Thursday, 20 October 2011

Blocks That Matter

Blocks That Matter, developed and published by a small French indie team called Swing Swing Submarine, is an engaging action puzzle game that stays true to its roots. As with the best puzzle games, the premise of BTM is pretty simple. You play as a little robot with the goal of getting to the portal at the end of every stage. There are enemies, but the larger task is navigating the 2D landscape. Your equipment consists solely of a drill, which you use to break and collect blocks from one part of a stage to build new structures in another. This description is an oversimplification, sure, but all puzzle games can be oversimplified; Tetris is just about dropping blocks onto a field and making lines, after all.

The intricacies are what make the game unique, as with all puzzlers, and BTM unabashedly uses mechanics from other block-based games to create something new. It draws one of its key elements directly from the aforementioned Tetris: when creating structures, you can't just plop down blocks anywhere you want. You must create a four-block structure, shapes that are burned into the subconscious of any Tetris player. Also, all the block types found around the world are ripped directly from Minecraft, even the way that sand is affected by gravity while almost everything else is not. Not only is this a welcome homage to BTM's inspirations, but they are easy concepts to grasp that automatically challenge you to give your structures some forethought and planning.

Blocks That Matter Video

BTM has impressive pacing. Your robot persona gains a few upgrades over the course of the 40-stage "Adventure Mode," but they are introduced slowly enough that you can practice with a new concept in relative safety. For example, an early upgrade gives you the ability to blow up a row of blocks provided there are at least eight all touching each other. When you're first given this ability, the game basically shows you a section you need to blow up and gives you plenty of blocks nearby in the stage to collect so you can build a structure to finish off the row. Later stages that require you to blow up rows will often provide you with just enough blocks to get the job done, and if you make a mistake, you'll need to restart the level.

These restarts will be pretty frequent as you figure out solutions, but I was never frustrated. I confess that I'm not very good at puzzle games, but any irritation I felt when restarting a level was self-directed. BTM has extremely tight controls, consistent physics, and no graphical lags. I never encountered any bugs, and what bugs seemed to exist on the first release have been patched. BTM may drive you crazy, but only because the puzzles themselves are so damn challenging. A gamepad is preferred and feels far more natural, but the game is perfectly playable with a keyboard if that's all you've got.

Adventure Mode, the main campaign of BTM, is a fun trip for old-school puzzle gamers and new gamers alike. It starts with a cute story starring characters named after Alexey Pajitnov and Markus Persson, the creators of Tetris and Minecraft respectively. Every level of Adventure Mode features a treasure chest that's difficult to get to, forcing you to use perfect block management and timing to acquire. Getting a chest rewards you with a block reference from a game in the past, such as a Medikit from countless first-person shooters or the numbered grid from Picross 3D. These blocks are just trophies and don't actually do anything, but collecting them opens up a special prize at the end of Adventure Mode and gives you bragging rights. Almost every block will make you smile with nostalgia as you remember the game they came from.


BTM has adorable cartoon graphics and a lilting soundtrack to match. It's extremely easy on the eyes and ears, though personally I was hoping for a bit more variety in the levels. Even so, you'll be far more concerned about getting through every level than the fact that you're always surrounded by dirt.
Closing Comments
Blocks That Matter is an intriguing action puzzler that is as cute as it is challenging. While the campaign probably won't take you more than five or six hours to get through (and a lot less than that if you know what you're doing), the bonus levels and community levels will keep you entertained as long as you wish.


Football Manager 2012 Review

The problem with approaching any game with the scope of the Football Manager series is that you're never 100 percent certain that the snazzy new feature you're making 'ooh' noises at is one that's unique to this iteration, such is the scale of Sports Interactive's baby. And with a game that has no figurehead to reclothe and no hi-res textures to polish up, how do you make the most detailed, no-statistics-left-behind management game even more complex? And is complexity even the end game?

I have a theory whereby the clothing and demeanour of the male model on the front of a Football Manager game dictates how revolutionary the title is. For example, in 2005 our man was wearing a functional padded jacket a la Harry Redknapp – a man who clearly dressed in a hurry. And sure enough, that year was one in which FM was in a brutal race to the shelves with rival Championship Manager, after mummy Eidos and daddy Sports Interactive had gone their separate ways. Jump forward to 2007's box art and the game was rocking a Mourinho long woollen coat and tie combo. The message: we're looking great and we know it. FM 2008, and our manager is now a little chubbier in the face, and the game similarly is fit to burst – this year sees the return of the Dutch national team, and a newly licensed Ligue 1.

