mace, a spear, two different sword types, a [halberd], and two smaller blades." Each weapon is said to have a special move associated with it, and Ezio will be able to disarm opponents and use their fumbled weaponry against them.
Continuing with the Venice theme, swimming will reportedly be an option in the game. And, as speculated following Ubisoft's official teaser, the leaked details claim that Ezio will be able to take to the skies using da Vinci's flying machine. The report also states that a day-and-night cycle has been added to the game.
Moving on to specific gameplay details, the Game Informer reveal will also reportedly say that Assassin's Creed will sport 16 mission types, a dramatic increase over the original's four. Two mission types supposedly not included, however, will be eavesdropping and pickpocketing. A number of new enemy types are said to have been added, including archers, "as well as elite enemies, dagger wielders, 'Brutish' armored troops with heavy armor and two-handed swords and axes, and an intelligent halberd enemy will probe hiding places with their weapons if they think you're nearby."
The post goes on to state that Assassin's Creed 2 will also include a number of holdover mechanics from the original, including tower climbing and horseback riding, and assassinations can now reportedly be performed while Ezio is concealed in a stack of hay. Hidden objects will also return, though the report indicates that players will gain in-game benefits by hunting them down this time around.
The official story: "I can confirm that the information in the upcoming Game Informer magazine is factually correct," a word-mincing Ubisoft representative told GameSpot.
Bogus or not bogus?: Looking not bogus. However, it's impossible to say with certainty whether the forum poster was accurate in his details until Game Informer hits newsstands next week.
What we heard: On Monday, Ubisoft set the gears of the Assassin's Creed 2 hype machine in motion, launching a teaser site for the sequel to 2007's well-received multiplatform action adventure. Visitors to the site are greeted with a brief Flash clip panning through the journal of famed Italian inventor Leonardo da Vinci. The short teaser ends with word that a full review of Assassin's Creed 2 is expected to arrive with the upcoming issue of Game Informer magazine, which is owned by retailer GameStop.
On its Web site today, Game Informer confirmed that Assassin's Creed 2 will indeed be the cover story of its upcoming issue. The site also noted in a brief blurb that the title will be set in "Renaissance-era Venice" and will follow the travails of new protagonist Ezio, a young Italian noble. For more on its "world exclusive," the blurb teases, gamers will have to spring for the May issue of the mag...
...or wait until the Internet gets its collective hands on it a week early. Yesterday, a poster on Ubisoft's official forums offered a detailed accounting of purported Assassin's Creed 2 information that will be included in the May issue of Game Informer. (Before the post was deleted by a Ubisoft forums administrator, a GameFAQs user secured a copy of the original message.)
The post offers a litany of alleged details on Assassin's Creed 2. According to the original message, the game will offer a number of famous Venetian locales, including da Vinci's workshop, Saint Mark's Basilica, The Grand Canal, The Little Canal, and the Rialto Bridge. Players will also supposedly be afforded trips through the Tuscan countryside, circa 1476. A number of historical figures will also reportedly be present, including Niccolo Machiavelli, Caterina Sofrza, and Lorenzo de Medici, the latter of which is said to be the subject of an assassination attempt.
Ezio--full name Ezio Auditore de Firenze--will apparently have a number of weapons to choose from, including "an axe, a hammer, a mace, a spear, two different sword types, a [halberd], and two smaller blades." Each weapon is said to have a special move associated with it, and Ezio will be able to disarm opponents and use their fumbled weaponry against them.
Continuing with the Venice theme, swimming will reportedly be an option in the game. And, as speculated following Ubisoft's official teaser, the leaked details claim that Ezio will be able to take to the skies using da Vinci's flying machine. The report also states that a day-and-night cycle has been added to the game.
Moving on to specific gameplay details, the Game Informer reveal will also reportedly say that Assassin's Creed will sport 16 mission types, a dramatic increase over the original's four. Two mission types supposedly not included, however, will be eavesdropping and pickpocketing. A number of new enemy types are said to have been added, including archers, "as well as elite enemies, dagger wielders, 'Brutish' armored troops with heavy armor and two-handed swords and axes, and an intelligent halberd enemy will probe hiding places with their weapons if they think you're nearby."
The post goes on to state that Assassin's Creed 2 will also include a number of holdover mechanics from the original, including tower climbing and horseback riding, and assassinations can now reportedly be performed while Ezio is concealed in a stack of hay. Hidden objects will also return, though the report indicates that players will gain in-game benefits by hunting them down this time around.
The official story: "I can confirm that the information in the upcoming Game Informer magazine is factually correct," a word-mincing Ubisoft representative told GameSpot.
Bogus or not bogus?: Looking not bogus. However, it's impossible to say with certainty whether the forum poster was accurate in his details until Game Informer hits newsstands next week.
Monday, April 6, 2009
Game Addiction: The Real Story
What is video game addiction? What are its boundaries, its symptoms, its treatments? How wide is its scope? And is it even a medically recognised condition in the first place? In Part One of this GameSpot AU feature we speak to researchers, psychologists, medical bodies and gamers to gauge their thoughts on the cause and effects of video game addiction, the significance of it being recognised as such, and the potential for future research. In Part Two--which will launch next week--we'll look at this issue from the game makers' side, as well as explore some real-life cases of addiction.
Is a video game addict simply someone who likes to play a lot?
If asked to define ‘video game addict’, most of us would reply that a video game addict is someone who likes to play a lot of video games. But that definition is as close to the truth as ‘someone who likes to inject a lot of heroin’ is an accurate portrayal of a heroin addict. Our unfamiliarity with video game addiction stems not just from the ease with which the term ‘addiction’ is thrown around, but also from a vast misrepresentation of the issue in the mainstream press, with sensationalist headlines like ‘Video game addicts are not just shy nerds’ (June 5, 2008, Chloe Lake, NEWS.com.au) not an uncommon sight. Add to this a lack of medical and psychological research, and it’s no wonder we think video game addicts are just people who like games too much.
Defining game addiction
Before we explore whether video game addiction exists and in what form it takes, we need to know what it means to be an addict. At its core, addiction is a psychological disorder that affects the way the brain functions by impacting on chemical processes related to motivation, decision making, learning, inhibitory control and pleasure seeking. Behavioural addictions like gambling and sex are forms of psychological dependence; addictions to substances like drugs and alcohol are forms of both psychological and physical dependence.
An addict is defined by his or her psychological compulsion to carry out certain behaviours or consume certain substances that are often detrimental to his or her health or wellbeing. Although this repeated consumption often leads to other problems in areas of social and mental health, an addict cannot stop him or her self from recurrent use. The hallmarks of addiction are often an increase in time spent in the consumption of these behaviours or substances at the expense of other activities; recurrent failed attempts to stop; recurrent preoccupation and intense psychological urges or desires that are difficult to control.
Video game addiction is still a newcomer to the field of psychology, and is not yet medically recognised as a proper addiction due to the lack of research conducted into its cause and effects. So, while it’s common for clinics to specialise in the treatment of drug, alcohol, gambling, sex and other addictions, it is not common for clinics to specialise in the treatment of video game addiction. However, during the last five years countries like China, South Korea, the Netherlands, Canada, and the USA have begun to recognise the health threat posed by video game addiction and have opened clinics that deal specifically with the problem.
When gamers excel at playing a particular game, the dopamine levels in their brain rise, causing them to feel good.
The argument for excessive video game play as a real psychological addiction is that a person gains psychological reinforcement from playing, and excelling at, a game. By becoming an expert at a game, a person releases a neuro-chemical known as dopamine in their brain, whose function is to make us feel good. This is a natural response humans have to good experiences, such as eating favourite foods, listening to music, watching a good movie, etc. For it to be a psychological addiction to video games, it rests on how much dopamine is released in those who are believed to be video game addicts, in comparison to the levels released during other positive lifestyle activities.
Symptoms of video game addicts are varied--they can range from social isolation, poor social skills and erratic mood swings to neglect of responsibilities such as health, regular sleeping, hygiene, financial commitments, and work and study responsibilities.
A new addiction
Now that we know what addiction is, we need to see if it fits into a medically recognised addiction. In July 2006, the world’s first video game addiction clinic opened in Amsterdam. The event sparked the curiosity of the global press--it was the first time video game addiction was acknowledged, and the subsequent coverage pointed to the increasing popularity of video games and the people who just couldn’t stop playing them. Almost all media reports at the time and subsequent reports dealing with video game addiction, pointed to the few instances of video game-related deaths as examples of addiction, wishing to demonstrate the debilitating effect of video games. But few reports actually defined addiction or indicated that not all video game addicts eventually kill themselves, or others, through excessive playing.
The cases most often cited include a South Korean man who collapsed in an internet café after playing Starcraft for 50 hours; cases in China include a man who died after playing online games for 15 days consecutively; a 13-year-old boy from Vietnam who strangled an elderly lady with a piece of rope because he wanted money to buy games; and a number of cases in the United States involving angry teenagers murdering family members over games and consoles. The fact that the latter cases have more to do with displays of deep mental instabilities rather than addiction was not mentioned in the reports, an omission that no doubt has contributed to the public’s widespread confusion about what video game addiction really is.
A US teenager shot his parents, killing his mother, in October 2007 after they took away his copy of Halo 3.
In the research field, things are a little different. The last five years have seen a progress in the recognition of video game addiction as a real addiction, with more research dedicated to studying its scope, cause and effects. At the 2006 American Medical Association (AMA) annual meeting, a resolution was adopted commissioning the AMA’s Council on Science and Public Health (CSAPH) to prepare a report reviewing and summarising the research data on the emotional and behavioural effects of video games, including addiction potential. The report, based on information from scientific literature from 1985 to 2007, concluded that there is currently insufficient research to definitely label video game overuse as an addiction. However, the report’s authors used several case studies and surveys to find evidence of video game addiction, arguing that symptoms of time usage and social dysfunction/disruption present in video game overuse also appear in other addictive disorders, and, despite its reluctance to name video game addiction as a definitive mental disorder, the CSAPH recommended that the AMA strongly encourage the inclusion of video game addiction as a formal diagnostic disorder in the upcoming revision of the American Psychiatric Association (APA)’s Diagnostic and Statistical Manual of Mental Disorders (DSM).
