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Thursday, June 23, 2016

PES 2017 - Impressions







With PES 2017, Konami is introducing a host of new improvements that not only pertains to gameplay, but every other feature that supports the game. From myClub, to the presentation and live updates, to goalkeepers and data sharing, Konami is promising a well-rounded affair. Here’s what we learned with our time with PES 2017.

Adaptive AI

Konami is hoping that Adaptive AI will be a game changer for not just PES, but for football games in general. Adaptive AI is an advanced form of AI that actually learns how the user plays and actively tries to block their strategies or come up with an alternative method to tackle them. “Let’s say you always pass [the ball] to Neymar, the AI will actually cover that,” said Robbye Ron, Community Manager for PES. “It will push you to play differently every single game. And that’s the beauty of football, you know?”

myClub

PES’ myClub has always strived to compete against FIFA’s Ultimate Team. One of the things that myClub was lacking in, and that Konami somewhat admits to, is that agents in PES 2016 would not exactly sign the type of player they claimed they would, making it that more difficult for users to acquire their favorite players in their team. With PES 2017, Konami has taken player feedback into consideration and have made huge improvements to how myClub now works. Firstly, the tutorials have been overhauled to accommodate newbies and veteran players alike and get them oriented with the mechanics of myClub quickly. Secondly, you can now purchase scouts with specific specialties. If you purchase scouts whose specialties matches with the player you desire, you have a much greater chance of signing them on for your team. “It's less locked than we used to do in with PES 2016,” said Ron. “That's something I see people enjoying in PES 2017, trying to find the right scouts to get their preferred player. If you mix it the right way, you have very good chance to have them.”

Live Updates

Adam Bhatti, PES Global Product and Brand Manager, during the press presentation admitted that they did screw up with the team rosters in PES 2016. Konami has been desperately trying to correct the wrong ever since, with even making PES Euro 2016 free for all PES 2016 players. For PES 2017, Konami have committed themselves to a day one update which will refresh the roster right from launch, and will also make the weekly live updates available offline, as well.

Speaking of updates, when probed about new licenses, Ron refrained from commenting, saying that the team is looking at Gamescom to announce such news.

Goal Keepers

One of the most impressive things about PES this year are the goalkeepers. Thanks to their entirely rebuilt animations, goalkeepers now move and defend more realistically. The animations transitions moe smoothly, there are no jerky movements that results in any kind of ‘superman’ saves. Adam Bhatti emphasized how every goal keeper have their own identity, so certain goal keepers will match their real life counterparts, such as Neuer who is offensive and tend to run out. Both of these qualities combine to create this sense of trust in your goalkeepers. So if your opponent scores a goal, you will likely agree that it was a good shot rather than blame it on the poor quality AI of the goalkeeper.

Data Sharing

This might be the biggest, community-driven feature that has been included in PES 2017. In previous games, sharing user created teams and players meant that you would have to list out the exact settings for it to be recreated on another user’s system. This has been ditched for a more streamlined approach. Users can now transfer teams and players between PS4 consoles via USB, and across multiple regions, allowing users from Europe, Asia and US to share data among each other. Knowing the PES community, expect to find classic teams and legendary players available for download pretty soon after launch.

On Including Female Teams

EA surprised many by including female teams in FIFA 16. Does Konami sees value in doing something similar? “Execution is key, so we have to work really careful with what we want to represent and how we are going to do it,” said a spokeswoman from Konami. “Our mantra still relies on making playing against another opponent really fun, so if we kind of get the right formula to execute it [female teams], then we are always experimenting and we really do want to please the fans. So yeah, we would love to think about it.”

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Sunday, November 10, 2013

Canada: Free Copies Of Games of the year!




This weekend, Best Buy and FutureShop outlets in Canada are offering free copies of Call of Duty: Ghosts,Battlefield 4, and Assassin's Creed IV: Black Flag for the trade-in of any current-gen console game. Although this deal sounds too good to be true, the details are confirmed both on the Best Buy and Future Shop websites.

According to The Financial Report, the trade-in offer starts today and runs Monday, November 11. Consumers can trade-in literally any Xbox 360, PS3, or Wii U title that works and is still in the jewel case for one of the three games listed above at no charge.

Only the PS3, Xbox 360, and WiiU versions are eligible for this promotion; no PC, Xbox One, or PS4. And you can supposedly only receive one game per location, per day (so theoretically you could visit different shops in the same day). However, some people have posted on twitter that they were able to receive all three titles at the same location.

