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In Space We Brawl Review [PS4]

The PS4 has distinguished itself as one of all time most friendly platforms for independent developers to release their games. There are some really brilliant indie games showing great creativity that you’ll never find from a mainstream game. There are others that are as amateurish as it gets that probably shouldn’t have seen the light of day. We look at the latest independent game to come out on Sony’s PlayStation 4, In Space We Brawl.

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In Space We Brawl has to be one the easiest games to review because honestly there’s barely a game. Take some basic twin shooter controls, add in some slightly different spaceships and weapons and you’ve got In Space We Brawl. The games is almost totally a multiplayer game and there isn’t all that much depth to these battles. The only thing the game has you do is to shoot your weapons while moving around with your left stick. You hope you’re the last person standing taking less weapon fire damage than your ship can stand and avoiding the few obstacles littering the map. There’s eight maps in the game and the only thing that even makes them even slightly different is the textures they use in each and the amount of asteroids you can hit, otherwise there’s absolutely no difference.

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There is what can be considered a single player mode, called the “Challenge” mode. As far as I could tell instead of programming bots for single player arena matches they just put a bunch of forced scenarios for you to play through that feels like tutorial missions rather than anything that could be remotely fun. You get to experience terribly boring goals like avoid the asteroid or travelling to difference waypoints on a tiny map. Honestly if you thought the multiplayer was lacking then the single player takes it to a whole new level.

The sound effects are atrocious, the developers discovered the Dual Shock 4 had a speaker and decided to use to deliver ear crushing sound effects on an all too frequent basis. That’s not to say sound effects coming from your TV is any better, the voice acting has to be the worst I’ve heard in any game and that’s with the option to pick from a handful of equally bad voice actors with none being even passable. The graphics are the nicest part of the game as they the ships are adequate, the background graphics are plain but look nice enough and the character designs are well done.

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In Space We Brawl is currently selling on the PSN for $11.99 in an PS3/PS4 crossbuy. I can’t recommend you buy this game at this price. There’s maybe two minutes of fun and then the game slowly evaporates into boredom and disappointment.

PS4 Release Date Revealed

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Here --  In this seemingly ordinary looking Best Buy lies the answer you have probably been waiting for.

Have you pre-ordered your PS4 or plan to get one but do not have the slightest idea of when the system will be available?  You may have  a general idea or a nebulous time frame as to  when the PS4 will be released.  For example, you may have heard the rumor that the PS4 will be launched some time before the holidays, 2013.  The question you may have is --  how much time before the holidays arrive will the PS4 be available and is there a specific release date for the PS4?  

Could the release date be just days before Christmas, since some video game companies like to schedule launches around the holidays?  Or maybe the release date will tie in with Black Friday.  Since Black Friday is one of the biggest shopping days before Christmas, it would be strategic timing on Sony's part to release the PS4 on a day when just about everyone will probably be out shopping anyway.  There's nothing quite like a big shopping day like Black Friday to launch a new,  highly anticipated video game system, especially for those holiday shoppers who like to get their shopping done early.

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Can you find the system inside Best Buy that shows the release date for the PS4?  Hint:  It's in the picture to your left.

Putting speculations aside, could it be that somewhere out there in the video game biosphere, there is someone or a group who knows without a shadow of a doubt the release date for the PS4?  Certainly Sony knows, but to date, they seem to be taking their time getting the word out.  I guess Sony may be satisfied that it has done enough by sharing  with you at E3, 2013 how much you will have to fork over to get your hands on a PS4 -- namely $399.99.  Maybe the company is of the mindset that the price is enough information for you right now.  However, I will wholeheartedly disagree.  I think Sony should share when this game will be available when known, without any leaks, teasers, etc. I'm sure Sony knows that news regarding video game systems or even video games for that matter involve providing answers relative to the Who, What, Where, Why and When.

BestBuy Preorder

If you picked this Pre-order touch screen system, you were correct as to the source for the release date for the PS4.

You already probably  know the Who -- Sony;  the What -- PS4; the Where -- Whereever video game systems are sold; the Why --Releasing new generation video game system;  but until now you probably did not know the When.  Exactly when will the PS4 be released?

The answer lies in what I would describe as an  impressive pre-order display touch screen system located at a particular Best Buy I went to recently.  Using the touch screen, you can pre-order video games and/or the new video game systems.  While I was at Best Buy,  using the touch screen, I decided, on a whim, to select the video game consoles category since I was curious as to what would be displayed for the PS4.  I touched the screen that showed a picture of the PS4 -- when lo and behold --  I saw it!  There before me on the big screen was the release date for the PS4.

They say that a picture is worth a thousand words, so take a look and you will see what I saw as the availability, release, or launch date for the PS4.  Rather than me telling you the date -- check out the visual below.