On the box for last year's effort our man was decked out in high-waisted Simon Cowell slacks and in desperate need of a shave. Also, for some reason he's standing in the middle of a packed out stadium with a football under his arm, which looks a bit mental. Having a bit of a breakdown perhaps? Has success got the better of the gaffer?

Cleverly Football Manager 2012 is more in-depth than ever before, but is easier to get into.

We needn't have worried. The Football Manager 2012 dress is a masterpiece in the art of the Joachim 'Jogi' Löw-style school jumper and overcoat, a whole new approach to managerial fashion seen at the World Cup a year earlier, and with it comes a fresh take on the game itself.

The major advances this time round aren't necessarily ones that are apparent in day-to-day team management; the biggest addition is probably scalability of the whole experience – you're now able to add or remove vast swathes of club football at the click of a button. No longer are you tied to the teams and leagues you selected when you started a new game, which for anyone who regards themselves as a bit of an FM aficionado is frankly mind blowing. Similarly the new interface expands and contracts when gifted a extra few pixels to play with – if you're lucky enough to be able to play games in something as high as 1680 x 1050, Football Manager has the wherewithal to slide in another couple of stat boxes for your perusal.

Last year's iteration made custom tactics a breeze; in 2012 you're offered the chance to quickly switch between three setups, with the game giving you instant feedback as to precisely how au fait your charges are with any given formation. Perfect if you want to play a certain style of football when you're at home, but need a bit more steel in midfield come away days, or when you find yourself a goal down.

You're now also able to make adjustments to your team's workload directly from the tactics screen itself – invaluable if you're the sort of person who lives for the 90 minutes on the field but isn't necessarily big on match preparation. This integration also enables you to make adjustments to your 'manager philosophy' on the same page. Such integration is indicative of Sport Interactive's overarching vision of giving the bedroom David Moyes' (manager philosophy: scream at ref until red in face, complain about lack of funds) everything they need in one place.

You're not alone in your quest for football-y success and every step of the way you can palm off some of the managerial head-scratching to any one of your coaches, allowing any member of your staff to pick strategies and starting line ups, be they specialised in defence, attack or even goalkeeping. This leaves you free to become that Claudio Ranieri-style tinkerman you've always dreamed of.

Elsewhere, Football Manager has always had zonal marking in Football Manager but this year we've been gifted something you might call 'tonal barking'. The way you address your players has fundamentally changed. You can criticise, flatter and scream at your ungrateful charges in several different ways now – some players will need a feather touch and some will require the more robust hairdryer treatment, but every step of the way you're given real-time feedback as to how your comments have been received. You're also able to call meetings with your entire staff, players included, giving you a great opportunity to clear the air if you've just experienced back to back defeats, for example.

The new adaptive layout is smart and changes depending on the resolution and ratio of your monitor.

As is always common with Football Manager, the devil can be found kicking back and enjoying a lemonade in the detail. You'll now find that the days of the South American full back are numbered – any wide defensive players from that continent are now more than likely going to be wing backs. Transfers are now slightly less headache-inducing too: if you know you're unable to stretch any further than a particular figure in wages you have the option of 'locking' that part of the contract down, meaning that agents have to find some other way of getting money out of you through loyalty bonuses and appearance fees.

Another gigantic leap has been taken with the tutorial system. With a game that revels in depth, statistics and bar charts, even the most institutionalised fan might need a spot of hand-holding at times, and 2012's tutorials really are well put together.

The slightly frustrating side of Football Manager has always been the feeling of helplessness once the rot sets in – you're never exactly sure whether your work on the training ground has any effect when it comes to five past four on a Saturday, when you're about to return to the field two-nil down, languishing at the bottom of the league. But such suspension of disbelief is necessary in any role-playing game (in the purest sense of the word) where chaos and circumstance are all part of the charm. This slightly uneasy feeling is still there in buckets, but is lessened slightly when you're able to instantly improve a player's morale by interacting with him, or asking another player to take him under their wing.
Closing Comments
Is Football Manager 2012 a revolution? Probably not, but in that respect it's a victim of its own success. When a game is this colossal, this rich, it's hard to see how it could possibly be bettered, match engine excepted. Is it worth shelling out 30 quid for once again? Ask that same question when it's quarter to three in the morning and you're looking around the room for someone to high-five as you've just survived your first season in the Premier League with your beloved MK Dons. Some may look at Sports Interactive and detect a faint glimmer of complacency, but just because Football Manager's opposition have all but given up, this doesn't mean the king can't rule his kingdom.