Not all stores are participating in the promotion either. The deal is not available at retail locations for both outlets in Nanaimo, Kelowna, Woodbridge/Vaughan, Richmond Hill, and Markham.
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Thursday, August 22, 2013

The Bureau: XCOM Declassified: The Review

The Burea: XCOM Declassfied


There’s a board game called Taboo!, which is itself apparently based on another game called Articulate! The core mechanic in these games is that a player has a word which they must describe without using a set of words on the same card. Thus, one must explain the idea of a cow well enough for one’s teammates to guess it, without using “field”, “beef” or “milk”.
If The Bureau: XCOM Declassified were to become the subject of this game, the challenge would be to describe it without using the words “Mad Men”, “Mass Effect 2? and “Microprose”. This would be basically impossible.
A fourth, less alliterative term to throw into the mix would be “Syndicate“. Electronic Arts’ 2012 update of Bullfrog’s 1993 classic, turned it from an isometric small-team strategy game to a first-person shooter. The update was met with considerable cynicism, and despite a surprisingly warm critical response it was not a success in the marketplace.
When not one but two remakes of the British-made alien invasion strategy classic UFO: Enemy Unknown (also sold as XCOM: UFO Defense) - a game with a strong claim to be the best game of its time, and one of the best of all time – were announced by 2K Games, the response could hardly have been more distinct. XCOM: Enemy Unknown, a turn-based near-future strategy game by Firaxis, was hailed as the torch-carrier of the franchise. The second, a first-person shooter with squad management elements set in the 1960s, was met with a degree of bewildered horror – although the idea was not wholly alien to the X-COM franchise, having been the focus of the cancelled X-COM Alliance, it was a very long way from the Platonic ideal of X-COM games.
The official line is that this was an unusually early point in the development cycle to see the product, and that many of these features would never have made the final cut in any case. Regardless 2K Marin, facing immediate hostility, withdrew after E3 2011 and revised their model. The first-person perspective was replaced by a familiar third-person view, and the “time unit” system for activating the special abilities of your squad replaced by a cool-down mechanism. The ability to capture alien units on the battlefield, shown off at E3, has also been decommissioned – the “Titan” alien gunship seen co-opted to fight on your side occurs, but only as an end-of-mission boss.
Familiar and strange
The conceptual loop of the two XCOMs is actually essentially identical. At your base, you prepare for your next mission, checking in on the progress of your scientists, catching up with the training of agents and preparing your team and equipment for the next mission. While completing those missions, agents can die, and their deaths are permanent and irrevocable – they must be replaced with raw recruits.
The perspective, however, is totally different. Instead of the godlike head of XCOM, you are William Carter, a borderline alcoholic rageball reassigned to the Bureau from the CIA. And that changes everything.
When Carter explores the base, he explores the base – you have to steer him around it. As the game goes on, new areas are unlocked, containing new characters to interact with. There are some base-located missions, but the action between missions is generally limited to walking around, listening to conversations between extras and having dialog-wheel conversations with your brother and sister officers.
If this sounds familiar, it should. However, the setting is a pleasure to wander around. The art design of The Bureau is nicely judged, with realistic backdrops and somewhat stylised characters. As mentioned, it’s going to be hard for reviewers to look past Mad Men - Carter begins his XCOM career in a three-piece suit (jacket raffishly abandoned) and later switches to 1960s man-of-action jumper and twill slacks.
It’s pretty fetch.
The attention to detail is nice – the fabric of his trouser seat creases as he runs – although this generation of technology still seems unable to get a tie right. However, the roots of the design go back to Bond films, The Man from UNCLE, and a little both of NASA and Doctor Strangelove in the construction of the base. The period features are neat – Bureau chief Myron Faukes has a photograph of President Kennedy on his wall, J Edgar Hoover appears in a brief cameo and the characters’ faces have the strong, slightly cartoonish features of 60s poster art.
Carter is a classic tough guy with a troubled past – which may explain why he seems to overcommit emotionally, treating the deaths of characters we saw him interact with briefly like the loss of a loved one.
However, there is only so much to do in the base – there are around a dozen characters available for conversation of some shape or form, but not every one will have anything of interest to say from mission to mission. Characterization is efficient – the uncompromising leader, the former Nazi scientist, the driven female second-in-command – but necessarily somewhat broad-brush.
And, although very nicely depicted graphically, the early 60s gloss is primarily aesthetic – even primitive human weapons behave as smoothly as 21st century firearms, and although there are nods to the politics of the time – Agent Weaver dealing with doubts about her ability because of her gender, Professor Weir half-concealing his homosexuality – it feels, again, skin-deep.