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Pre-order touch screen at Best Buy shows availability date for the PS4 as 11/30/2013

There you have it -- practically in black and white -- that the release date for the PS4 is 11/30/2013.  In my opinion, it is beneficial to know the specific release date for the PS4 for planning purposes -- however; there is a caveat. If you are interested in pre-ordering the PS4, unlike Amazon or other places that do not require a deposit, you will have to pay a $25.00 deposit if you pre-order from Best Buy.

PS4 Preorder

The PS 4  will be available on 11/30/2013, and will require a $25.00 deposit if you pre-order from Best Buy.

Regarding the $25.00 deposit -- when you look at the big picture, if you already plan to spend $399.99 for the new video game console -- along with the cost of the video games you plan to buy for the PS4 -- paying a $25.00 deposit to pre-order the PS4 now may not be such a big deal.

As for me, I plan to continue to enjoy playing video games on my PS3, for now, even if the PS4 is probably a steal, when compared to the $499.99 price for the Xbox One when it launches. As the release date for the PS4 gets closer -- of course, this could change.

That being said, I'm looking foward to getting an up close and personal look at the PS4 on the store shelves when it releases on November 30, 2013. 

Quantum Break: A Game Worth a Second Look

 

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 Did you notice a stand-out video game that caught your interest during E3, 2013?  In my opinion, there were lots of notable video games showcased during E3, 2013; however, there was one video game that really caught my eye.

 

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The game that stood out at E3, 2013 among many, in my opinion, was Quantum Break by Remedy Entertainment and Microsoft Studios.  The demo shown was packed with action gameplay and started off with a bang.  Of course, during actual video gameplay, there may be slow-moving parts in the game to advance the plot along, but based on the trailer, these parts may be few and far between.  I especially enjoyed watching the still-action motions and the graphics of objects as well as some of the characters suspended in space and time during gameplay.

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To give you  background info on this game -- Quantum Break will be an action, science fiction time travel type video game with main protaganists, Jack Joyce, Paul Serene and Beth Wilder.  It is a single player video game, exclusive for the Xbox One. While Remedy Entertainment  is keeping most of the storyline and the  gameplay under wraps for now, it is known the plot  involves an experiment in a lab that went awry --  giving  the characters the ability to manipulate as well as  travel through time. For authenticity, the company consulted with time travel experts to keep the gameplay in this video game as realistic as possible.

 

Similar to another video game, Defiance, Quantum Break will have a television show tied in with the game. The television show guides you on how to play the game and how you play the video game will, in turn, impact the show.

 

Quantum Break has a pending rating and will be available  in 2014.

Gaming's Biggest Controller Failures

 In every generation of videogame consoles, a manufacturer attempts to take how we play games past the status quo. Videogames have been presented in the same basic way for nearly 40 years. You look at a screen and control whats on that screen with a joystick and buttons. The screens have gotten bigger and the controllers have added more buttons, but all in all, not much has changed. But each generation, a company tries to move gamers deeper into the experience and expand how we interact with our consoles. And they fail. Every single time. The failure isn’t because it’s a bad idea (well, sometimes it’s a bad idea). Most of the time its because the idea was poorly implemented, lacked support, or simply didn’t work. Or maybe gamers don't want anything new. Is it possible we're satifsifed with how things are and that's why gamers as a group steadfastly reject any control scheme other than a stick and buttons?  

In this article we'll go back through each console generation and look at some of those failed attempts at innovation. We’ll only be looking at 1st party peripherals, the items built by the console makers themselves since they had  best chance to succeed in terms of development and support. That mean famous failures like the Power Glove and U-Force will get a pass.

 


  XBOX One Kinect

xbox one kinectOk, this isn’t a surprise to anyone. Microsoft recently announced that the Kinect will no longer be a required part of the Xbox One console. While this doesn't automatically mean the camera/microphone sensor has failed, lets be honest. It means that it failed. The Kinect was the most advanced sensor of its kind. It could listen to your voice commands, translate your movements into controls for games or media. Hell, it could even tell if you were smiling and when your heart rate went up. Experts will be debating why the Kinect wasn’t embraced by consumers for a long time. But the lack of software support had to have been a huge problem. For most people who had the Kinect sitting in front of their TV, that's all it did..sit there.

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  PS4 PS Camera/Move

PS4-CameraSony’s PR people are the best in the world. Not because they’re great at promoting products. But because when they have a failed product, no one ever talks about it. At the launch of the PS4 was a Camera/Microphone sensor that had many of the features of the Kinect, just not as precise. The camera was a $60 option that the vast majority of PS4 owners have skipped. And the few that did pick it up quickly realized that there wasn’t much they could do with it other that make tiny robots dance in the free Playroom software.