Orcs Must Die Review

The current trend in tower defense gives players an avatar to control and sends them into the action, rather than letting them simply place towers from a safe distance. Toy Soldiers did this with much success in two Xbox Live Arcade outings, but for a more medieval affair you should check out Orcs Must Die. From Robot Entertainment, developer of Halo Wars, Orcs Must Die lets you play dungeon interior decorator and build playgrounds of orcish murder.

The title pretty much says it all: orcs are busting into your keep and you must kill them. More specifically, you must prevent them from reaching your headquarters (pretty standard fare for tower defense games). Where Orcs Must Die excels is in the variety of toys it gives you to play with and the pace at which it doles them out. You earn something new with each victory so you always want to keep playing to check out your reward.


A nice array of traps means you have the freedom to decorate your own way. Drop hot coals that will incinerate the orcs as they stomp by or place a spring trap that launches them into a nearby lava pit. However you like to kill your orcs, this game probably has you covered.

But trap placement isn't your only concern. Your limited funds will only allow for so many spike pits and wall blades, meaning you'll need to get your hands dirty and kill some orcs yourself with your crossbow, bladestaff, and other fun weapons. The combat satisfies and can be utilized more by players that prefer action to strategy.

This is a single-player game, but you'll definitely get your money's worth from the lengthy campaign. On PC, you can use either a mouse and keyboard or an Xbox 360 controller. The only strange thing about using a controller is you can't use the bumpers to switch between traps like in the Xbox Live Arcade version of Orcs Must Die. It's a little annoying but I suspect most PC players will be using a mouse and keyboard, anyway.


Orcs Must Die: Kill Highlights Montage

Wednesday, 19 October 2011

Winter Stars Release Date for Xbox Kinect, Wii and Sony Move Announced

By Editor, on October 18th, 2011

Xbox 360 Kinect Box ArtDeep Silver has announced that its winter sports title, Winter Stars, will be released to stores on November 8, 2001. Winter Stars will be available on the Kinect for Xbox 360 and the PS3 with PlayStation Move support as well as the Wii with support for the Wii balance board.

Winter Stars features a little something for every type of player:

• Experience the biggest variety of winter sports to play, including snowmobiling, bobsledding, downhill skiing, figure skating, biathlon, free ride skiing, snowboard cross, ski jumping, paraskiing, curling, and short-track.

• Play online with up to four players on a worldwide scale on Xbox 360, PlayStation 3, and Wii.

• Earn experience points in the fully-voiced story mode to personalize and upgrade your character’s winter gear and equipment such as new snowboards and upgraded bobsleds.

• Includes “Family mode” for players of all ages and skill levels to compete on a level playing field.

See the latest trailer:

About Deep Silver, Inc.
Deep Silver develops and publishes interactive games for all platforms, seeking to deliver top-quality products that provide immersive game experiences driven by the desires of the gaming community. The company has published more than 200 games worldwide since 2003, including the critically-acclaimed, best-selling zombie action game, Dead Island™. Deep Silver, Inc. is a wholly-owned subsidiary of Koch Media, GmbH. For more information, please visit www.deepsilver.com.

About 49Games GmbH
49Games is Europe’s leading independent development studio in the realm of sports entertainment software for video consoles and PC. With a total of 18 published multi-platform sports titles for PS3, Xbox 360, Wii, PS2 and PC, the studio is among the most experienced console development teams in Germany. Together with their own “TC3? engine, the 70-head strong team guarantees international game production at the highest level.

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Dungeon Defenders Release Date Announced

By Dan White, on August 24th, 2011

Trendy Entertainment’s revolutionary cross-platform tower defense game, Dungeon Defenders, is coming to PC and Xbox LIVE Arcade on October 19. The release date for the PlayStation Network version of the game will be announced soon.

