Tuesday, August 23, 2016

FIFA 17 - PlayStation 4

Monday, August 15, 2016

No Man's Sky - PlayStation 4

$10 PlayStation Store Gift Card..

Saturday, July 9, 2016

New Gaming Niche : Doom , BANK HARD !

et's call this a comeback. Doom isn’t just the best it's been in nearly two decades, but the best single-player campaign id Software has produced since Quake II. It isn't flawless, groundbreaking or original by any stretch, but it’s smart, relentless and furiously exciting. It’s almost everything fans have been wanting from a sequel since the glory days of Doom II.
Like the less brilliant Doom 3, this is pretty much a reworking of the original, though with elements that call back to the 1993 classic. You’re on Mars, somebody has opened a doorway to Hell, so now you're against the whole demonic army. Where id might once have wasted time with the setup, this time it just throws you in the action straight away. You’ll be blasting hellspawn within seconds of the game opening, and from there on in it’s action all the way.

Related: Battlefield 1 vs Infinite Warfare
The new Doom has an intriguing back story and a great line in humour – take time to listen to the company announcements as you wander around the UAC’s facilities – but if you just want to get on with shooting demons in the face, it’s not going to waste your time. It’s kill or be killed in a gruesome fashion – that’s all you really need to understand.


This one addition radically changes the combat. On the one hand, we’re back to the good old days of tackling large numbers of enemies en-masse, strafing and circle-strafing to blast away while dodging incoming fire. Keep moving, keep shooting, don’t get backed into a corner. There’s no cover system or recharging health, just medkits and the by-products of your slaughter, so you really need to work quickly to survive. On the other hand, the glory kills encourage a more aggressive, up-close style of combat. Often you’ll find yourself on your last legs, facing a handful of double-hard demon brutes. Keep your nerve and dish out the final blow to one, and you might just get enough health to slay the rest.
Related: Best PC Games
Weapons, meanwhile, now get a progression system and additional modes of fire. Squeeze the left-trigger while firing the old pistol, for example, and you can charge and fire a super-powered shot. Do the same with the combat shotgun, and you get an exploding projectile to dish out. You unlock these modes using floating weapons droids, picking from a pair of branching upgrade lines for each gun. You’ll then earn extra combat upgrade points while fighting, to be splashed out on new tweaks and enhancements for your kit. There’s a similar system for your armour, powered up through tags collected from the Demon-battered bodies of elite base guards. There’s even a system in place to upgrade your maximum health, armour and ammo, through little orbs of Hell-produced argent energy.

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Tuesday, July 5, 2016

GTA V for Android Niche

Writing an introduction to a Grand Theft Auto review seems unnecessary. If you know videogames, you know Grand Theft Auto. Hell, even if you don't know videogames, there's a better than low chance you know Grand Theft Auto. The "bad boy" of the games industry for many years, few titles have generated as much controversy -- and sold as many copies -- as Rockstar's premier crime series.
It's been twelve years, however, since the seminal GTA III, and times have changed. As videogames become more mainstream, and the inherent violence in many of them reach a point of normalization, the once shocking world of Grand Theft Auto isn't quite so hair-raising anymore. In an age where game budgets have skyrocketed and scale is everything, the idea of a huge immersive world doesn't impress as GTA: San Andreas once did. No longer the rebellious firebrand, GTA is a part of the old guard -- it's been around forever, and we know its tricks by now.
Grand Theft Auto V, to its immense credit, seems to embrace this. It's a story about old men who aren't what they used to be -- and worse, never changed -- in a world of younger competitors and a society that outpaced them. GTA V does, in many ways, act as a gleeful celebration of the Grand Theft Auto series, and a slightly smirking self criticism.
Oh, and of course you can still run people over.

