Wednesday, April 28, 2010

Superbad! Super Street Fighter IV Review (And Some Tips)

dudley_CS
We have definitely come a long way from buying 2-D fighting game updates for US$60 apiece. I have lost much just by upgrading from Street Fighter 2 for the SNES to two of its iterations (Turbo and Super SF2); it’s enough to make a kid work way too hard for pocket money for what seemed to be a minute-sized update. Now, Capcom is making amends for us 90’s kids by releasing an “update” of sorts for Street Fighter IV. And boy, does it live up to its Super moniker and more.
At a glance, it might seem like a slight update of Street Fighter IV, but just play a few more rounds and the changes come full circle and blindside you with a roundhouse. There is no way anyone will remain stubborn and stick to playing vanilla Street Fighter IV. For starters, each character now has two Ultras of their choosing that helps cover up their Street Fighter IV weaknesses and introduces versatility. Claw’s Ultra II, a low-hitting damaging slide attack, can catch jump-ins and whiffs quick, while Boxer’s Ultra II (a command grab) compliments his ability to keep opponents blocking. Focus Attacks also come out faster, making Super SFIV a little more offense-heavy than usual.
No matter how seemingly useless some of them are, tournament-level players will have a blast trying them out and finding a situational use for them. The ability to choose between the two isn’t just fluff and rainbows; it’s to help you decide which one is suitable for fighting against particular characters. For example, you might want to use Hakan’s jump-in counter Ultra against the likes of Dictator and Juri to keep them on edge (or punish them if they’re spam-happy).
Dudley_Uppercut
Concerning roster updates, we’re not talking just two new characters. If you want to get technical, you’re getting two new characters and eight existing Street Fighter characters reworked to Street Fighter IV’s engine. Counting the rest of the Street Fighter IV roster, that’s thirty-five new characters to experiment and tinker with. Thirty-five new characters that are well-balanced and are given various playstyles topped off with varying learning curves; that is something not well-known in fighting games these days. From the blazing quick Adon (his dash is basically like Fei Long’s) to the very technical ninja Ibuki and even-more-technical Makoto, you’ll find one or two characters to pick as your main in no time flat.
ibukitop
The brand-new additions also add in their own spin. The Taekwando practitioner Juri is already a fan-favorite ;she’s hot, can link her moves with her useful Pinwheel Kick and has an Ultra that reminds gamers of Street Fighter Alpha 3’s V-ism. Hakan is also another unique addition; he’s a Turkish oil wrestler who has to score a knockdown to buff himself up (thus making him a huge threat when he’s all shiny). There are already techniques out in video form where he can cancel his backdash to a normal as well as an oil dancing technique (use focus and dash normal canceling while oiled up), so there’s huge potential for this guy.
The old guard of Street Fighter IV also get changes; usually for the better. The community will be pleased to know that Sagat’s not as intimidating as before (though he still has good options, just toned-down damage output). Dictator and Guile also got better Ultras, faster charge times, and better utility for their normals. The changes to the characters, big or small, will make fighting fans relearn the structure of the game.
ibuki
It’s also good to know that Capcom heard your bickering about Street Fighter IV’s skimpy online offerings; you now have an equivalent of an online arcade with Endless Battle. All connections are region-based, so you’re sure to have a full green bar for all of your matches. Within the fifteen games I’ve found (usually at the evening and at night for obvious reasons), I’ve only encountered mid-match lag in just two of the (and it’s only for a second or two). That’s an impressive feat, considering that the online netcoding isn’t using the famous GGPO.net (used in Blazblue: Calamity Trigger). It’s also fun to watch other people beat the crap out of each other, be it just for kicks or learning how the winner fights so you get to counter his strategies.
You also get to save and watch replays in the Replay Theater mode, but we’ve already got YouTube for that. It’s still a nice addition though if you don’t want to turn on your computer at the same time your PS3/Xbox 360 is running.
You still get Player Points for fighting in Ranked Matches, but you also garner more points for the characters you use. Frequent use of, say, Dudley net you Battle points for him. The score system just acts as bragging rights and an ego-booster of sorts, so if that’s the sort of thing you like, go play a lot of Super SFIV online then. It’s also a telltale sign that lets people know that you’ve been practicing with that particular character a lot and forces you to fight for real against him/her. Nothing beats having a match with a live person or four in the same room as you are in, but Super SFIV’s online stability and modes is close to substituting that method of play.
ssf4_chunli
The other little things not gameplay-related proves that Capcom did listen. Great-looking-even-if-coming-off-as-ambiguous intros and endings? Check. Arranged BGM and new themes for each character that plays during Versus offline and online? Check. Little details like Ibuki’s “ninja trail” and character-specific winning quotes that draws a chuckle from fans of the series’ lore? Double-friggin’ check.
The final kick in the nuts for every other upcoming console fighting game is that Super Street Fighter IV costs about US$40. The only way this deal could get any better is if they added Sienna Miller with a Baroness outfit. Delusions of grandeur aside, the former king of 2D fighting got itself a makeover of epic proportions.
Don’t be afraid of change, hardcore fighting fans. Embrace it. Embrace Super Street Fighter IV like you mean it.
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Mytheon's Open Beta Is Now Live

