Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Thursday, April 16, 2015

Review: Red Crucible Firestorm



Specs:

Name: Red Crucible Firestorm
Reviewed on: PC (facebook)
Game type: MMORPG, FPS 
Price: Free



 Red Crucible Firestorm is a fast paced FPS, MMORPG game by Rocketeer Games Studio, which is available for free on facebook. It was released on the 15th April, 2015 (yesterday :D) as an improvement on the previous title, Red Crucible 2.

Improvements from Red Crucible 2:
•New UI System: New Store, Inventory, Social, Settings, Tier Tree Unlocks, and HUD.
•New Consumable System: Choose your own input number for your consumables
•New Daily rewards System: Earn honors, xp, consumables, and even coins for logging in consistently.
•New Vehicle Spawn System: Spawn your vehicles from the proper spawn point. There is a vehicle limit.
•New Vehicles
•New Loadout System: 1 primary. 1 secondary, 1 melee
•New Boot Camp: Check out the new base camp
•New Match Types: Survivor, Search and Destroy, TDM: Resources, TDR: Vehicles, Territories, Conquer
•New 3rd Person Feature: The Scroll wheel on the mouse will switch shoulders.
•New In-Game Lobby: Get your loadouts prepared as you wait for the match to begin. •Matches will now balance the teams and have a minimum requirement of players to begin.
•New and Updated Maps!
•New Consumables: Molotovs, Smoke Grenades, Sticky Grenades, Claymore, Proximity Mines, Spawn Point, Minigun Turret.
•Destructible environments
•Interactive Objects
•Updated Vehicle Controls.

Screen shots:
game-play

loading screen
inventory

inventory




                                          Red crucible firestorm gameplay by Apple Army

Friday, November 14, 2014

Review: Assasins Creed Unity



Specs:
Assassin's Creed Unity
on Xbox One, PS4, PC
Reviewed on PS4
$99.95
Classification: MA15+
Reviewer's rating: 6/10


The Assassins creed IV: Black Flag, met an interesting mix of response, for being more about pirates than Assassins, even though it served as a make up for the "terrible" Assassins creed III. 

In the light of this, the next title in the series, "Assassins Creed Unity", the first game in the series to be built especially for the new generation of consoles, was supposed to be a great return to form for the series, dropping the extraneous rubbish and focusing on that core experience -  locating a target, assessing the area, executing a clean assassination.

However, this hasn't exactly been the case, the problem being that this style of gameplay, which was great when it debuted in the original game in 2007, simply has not evolved. While the fine details have changed over the years, the main experience feels exactly as it did seven years and eight games ago.

Gamers who have never played any of the preceding series may enjoy it, but anyone who has taken on the roles of Altair, Ezio, Connor or Edward will find Arno's adventure all too familiar coupled with the fact that the new character, Arno is quite dull.





The true star of the game is its setting, late 18th century Paris at the height of the revolution. The power of the new game's machines has been put to excellent use, as Parisian landmarks such as the Louvre, Hotel de Ville and Notre-Dame Cathedral are re-created in exquisite detail.

Unity compounds the problem by feeling extremely rushed and unfinished. It also has bugs.

Basically, the "Assassins Creed Unity" seems not to be the revolution we were expecting.




Tuesday, March 25, 2014

Facebook acquires Oculus VR for $2billion in cash and stock


Today, (actually, about 30 minutes ago) Facebook founder and CEO, Mark Zuckerberg announced that facebook has agreed to acquire Oculus VR, a virtual reality company who just launched their newest virtual reality headset, the DK2 alongside Sony's Project Morpheus, for $2billion in cash and stock. 