°° Flank steak °°

The meat of the game lies in the missions, with their radically rejigged gameplay. The tutorial level, in which Carter  fights his way through the first, cataclysmic alien attack, recruiting team members as he goes, chooses to go the “give them the midgame, then set them back” path by making Carter’s companions level 5 – the highest level for team members. As a result, killing the first wave of aliens with your AI companions is tremendous fun, using the Mass Effect-style rotary wheel to call down airstrikes, cloak and throw out laser turrets, while your puny Level 1 character crouches behind cover and team heals.

Source:
Forbes.com
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Tuesday, August 20, 2013

Tom Clancy's: THE Devision Announced on PC

Tony Clancy's: The DIVISION
Today at Gamescom 2013 Ubisoft officially confirmed that The Division, its upcoming tactical shooter MMO, previously announced for next-gen consoles, is also coming to PC.

Tony Clancy's: The DIVISION
                               

"Massive Entertainment has its roots in PC development... you can be certain that we will provide you with a first-rate PC experience" Executive Producer Fredrik Rundqvist said in the brief PC announcement video.

Ubisoft also announced this week that The Division on Xbox One would be receiving exclusive content.
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PS4: Comming On November

PS4: The Design

PlayStation 4 will release on November 29th, 2013 in Europe and November 15 in the US and Canada. Revealed during Sony's Gamescom 2013 press conference, the $400 next-gen console's date will compete with Microsoft's November release window for Xbox One.

PlayStation 4 has already surpassed 1 million pre-orders worldwide. It will launch in 32 countries.
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Battlefield 4: Beta Version On October

Battlefield IV


Today at EA's Gamescom 2013 press conference, DICE officially confirmed that theBattlefield 4 beta will begin in October.

The Battlefield 4 Beta was announced way back in 2012. Beta access was granted with the purchase of Medal of Honor Warfighter, with more ways of getting in promised. As of now specific beta details have not yet been revealed.
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Xbox One: Launch Lineup Revealed [Nov 2013]

Xbox One: GamePad
Following its Gamescom showcase today, Microsoft revealed the full list of titles that will be available on Xbox One at launch.

    Assassin's Creed IV Black Flag (Ubisoft, Ubisoft)
    Battlefield 4 (DICE, Electronic Arts)
    Call of Duty: Ghosts (Infinity Ward, Activision)
    Crimson Dragon (Grounding/Land Ho!, Microsoft Studios)
    Dead Rising 3 (Capcom Vancouver, Microsoft)
    FIFA 14 (EA Sports, Electronic Arts)
    Fighter Within (AMA Ltd., Ubisoft)
    Forza Motorsport 5 (Turn 10 Studios, Microsoft Studios)
    Just Dance 2014 (Ubisoft Paris, Ubisoft)
    Killer Instinct (Double Helix, Microsoft Studios)
    LEGO Marvel Super Heroes (TT Games, Warner Bros. Interactive)
    Lococycle (Twisted Pixel, Microsoft Studios)
    Madden NFL 25 (EA Sports, Electronic Arts)
    NBA 2K14 (Visual Concepts, 2K Sports)
    NBA Live 14 (EA Sports, Electronic Arts)
    Need for Speed: Rivals (Ghost Games, Electronic Arts)
    Peggle 2 (Popcap, Electronic Arts)
    Powerstar Golf (Zoe Mode, Microsoft Studios)
    Ryse: Son of Rome (Crytek, Microsoft Studios)
    Skylanders: Swap Force (Vicarious Visions, Activision)
    Watch Dogs (Ubisoft Montreal, Ubisoft)
    Zoo Tycoon (Frontier Developments Ltd., Microsoft Studios)
    Zumba Fitness: World Party (Zoë Mode, Majesco)

An exact release date for Xbox One has yet to be announced, but Microsoft said at E3 that it will arrive in November. Last week, Microsoft also confirmed that Xbox One will only launch in 13 markets.
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FiFa 14: Demo Available on 10/09/2013

Fifa 14: Messi Cover
EA has finally announced that FIFA 14 will be, for the first time, free to play on mobile devices. Justin Davis rather enjoyed its touch controls during the first hands-on. A FIFA 14 demo will be available on September 10 for Xbox 360, PS3 and PC.

FIFA 14 will also allow Xbox 360 players to bring their Ultimate Teams and other content to Xbox One, and likewise for PS3 and PS4 players, similar to Battlefield 4 among other cross-generation games.
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Sunday, July 21, 2013

Resident Evil: Revelations - First Minutes of The Game


Resident Evil: Revelations


A new Gameplay Video Brought to you By "GeekKup" Team.This is a little introduction to the "Resident Evil: Revelations" Environement.