Trendy Entertainment is one of the first game developers to take part in GameSpy Technology’s Open program, where indie developers are given full, free access to GameSpy Technology’s full suite of online game development APIs. Trendy and GameSpy Technology worked together closely to implement groundbreaking cross-platform multiplayer functionality that allows PC, iOS, Android and PlayStation players to join in a game of Dungeon Defenders simultaneously. Dungeon Defender’s game experience has been modified to best suit each individual platform, making the game just as fun to play on a portable touch screen as it is with a mouse and keyboard or Dual Shock 3 controller.

During PAX Dev in Seattle, Trendy and GameSpy Technology will share key learnings from their experiences, discussing technical approaches to building out forward-thinking features while also exploring the business rational for making games – especially on emerging mobile platforms like iOS and Android – cross-platform. You can catch this presentation during PAX Dev on Wednesday, August 24 at 1 PM in Grand Ballroom B.

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Earthquake shakes up Video Game industry

By Dan White, on March 14th, 2011

Fallout from the earthquake in Japan last week has had an affect on many industries, including the video gaming industry according to Kotaku and others. Some games have been canceled completely others have been simply the been delayed.

Reportedly heavily anticipated titles such as Motorstorm: Apocalypse and Yakusa4 have been delayed indefinitely. Others, such as the game Disaster Report 4, have been completely dropped. Some game studios such as Square–Enix have temporarily shut down their online games in order to conserve electricity. Reportedly Capcom has delayed releasing the latest downloadable content with the release of the new characters Jill Valentine and Shuma – Gorath.

When world events like this latest earthquake happen, it seems apocalyptic themes become a little bit too real. Unlike the terrorist attacks on September 11, 2001 or the recent flood in Queensland and earthquake in Japan, video games can only portray a portion of what the actual physical reality is like. However, it does make one wonder if the goal of making videogames more realistic is one that actually should be strived for.

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Tuesday, 18 October 2011

Sony PS Vita Launch Date & Games Confirmed

By Dan White, on September 14th, 2011

Sony today announced the Japan launch date for their new handheld console, the PS Vita, to be December 17 of this year, confirming previously leaked information. They confirmed that  26 games will be available to play when the Vita reaches shelves. Sony also stated that within the consoles launch window, approximately 3 months, there will be 100 games available for the Vita.
Prices for the Vita will range from 29,980 YEN (about 391.00 USD) for the 3G version to 24,980 YEN (about $326.00 USD) for the WiFi version. Japanese pre-orders will start on October 15 of this year.

Launch titles will include:

BlazBlue: Continuum Shift Extend
Project N.O.E.L.S.
Fish On
Dynasty Warriors Next
WipEout 2048
Ultimate Marvel vs. Capcom 3
Lord of Apocalypse (Square Enix)
F1 2011
Ninja Gaiden Sigma
Army Corpse of Hell (Square Enix)
Michael Jackson: The Experience (Ubisoft)
Shinobido 2: Tales of a Ninja (Acquire)
Virtua Tennis 4 (Sega)
Uncharted: Golden Abyss (SCE)
Hot Shots Golf 6 (SCE)
Gyokugen Dasshutsu Adv: Zennin Shiboudesu (Chunsoft)
Dream Club Zero Portable (D3 Publisher)
Disgaea 3: Return (NIS)
Dark Quest: Alliance (Ubisoft)
Ridge Racer (Namco Bandai)
Tales of Innocence
Gravity Daze
Metal Gear Solid HD (Konami)
FIFA 12 (EA)

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Sony Hack Still Delays Play, Xbox Live Claims To Save The Day

By Dan White, on May 9th, 2011

ArrrGGhhh! There be pirates!It seems Sony has once again disappointed its users. Rumors were confirmed today when a Sony spokesperson confirmed that the company’s PlayStation network will be down until at least May 31, 2011. There was much anticipation about PSN being back online this week. But according to Sony testing has revealed the need for further security measures.

It’s also been rumored that there have been additional attacks attempted against Sony’s existing servers, however their attempts failed as patches had been completed on them. Responsibility for recent hack attempts has been claimed by a faction of Anonymous. Whether these recent attacks are to blame for the delay is unclear. However the Japanese electronics giant claims to be working around the clock to determine the scope of the breach and to shore up its security to prevent future break-ins.

Shortly after the PSN network security failure was revealed, another breach was discovered on the Sony Entertainment Network. This unauthorized intrusion was reportedly done even before the PSN network was hacked and raises the level of potential identity theft exposure to over 1 million accounts.