The DSM is widely recognised as the standard manual defining mental disorders, providing diagnostic criteria for mental disorders and used by researchers, doctors, health insurance companies and pharmaceutical companies and policy makers. It has been revised five times since it was first published in 1952, updating existing disorders, and adding and removing new and redundant disorders. The CSAPH’s recommendation to encourage the inclusion of video game addiction in the upcoming DSM was followed up by the AMA in June of 2007, and, in response, the APA stated that: “…if the science warrants it, this proposed disorder will be considered for inclusion in the DSM-V, which is due to be published in 2012.”
Video game addiction could be included in the next edition of the Diagnostic and Statistical Manual of Mental Disorders.
GameSpot AU contacted the APA, and received the following statement in regards to video game addiction and the 2012 edition of the DSM: “There is no way to state specifically whether or not the issue of video game addiction will or will not be included [in the DSM of 2012]. What we can say is that our workgroups are considering all issues, new science and research as they are continuing work on the DSM-V.”
A need for research
Studies into video game addiction are scarce. However, the increased recognition of the issue amongst the scientific community means more and more researchers are beginning to seriously look at video game addiction. Daniel Loton, an ethics officer and former psychology honours student from Victoria University, used his thesis to explore the relationship between social capacity and problematic video gameplay to try and determine the cause of video game addiction. Loton used the Social Skills Inventory (SSI), a broad scale that measures basic social skills, to survey 560 male and 61 female gamers with an average age of 23.4 years. His survey found a very small connection between social capacity (ie, social skills and self esteem) and video game playing. Given the past research on the topic, Loton said his study yielded surprising results.
“To use the words of the American Medical Association after they had conducted a review of the literature, problem gamers are likely to be … somewhat marginalised socially, perhaps experiencing high levels of emotional loneliness and/or difficulty with real life social interactions,” Loton said. “Considering this past research, I would have expected social skills and self esteem to drop as problematic play increased. Instead, only a tiny relationship emerged.”
The results revealed that basic social capacity is not the central cause of problematic video gameplay. Broadly speaking, no serious negative consequences of playing video games were revealed, even when playing to the extreme. Loton thinks his results may turn attention away from the assumed link between social capacity and problematic video gameplay, and direct attention to other characteristics such as behaviour moderation, depression and stress, locus of control (ie, feelings of control one has over one’s environment) and arousal (using games to get excited or to relax).
Loton’s study showed that social capacity is not the problem when it comes to excessive video game playing.
Richard M. Ryan, a psychologist and professor of psychology, psychiatry and education at the University of Rochester in New York, has been focusing on a different aspect of video game addiction--motivation. Ryan and his team are testing the idea that psychological needs for control, mastery and connection can be readily satisfied within games.
“People can feel a lot of autonomy and competence during play, and also it can be a place to relate with others, albeit in a virtual context,” Ryan said. “We think that this poor self-control, combined with a more impoverished life, leads a subset of players to sink deeply into the game world, and in time to feel an obsessive need to play. The obsessive player feels he/she has to play, does it too much, and gets less fun and satisfaction out of it. It also crowds out other satisfactions in life, compounding the problem.”
Ryan and his team found that when games were played for less than 10 hours a week, there was no evidence of negative effects on wellness; when games were played in excess of 20 hours a week, signs of ill-being emerged--negative mood, symptoms of depression, and more impoverished relationships. The team’s studies showed that those who overuse games are getting fewer of their needs satisfied in their lives outside of games.
“We also discovered players who report obsessive attitudes toward games--they are preoccupied with their games, feel compelled to play and feel tension when they cannot or are not playing. This latter set of players also shows signs of negative effects on psychological functioning.”
Ryan’s research showed that those who spent more than 20 hours a week gaming showed negative mood swings and symptoms of depression.
Ryan thinks the lack of quality research into video game overuse will be rectified with time as games become more sophisticated in the ways they satisfy people’s psychological needs.
“We have a lot of people, some in the media and some in the sciences, who are too ready to make very strong claims about video games, whether we are talking about aggression, addiction or cultural estrangement, based on very little evidence. I think that is especially how the media often sells stories. Some commentators exaggerate risks, and on the other hand there are defenders of games who deny any and all problems and attack any perceived bad news.
“Games are relatively new in our culture and such vacillation between hysteria and denial I suspect often greets any new phenomenon, from hip-hop to the internet to video games. Both sides usually have some part of the truth, but it may be a while before at least we as scientists, much less as a society, have a coherent understanding.”
Infomation From Gamspot
Is a video game addict simply someone who likes to play a lot?
If asked to define ‘video game addict’, most of us would reply that a video game addict is someone who likes to play a lot of video games. But that definition is as close to the truth as ‘someone who likes to inject a lot of heroin’ is an accurate portrayal of a heroin addict. Our unfamiliarity with video game addiction stems not just from the ease with which the term ‘addiction’ is thrown around, but also from a vast misrepresentation of the issue in the mainstream press, with sensationalist headlines like ‘Video game addicts are not just shy nerds’ (June 5, 2008, Chloe Lake, NEWS.com.au) not an uncommon sight. Add to this a lack of medical and psychological research, and it’s no wonder we think video game addicts are just people who like games too much.
Defining game addiction
Before we explore whether video game addiction exists and in what form it takes, we need to know what it means to be an addict. At its core, addiction is a psychological disorder that affects the way the brain functions by impacting on chemical processes related to motivation, decision making, learning, inhibitory control and pleasure seeking. Behavioural addictions like gambling and sex are forms of psychological dependence; addictions to substances like drugs and alcohol are forms of both psychological and physical dependence.
An addict is defined by his or her psychological compulsion to carry out certain behaviours or consume certain substances that are often detrimental to his or her health or wellbeing. Although this repeated consumption often leads to other problems in areas of social and mental health, an addict cannot stop him or her self from recurrent use. The hallmarks of addiction are often an increase in time spent in the consumption of these behaviours or substances at the expense of other activities; recurrent failed attempts to stop; recurrent preoccupation and intense psychological urges or desires that are difficult to control.
Video game addiction is still a newcomer to the field of psychology, and is not yet medically recognised as a proper addiction due to the lack of research conducted into its cause and effects. So, while it’s common for clinics to specialise in the treatment of drug, alcohol, gambling, sex and other addictions, it is not common for clinics to specialise in the treatment of video game addiction. However, during the last five years countries like China, South Korea, the Netherlands, Canada, and the USA have begun to recognise the health threat posed by video game addiction and have opened clinics that deal specifically with the problem.
When gamers excel at playing a particular game, the dopamine levels in their brain rise, causing them to feel good.
The argument for excessive video game play as a real psychological addiction is that a person gains psychological reinforcement from playing, and excelling at, a game. By becoming an expert at a game, a person releases a neuro-chemical known as dopamine in their brain, whose function is to make us feel good. This is a natural response humans have to good experiences, such as eating favourite foods, listening to music, watching a good movie, etc. For it to be a psychological addiction to video games, it rests on how much dopamine is released in those who are believed to be video game addicts, in comparison to the levels released during other positive lifestyle activities.
Symptoms of video game addicts are varied--they can range from social isolation, poor social skills and erratic mood swings to neglect of responsibilities such as health, regular sleeping, hygiene, financial commitments, and work and study responsibilities.
A new addiction
Now that we know what addiction is, we need to see if it fits into a medically recognised addiction. In July 2006, the world’s first video game addiction clinic opened in Amsterdam. The event sparked the curiosity of the global press--it was the first time video game addiction was acknowledged, and the subsequent coverage pointed to the increasing popularity of video games and the people who just couldn’t stop playing them. Almost all media reports at the time and subsequent reports dealing with video game addiction, pointed to the few instances of video game-related deaths as examples of addiction, wishing to demonstrate the debilitating effect of video games. But few reports actually defined addiction or indicated that not all video game addicts eventually kill themselves, or others, through excessive playing.
The cases most often cited include a South Korean man who collapsed in an internet café after playing Starcraft for 50 hours; cases in China include a man who died after playing online games for 15 days consecutively; a 13-year-old boy from Vietnam who strangled an elderly lady with a piece of rope because he wanted money to buy games; and a number of cases in the United States involving angry teenagers murdering family members over games and consoles. The fact that the latter cases have more to do with displays of deep mental instabilities rather than addiction was not mentioned in the reports, an omission that no doubt has contributed to the public’s widespread confusion about what video game addiction really is.
A US teenager shot his parents, killing his mother, in October 2007 after they took away his copy of Halo 3.
In the research field, things are a little different. The last five years have seen a progress in the recognition of video game addiction as a real addiction, with more research dedicated to studying its scope, cause and effects. At the 2006 American Medical Association (AMA) annual meeting, a resolution was adopted commissioning the AMA’s Council on Science and Public Health (CSAPH) to prepare a report reviewing and summarising the research data on the emotional and behavioural effects of video games, including addiction potential. The report, based on information from scientific literature from 1985 to 2007, concluded that there is currently insufficient research to definitely label video game overuse as an addiction. However, the report’s authors used several case studies and surveys to find evidence of video game addiction, arguing that symptoms of time usage and social dysfunction/disruption present in video game overuse also appear in other addictive disorders, and, despite its reluctance to name video game addiction as a definitive mental disorder, the CSAPH recommended that the AMA strongly encourage the inclusion of video game addiction as a formal diagnostic disorder in the upcoming revision of the American Psychiatric Association (APA)’s Diagnostic and Statistical Manual of Mental Disorders (DSM).