AUSTIN, TEXAS - (April 28, 2010) - True Games Interactive, an international multi-player online game developer and publisher, along with award-winning developer, Petroglyph, today announced that the open beta test for the highly-anticipated online, multiplayer Action/RPG with strategic game play, Mytheon, is now live. To kick off the open beta test, True Games will host a special three day event where players can win fabulous prizes including an Alienware M17x laptop, iPods, iTunes cards and more! Event details can be found here:
www.MytheonGame.com/open-beta-event
Mytheon Screenshot
Beginning today and continuing through Friday, players can participate in PVP and instance-based events. Anyone who logs into the game during that time is automatically entered into the contest. The event will encourage players to start at Echidna's Swamp, where developers and community leaders will guide them through the game to more difficult locations. The first-place winner via random drawing will receive an Alienware M17x laptop complete with Mytheon themed skins, wallpapers and icons. Seven lucky second-place winners will take home an 8GB iPod Touch, and 100 fans will receive $10.00 iTunes gift cards.
"After a very fun and successful closed beta test, all players will now be able to delve in the world of Mytheon's classic mythology setting and larger than life characters," said Peter Cesario, director of new business and product development at True Games Interactive. "With the open beta test, we welcome all new players to discover the distant yet familiar world of Mytheon and experience fast-action, strategic game play at its finest."
In the open beta test, players will be able to enjoy the most recent content and most polished version of the game without restrictions. In addition, the cash shop items will be available for the first time during open beta for players to sample and enjoy. At various times during the open beta, players will receive "Mytheon Coins" that they can spend as they wish in the cash shop, on items such as armor and weapons, power stones, potions, and much more.
"We've been eager to throw open the virtual doors of this exciting new world and let all players see the unique and addictive gameplay we've been creating," said Randy King, senior producer of Mytheon for Petroglyph. "We are excited to play with the community in the open beta event over the next few days, and to hear their thoughts and feedback on the game as we move closer to our official launch."
Mytheon is an online, multiplayer Action/RPG with strategic game play where players experience classic mythology come to life and challenge legendary gods to define their own fate. Players, or "Stonecasters,"
are powerful humans imbued with the ability to cast spells, summon minions, and erect structures that aid them in battle. An assortment of classes are available that approach combat differently and offer a range of unique, cinematic abilities.
For additional details on Mytheon and to participate in the open beta test visit: http://www.MytheonGame.com .
To follow all the latest news, please visit http://www.facebook.com/mytheon, http://twitter.com/mytheongame and http://www.youtube.com/mytheongame
About True Games Interactive
Based in Austin, Texas, True Games Interactive is an international multi-player online game developer and publisher. It was founded by a core team of MMO industry veterans with extensive experience in publishing and operating online games. True Games brings new and innovative development ideas online, delivers them with a state-of-the-art game platform, and leverages micro-transaction revenue models. True Games released its first game, Warrior Epic,
(www.warriorepic.com) in 2009 and this Spring will launch Mytheon, its premier online, multiplayer Action RPG with strategic game play elements set in an online mythology-based universe.
They are working with world-class publishers to license existing online titles and world-class developers, including Petroglyph (www.MytheonGame.com), to create games exclusively for online play.
The company has multiple titles in development at its wholly-owned development studios based in Austin, Texas and Beijing, China.
UTV Software Communications Ltd (UTV), India's first integrated global media and entertainment company, holds a strategic stake in True Games Interactive.
About Petroglyh
Founded in 2003, Petroglyph is an award-winning, independent game development studio located in Las Vegas, Nevada. The company is comprised of industry veterans with a studio-wide average of over ten years in game development. The Petroglyph team specializes in the Action RPG and Real-Time Strategy (RTS) genres, leveraging the experience gained from developing original hit franchises for PC and consoles. Petroglyph uses their proprietary GLYPHX Online game engine, tools and technology to power their next-generation titles. For more information about Petroglyph, please visit www.petroglyphgames.com.
About UTV Software Communications
UTV Software Communications Limited is India's leading global integrated media house with business interests in Television, Movies, Broadcasting, Games Content and New Media. UTV India & its subsidiaries (UTV) create, aggregate and disseminate content of various genres across varied distribution platforms. Listed on India's premier stock exchange, The Bombay Stock Exchange (BSE), Mumbai UTV is India's only diversified media and Entertainment Company with content creation abilities across platforms and genres. It has subsidiaries with offices across India, UK, USA and Japan. The Walt Disney Company holds a strategic stake in UTV.
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A.V.A - Alliance of Valiant Arms