GamePlay By "Yansama":
       CPU: i5-2350
       GPU: EVGA GTX-650 Ti (Boost)
       Memory: 8Gb DDR-3
       Monitor: Samsung 23 inches (HDMi)



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Sunday, July 14, 2013

Upcoming PS4 games: The Most Exciting


PS4 Hardware Announcement


Now that both Sony and Microsoft got their hardware announcements out of the way, the only things left for the new consoles are the games. Some of us can’t wait to drop a relatively merciful $399 on Sony’s PS4, and these are the games we’re most looking forward to playing once that’s happened…
Upcoming PS4 games that have us excited

The Witness: The Game
  •     The Witness: Jonathan Blow’s Braid followup, a 3D adventure puzzler set on an island.
Metal Gear Solid V: : The Game

  •     Metal Gear Solid 5: The Phantom Pain: Kojima’s next MGS opus, follows the exploits of Snake (or Big Boss, depending on how you like to refer to your convoluted universe) after the events of the PSP’s Peace Walker.
Dying Light: The Game

  •     Dying Light: Developed by Techland of Dead Island fame, the game appears to be a parkour-inspired zombie survival game. The trailer is reminiscent of Dead Island‘s initial cinematic trailer-with-a-depressing-twist, but perhaps this time Techland can deliver on a trailer’s promise.
Destiny: The Game

  •     Destiny: This is what Bungie has been up to post-Halo. Yes, it’s a sci-fi FPS with space-armored soliders, but the public event feature makes it quite interesting even if you’re sick of space-armored marines shooting things.
Octodad: The Game 

  •     Octodad: Dadliest Catch: Sony could not have picked a better game to show support for the indie community, as well as to flex the company’s “we know the indie scene” muscles. Dadliest Catch is a sequel, and we can expect more of the wonderful same from the first game, wherein you are an octopus disguised as a dad with a human family, attempting to complete common household tasks. It’s great.
Hohokum: The Game

  •     Hohokum: A relaxing exploration game that you progress through at your own pace, without instructions to tell you what to do, Richard Hogg’s Hohokum already looks like it could be the PS4′s Flower.
Thief: The Game

  •     Thief 4: Whatever feelings you had about the previous Thief and its switch to a third-person perspective, there still isn’t really a game on the market that captures true thievery and stealth gameplay like this franchise. Hopefully, Thief 4 will be able to patch up some of Thief 3′s shortcomings.

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20 Thing: To Know about PS4

PS4


Did you know the new PS4 interface is called PlayStation Dynamic Menu? Or that the PS4 will be the first console to come packaged with an HDMI cable? More of such lesser known information bits are shared on the new PlayStation Access video, which recaps 18 other things you might not have known about the PS4. Check it out below:




The PlayStation 4 is set to hit stores this Holiday. UAE gamers can get their pre-orders now at Geekay.
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Thursday, June 6, 2013

Xbox One: 8 Confirmed games



AC4_625
Assassin's Creed 4: Black Flag
One of the big complaints about the Xbox One unveiling yesterday was the lack of games announcements. That’s true, the focus was almost completely on games and services, and in particular TV, but a few games were announced.
However, the Xbox One library of games is already much bigger than that, and we’ve compiled the list of confirmed games coming to Microsoft’s new console below.

Watch Dogs

We’ve known about Watch Dogs since June last year, and it looks very promising as an action/stealth game with a major emphasis on the use of technology. Ubisoft is certainly muscling in on Grand Theft Auto’s territory with this game, and it’s confirmed for release on the Xbox One.

Call of Duty: Ghosts

The reveal trailer got released today, and the game is confirmed for both current and next generation consoles including the Xbox One. The release date is listed as November 5, so we’ll have to wait and see if that’s going to be possible for the Xbox One and whether this ends up classed as a launch title.

EA Sports games

EA had four sports games to show off during the Xbox One reveal event, all of which can be seen in some form in the video above. Those games include Madden NFL 25, NBA Live 14, UFC, and FIFA 14. If you’re a sports fan, the Xbox One may already be looking like the next-gen console to have.

Forza Motorsport 5

If there’s one genre of game you can always guarantee you’ll see in some form at a console launch event, it’s a racing game. And Microsoft didn’t disappoint by rolling out the next game in the highly popular Forza series. Developer Turn 10 Studios is preparing Forza Motorsport 5 for release on Xbox One, and it’s pretty much a guaranteed success based on sales of previous titles in the series.

Quantum Break

I think this is the game we know least about on Xbox One so far, and the trailer above does little to tell us what the game actually is. The gameplay revolves around the use of time to “survive the present…and save the future.” It sounds different at least, and that’s no bad thing.