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Source By: https://www.destructoid.com/review-grand-theft-auto-v-261879.phtmlhttps://www.destructoid.com/review-grand-theft-auto-v-261879.phtml



Monday, July 4, 2016

Uncharted 4 Niche

In amongst its frantic combat, slick parkour, and outrageous action choreography, Uncharted 4: A Thief’s End achieves something wonderful: maturity. This is less a breezy lad’s tale revelling in fortune and glory and more a story about the lads when they’re all grown up, bolstered by an equally developed graphics engine and career-high performances from its cast. A surprisingly assured set of multiplayer modes ices the cake.
What lets it down, however, is an uninspired and overly long third act which slows down its pace considerably with curiously repetitive gameplay. Uncharted 4 consequently falls short of the greatness achieved by some of developer Naughty Dog’s leaner, more inventive predecessors.

Its 15-hour experience kicks off with focus. Uncharted 4’s story is established in a compelling handful of chapters that weave their way through different time periods with tightly directed cinematic flair. While its setup is overly familiar - Nathan Drake and Elena Fisher are attempting to retire from action-heroism and live a normal life until Nate’s presumed-dead brother turns up with an offer he can’t refuse - a strong emotional throughline is born from the characters’ struggle to reconcile their adult responsibilities with the promise of excitement they secretly crave. Uncharted 4 does a terrific job of exploring a more world-weary group of adventurers, with their concerns and musings layered throughout its quieter moments.
These incidental conversations are a marvel. It’s here that we see characters bristle and soften, brought slowly to life with considered writing and a peerless voice cast. Performances from series veterans Nolan North (Nathan Drake), Emily Rose (Elena Fisher), and Richard McGonagle (Victor Sullivan) are as big-hearted as ever, while newcomers Troy Baker (Samuel Drake), Laura Bailey (Nadine Ross), and Warren Kole (Rafe Adler) are nicely understated in more enigmatic roles.
Uncharted 4’s companion characters never break the spell in more frantic or tense sections, either. If you choose to play stealthily, they’ll crouch down in the long grass beside you (and unlike Ellie in The Last of Us, they do an excellent job of staying out of enemy sightlines). If they’re in your way while climbing, they’ll let you clamber over them. They’re competent in gun fights, helpful in traversal, and typically witty throughout. They feel vital.
Smooth Criminal
This level of polish and slickness permeates Uncharted 4. During traversal you can now reach for platforms by controlling Nate like a puppet with the DualShock thumbstick, which leads to fluid, unbroken climbing. A new 4x4 controls well over tricky terrain, and Uncharted 4’s camera worships Nate’s grappling hook, lovingly zooming out as he swings off of cliff faces to bring home a magnificent vista. Steep gravel paths (a personal favourite) send Nate slipping across cliff faces like they were waterslides.
Naughty Dog has expanded its terrain in order to make the most of these new tools. While I would have enjoyed more to do in this larger land mass - there’s disappointingly little to reward exploration of its various nooks and crannies beyond the occasional sparkling bit of treasure and a great view - I appreciated that occasionally there was more than one pathway to reach my goal. For a series defined by linearity, even the suggestion of choice is refreshing.

unchartedblog

There are a couple of wonderfully choreographed action sequences.
The same can be said for the stages of more violent action. While you’re occasionally flung into the middle of a group of mercenaries with little to do but shoot your way out, other encounters take place on elaborate adventure playgrounds allowing for more stealthy play. I appreciated the option, even if this is fairly pedestrian and routine stealth gameplay in 2016: characters can be tagged for tracking, long grass is there for silent takedowns, and enemies linger on ledges begging to be grabbed by the ankle from below or kicked off from behind. That’s not to say it’s done poorly – it’s as polished as everything else in Uncharted 4 – it simply doesn’t do anything surprising or interesting. More, considering AI switches to a cautionary state at any sign of trouble, I was disappointed I couldn’t move bodies.
If you’re noticed, Uncharted 4’s bad guys will spring into action and distinguish themselves in combat. Open level design allows them to pull relatively intelligent moves like flanking, and they’ll rarely forget you’re there if you try to hide (while hanging off a ledge, for example, they’ll stamp on your hands). Such credible behaviour means you have to keep moving in battle; crouching behind an indestructible pillar to regain your health is no longer feasible. While shooting in Uncharted 4 is satisfying if unremarkable, enemies are now savvy enough – and thankfully less spongy – that there’s a genuine satisfaction born from each kill. It’s fun, frantic stuff.
Somehow, the visuals keep up with it all. Unlike past Uncharted games where very strict linearity allowed for very carefully orchestrated beauty between stretches of more utilitarian sections built for action, Uncharted 4 manages to be all gorgeous, all the time. The big vistas are predictably impressive, but it’s the little details that really astound: the way snow settles on Nate’s hair, the shocking green of an underwater plant, the reflection cast off of an oil painting. The regularity of such beauty borders on ridiculous: it may be capped at 30 frames per second, but this is the prettiest game I’ve ever played.
A Thief's End