A.V.A - Alliance of Valiant Arms (ENG/2008)
PC | Language: English | 1.4 GB

Screenshots
A.V.A - Alliance of Valiant
 Arms (ENG/2008)
A.V.A - Alliance of 
Valiant Arms (ENG/2008)
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TikGames And Creat Studios Announce Demo Of Wakboarding HD For The Playstation Network

TikGames (San Mateo, CA) and Creat Studios (Canton, MA) today announced the release of a free-to-play demonstration version of Wakeboarding HD for the PlayStation® Network. The demo for Wakeboarding HD will be available for download on the PlayStation®3 computer entertainment system on Thursday, April 29th in Europe and North America.
The demo version of Wakeboarding HD allows players to experience the non-stop action of this water-filled arcade style game before purchasing the full version. Gamers of all ages can maneuver through an extreme tropical paradise resort: soar through high-speed levels, perform high-flying tricks, collect bonuses and avoid dangers from exploding mines to bloodthirsty sharks.
"Wakeboarding HD combines the over-the-top action of 90's arcade games with the innovative design capabilities of the PlayStation 3. TikGames is thrilled to provide a free-to-play demo to all players on the PlayStation® Network," said Anatoly Tikhman, Founder and CEO of TikGames, LLC.
"Creat Studios has already received great response to Wakeboarding HD, and we are excited to offer PSN players a demo version of the game." said Vladimir Starzhevsky, co-founder and CEO of Creat Studios, Inc. "After performing a couple of tricks and riding the realistic waves, we are confident that players will love Wakeboarding HD."
Wakeboarding HD includes PlayStation 3 Trophy support and has been rated "E" for Everyone by the Entertainment Software Rating Board for this platform.
"PlayStation" and "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. The PlayStation Network Logo is a service mark of Sony Computer Entertainment Inc.
About TikGames: TikGames, LLC was founded in 2002 by Anatoly Tikhman with a plan to develop the most innovative and entertaining games for digital distribution. Towards that end, he has built an industry-leading studio to deliver a broad range of top quality proprietary games. The company is headquartered in San Mateo, California. Further information is available at www.tikgames.com.
About Creat Studios: Creat Studios, Inc. is a premier digital download publisher and developer of current and next-generation online, console and handheld games. Founded in 1990, Creat's corporate headquarters are located in Canton, Massachusetts, with development studios in Massachusetts and St. Petersburg, Russia. Creat Studios develops and publishes titles for Sony PSP®, PlayStation®3, Nintendo DS™, Nintendo DSiWare™, Wii™ and Microsoft Xbox 360®. For more information, please visit www.creatstudios.com.
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Metro 2033 - Review

Introduction
Metro 2033 welcomes you to post apocalyptic Moscow in this creepy and atmospheric first person shooter.
You join the survivors of the apocalypse who fled into Moscow’s underground Metro rail system to escape the apocalypse.  As if living in the subway under a radioactive and toxic wasteland while constantly battling various mutant creatures wasn’t bad enough, there is a new threat to the survivors - the Dark Ones. 
This is where you come in, taking the role of a young man who has never been beyond the safety of his home station and it’s up to you to venture across the Metro system to find help to protect your home.  Metro 2033 provides a gaming environment well worth venturing into, its state of the art DirectX 11 graphics create a detailed and rich environment that fully captures the claustrophobic squalor of the tunnel system and the bleak desolation above ground.