Destiny

No Xbox would be complete without a Bungie game, but this generation of hardware looks to be getting a Halo TV series rather than a new game first. However, Bungie is hard at work on its new IP, the online shared-world shooter called Destiny. This ambitious game project will be heading to the Xbox One, and could even be around when we start talking about the console after the Xbox One due to a promised 10-year lifecycle.

Battlefield 4

FPS fans were always going to be well catered for on next-gen platforms. The big name games are worth too much money for Microsoft not to have on their new machine, and Battlefield 4 is set to join CoD on Xbox One. The gameplay will be what you expect and are used to, only with extra shiny visuals courtesy of that 8-core AMD processor.

Assassin’s Creed IV: Black Flag

Although it only has confirmed release dates for current-gen platforms and the Wii U, Black Flag is in development for the PS4 and Xbox One. Prepare to do a lot of fighting aboard next-gen-looking ships.
So that’s 11 titles confirmed before Microsoft has even done its E3 Xbox One games reveal. True, none of them are true exclusives (with the exception of FIFA 14, maybe), but apparently there’s 15 of those still to be announced. Hopefully, we don’t see overlap with Microsoft focusing on any of the titles mentioned above next month.
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ARAIG: Feel Every Painfull bullet!

 


ARAIG
ARAIG: Feel The Pain
As the gaming industry moves along, it continues to tackle adding the five senses to the medium. It’s now had motion control so precise, that we quickly grew bored of waving around our 1:1 virtual tennis rackets. The Oculus Rift is attempting to bring pseudo-VR to the household for a relatively cheap cost. Smell-o-vision, though it doesn’t exist as any kind of major (or minor) peripheral, has been successfully attempted here and there throughout the industry’s life in form of a unit that releases scented oils. The realm of taste has been thankfully left untouched. Though the industry has provided very basic tactile feedback via vibrating controllers and peripherals, there isn’t yet any device that allows us to really feel our games. A new Kickstarter project, the ARAIG suit, is attempting to bring us those very feelings.
The occasional haptic feedback suit has been attempted before — notably the Aura Interactor, essentially a subwoofer in a backpack — but the consumer market hasn’t been able to, for example, walk through the rain in a game and feel the patter of raindrops on their shoulders. The ARAIG — standing for the somewhat on-the-nose As Real As It Gets — suit aims to deliver a multi-sensory experience that a booming base in a backpack never could.
The suit is composed of three main parts. Residing in the suit, the Decoders receive information from a game, then translate that information to an appropriate corresponding feeling, which in turn is sent off to the Exoskeleton. The Exoskeleton is the bulk of the suit, and with the Decoders’ information, creates all of the appropriate feelings on your body. It also houses the majority of the components, including the removable battery pack. The Sim Skin is an aesthetic customization option for the suit, so you can look fashionable while gaming and don’t necessarily have to wear a drab black ARAIG.
The ARAIG is promising three different types of sensory feedback. The first type of feedback is surround sound, but since it’s coming from the suit, it follows you wherever you move. It aims to make you feel like you’re right in the middle of the audio action, since you literally will be. The second form of feedback will be a host of vibration systems that cover most of the torso and upper arms. The third feedback system, STIMS, is made up of what is essentially that machine you see in informercials that claims to work out your abs for you. You hook diodes up to your muscles, and little stimulations cause your muscles to automatically contract and relax. This kind of system will provide more sophisticated feelings that a host of vibration sensors couldn’t, but in conjunction with the vibration units could create a new sensation.
A pledge of $299 is the minimum pledge that would nab you an ARAIG, but at the time of writing, all 100 slots are already taken. The next step up, to a pledge of $325, will net you the same ARAID unit, but without the cheaper early-access fee. If you’re interested in feeling like you just got shot by a bunch of a bullets while playing video games, head on over to the Kickstarter campaign page.
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The Last of US: IGN Review

The Last of Us isn't only PlayStation 3's best exclusive. It's an outright masterpiece.