The DSM is widely recognised as the standard manual defining mental disorders, providing diagnostic criteria for mental disorders and used by researchers, doctors, health insurance companies and pharmaceutical companies and policy makers. It has been revised five times since it was first published in 1952, updating existing disorders, and adding and removing new and redundant disorders. The CSAPH’s recommendation to encourage the inclusion of video game addiction in the upcoming DSM was followed up by the AMA in June of 2007, and, in response, the APA stated that: “…if the science warrants it, this proposed disorder will be considered for inclusion in the DSM-V, which is due to be published in 2012.”
Video game addiction could be included in the next edition of the Diagnostic and Statistical Manual of Mental Disorders.
GameSpot AU contacted the APA, and received the following statement in regards to video game addiction and the 2012 edition of the DSM: “There is no way to state specifically whether or not the issue of video game addiction will or will not be included [in the DSM of 2012]. What we can say is that our workgroups are considering all issues, new science and research as they are continuing work on the DSM-V.”
A need for research
Studies into video game addiction are scarce. However, the increased recognition of the issue amongst the scientific community means more and more researchers are beginning to seriously look at video game addiction. Daniel Loton, an ethics officer and former psychology honours student from Victoria University, used his thesis to explore the relationship between social capacity and problematic video gameplay to try and determine the cause of video game addiction. Loton used the Social Skills Inventory (SSI), a broad scale that measures basic social skills, to survey 560 male and 61 female gamers with an average age of 23.4 years. His survey found a very small connection between social capacity (ie, social skills and self esteem) and video game playing. Given the past research on the topic, Loton said his study yielded surprising results.
“To use the words of the American Medical Association after they had conducted a review of the literature, problem gamers are likely to be … somewhat marginalised socially, perhaps experiencing high levels of emotional loneliness and/or difficulty with real life social interactions,” Loton said. “Considering this past research, I would have expected social skills and self esteem to drop as problematic play increased. Instead, only a tiny relationship emerged.”
The results revealed that basic social capacity is not the central cause of problematic video gameplay. Broadly speaking, no serious negative consequences of playing video games were revealed, even when playing to the extreme. Loton thinks his results may turn attention away from the assumed link between social capacity and problematic video gameplay, and direct attention to other characteristics such as behaviour moderation, depression and stress, locus of control (ie, feelings of control one has over one’s environment) and arousal (using games to get excited or to relax).
Loton’s study showed that social capacity is not the problem when it comes to excessive video game playing.
Richard M. Ryan, a psychologist and professor of psychology, psychiatry and education at the University of Rochester in New York, has been focusing on a different aspect of video game addiction--motivation. Ryan and his team are testing the idea that psychological needs for control, mastery and connection can be readily satisfied within games.
“People can feel a lot of autonomy and competence during play, and also it can be a place to relate with others, albeit in a virtual context,” Ryan said. “We think that this poor self-control, combined with a more impoverished life, leads a subset of players to sink deeply into the game world, and in time to feel an obsessive need to play. The obsessive player feels he/she has to play, does it too much, and gets less fun and satisfaction out of it. It also crowds out other satisfactions in life, compounding the problem.”
Ryan and his team found that when games were played for less than 10 hours a week, there was no evidence of negative effects on wellness; when games were played in excess of 20 hours a week, signs of ill-being emerged--negative mood, symptoms of depression, and more impoverished relationships. The team’s studies showed that those who overuse games are getting fewer of their needs satisfied in their lives outside of games.
“We also discovered players who report obsessive attitudes toward games--they are preoccupied with their games, feel compelled to play and feel tension when they cannot or are not playing. This latter set of players also shows signs of negative effects on psychological functioning.”
Ryan’s research showed that those who spent more than 20 hours a week gaming showed negative mood swings and symptoms of depression.
Ryan thinks the lack of quality research into video game overuse will be rectified with time as games become more sophisticated in the ways they satisfy people’s psychological needs.
“We have a lot of people, some in the media and some in the sciences, who are too ready to make very strong claims about video games, whether we are talking about aggression, addiction or cultural estrangement, based on very little evidence. I think that is especially how the media often sells stories. Some commentators exaggerate risks, and on the other hand there are defenders of games who deny any and all problems and attack any perceived bad news.
“Games are relatively new in our culture and such vacillation between hysteria and denial I suspect often greets any new phenomenon, from hip-hop to the internet to video games. Both sides usually have some part of the truth, but it may be a while before at least we as scientists, much less as a society, have a coherent understanding.”
Infomation From Gamspot
Sunday, March 22, 2009
Blackshot OBT (Open Bate Test)
This is not a full review of the game yet. It just a brief review.
Pros: -Impressive visual effect
-Unique game mode
- Varies gun to buy and use
Cons: -Annoying host changing
-Server quite lag for sometimes
-Buying a gun will make you cry
-Needs Garena to play this game
Well after I play this game for two days I decided to write a brief review about this game. So here it is the brief review:
Blackshot is a online FPS game published by Outspark. It support up to 16 players, pertty similiar to Wolfteam, Soilder Front, Combat Arms, WarRock and Sudden Attack. This game consist of 4 game modes, they are SD(Search and Destroy), TFM(Team Flag Match), TDM(Team DeathMatch), and a co-op mode BD a.k.a. Bunker Defense.
The feel of the game is closest to Combat Arms I'd have to say, the movementis kind of 'soft', almost like your gliding across the floor. The hit box areas areabout the same as WarRock very exact around the body, although there area few times people shoot next to you and kill you. Graphics are mid-range, highquality textures but no anti-aliasing. The network is Peer-to-Peer, but unlikeother P2P games such as WarRock, there is a dedicated host (not the roommaster) and if they have a slow computer the entire game can freeze onevery person in the room. When you are in a 'laggy' room, it keep changing the room host and will cause you die without a reason.
For the visual, you can see the blood stain on the gun from the dead player where you picked it up to use and even you can see the blood stain on your own hand when you get shotted by somebody. When you been shotted to dead there will be a death camera where you will see where your oppenent shoot you. Sometimes you will feel irritating when the oppenent body(shot dead) still standing there for a few seconds before vanish instead of lay on the ground.
There is a ingame shop where you can buy guns/items to use. When you buy a gun, it is not for a day or 7 days but it is for only 1 hour,7 hours, 9 hours and 30 hours. The guns costed for 1 hour is exactly the same cost for 1 day from other online FPS such as Sudden Attack where one M4A1 cost 1400 a day, in Blackshot it costs 1600 for 1 hour. :S You start out with 20000 BP (in game money) so you can but weapons to help you start out. In your inventory (Storage) you have a MP5, a sniper, apistol, a normal dagger, and a grenade that all and all are permanent.
The game rank system are pretty much same with other online. You start with your rank trainnee then to private and so on. After you get enough EXP , you will automaticly go to next rank. How much you get your BP and EXP are depends on how you did in the match.
The game modes I will briefly explain for you. For TFM, it is a combination of TDM and CTF(Capture the Flag).
Each flag you captured, your team will get 5 points and each oppenent you killed will earn 1 point for your team. For SD, it is pertty much the same with Counter Strike where Red Team plant the bomb and blue team needs to defuse or prevent the red team to plant the bomb.
For BD, you and 3 more players need to protect the bunker also your spawn point from the terrorist. There will be some suicide bomber rush to your bunker and detonate the bomb on his body and the terrorists standing outside the bunder keep shooting your team. You need to defend your bunker untill the time finish, till now I can't even defend till the time finish.
The sound in the game are awesome[the gunfire, grenade and ...].There is speech so that you can send commands to your teammates.
Close comment
The game can be fun to play. After while I feel it quite boring cause the maps are not good designed. You will need to run and gun. There is no good sniper spots wthin all the maps. So don't use sniper rifle to play, it won't let you get many point. And there is no customize guns features in the game TOO BAD.
Overall I gave it 7/10
Written by Altair
Pros: -Impressive visual effect
-Unique game mode
- Varies gun to buy and use
Cons: -Annoying host changing
-Server quite lag for sometimes
-Buying a gun will make you cry
-Needs Garena to play this game
Well after I play this game for two days I decided to write a brief review about this game. So here it is the brief review:
Blackshot is a online FPS game published by Outspark. It support up to 16 players, pertty similiar to Wolfteam, Soilder Front, Combat Arms, WarRock and Sudden Attack. This game consist of 4 game modes, they are SD(Search and Destroy), TFM(Team Flag Match), TDM(Team DeathMatch), and a co-op mode BD a.k.a. Bunker Defense.
The feel of the game is closest to Combat Arms I'd have to say, the movementis kind of 'soft', almost like your gliding across the floor. The hit box areas areabout the same as WarRock very exact around the body, although there area few times people shoot next to you and kill you. Graphics are mid-range, highquality textures but no anti-aliasing. The network is Peer-to-Peer, but unlikeother P2P games such as WarRock, there is a dedicated host (not the roommaster) and if they have a slow computer the entire game can freeze onevery person in the room. When you are in a 'laggy' room, it keep changing the room host and will cause you die without a reason.
For the visual, you can see the blood stain on the gun from the dead player where you picked it up to use and even you can see the blood stain on your own hand when you get shotted by somebody. When you been shotted to dead there will be a death camera where you will see where your oppenent shoot you. Sometimes you will feel irritating when the oppenent body(shot dead) still standing there for a few seconds before vanish instead of lay on the ground.
There is a ingame shop where you can buy guns/items to use. When you buy a gun, it is not for a day or 7 days but it is for only 1 hour,7 hours, 9 hours and 30 hours. The guns costed for 1 hour is exactly the same cost for 1 day from other online FPS such as Sudden Attack where one M4A1 cost 1400 a day, in Blackshot it costs 1600 for 1 hour. :S You start out with 20000 BP (in game money) so you can but weapons to help you start out. In your inventory (Storage) you have a MP5, a sniper, apistol, a normal dagger, and a grenade that all and all are permanent.