The information exposed includes online identities, email addresses, names and home addresses of the people on the network. The Sony Entertainment Network is a separate network from the Playstation Network that hosts multiplayer games for PC and Playstation 3 users, including the game “EverQuest” among others. It could potentially cost Sony $10 to $100 for each credit card or debit card holder if it has to make reparations for the breach, not to mention the damage to Sony’s reputation, which could be catastrophic for its gaming division.

Of course this appears to create a great opportunity for Microsoft to crow about it’s Xbox Live Service being up and going strong. Of course boasting can get you some undesired attention, as witnessed in the past hacks of PassPort servers.

One thing is certain, this should provide for some interesting conversations at the upcoming E3 event.

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Free Rift 1.4 game promotion coming soon!

By Dan White, on August 21st, 2011

Popular MMORPG Rift is having a huge promotion in celebration of it’s upcoming sixth month of being publicly available. From August 25 to 31, they will be offering all sorts of rewards like ramped-up XP and Prestige gain for subscribers, and letting former players and newcomers play for free (with no level restriction)! They are also offering in-game prizes? Let’s party in Telara! Look for more information, coming your way soon!

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BioWare vs Blizzard inside a nutshell!

During an interview with EA’s games boss Frank Gibeau, he has explained how BioWare’s new project is going to face WoW head on for a chunk of its subscribers with EA’s MMORPG Star Wars: The Old Republic. EA have no intention of sneaking around their foe, and instead are directly pushing their game out into the harsh world that is out there for a new MMO. WoW being the top predator of the MMO food chain, BioWare wants to challenge that dominance, and I will be honest; The Old Republic looks like it will be darning good.

Frank explains that WoW is now an old game and using BioWare’s quality with the Star Wars franchise will blow WoW from the water. Now, as we all know Star Wars is a series that most of the globe and probably the universe is a fan geek to. This makes ToR set a sprint right off the bat by just announcing they are making it. I’d like to take a moment in saying that this would not be the first time a new MMO has launched with the intention to move the WoW population to its own servers. And sadly not a single one that promised to do so actually did it. Just look at Warhammer Online and Vanguard… WoW just has too much of a following and more money behind it than a starting MMO company could ever dream of getting behind them. In fact, every MMORPG that has made it to our screens in the past 5 years would be lying if the makers said they took no ideas from WoW. It’s impossible. WoW has set the corner stone, the bar, whatever you want to call it; they have set it for every MMO game that hopes to show itself anytime soon.

“When I play World of Warcraft, you go and get your quests, and you go and do your quests, but it feels more like doing a shopping list at times,” Gibeau explained. “[Our game] is more about talking to characters, learning what’s going on, investing in it, getting emotionally attached to it”. Now, I will say that with WoW, all the lore is made up. In fact there is quite a lot of lore WoW actually has, every bit of it is made up. The issue with this is that you can’t immerse yourself in your character truly if you are just learning about the world you’re in. Having so much lore and information just trips you over words upon words and it are hard to even care. Star Wars, we all know it. The lore will only be 50% made up, the rest continuing from what we ALREADY know or are at least aware of. Straight away you can jump in and come across things you know something about. Now, about fans. Say 3 billion people are fans of Star Wars, but only 50’000 of them are gamers. There’s a common problem right there. DC Universe Online has also had to deal with this. Even if you use a popular name brand… It doesn’t make the fans come crawling if they don’t play video games. But this is Star Wars, they probably do.

Now onto gameplay! This I found interesting. The Old Republic will be the second ever MMO to use the Cover Mechanics. Tabula Rasa being the first. The cover mechanic is the system that allows the player to fluently take cover behind objects. Example, Gears of War.

Before my next point I’d like to share some obvious information. The game, like WoW has two moral sides. Galactic Republic and Sith Empire. Not to poke holes, but I’ve always wanted to see a fully immersed MMO that doesn’t have such ‘Black & White’ options when it comes to moral choices. “Kill him or let him live” kind of things. But that’s another issue I’ll bring up later on.