It’s fair to say that the narrative is a little patchy, while the travel from point A to point B is well explained virtually all the other aspects of the game world remain a mystery.  You do pick up some details and background information from overheard conversations, but the main characters and narrative provide very little background.  You will get plenty of information about some of the challenges you face, however that is typically practical advice rather than any explanation of how they came to be there in the first place.



There are the mutants, Nazis and Communists battling it out and there was the “apocalyptic event” itself, neither really gets a decent explanation.  It’s not like a little explanation here and there would be out of place as your character was born in the tunnels and had never left his home station to see the big, wide, underground world.  Even the nature of the Dark Ones, the threat you are supposed to stop, goes largely unexplained other than several visions (rather like those in FEAR) and a frankly baffling finale.

It’s not a problem as such, more a missed opportunity to add a bit more depth and mystery to what is otherwise an very good game world for a first person shooter.



Game play

The game play is the standard first person shooter fare; use a variety of weapons to kill anything that gets in your way.  There is usually a variety of tactics you can use, picking bad guys off at range with scoped weapons, rushing with shotguns or attempting to sneak around with throwing knives and silenced weapons.

The stealth aspect in particular was promising.  By sticking to the shadows, avoiding booby traps or tin can alarms and staying out of view, you can get some satisfying sneaky kills.  However, on occasions the enemy become alerted to your presence for no obvious reason, add to that the occasional bullet/knife seemingly disappearing in midair despite clearly being on target, the stealth approach becomes a little hit and miss.  There are also occasions with the shotgun, particularly the early shotgun where shots that you think clearly hit don’t.

The selection of weapons is adequate; there are the usual pistols, shotguns, submachine guns and assault rifles, along with pneumatic ball bearing and mini spear gun type things and a couple of flavours of pipe bomb.  There are usually a few types of each and they can be upgraded at weapons shops with scopes, silencers etc.

The majority of the game is battling through tunnels and enclosed spaces, which is broken up by a few rail shooter sections and set piece battles.  This, along with surface sections, breaks up the game nicely and prevents it from getting too repetitive.  One nice touch on the surface levels is the need for a gas mask, this adds a challenge of finding air filters for it and you need to be careful not to let it get damaged or you can find yourself choking to death.  The gas mask also helps maintain the games claustrophobic feel on the above ground sections.

Some parts of the game are definitely less fun than others.  One sees you giving a piggy back to a lost child you find, this makes your aim sluggish and unresponsive, which feels very similar to every first person shooter fans favourite thing, lag.  The game then requires you to kill a bunch of these fast moving dog things that dart in and out of holes and the result is more frustration than fun.  Then there are the weird glowing ball things that really like you, head straight for you and once close enough they get so excited they blow up.  Not really a problem individually, but when there are dozens of them spawning all around you it gets not fun very quickly.

I’m all for challenging games but Metro 2033 does occasionally forget that challenging still needs to be fun.  There were a couple places in the game that did test my resolve to keep playing, not just because it was hard, but because it wasn’t fun and an unnecessary, contrived difficulty.  The glowing balls (last mention I promise) are a good example of this; the NPC you are with is supposed to be this amazing, experienced and knowledgeable veteran of the Metro and yet he chooses to walk really slowly.  You can run through the sections with ease, but then the NPC dies because you aren’t covering him and it is game over.

The enemy AI is a bit disappointing, while it’s reasonable that the mutant creatures follow predictable patterns, you get the same feeling when battling human enemies.  They will move around and use cover but if you watch for long enough it’s a set pattern and they occasionally try to take cover in front of cover despite knowing exactly where you are.

Graphics

The graphics really are the highlight of the game, even without the fancy effects that DirectX 11 enables.  Impressive graphics alone do not make a great game but they can create an environment that really draws a player in, the excellent graphics in Metro 2033 comfortably achieve this.  The lighting and smoke effects in particular really make you feel like you are underground and the frost effects above ground convey a genuine feeling of cold.

The impressive graphics do come at a cost though, if you want to run this on full settings on a big monitor at full resolution then even the most powerful computers will struggle.  I played using a Radeon 5850 graphics card and an Intel E8400 processor at 1240x1024 resolution with everything on full and there were a few occasions where things slowed down.

On the plus side the game does provide a lot of graphics options that allow you to customise your settings to best suit your system, even allowing you to select DirectX 9, 10 or 11.

Conclusion

Metro 2033 is almost a great game.  It is let down by a couple of game play issues and a failure to make the most of the plot and game world.  If you are looking for a challenging and atmospheric first person shooter to show off what your system can do then you could do a lot worse than Metro 2033.
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