The game rank system are pretty much same with other online. You start with your rank trainnee then to private and so on. After you get enough EXP , you will automaticly go to next rank. How much you get your BP and EXP are depends on how you did in the match.
The game modes I will briefly explain for you. For TFM, it is a combination of TDM and CTF(Capture the Flag).
Each flag you captured, your team will get 5 points and each oppenent you killed will earn 1 point for your team. For SD, it is pertty much the same with Counter Strike where Red Team plant the bomb and blue team needs to defuse or prevent the red team to plant the bomb.
For BD, you and 3 more players need to protect the bunker also your spawn point from the terrorist. There will be some suicide bomber rush to your bunker and detonate the bomb on his body and the terrorists standing outside the bunder keep shooting your team. You need to defend your bunker untill the time finish, till now I can't even defend till the time finish.
The sound in the game are awesome[the gunfire, grenade and ...].There is speech so that you can send commands to your teammates.
Close comment
The game can be fun to play. After while I feel it quite boring cause the maps are not good designed. You will need to run and gun. There is no good sniper spots wthin all the maps. So don't use sniper rifle to play, it won't let you get many point. And there is no customize guns features in the game TOO BAD.
Overall I gave it 7/10
Written by Altair
Tuesday, February 3, 2009
My Comment About Combat Arms
Pros: - alot of guns to play with
- Able to customize the weapon
- big map to play
- 6 game modes to play
- it is fun to play
- Good graphics
Cons:- Quite boring after played half an hour of the game
- No all countries able to play the game
- very frustrating at times.
- as fast paced as sudden attack.
-Enemy get killed with a clip without customize the weapon
- large map make peoples harder to find their opponents in a short time
Now first off, just because a game is free does not mean its worth your time.
This game is a free downloadable game from nexon.
Its online only but as long as you have a good computer you can run it.The multiplayer is very fun, there are tons of weapons you can choose from, armor, outfits and a black market where you can buy special weapons.The "special weapons" are not more powerful then the ordinary weapons, they just look better so its just a waste of in game money to buy them.
You start out with 9,000 GP (in game money) so you can but weapons to help you start out. The pistols are normally 200 GP to around 550 GP, SMG's and assault rifles are from 800 GP to 1,050 GP, and of course sniper rifles are the most exspensive.Now even though you pay for those weapons you dont get to keep them the whole time in fact you only get to keep them one day or up to 3 months but, if you want one for 3 months your going to have to pay lots of money.The game gives you weapons you get to keep forever but of course they are pretty crappy weapons in the game (M-16 and M9) you also get grenades forever and a knife.Speaking of weapons the game ranges from the M9 to the dragunov.Assault rifles are of course the most balanced unless you pick an Ak-47 (which is powerful but not very accurate) or the M-4 which is the opposite of the Ak-47.
Some item are locked until you reach the requirement of your rank to buy it.
The game rank system are pretty much same with other online. You start with your rank trainnee then to recruit and so on. After you get enough EXP , you will automaticly go to next rank. How much you get your GP an EXP are depends on how you did in the match.
The game mode are like in any other FPS, Capture tha flag, one man army (death match) elimination (team deathmatch) search and destroy and spy.
I've just played one man army and elimination only.The maps evironments are pretty simple most are either desert or snow which get boring after a while..
The sound in the game are awesome[the gunfire, grenade and ...].There is speech so that you can send commands to your teammates but they never listen.
The graphics are pretty good but only if you turn on the blooming effect other wise the garphics just look decent since the bloom seems to bring out more color.
The game can be fun to play but sometime you will find yourself missing direction when you play it first time. After while I feel it quite boring cause there are no strategic to play the game. It just need you to run and gun. Unlike Sudden Attack, we need to use strategic to win to match. I play it , it quite lag cause I'm using freedom application to play the game.
For me , it is better to choose Sudden Attack then Combat Arms, it just that Sudden Attack's graphics is not dated to today FPS graphics and unable to customize the weapon.
Written By Altair
- Able to customize the weapon
- big map to play
- 6 game modes to play
- it is fun to play
- Good graphics
Cons:- Quite boring after played half an hour of the game
- No all countries able to play the game
- very frustrating at times.
- as fast paced as sudden attack.
-Enemy get killed with a clip without customize the weapon
- large map make peoples harder to find their opponents in a short time
Now first off, just because a game is free does not mean its worth your time.
This game is a free downloadable game from nexon.
Its online only but as long as you have a good computer you can run it.The multiplayer is very fun, there are tons of weapons you can choose from, armor, outfits and a black market where you can buy special weapons.The "special weapons" are not more powerful then the ordinary weapons, they just look better so its just a waste of in game money to buy them.
You start out with 9,000 GP (in game money) so you can but weapons to help you start out. The pistols are normally 200 GP to around 550 GP, SMG's and assault rifles are from 800 GP to 1,050 GP, and of course sniper rifles are the most exspensive.Now even though you pay for those weapons you dont get to keep them the whole time in fact you only get to keep them one day or up to 3 months but, if you want one for 3 months your going to have to pay lots of money.The game gives you weapons you get to keep forever but of course they are pretty crappy weapons in the game (M-16 and M9) you also get grenades forever and a knife.Speaking of weapons the game ranges from the M9 to the dragunov.Assault rifles are of course the most balanced unless you pick an Ak-47 (which is powerful but not very accurate) or the M-4 which is the opposite of the Ak-47.
Some item are locked until you reach the requirement of your rank to buy it.
The game rank system are pretty much same with other online. You start with your rank trainnee then to recruit and so on. After you get enough EXP , you will automaticly go to next rank. How much you get your GP an EXP are depends on how you did in the match.
The game mode are like in any other FPS, Capture tha flag, one man army (death match) elimination (team deathmatch) search and destroy and spy.
I've just played one man army and elimination only.The maps evironments are pretty simple most are either desert or snow which get boring after a while..
The sound in the game are awesome[the gunfire, grenade and ...].There is speech so that you can send commands to your teammates but they never listen.
The graphics are pretty good but only if you turn on the blooming effect other wise the garphics just look decent since the bloom seems to bring out more color.
Close Comment
The game can be fun to play but sometime you will find yourself missing direction when you play it first time. After while I feel it quite boring cause there are no strategic to play the game. It just need you to run and gun. Unlike Sudden Attack, we need to use strategic to win to match. I play it , it quite lag cause I'm using freedom application to play the game.
For me , it is better to choose Sudden Attack then Combat Arms, it just that Sudden Attack's graphics is not dated to today FPS graphics and unable to customize the weapon.
Written By Altair
Sunday, January 11, 2009
Sudden Attack SEA game review.
ASIASOFT — you may recognise them as the publishers of MMO games like MapleStory and Cabal Online — recently gave members of the press an advance peek at Sudden Attack, an FPS reminiscent of the classic Counter-Strike.
One significant difference between Sudden Attack and most FPS games, however, is that it’s free to play. The game is touted as “Korea’s No. 1 FPS Online Game,” but I was more interested to know whether it’s fun, and whether it’s better than spending an afternoon cooped up in the office (Short answer: yes and yes.)
Four teams of five players — consisting of members from Malaysian and Singaporean media groups — spent the better half of a recent Friday afternoon shooting each other in a friendly competition. We went through the usual fare of FPS gameplay, including two rounds of fast-paced team deathmatches and one round of bomb defusal.
Other game modes are available — including Property Defence (read: king of the hill-type gameplay) and Submission (battles with knives only) — but we didn’t get around to exploring them.
Before I proceed, I’d like to express my one gripe about the game. The press release claims that Sudden Attack is a “free-to-play FPS MMO.”
Free-to-play, check. FPS, check. But MMO? The Massively Multiplayer Online tag implies hundreds, perhaps thousands, of players playing in one persistent world simultaneously. Sure, you might find hundreds or thousands of players waiting to play with you in the lobby, but the maps generally only support two teams of 8 to 16 players. That’s basically standard fare when it comes to FPS.
Simply fun
Now that’s off my chest, I can tell you my impression of the game: It’s pretty fun. It doesn’t have superb, big-budget graphics like that of Half-Life 2, nor does it have gameplay “features” such as character classes or vehicles like that of the Battlefield series.
However, I found the simplicity of the gameplay to be surprisingly refreshing. It’s an FPS at its most basic — you have a gun, your opponents have a gun, and it’s probably in your best interest that you introduce them to your bullets before they do the same to you. No mucking about with who gets to pilot the tank, no chasing after power-ups, and no spending an entire minute trekking across a ridiculously large map to the next capture point.
Sudden Attack seems designed for fast, casual gameplay, with most games lasting only about 10 minutes. In fact, I couldn’t spend more than 20 seconds without shooting somebody, (oh, alright, I meant getting shot BY somebody,) and the short respawn times in the team deathmatches meant I was continuously on the battlefield delivering and/or receiving bullet-related fatalities.
Rental gear
The gameplay outside of matches is equally interesting from what I’ve seen. In addition to earning persistent ranks as you emerge victorious from games, you also earn “points” that act as the game’s currency.
With sufficient points, you can purchase new uniforms, establish clans and rent weapons. Read that properly: I said “rent.”
While you can purchase better weapons with your in-game points, they’ll only be available to you for a few days at a time. It’ll probably be in your best interest to maintain a fairly consistent level of gameplay.
While the game is free to play, AsiaSoft revealed that they’re exploring the option of allowing players to purchase points with real world cash. We’re still waiting to hear more details about that.
If you’re raring to give Sudden Attack a go, the good news is that AsiaSoft will be having its Close Beta phase from January 7 onwards. Heck, they’re even letting you try your hand at the game at selected cybercafes around the nation on the first weekend of the year (Jan 3-4).
By SHAUN A. NOORDIN
++++++
WWW.SUDDENATTACKSEA.COM
One significant difference between Sudden Attack and most FPS games, however, is that it’s free to play. The game is touted as “Korea’s No. 1 FPS Online Game,” but I was more interested to know whether it’s fun, and whether it’s better than spending an afternoon cooped up in the office (Short answer: yes and yes.)