Unlike pretty much all MMO’s, ToR won’t be using med class types like tanks, healers, melee DPS and ranged etc. Instead, they’re using an on-the-fly customisation so no matter what class you take you can partake from any role in a party. As much as I’m interested in this, I also know many won’t like it. Being 1 class and having that role that you’re used to makes your character special to you and is known by your friends as what they do. Allowing players to switch between combat types and roles makes it harder to party and stick to your favourite styles and gear. (Yes, mixing combat types usually means spending more in game currency to apply for everything you may need to do). On another note, this will stop party freeze. If there is a healer missing from a group for example, you don’t have to wait. Just set a friend up with the skill until a better option arrives.

There are 8 races to choose from. However Human seems to be the most logical, as humans can choose between every single class type. Other races may only have 2 or 3 class choices open to them. However humans are by no means the coolest or more fun looking thing, so I wouldn’t bet on everyone going human. On a side note, your character will have their own voice, and talking to NPC will have a similar dialog choice as Mass Effect. The convo wheel.

Now combat. ToR will be a ‘Tunnel Shooter’. Which is a flying game where the player is on a predetermined track. Defiantly will add to the cinematic approach the game will certainly take. Space battles also occur, which means yes… you get your own space ship. How it works I’m unsure, but it looks to be used mostly as a safe house where you can sit your companions. Companions will be added like pets as far as I know. Find them, use them, get rid of them. You can only use 3 so, like any companion based game pick ones that support your style.

Blizzard know full well the potential TOR has, “This is a game that has an opportunity to grow the MMO market if done right”, Blizzard boss Frank Pearce says. If companies like EA didn’t try these things then others would. And small companies in large groups can bite like hell. I just hope EA won’t make a common mistake in using their talent to produce a great single player game, and then polish it as an online game to rack up the big time cash. We all know it doesn’t work.

That’s all I have for now. Keep watching for updates!

AfKei x

BioWare vs Blizzard inside a nutshell!, 8.0 out of 10 based on 7 ratings

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Inside The Games: Sean O’Connor, Lead Dev of Full House Poker

By Dan White, on April 19th, 2011

Dan White and Ben Fisher of TheGameReviews.com interview Sean O’Connor, lead developer of Full House Poker on XBLA (Xbox Live Arcade).

Sean_OConnor_Full_House_Poker

Full House Poker is a video game poker variant Texas hold ‘em developed and published by Microsoft Games Studios and was launched for Xbox 360 as an Xbox Live Arcade title and Windows Phone 7 on March sixteen, 2011. The game is the spiritual successor to 1 vs. 100 and features scheduled tournaments generally known as Texas Heat. Full House Poker also presents TV-style live poker events with season-long tournaments and extra traditional Texas Hold Em’ matchups with as much as 30 human or computer controlled players.

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LGBT in Gaming. Big Deal?

Let’s talk LGBT in gaming. Lesbian, Gay, Bisexual and transgender. Sexual diversity in gaming has never truly made a big impact, but the world is moving forward. Culture and society has advanced and homosexuality is much more accepted and tolerated than it was 30 years ago. Gay characters have been around since the 80’s in all media (Games, films, TV), but even now it is still subject to censorship and ridicule. Arguably, social change is the only sure way to guarantee any new acceptance of sexual diversity in gaming.

Because of the stigma on homosexuality in gaming, we have a stuck stereotype of how a lead protagonist should act and look. We’ve all seen them. An unambiguously straight, tough guy with a soft side. When in fact even if you don’t realise it, the sexuality of a lead protagonist /antagonist can be what makes them so interesting/annoying/cool etc. Games are slowly becoming more diverse in this area, take Mass Effect as an example. YOU have the option to be whatever sexuality you want. The same with Dragon Age, Bully, Fable, The Sims and many more.

A big question is “Does a characters sexuality change their persona?”. If your character prefers sex with men than women, that shouldn’t change their goals and actions. A homosexual character can be just as diverse as a straight one, but both can be pictured wrong. Masculinity is not always lower on gay characters, just as some straight characters may be the total opposite of the strong skull bashing role models. I mean, let’s look at Batwoman. Would she be any less sexy, feminine and tough if she wasn’t lesbian? It is true however that strong female characters are strung in second to male leads. Asian games are key for this point. Most strong willed, dominant female characters are portrayed as sex objects. Bigger boobs, ass and a quirky personality. Also look at Makoto from Enchanted Arms. A man so ‘openly gay’ he feels the need to wear makeup, slim line shirts and pants and use the nickname Yellow Otomegokuro (Woman’s feelings). Voldo from Soul Calibur is another example of an obvious homosexual/bisexual.