The Last of Us is a near-perfect analog for The Road, a literary masterpiece written by Cormac McCarthy. Both present a hopeless, post-apocalyptic situation navigated by two characters – an adult and a child – with nothing but absolute despair surrounding them. Like The Road, The Last of Us is perpetually dangerous and unpredictable, and like The Road, what happened to get society to a point of rapid decay isn’t the focus. It’s the story of the characters at hand, and those characters alone, at the center of both plots. The beauty of The Last of Us when compared to The Road, however, is that it’s fully interactive, complete with all of the vulnerability, uncertainty and perpetual insecurity such a situation inherently provides.
The Last of Us seamlessly intertwines satisfying, choice-based gameplay with a stellar narrative. It never slows down, it never lets up, and frankly, it never disappoints. It’s PlayStation 3’s best exclusive, and the entire experience, from start to finish, is remarkable. I lost myself in Naughty Dog’s vision of a pandemic-ridden United States, in the characters that populate this unfortunate wasteland, and in their individual stories. The 17 hours I spent playing through the campaign are among the most memorable I’ve ever spent with a game.
The Last of Us Review
Joel remembers the world before the pandemic.
Players are cast in the role of Joel, a grizzled and tired survivor stuck in a cycle any person could imagine finding oneself in two decades after the collapse of society. He takes odd jobs, acquires food, clothing, and shelter, and repeats the process endlessly, a process that only gets more arduous and desperate as time goes on. Joel does what’s necessary to stay alive, and in the ruined United States he travels around, his survival often means someone else’s untimely death.
Occasionally haunted by his past but living in his dystopian present, Joel is surprisingly easy to root for. In many ways, he’s strangely relatable. He retains shreds of his humanity as best he can, considering the extraordinary circumstances he finds himself in. He has a sharpness to him, but a tenderness, too, which he occasionally displays to his partner, a woman named Tess. In the 17 hours or so it took me to beat The Last of Us, I came to care about Joel, and I became invested in his story, and the stories of those he meets along the way.
The Last of Us takes place in 2033, so the regular world Joel harkens back to on occasion is one you and I understand. It’s fascinating to think about how he’s evolved since the world crumbled around him, and even if he does what’s necessary to stay alive – including stealing and murdering – it’s hard to fault him for it. In fact, one of the great ironies of The Last of Us is that you’ll be pulling for him no matter how dark things get, or how violent his actions are. He does what’s required. Joel knows it’s either him or them. There’s no gray area. Joel can be cold and ruthless, but those around him have the propensity to be far worse.

As riveting as Joel is, he isn’t the only character of consequence in The Last of Us. Indeed, calling him the main character is true only to an extent, because it’s his companion, a young girl named Ellie, who truly steals the show. Joel makes a business arrangement early in the adventure to help transport Ellie across what remains of the United States, a wasteland marked with boundless wildlife alongside cities and towns ruthlessly reclaimed by nature. From there on out, the two are virtually inseparable, even if they are at first skeptical of one another, forced together by circumstances in a world where trust and faith are in extremely short supply.
Joel and Ellie develop a sort of dysfunctional father-daughter relationship as their collective experiences bind them, and rooting for Ellie in particular is commonplace in The Last of Us. Her success means the player is successful, and her hardened exterior is the perfect complement to her complete ignorance of the world before it was destroyed. Ellie was born after the collapse, and as such, she’s full of questions and wonder, often communicated through the many contextual conversations she and Joel share. She’ll pick through records at a music store, become fascinated with wildlife she’s never seen before, and ask a million questions about the past. You watch her learn, grow, and gain meaning. It’s impossible not to become attached to her.
The interplay between Joel and Ellie, as well as the other characters you meet on your adventure, is one of the great highlights in The Last of Us. Voice acting is not only consistently superb, but the game’s graphical beauty makes the events of The Last of Us overflow with realism. Everything that happens is immediately more memorable, more powerful, and more poignant because your surroundings are so believable. Forests, fields and wooded trails are overgrown, dense, and lush. Abandoned villages and metropolises alike are eerie, silent, and crumbling. Each environment is unique, thoughtfully created, and bursting with little details, including notes, letters, voice recorders and more that tell ancillary stories of survivors you rarely ever meet in person. The game took me so long to beat because I was obsessed with seeing every inch of it. The Last of Us demands exploration, not only to scour for needed supplies, but to satisfy your curiosity.
The Last of Us Review
Joel and Ellie's endless chatter is one of The Last of Us' highlights.
The Last of Us is undoubtedly pretty to look at, but that beauty is often overshadowed by imminent peril. Joel and Ellie will confront enemies in all of the various locations they visit, and these battles represent the other side of what makes The Last of Us shine. Combat is tense and nerve-racking. Fighting is as emotionally taxing as it is physically dangerous, because the people Joel fights are, like him, just normal folks trying to survive. In a world where everyone has a singular motivation to keep breathing for one more day, it’s hard to judge even the harshest remnants of humanity you encounter.
Stealthily killing entire rooms of enemies is incredibly satisfying, so much so that when you blow your cover, it’s hard not to feel a sense of disappointment (especially when one of your companions occasionally fires a gun or walks in front of an enemy, which you can’t control). Holding down R2 while crouching lets Joel listen carefully to his surroundings, giving him a glimpse of enemy locations in his direct vicinity and an edge in staying away from danger. Some players may consider this a bit cheap, but I’d merely call it gamey. Just like the L3 prompts that tell you where to look and hints that appear if the game determines you’ve been stuck in an area too long (all of which can be turned off), Joel’s listening skill can simply be ignored if you feel like it doesn’t fit. But rest assured, it’s very helpful, especially later in your quest.
The beauty of stealth in The Last of Us is the incredible, uncomfortable realism you’re forced to witness each and every time you execute a silent kill. Watching a survivor fruitlessly swat at Joel’s arms as he strangles him to death is disturbing, as is quickly shiving a man in his neck and listening to him gurgle some parting breaths as he collapses to the ground. The Last of Us does a phenomenal job of making each and every enemy feel human. Every life taken has weight and each target feels unique and alive. It’s hard not to think about some of the older folks in particular, ones that remember the real world, lived in it, and were once normal. There’s an emotional pang when you’re taking out thugs that look a whole lot like you and your allies.