Four teams of five players — consisting of members from Malaysian and Singaporean media groups — spent the better half of a recent Friday afternoon shooting each other in a friendly competition. We went through the usual fare of FPS gameplay, including two rounds of fast-paced team deathmatches and one round of bomb defusal.
Other game modes are available — including Property Defence (read: king of the hill-type gameplay) and Submission (battles with knives only) — but we didn’t get around to exploring them.
Before I proceed, I’d like to express my one gripe about the game. The press release claims that Sudden Attack is a “free-to-play FPS MMO.”
Free-to-play, check. FPS, check. But MMO? The Massively Multiplayer Online tag implies hundreds, perhaps thousands, of players playing in one persistent world simultaneously. Sure, you might find hundreds or thousands of players waiting to play with you in the lobby, but the maps generally only support two teams of 8 to 16 players. That’s basically standard fare when it comes to FPS.
Simply fun
Now that’s off my chest, I can tell you my impression of the game: It’s pretty fun. It doesn’t have superb, big-budget graphics like that of Half-Life 2, nor does it have gameplay “features” such as character classes or vehicles like that of the Battlefield series.
However, I found the simplicity of the gameplay to be surprisingly refreshing. It’s an FPS at its most basic — you have a gun, your opponents have a gun, and it’s probably in your best interest that you introduce them to your bullets before they do the same to you. No mucking about with who gets to pilot the tank, no chasing after power-ups, and no spending an entire minute trekking across a ridiculously large map to the next capture point.
Sudden Attack seems designed for fast, casual gameplay, with most games lasting only about 10 minutes. In fact, I couldn’t spend more than 20 seconds without shooting somebody, (oh, alright, I meant getting shot BY somebody,) and the short respawn times in the team deathmatches meant I was continuously on the battlefield delivering and/or receiving bullet-related fatalities.
Rental gear
The gameplay outside of matches is equally interesting from what I’ve seen. In addition to earning persistent ranks as you emerge victorious from games, you also earn “points” that act as the game’s currency.
With sufficient points, you can purchase new uniforms, establish clans and rent weapons. Read that properly: I said “rent.”
While you can purchase better weapons with your in-game points, they’ll only be available to you for a few days at a time. It’ll probably be in your best interest to maintain a fairly consistent level of gameplay.
While the game is free to play, AsiaSoft revealed that they’re exploring the option of allowing players to purchase points with real world cash. We’re still waiting to hear more details about that.
If you’re raring to give Sudden Attack a go, the good news is that AsiaSoft will be having its Close Beta phase from January 7 onwards. Heck, they’re even letting you try your hand at the game at selected cybercafes around the nation on the first weekend of the year (Jan 3-4).
By SHAUN A. NOORDIN
++++++
WWW.SUDDENATTACKSEA.COM
Here's a treat for flash game players!
Here, the free flash game a download + crack! >.<( there is no free lunch but we have it here :-) )
Click here
Click here
Saturday, January 10, 2009
MMOFPS Review: WolfTeam
What is WolfTeam? Well WolfTeam is an online MMOFPS that closely resembles classical favorites like Counter-Strike and Half-Life. The most unique feature about WolfTeam is that you’re allowed to switch between a “Wolf” and a “Marine”. The wolf is heavily armored and attacks with devastating melee blows and the Marine is effective from a distance. The ability to switch between “Wolf” and “Marine” makes WolfTeam an exciting MMOFPS.
Here is the Pros and Cons of WolfTeam:
Pros: +Unique game play. +Multiple game modes. +Impressive visuals.
Cons:-Some glitches still have in the game after patching. -Few maps to play.
WolfTeam Review
WolfTeam is a unique MMOFPS game. The game plays like a blend of Counter Strike and Half Life Deathmatch. There are two team -Red Team and Blue Team-.When you join a room , you can choose wich team you want to join. This game support up to 16 player.
Well there are plenty of game mode you can choose such as Team Deathmatch, Conquest, Ex-Conquest, Wolf-Conquest, Destruction, and Ice Hold mode.
In every game mode you play, when you are shoted to death, you will have to wait for about 3 second to respawn back to your starting place. After you have been respawn, you are invunerable for 3 seconds.
In Team Deathmatch mode, each team must reaches a certain number of points wins. Points are gained through getting kills.As you get more kills, you are awarded with “WP” points which you can use to equip more powerful weapons that you’ve purchased at the store, but don’t worry, you start off with a fair selection of different weapons when you first make your account. This makes it so you can’t use your “better guns” every round, which adds a bit more balance to the game as some weapons are incredibly more powerful than others, but the drawback to them are that they require a lot of “WP” to use.If you can’t seem to get any kills, you can still use the “Standard” equipment which requires very little “WP”.
Another interesting feature of WolfTeam is that you can upgrade your weapons. You can customize your weapons through various upgrades, but keep in mind that weapons do disappear after a certain period of time. I didn’t like the fact that you couldn’t upgrade your starting weapon, which made it so players had to wait until they’ve amassed huge amounts of money before buying upgrades, as it would be pointless to upgrade a gun that only lasts a week. The best thing to do would be to save all your money until you could purchase a weapon that lasts 60+ days, then upgrade it.
Now I'll give some info about all the game modes.
First of all TeamDeathmatch , as I have mentioned onthe paragrafh 4 , for other people who play FPS game for sure familiar with this mode. The team which has high kill points will win the game. The player who obtains the highest kill points will be called King and if you kill King, you will receive two kill points.
Second game mode is Conquest mode. There will be five bases in the map, whichever team conquers all or more bases within the parameters of time wins. The master of a base changes as a player stays around the base. The more of payers stay, the faster you can conquer.Each base will take different time to conquer due to its importance.
Third game mode is Wolf-Conquest mode. There will be five bases in the map, whichever team conquers all or more bases within the parameters of time wins. It just the same like conquest but now Red Team takes human role and Blue Team takes wolf role.
Fourth game mode is Destruction. Red Team plants a bomb at the bomb area and go to defense until the bomb explode. Blue Team must prevent from planting the bomb. Once bomb is planted Blue Team must rush in and defuse it. Before the bomb explode, whichever team annihilates the enemy wins. When the bomb is exploded, Red Team wins.When the bomb is defused, Blue Team wins. It more likely same with Counter Strike. When the playe has dead, he/she will not be respawn but need to wait until the match finish.
Fifth game mode is Ex-Conquest. There will be five bases in the map, whichever team conquers all or more bases within the parameters of time wins. It also just the same like conquest but now each team can choose to role human or wolf.
The last mode is Ice Hold. This mode is added on chirstmas on 25 December 2008. Each team now can revive your teammate when he/she has dead. To win the match the team must kill all the enemies and never let your enemies to revive their teammate to fight back. After the team does not has any member left, the match will end.
The only real drawback to WolfTeam is the fact that the game is very glitchy. Players can use glitches to enter walls where they’re unable to be killed, but can still shoot at you. Another issue with WolfTeam is the fact that new weapons are incredibly expensive in the shop. In order to purchase a new weapon that will last for 30 days, you’ll need to play for 50+ hours. Ultimately, The game really does offer something new to the realm of online shooters and is definitely worth trying.
================================
In Wolf-Conquest and Ex-Conquest, the wolves you can use is => Ghost wolf, Power wolf, and Guardian wolf. *NOTE YOU CAN BUY OTHER TYPES OF WOLF IN THE IN GAME SHOP*
================================
*INFOMATION ABOUT THE WOLVES *
====COMING SOON===
================================
Written by Altair
Here is the Pros and Cons of WolfTeam:
Pros: +Unique game play. +Multiple game modes. +Impressive visuals.
Cons:-Some glitches still have in the game after patching. -Few maps to play.
WolfTeam Review
WolfTeam is a unique MMOFPS game. The game plays like a blend of Counter Strike and Half Life Deathmatch. There are two team -Red Team and Blue Team-.When you join a room , you can choose wich team you want to join. This game support up to 16 player.
Well there are plenty of game mode you can choose such as Team Deathmatch, Conquest, Ex-Conquest, Wolf-Conquest, Destruction, and Ice Hold mode.
In every game mode you play, when you are shoted to death, you will have to wait for about 3 second to respawn back to your starting place. After you have been respawn, you are invunerable for 3 seconds.
In Team Deathmatch mode, each team must reaches a certain number of points wins. Points are gained through getting kills.As you get more kills, you are awarded with “WP” points which you can use to equip more powerful weapons that you’ve purchased at the store, but don’t worry, you start off with a fair selection of different weapons when you first make your account. This makes it so you can’t use your “better guns” every round, which adds a bit more balance to the game as some weapons are incredibly more powerful than others, but the drawback to them are that they require a lot of “WP” to use.If you can’t seem to get any kills, you can still use the “Standard” equipment which requires very little “WP”.
Another interesting feature of WolfTeam is that you can upgrade your weapons. You can customize your weapons through various upgrades, but keep in mind that weapons do disappear after a certain period of time. I didn’t like the fact that you couldn’t upgrade your starting weapon, which made it so players had to wait until they’ve amassed huge amounts of money before buying upgrades, as it would be pointless to upgrade a gun that only lasts a week. The best thing to do would be to save all your money until you could purchase a weapon that lasts 60+ days, then upgrade it.
Now I'll give some info about all the game modes.
First of all TeamDeathmatch , as I have mentioned onthe paragrafh 4 , for other people who play FPS game for sure familiar with this mode. The team which has high kill points will win the game. The player who obtains the highest kill points will be called King and if you kill King, you will receive two kill points.
Second game mode is Conquest mode. There will be five bases in the map, whichever team conquers all or more bases within the parameters of time wins. The master of a base changes as a player stays around the base. The more of payers stay, the faster you can conquer.Each base will take different time to conquer due to its importance.