For others, homosexuality in gaming is something people prefer to enjoy at a distance. To know it’s there but not have to deal with those issues instead of example, a game in which your main protagonist is a homosexual in which the sub plot deals with them and drags you, the gamer, right into the thick of it. Not everyone is comfortable with that. Totally understandable. So does it come down to tolerance and how far companies are willing to go with the subject? I mean it’s not something we giggle about anymore right? Any serious attempt at LGBT content should be handled maturely. Otherwise of course people will develop negative feelings about it.

Back onto stereotyping. I know as well as you do, that it’s much easier to depict the straight guy as the tough, masculine hero who gets all the girls; and to depict the homosexual as the over the top, shove it down your throat happy, stylish helper. I know a lot of people who would prefer not to have social issues shoved down their throats when trying to enjoy a video game and ignore sexuality all together. Another point is to touch on how a certain group is looked at as closet homosexuals, priests or molesters. Yes, celibacy. Often the celibate individual in not only games, but all media, is looked at in the same way as all the rest. A case of judging something you don’t understand. Agreeable not many people are involved in this lifestyle, which makes it harder to understand.

In MY OWN opinion, I would like to see diversity in open choice. Let me, the gamer, decide what sexuality or path I take where possible. Not in every game obviously, that would be stupid. But on the most part at least give us the option! Options with everyone’s tastes in mind, just like Dragon Age’s attempt. Additionally, ‘statistics’ show that the ‘straight male’ carries a large portion of the gamers population pie, and you can’t argue with that. So I guess often games that give us the choice will focus more on lesbian interaction, because “that’s just how we work”. Before shunting that, look at Mass Effect. Allowed gay action between girls, but ignored male gay love. Subtle, but there. And it’s like that for many, but this is something that I don’t think will change. We’d be here forever if we got into that part of the male mind and how it thinks about sex.

So what do you think as gamers? Should we sway into more sexual diversity in games? Do you think a characters sexuality changes your feelings towards them? Or try to not make a big deal out of it entirely?

LGBT in Gaming. Big Deal?, 10.0 out of 10 based on 5 ratings

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View the original article here

RIFT 1.3 Is Here: Free Character Transfers, New Raid, and Guild Banks!

By Ben Fisher, on July 7th, 2011Rift 1.3 has arrived! Rift 1.3 - Waves of Madness


Enter the Delve! Battle against the legions of Water and Death.

Anarchy reigns across Telara as the great evil locked away in Hammerknell awakens. RIFT™ 1.3: Waves of Madness has
begun. Guardians and Defiant alike will need all their skills to defeat
the hordes of Water and Death and turn back the ancient horror that has escaped from its Dwarven prison. These are just some of the features of this groundbreaking update:

Free In-Game Character Transfers – Move your characters between selected shards once a week, free of charge!Hammerknell Raid
– Our colossal 20-player raid will pit you and your Ascended comrades
against Tidelord Jornaru’s unspeakable minions, new adversaries, and
fearsome challenges!Hammerknell World Event
– The forces of Water and Death will wash across the land in an attempt
to claim Hammerknell. Awesome bind-on-account loot awaits the
Ascended.Hammerknell Item Sets – Earn added benefits for collecting all the pieces in these new item sets.Guild Banks – We’ve heard your cries! Organize your loot in your new Guild Bank.More Wardrobe Items – Including Hammerknell-themed items!Twisted Artifacts – Go in quest of new artifact collections
from beyond the planes. If you have obtained Omen Sight or Quantum Sight
abilities, these rare and special items are yours to discover.Open-World PvP Quests – New level-50 daily quests that grant
favor rewards have been added. Visit Thedeor’s Circle in Sanctum or the
Catari Command Center in Meridian to learn more!

Read the full RIFT 1.3 update notes here.

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View the original article here

Thursday, 6 October 2011

RAGE Review From Gamespot

Rage Review
Though plagued by technical issues, Rage creates an engrossing world full of thoughtful detail and solid shooter action.