The fact that this is coming up just a few days after the official release of the DK2 suggests that Mark Zuckerberg must have seen something he liked. He described how Oculus VR comes in as a step towards making facebook better in his post on facebook:

"I'm excited to announce that we've agreed to acquire Oculus VR, the leader in virtual reality technology.
Our mission is to make the world more open and connected. For the past few years, this has mostly meant building mobile apps that help you share with the people you care about. We have a lot more to do on mobile, but at this point we feel we're in a position where we can start focusing on what platforms will come next to enable even more useful, entertaining and personal experiences.
This is where Oculus comes in. They build virtual reality technology, like the Oculus Rift headset. When you put it on, you enter a completely immersive computer-generated environment, like a game or a movie scene or a place far away. The incredible thing about the technology is that you feel like you're actually present in another place with other people. People who try it say it's different from anything they've ever experienced in their lives.
Oculus's mission is to enable you to experience the impossible. Their technology opens up the possibility of completely new kinds of experiences.
Immersive gaming will be the first, and Oculus already has big plans here that won't be changing and we hope to accelerate. The Rift is highly anticipated by the gaming community, and there's a lot of interest from developers in building for this platform. We're going to focus on helping Oculus build out their product and develop partnerships to support more games. Oculus will continue operating independently within Facebook to achieve this.
But this is just the start. After games, we're going to make Oculus a platform for many other experiences. Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face -- just by putting on goggles in your home.
This is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life. Imagine sharing not just moments with your friends online, but entire experiences and adventures.
These are just some of the potential uses. By working with developers and partners across the industry, together we can build many more. One day, we believe this kind of immersive, augmented reality will become a part of daily life for billions of people.
Virtual reality was once the dream of science fiction. But the internet was also once a dream, and so were computers and smartphones. The future is coming and we have a chance to build it together. I can't wait to start working with the whole team at Oculus to bring this future to the world, and to unlock new worlds for all of us."

by: Ezekiel .T. Ogidan 

Wednesday, March 19, 2014

Sony releases new VR headset called "Project Morpheus"



Finally, Sony has come out with a new toy, actually something i'd call a gamer relic.Its a virtual reality headset called "Project Morpheus" (catchy).


According to Shuhei Yoshida, president of Sony's Worldwide Studios, Sony had been working on the technology  for three years. He also said, in a blog post, that "We believe VR will shape the future of games," and he couldn`t be more correct.

He also said, "At GDC 2014 this week, attendees will be able to check out Project Morpheus in action at the SCEA booth through a handful of technology demos."

Its actually still a prototype, made available to only developers, and a commercial release date has not been announced.

The project Morpheus is a head-mounted display with 1080p resolution and a 90 degree field of view.

It has sensors built into the unit that can track head orientation and movement, so that when a user's head moves, the image of the virtual reality world moves with it.

Sony's move into virtual reality was actually induced by a product released by a crowd-sourced group called Oculus Rift.


It unveiled its prototype headset "Crystal Cove" at this year's Consumer Electronics Show in Las Vegas
By: Ezekiel.T.Ogidan

Monday, November 25, 2013

Xbox vs. PlayStation: Beginning of the End for Consoles?

This month marks a milestone in the turf war for the space beneath our television sets: it’s the first time that Sony and Microsoft have released new video-game consoles within a week of one another. The PlayStation 4 launched in the U.S. a week ago (and launches in Europe next week), while Microsoft’s Xbox One is available around the world as of today. Both systems are Blu-ray-playing supercomputers squeezed into similar-looking black plastic casing; both are designed to usher in a new era of high-definition, online-enabled video games.

The consoles are a technological leap over their forebears, with broadly similar internal specifications (eight-core CPUs, eight gigabytes of RAM, 500-gigabyte hard drives). Each has a powerful external camera that facilitates facial recognition and allows some games to be played with the human body rather than a controller. Sony’s focus is on the core “gamer”: the PlayStation 4’s multimedia capabilities are still present but are pushed to one side in favor of games (both the hulking Hollywood-style blockbuster games and the smaller independent variety). By comparison, Microsoft’s more expensive Xbox One ($500 compared to $381) has a broader aim, acting as an HDMI-enabled set-top box as well as offering a vast array of non-game apps, from streaming TV and movie services to a camera-enabled fitness program.

