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Showing posts with label pc games. Show all posts
Showing posts with label pc games. Show all posts

Wednesday, October 24, 2012

Medal of Honor Warfighter - Review , screenshots, Gameplay



Warfighter sounds like a joke. It's the sort of ludicrously macho title you'd expect to find on a mischievous Grand Theft Auto parody of first-person military shooters, or perhaps a cheesy Rainier Wolfcastle movie in The Simpsons. What's really disappointing is that either of those options would be more entertaining than what's ended up on this disc.

That Medal of Honor: Warfighter is utterly generic and devoid of personality doesn't come as much of a surprise. Clearly dusted off to fill the years when DICE can't provide EA with a new Battlefield game, Medal of Honor's rebirth as a khaki placeholder is now complete. This is not a game that seeks to challenge or innovate. It's here to give you exactly what you expect and nothing more. Yet even when following in the footsteps of others, it can't help tripping over its own boots.

The story finds you hopping from one Tier One operative to another across a fragmented time frame as you close in on The Cleric, a shadowy terrorist leader who should in no way be taken as a stand-in for Bin Laden. You pop up in Pakistan, Yemen, Dubai and Sarajevo to take down evil Muslims, Somalian pirates and swarthy Eastern Europeans. Stark captions tell you that events happened SIX WEEKS AGO or EIGHTEEN HOURS LATER - but none of it adds up to anything compelling, or even coherent.

It's another race to get to another super-villain before he unleashes another atrocity that evokes 9/11. We've done this so many times that the details barely even register, and even in a genre where opaque plotting has become the norm, Warfighter barely manages to connect the dots.
1

Preacher is one of the returning characters from the previous game. He's not a real preacher.


The gameplay that makes up these disconnected sorties is painfully thin. This is the corridor shooter at its most basic and unadorned, offering rigidly scripted dioramas through which you jog and battle, and no reason to use anything other than your trigger finger. On the rare occasions that Warfighter asks you to interact with an object, such as a generator or fuse box, it simply asks that you shoot it. Such relentless focus on gunplay might be invigorating if it were part of a more robustly constructed ride, yet Warfighter is a slipshod nag of a game, blighted by glitches and bugs even after you've downloaded a hefty 200MB day one patch.


Button prompts are reluctant to respond. Audio cues are mistimed and subtitles contain mistakes. Objects hover and lodge in the scenery. Characters skitter and lurch across the map as they try to follow their rudimentary pathfinding, sometimes floating and gliding back into cover, sometimes flying up into the air rather than walk through a building. Enemies fire bullets that pass through brick walls, or squat in plain sight doing nothing, while you can line up headshots that fail to leave a mark. Grenades are a particular problem, often appearing without warning in illogical places. Sometimes characters just fall down dead for no apparent reason.


There's a persistent air of "what's going on?" that can't be excused by the chaos of war. Too often, the game more closely resembles a low-budget wannabe than a potential blockbuster from a major publisher. I encountered all of these quirks and more during the six hours it took me to trudge through the campaign on normal difficulty, but no single problem was more damaging than the terrible AI.

"On the rare occasions that Warfighter asks you to interact with an object, such as a generator or fuse box, it simply asks that you shoot it."
2


Wouldn't it be nice to play a shooter where a major city doesn't have to suffer a terrorist attack just to remind us that bad guys are bad?

Call of Duty at least knows how to use smoke and mirrors to hide the puppetry behind its elaborately constructed theme-park experiences. Warfighter attempts the same trick but lacks the presentational skills to sell the misdirection. Nowhere is this more apparent than in the behaviour of your squad, the members of which can often be found crouched yards behind the action, going through their idle animation while you fight alone, or shooting at a piece of scenery. They'll stand inches away from an enemy trading shots that do nothing. On occasion, they'll even vanish completely.


These moments don't even come during interesting combat scenarios. The bulk of the game is simply a duck-shoot, with sporadic interludes for reliable genre standbys such as sniper sections, turret missions and a couple of car chases. The closest the game comes to innovating in mission design comes as you try to escape Dubai with a high-value target stuffed in the boot of your car. Navigating the roads while avoiding the security cars searching for you is a clever idea - Pac-Man as a vehicular Tom Clancy stealth game - but it doesn't last long and you're quickly back to smashing and crashing your way down linear routes.

All the technical snafus make a mockery of the game's humourless reverence for the real-life fighting men it seeks to honour. Based on what you see in this game, Tier One soldiers are not elite warriors but barely competent morons who will throw a grenade into a corner for no reason and then run to stand next to it. Viewed against this laughable backdrop, the game's queasy paean to American superiority in the face of irrational foreign savagery is horribly misplaced. If it were any more competent, the tub-thumping jingoism might be offensive rather than simply tragic.

"We don't learn what it's like to be these men; we're simply scolded, passive-aggressively, for not being them."
3

The final level may not technically be a recreation of the assault on Bin Laden's hideout, but it might as well be.