Third game mode is Wolf-Conquest mode. There will be five bases in the map, whichever team conquers all or more bases within the parameters of time wins. It just the same like conquest but now Red Team takes human role and Blue Team takes wolf role.
Fourth game mode is Destruction. Red Team plants a bomb at the bomb area and go to defense until the bomb explode. Blue Team must prevent from planting the bomb. Once bomb is planted Blue Team must rush in and defuse it. Before the bomb explode, whichever team annihilates the enemy wins. When the bomb is exploded, Red Team wins.When the bomb is defused, Blue Team wins. It more likely same with Counter Strike. When the playe has dead, he/she will not be respawn but need to wait until the match finish.
Fifth game mode is Ex-Conquest. There will be five bases in the map, whichever team conquers all or more bases within the parameters of time wins. It also just the same like conquest but now each team can choose to role human or wolf.
The last mode is Ice Hold. This mode is added on chirstmas on 25 December 2008. Each team now can revive your teammate when he/she has dead. To win the match the team must kill all the enemies and never let your enemies to revive their teammate to fight back. After the team does not has any member left, the match will end.
The only real drawback to WolfTeam is the fact that the game is very glitchy. Players can use glitches to enter walls where they’re unable to be killed, but can still shoot at you. Another issue with WolfTeam is the fact that new weapons are incredibly expensive in the shop. In order to purchase a new weapon that will last for 30 days, you’ll need to play for 50+ hours. Ultimately, The game really does offer something new to the realm of online shooters and is definitely worth trying.
================================
In Wolf-Conquest and Ex-Conquest, the wolves you can use is => Ghost wolf, Power wolf, and Guardian wolf. *NOTE YOU CAN BUY OTHER TYPES OF WOLF IN THE IN GAME SHOP*
================================
*INFOMATION ABOUT THE WOLVES *
====COMING SOON===
================================
Written by Altair
Friday, January 9, 2009
Review on C.S.O (Crazy Shooter Online)
Yeeeeaaaaahhhh...another "good" game from CiB?
OK let's check it out then.
First, this is a FPS game, the "crazy" in the game title bring us some crazy meaning. For example you can perform a hip hop dance to recover....throw frags to turn someone into piglets and etc etc....
I know my review was boring, it's like either like a history lesson or a no-meaning motivational talk. But let me continue on.
Now, I'll give you the goodies of this game:
A better graphic
A easy-to-play FPS game
Fun(I mean funny)
Creative(yeah, especially the grenade)
And now, I'll give you the BAD...REALLY BAD.
Cannot pick up other guns, you can pick up guns if you bought the card.
Overpowering guns, like 95 style, you bought it, you're the king.
No level restictions server than made a top player can kill a 1st timer.
NO BLOOD
30/30 gun ammunations for newbie, cant last long for that.
No invunerable effect for respawn(you can even get killed when you just respawn!!!)
So, overall, this game sucks.
But I think this word: SUCKS is just for begineers, cause they get killed to easily by overpowered guns.
If Sudden Attack vs C.S.O, I'm sure that Sudden Attack will triumph.
=================================================================
I just tested this game minutes ago, I'll update this post soon.
I know it's short ok?
OK let's check it out then.
First, this is a FPS game, the "crazy" in the game title bring us some crazy meaning. For example you can perform a hip hop dance to recover....throw frags to turn someone into piglets and etc etc....
I know my review was boring, it's like either like a history lesson or a no-meaning motivational talk. But let me continue on.
Now, I'll give you the goodies of this game:
A better graphic
A easy-to-play FPS game
Fun(I mean funny)
Creative(yeah, especially the grenade)
And now, I'll give you the BAD...REALLY BAD.
Cannot pick up other guns, you can pick up guns if you bought the card.
Overpowering guns, like 95 style, you bought it, you're the king.
No level restictions server than made a top player can kill a 1st timer.
NO BLOOD
30/30 gun ammunations for newbie, cant last long for that.
No invunerable effect for respawn(you can even get killed when you just respawn!!!)
So, overall, this game sucks.
But I think this word: SUCKS is just for begineers, cause they get killed to easily by overpowered guns.
If Sudden Attack vs C.S.O, I'm sure that Sudden Attack will triumph.
=================================================================
I just tested this game minutes ago, I'll update this post soon.
I know it's short ok?
Tuesday, January 6, 2009
A better understanding of NVIDIA SLI.
First, I would like to say thanks to my team mate that started to publish post at my blog. I have readed the review of FC 2, and that's a dissapointment to me(hey, that's one of the most anticipated games!).
OK, let me continue with this NVIDIA SLI techonology.
What is NVIDIA SLI Technology?
NVIDIA® SLI™ technology is a revolutionary platform innovation that allows you to intelligently scale graphics performance by combining multiple NVIDIA graphics solutions in an SLI-Certified motherboard.
How Does SLI Technology Work?
Using proprietary software algorithms and dedicated scalability logic in each NVIDIA graphics processing unit (GPU) and MCP, NVIDIA SLI technology delivers up to twice the performance of a single graphics solution. Now with support for three GPUs in an SLI-Certified motherboard, you can get up to 2.8X performance increase over a single GPU.
So, in easy words, you can put dual or triple video cards in your motherboard ok?
Now, many people will say: "can I have two diffetent video cards at my motherboard?"
OK, the answer is here: YES.(For 8,9,200 series and above)
If you got a single NVIDIA graphic card, you'll have graphics rendering + PhysX calculations.
If you got 2X same NVIDIA graphic card(2 way SLI), you'll have graphics rendering + PhysX acceleration.
If you got 3X same NVIDIA graphic card(3 way SLI), you'll have graphics rendering + PhysX acceleration.
Now, the new Multi card system(not SLI), that means you can have two different card in your motherboard. You'll have: Card 1 - graphics rendering; Card 2 - dedicated to PhysX acceleration.
For ATi Radeon users, I'll give you info on ATi Crossfire when I have time.
Thanks for reading my blog.
========================================================
Written by Unorthodox,
Tuesday, 6 January, 2009
10:55PM
OK, let me continue with this NVIDIA SLI techonology.
What is NVIDIA SLI Technology?
NVIDIA® SLI™ technology is a revolutionary platform innovation that allows you to intelligently scale graphics performance by combining multiple NVIDIA graphics solutions in an SLI-Certified motherboard.
How Does SLI Technology Work?
Using proprietary software algorithms and dedicated scalability logic in each NVIDIA graphics processing unit (GPU) and MCP, NVIDIA SLI technology delivers up to twice the performance of a single graphics solution. Now with support for three GPUs in an SLI-Certified motherboard, you can get up to 2.8X performance increase over a single GPU.
So, in easy words, you can put dual or triple video cards in your motherboard ok?
Now, many people will say: "can I have two diffetent video cards at my motherboard?"
OK, the answer is here: YES.(For 8,9,200 series and above)
If you got a single NVIDIA graphic card, you'll have graphics rendering + PhysX calculations.
If you got 2X same NVIDIA graphic card(2 way SLI), you'll have graphics rendering + PhysX acceleration.
If you got 3X same NVIDIA graphic card(3 way SLI), you'll have graphics rendering + PhysX acceleration.
Now, the new Multi card system(not SLI), that means you can have two different card in your motherboard. You'll have: Card 1 - graphics rendering; Card 2 - dedicated to PhysX acceleration.
For ATi Radeon users, I'll give you info on ATi Crossfire when I have time.
Thanks for reading my blog.
========================================================
Written by Unorthodox,
Tuesday, 6 January, 2009
10:55PM
Saturday, January 3, 2009
Crysis Multiplayer Info
In Crysis Multiplayer, there are two type of mode. They are Instance Action and Power Struggle.
First of all I will introduce to you Instance Action. Instance Action is almost same as Deathmatch mode. In this multiplayer mode, all players are against each other. Depending on your number of kills, you would be scored accordingly in the scorelist. Weapons and equipments are scattered across the map. There is no spawn waiting for this mode unlike Power Struggle. Similar to Power Struggle, you can pick up the weapon of your defeated opponent which he was wielding before. Beware all player have the same ability of nanosuit.
Weapon ranges from the MOAR to the FY71. There is no vehicle in Instant Action map, but expect some maps which feature them from the modding community. Weapons are usually on a default spawn position on a crate and they are free. Weapons of mass destruction are not available (e.g. TAC Gun).
Now I will introduce to you the second Multiplayer mode in Crysis. This second Multiplayer mode is Power Struggle. This is one of my favorites mode. This mode is just like Battlefield game mode combine with Counter Strike game mode. In this mode, all player start on one of two teams-U.S. Delta Force and North Korea Army- with nothing more than one pistol and basic nanosuit. After the player joined a team, each team will fight to earn points.
Points are used to purchase weapons, vehicles and manufacturing plants. How one earns points will depend on what type and rank of player they have killed. For example, if a "Private" defeats a "Captain", then they will receive more points than if the Captain had killed the Private. Weapons may also be taken from the corpses of dead players from either team, and vehicles can be stolen from the opposing side with the use of lock picks.
Players can crossbreed vehicles with alien technologies if they bring the technology back to their base from one of several alien crash sites on the map. To do this, you have capture alien sites mentioned before to collect power, once the Prototype Factory has 50% of power for your team, you can purchase prototype weapons like the MOAC or the tri-barreled minigun. Once the power reaches to 100%, you can purchase weapon of mass destruction which includes the TAC Tank which fires a projectile which causes a nuclear explosion, the Singularity Tank which fires something that infinitely compresses the target, and the TAC Gun which is a portable nuclear device which fires a projectile with less damage than the tank version.
Weapons can be bought from where players spawn or at certain control points located around the map. Should the player die, they will lose their guns and any vehicles that were destroyed or stolen from the player in the process.
In order to purchase weapons and vehicles, the player must complete objectives, or kill enemies.