Of course, there are enemies that are decidedly inhuman in The Last of Us, too. The collapse of society was instigated by the sudden prevalence of a fungus that wreaks havoc on the human mind, and those humans – known not-so-lovingly as The Infected – are alive, but not well. No matter which faction of humanity a person falls on, whether he’s with the remnants of the federal government, or rogue groups known as Hunters, or even the mysterious resistance organization known as The Fireflies, everyone is united against The Infected. This is simply because The Infected can in turn infect others, further eroding humanity’s already dwindling numbers. They are a perpetual threat to even the slightest hope that humanity can one day step back from the precipice of extinction, and running into them is always frightening.
Unlike your human adversaries, who often work together, audibly communicate, plan their actions, and practice self-preservation, The Infected attack with reckless abandon, with absolutely no regard for their safety and with every intention of killing you. Fighting them is terrifying, especially during your first few encounters, and feels completely different than your engagements with pockets of humanity. The lesser versions of The Infected, colloquially known as Runners, can be taken out with firearms and melee strikes alike, but it’s the Clickers – characters so infected by the Cordyceps fungus that they can’t even see – that will haunt your dreams. They can only be killed with silent shiv strikes or via firearm – silence is more often than not your best weapon against them -- but if they so much as get their hands on you, it’s game over. In this world, they are the true threat. It’s unlikely you’ll ever get comfortable dealing with them, of being mere feet away from them, crouching, hoping they don’t somehow sense you.
Another brilliant aspect of The Last of Us is its crafting options, all of which happen in real-time. With the exception of actually going to a pause menu, there’s no way to stop the action, so you need to find lulls in order to scavenge for items, put them together and create new goods that can be used both curatively and offensively. The system is extra tense considering you can use, say, alcohol and rags to create either a healing pack or a Molotov Cocktail, but not both with the same goods. Thoroughly exploring environments nets you the components necessary for item creation, giving you yet another reason to inspect surroundings already begging to be rummaged. And item scarcity, a perpetual issue in the world of The Last of Us, means that everything you find is precious in its own way. There aren’t any factories making more of anything you find, and that includes the greatest prize of all: bullets.
The Last of Us Review
Ellie is undeniably the star of the show.
This perpetuates real consequences based on your decisions. Will you use those scissors and some tape to create a shiv? Or will you attach them to the end of a pole to create a makeshift weapon of war? Will you create a smoke bomb only because you found sugar in the environment and can only carry more if you use what you already have? Or do you bypass the sugar and hope you don’t need it – or what you can make from it – later on? Will you opt for melee strikes to save ammo for another day? Or will you walk in guns-blazing and hope you find shells on the bodies you leave in your wake? How you choose to navigate these forks in the road have considerable effects on how you approach future enemy encounters, adding a special dynamic to The Last of Us not found in very many games.
Joel can also upgrade himself with pills and other supplements hidden throughout the adventure, though here you’ll also have to make careful choices, as there isn’t enough medicine in one playthrough to fully upgrade him. Likewise, all of your weapons, from pistols to shotguns and rifles, can also be upgraded using parts and tools found on your journey. Similarly, you won’t be able to max-out everything, so you’ll need to make thoughtful decisions. This adds an analytical, tactical slant to The Last of Us not found in the likes of Uncharted, though if you really want to upgrade Joel and his goods fully, you could always take advantage of The Last of Us’ very welcome New Game+ feature.
While the campaign is absolutely worth playing through multiple times, The Last of Us also comes packing a robust, rich multiplayer mode that isn’t simply a retread of Uncharted’s. In fact, The Last of Us’ multiplayer seems decidedly scaled back in order to fit it into the context of the post-civilization United States, with small player counts and only two modes that pay exceptional detail to the greater context of the single-player campaign.