Crucially, the story has the emotional range of a Steven Seagal movie. None of the characters has a personality or even a real name. How are we supposed to understand what these men go through if we're not even trusted with their identity? Stump. Preacher. Mako. These pithy nicknames provide impenetrable narrative body armour that prevents the player from knowing these men. Our shared viewpoint is only what's visible beyond their iron sights.


When the story does attempt to show us the cost of what these men do, it's via corny, soft-focus domestic cut-scenes that wouldn't pass muster in the cheesiest soap opera. Estranged wives, wide-eyed daughters - it's not about exploring the emotional burden of men trained to do terrible things, it's about revering their ability to shoulder that burden without doubt or complaint. We don't learn what it's like to be them; we're simply scolded, passive-aggressively, for not being them. If you want meaningful commentary on what modern warfare does to the soul, stick with Spec Ops: The Line.

Having set expectations low with such a threadbare single-player campaign, Warfighter's multiplayer raises the bar a little. While it lacks the aggressive to-and-fro of COD or the epic sweep of Battlefield, there are good ideas to be found here. Gunplay is tight and all the usual game modes are accommodated, with the obligatory Team Deathmatch augmented by variations of Capture the Flag, King of the Hill and Battlefield's Rush mode. Home Run, the flag capture mode, is one of the more interesting, with a "no respawn" rule and flags that can't be returned. Matches are fast and taut and reward solid teamwork.

"Even at its best, Warfighter's multiplayer is only ever pretty good, hampered as it is by the same rough edges that blight the campaign."
4


The multiplayer wears the same Battlelog system and game engine as Battlefield 3, like a little brother in hand-me-down clothes.

Teamwork is the basis of the enjoyable Buddy system as well, with teams sorted into fire team duos. As long as your buddy isn't engaged in combat or under threat, you can respawn on them almost immediately rather than waiting to be returned to base. It's a neat little mechanism that encourages close co-operation rather than lone wolves.

Yet even at its best, Warfighter's multiplayer is only ever pretty good, hampered as it is by the same rough edges that blight the campaign. Map clipping is common, damage levels feel inconsistent, killstreaks are unbalanced and the generally ragged feel blights some otherwise promising maps. Customisation options are plentiful, but cluttered menus and an overly busy interface mean that finding your feet and stamping your identity on the game are more arduous than they need to be.

Such hurdles aren't unusual for a shooter at launch, of course, but even if another patch could level Warfighter's playing field, it would still only be a passable and temporary alternative to the genre leaders rather than a replacement. This is a genre where exceptional levels of polish are required just to keep pace, and any new entry must not only meet high expectations, but attempt to exceed them. Warfighter borrows ideas from COD and Battlefield and offers a few of its own, but it falls far short of the standards set elsewhere. This is a field where "pretty good" is no longer good enough.

A game with no identity of its own, unable to step out from the shadow of its genre rivals: the gaping chasm between Warfighter's Nietzschean obsession with supermen warriors and the creaking game design that contains them proves impossible to bridge.



There's been a backlash brewing for some time against the bombastic direction military shooters have taken, but it would be wrong to assume that Medal of Honor: Warfighter is simply the game unlucky enough to bear its brunt. The truth is far simpler and more depressing: it's just not that good.

Source : eurogamer






Gameplay coming soon.... stay updated

First official artwork release from Grand Theft Auto V


GTA V , most expected game of 2012 is releasing next month.

Lots of info coming next month. Get ready. For now, enjoy this first official artwork release from Grand Theft Auto V
 
 

Sunday, August 12, 2012

Play your PC Games on your Android Phone/Tablet.




This could be made possible with the help of an Android App called Kainy.

Kainy is a remote desktop oriented for Gaming and Performance.

Stream your games from your PC into your Phone/Tablet.

Play your PC Games Everywhere (Wifi/3G/4G).

- HD/native resolution (8 qualities).
- About 100 Preset Templates for Controls and UI.
- Up to 60 fps.
- Customize your Interfaces (Buttons and Controls).
- Apply your Custom Pages (Interfaces) for each of your Games/Applications.
- Use Accelerometer to control your Games.
- Support Fullscreen, Sounds, Bluetooth Keyboard...
- Authentication/Data encryption in 128 bits.
- Use Kainy as Game Controller.
- Optimized for Neon, Tegra2 and Tegra3.


Download link
Kainy 

 For Free Download link comment below

Saturday, August 11, 2012

Crysis 3 - Assess. Adapt. Attack. Get Revenge on PC , Xbox, PS3 - Coming Soon




The award-winning developer Crytek is back with Crysis 3, the first blockbuster shooter of 2013! Return to the fight as Prophet, the Nanosuit soldier on a quest to rediscover his humanity and exact brutal revenge. Adapt on the fly with the stealth and armor abilities of your unique Nanosuit as you battle through the seven wonders of New York’s Liberty Dome. Unleash the firepower of your all-new, high-tech bow and alien weaponry to hunt both human and alien enemies. And uncover the truth behind the death of your squad while reestablishing the power of human will in a rich story full of exciting twists and turns. Crysis 3 is the ultimate sandbox shooter, realized in the stunning visuals only Crytek and the latest version of CryENGINE can deliver. Assess Adapt, and Attack starting spring 2013 on Xbox 360, PlayStation 3, and PC.