The aim of Power Struggle is to destroy the enemy headquarters, a task which is achieved using nuclear weapon in the form of a TAC Tank, a TAC Gun, or a Singularity Tank. To gain access to the nuclear weapons, you must first capture the facility which is used to make them, and then the alien crash sites which feed the facility the energy necessary to build them. It is arguable that the Singularity Tank is the best for taking out an enemy base, due to the fact that it has infinite ammo, with the same power as the TAC tank, able to take out the enemy HQ in two hits.
One must earn Prestige Points, attained by killing enemies and taking over Bunkers, Power Stations, and Factories, to create any of the aforementioned superweapons. Apart from the superweapons, other things able to be bought are machine guns, pistols, a shotgun, a precision rifle, ammo, a rocket launcher, and explosives. As well as weapons, one may buy add-ons such as laser sights, silencers and sniper scopes, or buy field equipment such as Night-Vision Goggles, Binoculars, and Parachutes. Vehicles able to be bought are AA Tanks, various other armoured vehicles and a Gauss Tank. All of those need a War Factory to be produced. To make patrol boats, amphibious vehicles and other watercraft, a Navy Factory is required. You can also purchase helicopters and VTOLs for a large amount of Prestige Points, both requiring an Air Factory.
The weapons available from the Prototype Factory, for purchase, aside from the superweapons, are high-tech human weapons and advanced alien weapons. You can buy a MOAC, an infinite-ammo alien chain gun, and its MOAR attachment that allows one to freeze enemies and then shatter them, and a tri-barreled minigun.
Without these technologies, it would be difficult to win, due to multiple automated turrets guarding headquarters; they can be destroyed only by powerful human weapons, or alien technologies. All vehicles in the game are available in Power Struggle, though they must be unlocked by capturing a zone that specializes in manufacturing a certain vehicle—for example, capturing a zone with a port would allow the building of water-based vehicles for the team in possession of the zone. However, vehicles may be stolen, by picking their locks, even if their team has not captured the zone producing that type of vehicle. Depending on the settings determined by the host, a game of Power Struggle could potentially take up to ten hours, which would cover multiple day/night cycles, if playing on a DirectX10 server. Again, the duration of day/night cycles depends on the host's settings.
Written by===> Altair<===
==================================================================
Tactical Capture The Flag is no longer part of the game mode line up, although Crytek employees have commented that this mode could later be added in a patch or be developed by the modding community.
"Tactical" precedes the name of the first two modes due to the fact that players can customize their suit, weapons, and ammunition, as in the single player portion of the game.
==========================>copied info from other website<==================
First of all I will introduce to you Instance Action. Instance Action is almost same as Deathmatch mode. In this multiplayer mode, all players are against each other. Depending on your number of kills, you would be scored accordingly in the scorelist. Weapons and equipments are scattered across the map. There is no spawn waiting for this mode unlike Power Struggle. Similar to Power Struggle, you can pick up the weapon of your defeated opponent which he was wielding before. Beware all player have the same ability of nanosuit.
Weapon ranges from the MOAR to the FY71. There is no vehicle in Instant Action map, but expect some maps which feature them from the modding community. Weapons are usually on a default spawn position on a crate and they are free. Weapons of mass destruction are not available (e.g. TAC Gun).
Now I will introduce to you the second Multiplayer mode in Crysis. This second Multiplayer mode is Power Struggle. This is one of my favorites mode. This mode is just like Battlefield game mode combine with Counter Strike game mode. In this mode, all player start on one of two teams-U.S. Delta Force and North Korea Army- with nothing more than one pistol and basic nanosuit. After the player joined a team, each team will fight to earn points.
Points are used to purchase weapons, vehicles and manufacturing plants. How one earns points will depend on what type and rank of player they have killed. For example, if a "Private" defeats a "Captain", then they will receive more points than if the Captain had killed the Private. Weapons may also be taken from the corpses of dead players from either team, and vehicles can be stolen from the opposing side with the use of lock picks.
Players can crossbreed vehicles with alien technologies if they bring the technology back to their base from one of several alien crash sites on the map. To do this, you have capture alien sites mentioned before to collect power, once the Prototype Factory has 50% of power for your team, you can purchase prototype weapons like the MOAC or the tri-barreled minigun. Once the power reaches to 100%, you can purchase weapon of mass destruction which includes the TAC Tank which fires a projectile which causes a nuclear explosion, the Singularity Tank which fires something that infinitely compresses the target, and the TAC Gun which is a portable nuclear device which fires a projectile with less damage than the tank version.
Weapons can be bought from where players spawn or at certain control points located around the map. Should the player die, they will lose their guns and any vehicles that were destroyed or stolen from the player in the process.
In order to purchase weapons and vehicles, the player must complete objectives, or kill enemies.
The aim of Power Struggle is to destroy the enemy headquarters, a task which is achieved using nuclear weapon in the form of a TAC Tank, a TAC Gun, or a Singularity Tank. To gain access to the nuclear weapons, you must first capture the facility which is used to make them, and then the alien crash sites which feed the facility the energy necessary to build them. It is arguable that the Singularity Tank is the best for taking out an enemy base, due to the fact that it has infinite ammo, with the same power as the TAC tank, able to take out the enemy HQ in two hits.
One must earn Prestige Points, attained by killing enemies and taking over Bunkers, Power Stations, and Factories, to create any of the aforementioned superweapons. Apart from the superweapons, other things able to be bought are machine guns, pistols, a shotgun, a precision rifle, ammo, a rocket launcher, and explosives. As well as weapons, one may buy add-ons such as laser sights, silencers and sniper scopes, or buy field equipment such as Night-Vision Goggles, Binoculars, and Parachutes. Vehicles able to be bought are AA Tanks, various other armoured vehicles and a Gauss Tank. All of those need a War Factory to be produced. To make patrol boats, amphibious vehicles and other watercraft, a Navy Factory is required. You can also purchase helicopters and VTOLs for a large amount of Prestige Points, both requiring an Air Factory.
The weapons available from the Prototype Factory, for purchase, aside from the superweapons, are high-tech human weapons and advanced alien weapons. You can buy a MOAC, an infinite-ammo alien chain gun, and its MOAR attachment that allows one to freeze enemies and then shatter them, and a tri-barreled minigun.
Without these technologies, it would be difficult to win, due to multiple automated turrets guarding headquarters; they can be destroyed only by powerful human weapons, or alien technologies. All vehicles in the game are available in Power Struggle, though they must be unlocked by capturing a zone that specializes in manufacturing a certain vehicle—for example, capturing a zone with a port would allow the building of water-based vehicles for the team in possession of the zone. However, vehicles may be stolen, by picking their locks, even if their team has not captured the zone producing that type of vehicle. Depending on the settings determined by the host, a game of Power Struggle could potentially take up to ten hours, which would cover multiple day/night cycles, if playing on a DirectX10 server. Again, the duration of day/night cycles depends on the host's settings.
Written by===> Altair<===
==================================================================
Tactical Capture The Flag is no longer part of the game mode line up, although Crytek employees have commented that this mode could later be added in a patch or be developed by the modding community.
"Tactical" precedes the name of the first two modes due to the fact that players can customize their suit, weapons, and ammunition, as in the single player portion of the game.
==========================>copied info from other website<==================
Game Review: Crysis
If your PC can support Crysis' technical requirements, this is the best test you can run for all future video games. It must be said that Crytek have designed their portfolio around being a long term benchmark for others, not simply releasing everyday titles to be played and forgotten about, as is usually the case with most shooters on the market.
The very essence of Crysis, much like its predecessor FarCry is its free roaming environments and thus the ability to accomplish your missions in a number of different ways. What makes this entry so unique however, is the nano suit, a futuristic armor that grants your character special abilities via internal energy. At any time you can activate these, ranging from maximum defence, super strength, fast speed and cloak.
Using each in relevant situations and with combination can be the key to victory. As well as this, you can customize your weapons wherever with various modifications like silencers, scopes, laser pointers and ammunitions. Overall, the level of strategy in these ideas alone make Crysis a fresh experience.
In the single player campaign you'll cover the entire island fighting two very different kinds of enemies, including some lush locations and fun mini games. Specific missions will require you to drive vehicles like jeeps, tanks, helicopters and the like. There are many scripted instances too, ensuring the action never stops for long. You'll constantly be rushed along, and will barely get a chance to stop and take it easy.
Nothing about gameplay is straightforward, there are many aspects of combat to take into consideration. For starters, the enemy's AI is more challenging than you'd expect, with the possibility of co-ordinating attacks or flanking from behind. There's also physics to account for, like destructible buildings or gun accuracy.
As if the gameplay isn't revolutionary enough, Crysis' graphics engine breaks new ground in regards to what modern hardware is capable of. Making use of Direct X 10 technology, and the latest GPU advancements, this is truly the best looking video game to date. In all honesty, most consumers won't be able to run this on highest settings for a long time, with the specs required still not mainstream. Regardless, the game still looks great on medium.
Character models and populated environments are among the best you'll see anywhere, all detailed and alive. Special effects such as motion blur, cloaking, explosions and injury are amazingly well done, and present many exciting moments. The few cinematics are so realistic it sometimes feels more like a hollywood movie than a game cutscene, and this goes down to Crysis' remarkable production values.
Where audio is concerned, once again you won't be disappointed by the neverending amount of fitting sound effects. From ambient noises of the world around you to action packed engagements filled with various weapon fire, shouting orders of the enemy and your nano suit's voice feedback, there is never a dull moment. Although music is largely absent, you won't notice with all the fighting going on.
Single player is over rather quickly, even if it is packed with content. However, the developers designed levels in such a way as to offer more than one approach to any given situation. Utilizing different tactics such as stealth, assault or a hybrid can lead you in another direction or provide a completely unique experience overall.
Thankfully Crysis does include a multiplayer capability, and it features two separate modes, power struggle and instant action. The team based maps have an exclusive style of play that works out really well and encourages both strategy and organization to achieve victory.