With such strong systems at its disposal, then, it's disappointing that Naughty Dog doesn’t build more theatrical context around them. Regarding the series’ trademark outrageously choreographed action sequences, Uncharted 4’s campaign suffers from a curious lack of imagination. There are bright spots: there’s a brilliant car chase in Madagascar and a vertigo-inducing section involving clambering up a clock tower that really stand out. But otherwise the thrills here tend to be of a more predictable nature: lots of handholds breaking at the last minute, buildings coming down, an occasional easily solved puzzle in an opulent interior. It’s 2016, and after three Uncharteds (and two contemporary Tomb Raiders) we’ve seen it all before.
This becomes a big problem in Uncharted 4’s third act, where the pacing slows down to a crawl. This jungle section is repetitive, and Nate and friends do little in it but climb and shoot, rinse and repeat. After a while, every encounter blurred into one amorphous amalgamation of shootouts, cliff faces, and pushing crates off of ledges for your companion to clamber up. As it’s the longest section in Uncharted 4, it eventually became a slog.
Things pick up significantly by the end. The thoughtful exploration of these characters and their relationships with each other has a subtle payoff which bucks against the typical action coda, and it’s to Naughty Dog’s credit that it’s unafraid to stay true to its characters and their motivations, even if they aren’t as explosive as one might expect.