 Features


  • Seven Wonders of the Urban Rainforest – New York City has been contained in a giant nanodome and grown into a unique rainforest with seven distinct environments. Master the ultimate sandbox and turn it into your own personal hunting ground.
  • Assess, Adapt, and Attack – Crysis’s highly-acclaimed sandbox gameplay is back with more open levels to let players choose their path and approach. Your upgraded Nanosuit allows brute force or stealth, always giving you more than one option.
  • Expanded Multiplayer – Experiment with new ways to customize your Nanosuit and brandthe new game modes.
  • The Biggest and Most Explosive Arsenal in Franchise History – In addition to giving you an arsenal of human firearms, Crysis 3 lets you scavenge alien weapons and deploy an all-new signature bow
  • The Evolution of CryENGINE – CryENGINE unleashes the power of the Crytek creative team and delivers a visually stunning and varied gameplay experience.

Tuesday, July 31, 2012

A Complete Guide about DirectX




Ever wondered just what that enigmatic name means?


Gaming and multimedia applications are some of the most satisfying programs you can get for your PC, but getting them to run properly isn’t always as easy as it could be. First, the PC architecture was never designed as a gaming platform. Second, the wide-ranging nature of the PC means that one person’s machine can be different from another. While games consoles all contain the same hardware, PCs don’t: the massive range of difference can make gaming a headache.


To alleviate as much of the pain as possible, Microsoft needed to introduce a common standard which all games and multimedia applications could follow – a common interface between the OS and whatever hardware is installed in the PC, if you like. This common interface is DirectX, something which can be the source of much confusion.

DirectX is an interface designed to make certain programming tasks much easier, for both the game developer and the rest of us who just want to sit down and play the latest blockbuster. Before we can explain what DirectX is and how it works though, we need a little history lesson.

 

 DirectX history

Any game needs to perform certain tasks again and again. It needs to watch for your input from mouse, joystick or keyboard, and it needs to be able to display screen images and play sounds or music. That’s pretty much any game at the most simplistic level.

Imagine how incredibly complex this was for programmers developing on the early pre-Windows PC architecture, then. Each programmer needed to develop their own way of reading the keyboard or detecting whether a joystick was even attached, let alone being used to play the game. Specific routines were needed even to display the simplest of images on the screen or play a simple sound.

Essentially, the game programmers were talking directly to your PC’s hardware at a fundamental level. When Microsoft introduced Windows, it was imperative for the stability and success of the PC platform that things were made easier for both the developer and the player. After all, who would bother writing games for a machine when they had to reinvent the wheel every time they began work on a new game? Microsoft’s idea was simple: stop programmers talking directly to the hardware, and build a common toolkit which they could use instead. DirectX was born.

 

How it works..??

At the most basic level, DirectX is an interface between the hardware in your PC and Windows itself, part of the Windows API or Application Programming Interface. Let’s look at a practical example. When a game developer wants to play a sound file, it’s simply a case of using the correct library function. When the game runs, this calls the DirectX API, which in turn plays the sound file. The developer doesn’t need to know what type of sound card he’s dealing with, what it’s capable of, or how to talk to it. Microsoft has provided DirectX, and the sound card manufacturer has provided a DirectX-capable driver. He asks for the sound to be played, and it is – whichever machine it runs on.

From our point of view as gamers, DirectX also makes things incredibly easy – at least in theory. You install a new sound card in place of your old one, and it comes with a DirectX driver. Next time you play your favourite game you can still hear sounds and music, and you haven’t had to make any complex configuration changes.

Originally, DirectX began life as a simple toolkit: early hardware was limited and only the most basic graphical functions were required. As hardware and software has evolved in complexity, so has DirectX. It’s now much more than a graphical toolkit, and the term has come to encompass a massive selection of routines which deal with all sorts of hardware communication. For example, the DirectInput routines can deal with all sorts of input devices, from simple two-button mice to complex flight joysticks. Other parts include DirectSound for audio devices and DirectPlay provides a toolkit for online or multiplayer gaming.

 

Diagnosing problems

Diagnosing problems with a DirectX installation can be problematic, especially if you don’t know which one of the many components is causing your newly purchased game to fall over. Thankfully, Microsoft provides a useful utility called the DirectX Diagnostic Tool, although this isn’t made obvious. You won’t find this tool in the Start Menu with any version of Windows, and each tends to install it in a different place.

The easiest way to use it is to open the Start Menu’s Run dialog, type in dxdiag and then click OK. When the application first loads, it takes a few seconds to interrogate your DirectX installation and find any problems. First, the DirectX Files tab displays version information on each one of the files your installation uses. The Notes section at the bottom is worth checking, as missing or corrupted files will be flagged here.

The tabs marked Display, Sound, Music, Input and Network all relate to specific areas of DirectX, and all but the Input tab provide tools to test the correct functioning on your hardware. Finally, the More Help tab provides a useful way to start the DirectX Troubleshooter, Microsoft’s simple linear problem solving tool for many common DirectX issues.

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