Anyone who enjoys a FPS or action adventure role will find something they like in Crysis. In fact, its easy to recommend this game to just about everyone, as it is a great example and will probably set the standard for the future. If a shooter can show us anything, its how much a single title can change a platform, and Crytek have certainly done their part for serious PC gaming.
Developer of the game: Crytek
Publisher of the game: EA Games
Rating:9.5/10 [SUPERB]
Review Is Written By Altair
The very essence of Crysis, much like its predecessor FarCry is its free roaming environments and thus the ability to accomplish your missions in a number of different ways. What makes this entry so unique however, is the nano suit, a futuristic armor that grants your character special abilities via internal energy. At any time you can activate these, ranging from maximum defence, super strength, fast speed and cloak.
Using each in relevant situations and with combination can be the key to victory. As well as this, you can customize your weapons wherever with various modifications like silencers, scopes, laser pointers and ammunitions. Overall, the level of strategy in these ideas alone make Crysis a fresh experience.
In the single player campaign you'll cover the entire island fighting two very different kinds of enemies, including some lush locations and fun mini games. Specific missions will require you to drive vehicles like jeeps, tanks, helicopters and the like. There are many scripted instances too, ensuring the action never stops for long. You'll constantly be rushed along, and will barely get a chance to stop and take it easy.
Nothing about gameplay is straightforward, there are many aspects of combat to take into consideration. For starters, the enemy's AI is more challenging than you'd expect, with the possibility of co-ordinating attacks or flanking from behind. There's also physics to account for, like destructible buildings or gun accuracy.
As if the gameplay isn't revolutionary enough, Crysis' graphics engine breaks new ground in regards to what modern hardware is capable of. Making use of Direct X 10 technology, and the latest GPU advancements, this is truly the best looking video game to date. In all honesty, most consumers won't be able to run this on highest settings for a long time, with the specs required still not mainstream. Regardless, the game still looks great on medium.
Character models and populated environments are among the best you'll see anywhere, all detailed and alive. Special effects such as motion blur, cloaking, explosions and injury are amazingly well done, and present many exciting moments. The few cinematics are so realistic it sometimes feels more like a hollywood movie than a game cutscene, and this goes down to Crysis' remarkable production values.
Where audio is concerned, once again you won't be disappointed by the neverending amount of fitting sound effects. From ambient noises of the world around you to action packed engagements filled with various weapon fire, shouting orders of the enemy and your nano suit's voice feedback, there is never a dull moment. Although music is largely absent, you won't notice with all the fighting going on.
Single player is over rather quickly, even if it is packed with content. However, the developers designed levels in such a way as to offer more than one approach to any given situation. Utilizing different tactics such as stealth, assault or a hybrid can lead you in another direction or provide a completely unique experience overall.
Thankfully Crysis does include a multiplayer capability, and it features two separate modes, power struggle and instant action. The team based maps have an exclusive style of play that works out really well and encourages both strategy and organization to achieve victory.
Anyone who enjoys a FPS or action adventure role will find something they like in Crysis. In fact, its easy to recommend this game to just about everyone, as it is a great example and will probably set the standard for the future. If a shooter can show us anything, its how much a single title can change a platform, and Crytek have certainly done their part for serious PC gaming.
Developer of the game: Crytek
Publisher of the game: EA Games
Rating:9.5/10 [SUPERB]
Review Is Written By Altair
Friday, January 2, 2009
Pros and Cons of Far Cry 2
This game had so much potential. COULD have been the greatest FPS ever. But theres a few things Ubisoft Montreal can't do. Make good gameplay, have a decent storyline, have likeable character with good voice acting, have realistic AI, price it right, and tell the truth. When the videos were around people thought it would be as revolutionary as Half-Life or Crysis in terms of realism, how wrong they were. The game is a major dissapointment.
ok, i'll give you the good things:
-African setting is great and huge, more on that later.
-Gunfights are enjoyable
-Fire mechanics are great, except for the fact that the fire doesn't emit light
-Buddy save system is good
-Self Healing is great. and when i say self healing i mean pulling metal fragments out of your leg, bullets out of your arm, snapping your arm back into place etc.
-Jackal part of the storyline is intriguing
-nice selection of guns, albeit some are under/overpowered while in multiplayer
-Map Editor is excellent
-You hold a map in your hand
-good immersive elements and animations.
Now for the bad...:
- Guard posts respawn infinetely after you leave for 2 minutes
-Storyline is awful/ non-existent-missions are painfully repetitive, just kill this, pick up that, blow up this, drive that, threaten this, blow up that etc.
-Assassination missions have the exact same voice over, for every one.
-You have to drive to the other end of the map where there are no Bus stops nearby for fast-travel every single time you do a mission.
-Weapons degrade way too quickly
-Enemies' weapons are always close to breaking, when you kill them while they are holding a brand new weapon, it will instantly degrade into rusted trash, unless if you are holding the weapon in your inventory.
-Completely a linear game, despite what you may think.
-Your choices have no effect on the outcome of anything, everything is scripted for it to go one way.
-No planes.
-Overuse of invisible walls.
-hundreds of mountains funnel you into annoying guard posts and where you don't want to go.
-complete lack of wide open spaces, which is what this Africa should've been. Everyone knows there aren't that many mountains in 50 square km's of Africa.
-Malaria element becomes an annoyance. especially when your doing something important and you faint because you haven't used Malaria pills in a while and you get thrown back to the centre of the map.
-There is no warning sign of you fainting while in the desert.
-Buddies are not very likeable, talk too fast
-Graphics for people aren't that good.
-no allies on the field out of safe zones.
-EVERYONE WANTS TO KILL YOU.
-they detect you as the enemy from a mile away even if you're in one of their attack trucks and shoot RPG's at you
.-AI can kill you from a mile away with an AK-47
-killing someone with a Machete alert all the guards, even though its meant to be a sneak attack
-Guards take too many bullets to die, even when wearing no shirts.
-African setting is empty and pointless, it could have just been 10 square miles of vastly populated africa instead.
-There are no civilians.
-there is no abundance of animals, just a few here and there, they flop over if you shoot them in the *** once, if you bump them with your car etc.-sneaking isn't as great as it should be
- No animal predators.
and here are the Multiplayer BAD POINTS
-guns such as the AS50(50 cal. sniper rifle) and MGL-40(a 4 shot grenade launcher with a scope, wtf???) are completely overpowered and you WILL LOSE is you don't have one.
-you always get kicked out after playing one ranked game.
-If you're too good and kill the host too much he'll most probably kick you of the server, which makes you , lose ALL your points from that game.
-too long of a delay for respawns.
-no friends list
the way to revive a teamate is hard and complicated, and leaves your character open to die.
-NO WEAPON PICKUPS.
- class system is bad and broken.
i know this is a fairly to completely negative review, but its the truth. BTW the single player is fairly enjoyable.
ok, i'll give you the good things:
-African setting is great and huge, more on that later.
-Gunfights are enjoyable
-Fire mechanics are great, except for the fact that the fire doesn't emit light
-Buddy save system is good
-Self Healing is great. and when i say self healing i mean pulling metal fragments out of your leg, bullets out of your arm, snapping your arm back into place etc.
-Jackal part of the storyline is intriguing
-nice selection of guns, albeit some are under/overpowered while in multiplayer
-Map Editor is excellent
-You hold a map in your hand
-good immersive elements and animations.
Now for the bad...:
- Guard posts respawn infinetely after you leave for 2 minutes
-Storyline is awful/ non-existent-missions are painfully repetitive, just kill this, pick up that, blow up this, drive that, threaten this, blow up that etc.
-Assassination missions have the exact same voice over, for every one.
-You have to drive to the other end of the map where there are no Bus stops nearby for fast-travel every single time you do a mission.
-Weapons degrade way too quickly
-Enemies' weapons are always close to breaking, when you kill them while they are holding a brand new weapon, it will instantly degrade into rusted trash, unless if you are holding the weapon in your inventory.
-Completely a linear game, despite what you may think.
-Your choices have no effect on the outcome of anything, everything is scripted for it to go one way.
-No planes.
-Overuse of invisible walls.
-hundreds of mountains funnel you into annoying guard posts and where you don't want to go.
-complete lack of wide open spaces, which is what this Africa should've been. Everyone knows there aren't that many mountains in 50 square km's of Africa.
-Malaria element becomes an annoyance. especially when your doing something important and you faint because you haven't used Malaria pills in a while and you get thrown back to the centre of the map.
-There is no warning sign of you fainting while in the desert.
-Buddies are not very likeable, talk too fast
-Graphics for people aren't that good.
-no allies on the field out of safe zones.
-EVERYONE WANTS TO KILL YOU.
-they detect you as the enemy from a mile away even if you're in one of their attack trucks and shoot RPG's at you
.-AI can kill you from a mile away with an AK-47
-killing someone with a Machete alert all the guards, even though its meant to be a sneak attack
-Guards take too many bullets to die, even when wearing no shirts.
-African setting is empty and pointless, it could have just been 10 square miles of vastly populated africa instead.
-There are no civilians.
-there is no abundance of animals, just a few here and there, they flop over if you shoot them in the *** once, if you bump them with your car etc.-sneaking isn't as great as it should be
- No animal predators.
and here are the Multiplayer BAD POINTS
-guns such as the AS50(50 cal. sniper rifle) and MGL-40(a 4 shot grenade launcher with a scope, wtf???) are completely overpowered and you WILL LOSE is you don't have one.
-you always get kicked out after playing one ranked game.
-If you're too good and kill the host too much he'll most probably kick you of the server, which makes you , lose ALL your points from that game.
-too long of a delay for respawns.
-no friends list
the way to revive a teamate is hard and complicated, and leaves your character open to die.
-NO WEAPON PICKUPS.
- class system is bad and broken.
i know this is a fairly to completely negative review, but its the truth. BTW the single player is fairly enjoyable.
Subscribe to:
Posts (Atom)