The Last of Us’ online functionality exists within a mode called Factions. Once you begin, you choose one of two sides and then jump into one of two sub-modes: Supply Raid and Survivors. Both are atypical in their approach, especially Survivors, which presents players with a best-of-seven series in a four-on-four match where death is brutally permanent. Survivors forces meticulous play virtually ripped right out of the campaign, except instead of fighting AI-controlled partners, you’ll be dealing with even smarter humans. It’s a truly fun mode, one where every player on the map is overflowing with nerves and afraid to make a mistake.
Supply Raid, on the other hand, is about whittling down your team by eroding their overall life count. It’s more generic than its counterpart, but the idea of having a shared number of lives forces you to strive for better play. It makes you not want to be the reason your team loses, it makes you not want to make silly blunders. Like Survivors, Supply Raid also allows you to craft items on the fly using components found on the map and feels a whole lot like the single-player game. By scaling back the modes and the player counts from the likes of Uncharted, Naughty Dog has removed the tall barrier between single player and multiplayer and has made the two feel interconnected, even ancillarily.
The Last of Us Review
Playing The Last of Us online is exceptionally fun.
What’s especially neat about The Last of Us’ online functionality is the metagame that transcends everything you do. When playing online, your character – who is fully customizable in both appearance and loadout – is the leader of a band of survivors. Successfully navigating online matches, collecting items and engaging in one-off challenges called Missions helps grow your band. Of course, if you fail, your band decreases in size. It’s a simple system in premise, but it’s undeniably addicting when you start getting into it. It creates another, higher level, a different way to gauge your overall success by something other than wins or losses and your kill-to-death ratio. Like the single-player campaign, which judges your actions based on future consequences, so too does multiplayer in The Last of Us reward or detract based upon performances that, at the time, may not seem entirely consequential.
Then again, The Last of Us is still all about its single player campaign. Many players will never jump online, and frankly, they won’t be missing out on what truly makes the overall package so incredibly special, so exceptionally noteworthy, such a must-play experience.
THE VERDICT
PlayStation 3 isn’t only well-known for its number of exclusive games, but for the sheer number of quality exclusives. That’s what makes The Last of Us even more impressive, because not only does it join the ranks of Uncharted, Killzone, God of War, Infamous and more, but it bests them all. In short, Naughty Dog has crafted a game that impresses in virtually every way. The Last of Us is a true feat.
Its unrivaled presentation in particular sets the bar even higher than the Uncharted trilogy already did, and its writing, voice acting and layered gameplay combine to create what is very easily the game to beat for Game of the Year 2013.
The Last of Us Review
 
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PES 2014 - Konmi reveals the New features

PES 2014



Konami has declared that PES 2014 will "mark a new beginning for the popular series".
A press release declares aspect of the game has been "totally reworked, throwing off the shackles of previous limitations and allowing the PES Production team to produce a game much closer to their vision of recreating the excitement and variety of a top-level match."
Powered by the Fox Engine, the game rests upon six key features:

TrueBall Tech: this allows players to control the ball using the analogue stick with "detailed barycentric physics determining the weight shift of the player" – what does that mean? Very basically, you'll be able to control how a player receives a pass and how they subsequently control the ball, allowing you to chest or knock the ball into space pass an opponent.
Motion Animation Stability System: things are getting physical in PES 2014. Players will now interact with greater physicality – the outcome of tussles and challenges will depend upon the physical qualities of individual players. There are more types of tackle, too.
Heart: the atmosphere is also a big focus for the new instalment, with the game aiming to recreate the effect a home advantage has on a team. Players now have mental attributes in addition to physical stats – if they're having a bad game, their head might drop. Teammates might even try to pick him up.
PES ID: A lot more players will now have immediately identifiable running and playing styles. PES 2013 featured 50 players using this system, but PES 2014 will boasts twice as many players identifiable by their playing style.
Team Play: Different tactics can be deployed in different areas of the pitch, using as little as three players. It sounds like a way of using very specific tactics in different parts of the pitch, exploiting weaknesses in the opposition's team.
Core: this is the basis of PES, and covers all those small tweaks and improvements that have been made, from free kicks and penalties to the flow of matches. It sounds like a lot of fine tuning has been done.
This is all in addition to the recently-announced inclusion of the Asia Champions League, which complements the franchise's long-standing licensing of the UEFA Champions League.
It's clear a lot of this progression is being attributed to the use of the Fox Engine. “Thinking outside the box on an annual series such as PES is not easy,” said Creative Producer Kei Masuda, “but the Fox Engine has allowed us to develop such a level of freedom that we are constantly realising ways of making PES 2014 a true representation of football."
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