Sony and Microsoft must court two separate groups with these machines: the consumers who buy them and the game developers who support them. Some developers believe that the increased power offered by these new consoles will lead to more compelling games. “It was such a pain to get high-detail games onto the last generation of games in practical terms,” explains Steve Gaynor, who worked on Bioshock 2 and the recent award-winning independent title Gone Home. “It meant that teams had to do a lot of hard work to get their games to look as good as they did. Now teams can spend their time just making stuff, rather than figuring out how to make it run on the hardware.”
Despite a recent tweet from Microsoft congratulating Sony on the successful launch of the PlayStation 4, this is a high-stakes battle. Video games have been the most profitable medium in  entertainment for decades now. In the early 1990s, Nintendo generated more annual profits than all of the American film studios combined. In 2012 the traditional video-game market boasted revenues of $58 billion, even excluding smartphone, tablet, and Facebook games. Since the first PlayStation launched in 1994, Sony has sold approximately 350 million video-game consoles, roughly equivalent to the total number of iPods sold by Apple up to and including 2012.
The battle is over the ownership of digital play in the living room—a battle that Bloomberg recently argued could lead to the decline and fall of Hollywood.
The sharp and ongoing rise in smartphone and tablet ownership has also vastly broadened the audience of gamers, as did Nintendo’s accessible Wii console (which lowered the barrier to entry by featuring a controller that would translate a player’s intent through mere swings of an imaginary tennis racket and thrusts of a virtual sword, rather than complicated button combinations). It sold 100 million units around the world.
But this rise in both profits and engagement is not the sole preserve of traditional video-games consoles. Downloadable games such as Angry Birds and Minecraft, which play on mobile phones and basic PCs, now constitute a major part of the industry (in April this year, Angry Birds developer Rovio estimated that its games have been downloaded 1.7 billion times, while in 2012, Minecraft earned its independent creator, Markus Persson, more than $100 million). Consoles now compete not only against one another for the prime real estate beneath the television set, but also against the convenience of phones and other ubiquitous video-game platforms.
Smart TVs—which connect to the Internet and come with their own clutch of accompanying apps and games—present another potential threat. PlayStation 4 and Xbox One have responded to this by including various apps that let users access NetflixHuluHBOESPN, and more. Many industry watchers predict that Apple will enter the smart TV market soon. And as Internet connection speeds improve, a mainstream Netflix-esque streaming service for games seems increasingly likely.
Indeed, Sony acquired one such service, Gaikai, for $380 million last year. It’s a cloud-based game-streaming service that’s integrated into the PlayStation 4 and could, theoretically, make physical consoles obsolete. The announcement of the Steam Box console from the PC game distributor Steam presents yet another contestant in the ongoing war to own the living room.
Each new iteration of hardware brings a historical downward trend in console sales. Sony’s wildly successful PlayStation 2 sold 150 million consoles. Its successor sold 80 million. It appears that Sony and Microsoft both lose a lot of money on these devices. For these reasons, some people think this new generation of console hardware (including Nintendo’s beleaguered Wii-U, which has failed to capture consumers’ imaginations) may be the last.
For consumers, the decline in consoles is not only a symptom of broader choice (in the 1990s, consoles and PCs were the only way to play complex screen games) but also one of diminishing returns. Martin Hollis, designer of the seminal Nintendo 64 movie tie-in Goldeneye 007, told me: “With each iteration, the multiple of increased power matters less. Looking back, PlayStation 2 was a huge leap from PlayStation. But PlayStation 3 was a much smaller leap. Each time we climb a curve of diminishing returns.” Hollis, like many others, believes that most people who only casually play video games will remain unconvinced by the difference between the new versions of the consoles and the previous ones.
Not everyone is so gloomy about the future. Sony Computer Entertainment America president Jack Tretton believes the traditional console market will continue, despite the cultural switch to cloud-based streaming services across all entertainment, from books to music to films to television. “I’ve managed to ride the ‘last console’ wave for the last, what is that … 27 years or so?” he says. “There’s a reason the console came about: [People like] sitting in front of a big-screen TV on a couch with [their] friends.”
Tretton’s position is unsurprising considering his vested interest, but the U.S. sales figures from the week after the launch of the PlayStation 4 justify his confidence. Sony announced yesterday that more than one million PlayStation 4 consoles were sold to consumers in the first 24 hours of availability. Nintendo’s hugely popular original Wii, which launched in North America on Black Friday 2006, sold a comparatively measly 600,000 units in its first eight days. Some might argue that the figures bear testament to Sony’s improved logistics around the launch: it shipped more PlayStation 4s to retailers, therefore more were sold. But there’s no dispute that there’s a healthy consumer appetite for the technology. The question now is whether that appetite will grow in the face of a smorgasbord of technological choice.
Article source: MIT technology reveiw