Chris Watters takes one last stab at Rage and finds that PC isn't always better than Console.
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The Good
Impressive artistic design A host of charismatic characters Enjoyable array of weapons and items Speedy and gratifying vehicular action.
The Bad
Numerous visual bugs Inconsistent textures Story isn't strong enough to make you care about the primary conflict.
The postapocalyptic future is looking pretty good. From the moment you step out under the brilliant, cloud-studded sky of a ruined world, Rage proclaims its artistic prowess. As you drive along dirt roads through narrow canyons among the hardscrabble outposts of civilization, every environmental element pops with thoughtful details. As you converse with the people you meet, their expressive faces and believable dialogue make you eager to hear what they say next. This is an attractive world that makes you excited to go exploring, but there is disappointingly little to find off the beaten path. The richness of Rage makes you wish it were even richer, and you may also find yourself wishing for a better story, more robust ways to enjoy this world with friends, and, above all, better technical execution. There are numerous visual problems that crop up with various video cards, and the texture detail is disappointingly inconsistent. Though Rage still offers an exciting and rewarding adventure, the PC is not the best platform on which to enjoy it.


Sniper rifles remain a valuable commodity in the postapocalyptic future.
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The early hours of Rage's PC launch were plagued with problems, and many still linger as of this writing. Nvidia cards are still prone to screen tearing, while AMD cards see issues with freezing and wonky character animations. You need to do some research to determine the best drivers for your system, and even then, you may be stuck suffering through some glitches. There aren't a lot of graphics settings to tweak here, and even on high settings, Rage is inconsistent. Some textures look stunning, while others are blurry and mundane upon closer inspection. These technical shortcomings make the PC version inferior to its console counterparts, but the excellent artistic design still shines through, making Rage an attractive and enticing game.

Having slept snugly through an extinction-level event in a sealed government refuge, you awaken to find that your fellow sleepers were not so lucky. Alone and unsure, you step out into the world, encounter some savage locals, and end up indebted to a local sharpshooter. He explains that survivors like you haven't been seen in a long time, and proceeds to ask you for a favor. Thus begins your journey of helping out the friendly folks of the Wasteland with your natural affinity for driving, collecting, and killing. Each new person you meet is a delight, thanks to stylish character design, expressive animation, and great voice acting. It's a pleasure to visit the local bar where the freckled proprietor pays you a regular bounty and the garish dealer entices you to play another round of a collectible card game. This is a world where a sweet young lady teaches you about a flying implement of decapitation, and the puffed-up mayor sends you on a delivery run to a hand-wringing doctor and his possibly sentient mechanical familiar. Rage's characters are so charismatic that you'll likely be disappointed when your conversations end and will be eagerly anticipating the next interaction.

The towns and settlements where you find these folks are richly detailed and beg to be explored. Observant players are rewarded with a raft of thoughtful artistic touches, including some cute references to certain iconic video games. As you travel outside these havens and around the spacious environs, you encounter the skeletal remains of freeways and industrial complexes set amidst striking sandstone cliffs and scrubby vegetation. While the large scenery usually looks fantastic, many smaller elements lack detail, which can create an unpleasant contrast when you are taking in the sights. Despite the inconsistent textures, Rage still makes you want to stop and gawk at the world around you, and the mercenary path you take gives you plenty of opportunities to do so. Your core missions eventually take a more purposeful path, but Rage does a poor job of drawing you into this crusade, so your quest to ensure a better future for humankind never feels more urgent than your task to bring a boozehound his missing moonshine. It's a shame that the game doesn't leverage its enticing world to create a stronger, more compelling adventure, but it's still fun to explore and inhabit the Wasteland.


You have razor blades on your knuckles, he has a tire around his neck. Fashion is different in the future.
Not all Wasteland inhabitants are friendly, however. Packs of bandits have taken up residence in their own little communities, and each group has its own look, combat tactics, and interior decorations. Keeping an eye out in these dens not only gives you a sense of how your enemies live, but can also yield ammunition, guns, collectible cards, and a wealth of detritus that can be sold or used to build helpful items from schematics you acquire. A timely bandage or health boost can toughen you up for a challenging fight, while a bladed wingstick or spidery robotic ally can add crucial firepower to your cause. Your bandit enemies shoot accurately and use cover, while your mutant enemies just run headlong toward you, albeit with some surprising evasive maneuvers. Despite the health items, replenishing health, and rechargeable defibrillation power at your disposal, you can die if you aren't careful. Still, Rage isn't a very difficult game, and you may have to increase the difficulty level in order to feel the threat of death looming over you.