unchartedblog2

Uncharted 4's visuals astound.
After The End

There’s not much to do in the main campaign once you’ve finished it, bar completing your treasure collection, but there’s extended life to be had in Uncharted 4’s confident 5v5 and 4v4 multiplayer. Though it’s still a sideshow to the main campaign in scope, its four modes – Team Deathmatch, Plunder, Command, and Ranked Team Deathmatch – embody the series’ most enjoyable qualities: camaraderie (your teammates can be revived when in a downed state), sheets of bullets, and a constant sense of momentum. On the latter point, it helps that the stages for play have been opened up from previous games thanks to the grappling hook: zipping around to high vantagepoints to get the drop on enemies lends itself to a dizzying sense of verticality.
Deathmatch is ranked, which lends competitive longevity and appropriate skill matchmaking to Uncharted 4’s multiplayer, but Plunder and Command are the most fun. Command is a map-domination variant that places greater emphasis on teamwork by putting a target on the back of the strongest player in each team - the ‘captain.’ As you try and capture territories and hunt the enemy’s captain, you also have to protect against the opposing team trying to kill yours. You’ve got to be even more alert than usual, even as you’re pursuing an objective.
Plunder works similarly to previous Uncharteds, where the goal is to carry an idol to a central point on the map before the other team reaches it with theirs. Slowly heaving an idol to your teammate across a giant ravine while being shot at on all sides makes for a hilarious contrast in pace.
A sense of chaos is further encouraged by the outrageous abilities you can now harness in all of Uncharted 4’s multiplayer modes. Spending earned points to temporarily wield supernatural powers like teleportation, which hurtles you across the map, and summon a sarcophagus that attacks the enemy with flying evil spirits can totally interrupt the rhythms of what would otherwise be a normal firefight.
The AI sidekicks available for every player are a clever new addition, too. Instead of buying flashy powers, you can summon enormously handy AI-controlled helpers in battle. They’re capable of fulfilling basic tasks like sniping, brute-force shooting, and healing – as well as giving your opponents something to shoot at that isn’t your head. If you’re up against them, there’s a franticness born from trying to take them down while being attacked from all sides.
It plays beautifully. Because it runs at 60fps, the shooting feels better than it does in the main campaign, and there’s just as much fluidity to scaling walls and swinging, but now with a palpable smoothness. Naughty Dog does a great job at twisting familiar environments from the main campaign into interesting shapes across eight maps: soaring through the air against a boundless Mediterranean sea before leaping into the opulence of an Italian auction house – all the while shooting at other players – is exhilarating.
These maps are well suited for shootouts, leaping, and magic powers. Wide open spaces peppered with lookout spots make for dramatic shootouts, winding corridors under heaving pirate ships are there for intimate encounters, and spots for the grappling hook are everywhere, meaning every game feels alive with motion.
While it’s difficult to say what Uncharted 4’s multiplayer will look like in the future, there are enough unlockables and perks to act as a carrot for completionists, and Naughty Dog has promised more maps, mysticals, and a co-op mode in the future that I’ll be sticking around for.
The Verdict
Uncharted 4: A Thief’s End is a remarkable achievement in blockbuster storytelling and graphical beauty. Though it’s let down by a lack of imagination and some self-indulgence, especially in a third act that drags on far too long, Uncharted 4 carries on the series’ proud tradition of peerless polish and style, with a great multiplayer component to boot. Most importantly, it’s a gentle sendoff to the rag-tag group of characters we’ve known for nine years. A worthy thief’s end, indeed.

Peerless visuals, slick gameplay and a confident story make Nathan Drake's final adventure one to remember.
  • Great story
  • Stunning visuals
  • Slick gameplay
  • Fun multiplayer
  • Bloated third act
9.0 i



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Sunday, July 3, 2016

Call of Duty: Infinite Warfare

Activision revealed all with a live stream and first trailer, giving gamers a taste of what's to come in November.

Outer space might (literally) sound like a world away from what made older Call of Duty games great, but there's good news for long-time fans. Infinite Warfare is just half the package: it's coming bundled with a remastered version of the original Modern Warfare.

Even with E3 in the bag, Activision hasn't spilled the beans completely, so there's still plenty we don't know about Infinite Warfare. Still, we've got all the facts (plus trailers and some purdy screenshots) right here.

We'll be keeping this article updated with the latest news, so make sure to check back for new info as it drops - that's an order, soldier!

Lock and Load

 

<a href="https://www.youtube.com/embed/6pDN0HqCQaI?wmode=opaque">Embedded video</a>
Call of Duty might be headed out beyond the stratosphere, but the series is in good hands: original creators Infinity Ward are at the helm.
The teaser trailer only gives a glimpse at what's on the horizon, but according to the developer, you're going to have your work cut out if you want to make it back to Earth in one piece.
With Earth stripped of its natural resources and reliant on off-world colonies for survival, it's going to be a bad day in the office when the big bad Settlement Defense Front decides it isn't going to keep up with the care packages.
You'll be in control of Tier One Special Operations pilot Captain Reyes, with combat shifting from ground to space with "few visible loading times". It sounds like you'll be spending a lot of time on your warship, the Retribution, which could mean downtime between missions where you talk to your crewmates.
Expect some good old fashioned run-and-gun as well as space combat. There's no Star Wars-style laser death in the trailer, so it looks like Infinity Ward is staying restrained with the sci-fi - although there are plenty of robots, space ships and other futuristic gadgetry on show. Plus grappling hooks!

Source By : http://www.stuff.tv/game-reviews/call-duty-infinite-warfare/review

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