 

ps4-dualshock-4-controllerThe PS4 Controller is also treasure trove of failed concepts. Sony added the ‘sixaxis’ motion abilities to the DualShock 4 controller. You can tilt and rotate your controller and thus have more precise and integrated movements on screen. It’s a feature thats used less than the Sweet n Low packets at a candy store.

Sony also managed to sneak in a PS Move sensor into all of the controllers along with a touch pad. The Dual Shock 4 is equipped with a bright tracking light that is very similar to the original PSMove controller that will allow the the PS4 to have pinpoint accurate motion controls. This has yet to be used in any game (but it's rumored to be important to the upcoming virtual reality headset). And the touch pad is a pretty good way to enter your password when signing into PSN, other than that, its a controller feature that has yet to be exploited.

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 Wii U Tablet

wii u controllerIt’s a 10.5 inch tablet with a screen smaller than my 7 inch Nexus. Nintendo knew their Wii U console was underpowered spec-wise when it was released, but they figured that the innovative tablet controller would be more than enough to alleviate any problems with horsepower. Nintendo has stood behind the controller, even if it does seem forced at times. Blowing into the microphone to turn a propeller on Mario World doesnt really boost your confidence that you made a smart purchase.

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  Xbox 360 Kinect

Xbox-360-Kinect-StandaloneThe first iteration of the Kinect had a lot going for it, a wide range of titles, tons of media coverage as the next big thing, and the unwavering support of Microsoft. But after the initial surge, the games quicky dried up and the consensus of the gaming public was ‘it just doesn’t work’. Microsoft didn't give up easily though and announced the second version would be a required part of their next console (until it wasnt). Meanwhile the original Kinect is gathering dust with development for it at a near standstill.

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  Live Vision Camera 

live-vision-cameraBefore the Kinect there was the Live vision camera. Basically is was a webcam that plugged into your Xbox 360. Why would you want to do that? No reason. None at all. Unless you wanted to play UNO and witness visuals that made Chat Roulette look highbrow. The camera was succeded by the Kinect sensor which for all intents and purposes made the Live Vision cam obsolete. 

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  PS3 PSMove 

playstation moveThis unfortunately shaped device was Sony’s answer to the overwhelming success of the Nintendo Wii’s motion controls. An illuminated bulb tethered to a makeshift gamepad worked in conjunction with the PSEye camera on the Playstation 3 to give you an incredible range of precise movement on screen. And it worked pretty well, too. But people couldn’t get over the fact that it looked like it should be sold at a discount by Adam & Eve, and also the game support for it was almost non existent. The technology would like in as it was transferred to the DualShock 4 controller and Sony still contends that the PSMove works with the PS4, even though there is no software available that uses it.  

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  Nintendo Wii Balance Board

Wii-balance-boardThe Wii Balance Board was going to transform your Wii into the ultimate fitness partner. Instead it spent it's life gathering dust underneath couches all across the world.

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  Sega Dreamcast VMU

Sega-Dreamcast-VMUThe Visual Memory Unit (VMU) for Sega’s Dreamcast added a new dimension to controllers. Think of it as a very early version of the Wii U tablet. Only much, much smaller with its 1.5 x 1inch screen having a resolution of 48x32 pixels. If that seems like it would be too tiny to do anything meaningful, you would be correct. It was intended to be used as a way to display information from your games, and the VMU even had a little controller and buttons on it like a baby gameboy. But in the end only a few games took advantage of it and most just ignored it altogether. 

 

 

 


  Sega Genesis Activator

Sega-ActivatorThe Genesis had its fair share of failed add ons (32x anyone?). But for the purposes of this article, the Activator fits perfectly. The Activator was a large ring that you placed on the floor and stood inside of. It would sense your movements so that you could punch and kick while your onscreen character mimicked your actions. Now, if the Kinect has problems pulling this scenario off in 2014, this 1993 controller had very little chance of success. Its lackluster sensors resulted in unwanted motions and twitching characters that almost never resembled what the player was doing. Since it was a direct controller replacement, you could use it with any game, like say, Ecco the Dolphin (which was actually suggested by the tutorial video). They never explained exactly how punching and kicking in the air corresponded to a dophlin swimming in the sea eating guppies.

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  Nintendo NES Power Pad 

NES-power-padNintendo wanted to get kids moving. Partly to silence critics who said the NES was creating a generation of couch potatoes, and partly to sell a bunch of overpriced plastic mats. So Nintendo introduced the NES Powerpad. The power pad was a large mat you placed on the floor with buttons embedded in it. The uses started and ended with running in place or hopping back and forth like a futuristic form of hopscotch. Unfortunately kids weren’t interested in being active. They had an NES so they -didn’t- have to run around. The Power Pad died a quiet death after having only 11 titles to support it.

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  Coleco Vision Expansion Module #2 


colecovision drivingThe ColecoVision launched with an available expansion module that added a steering wheel and gas pedal to the system. It allowed players a true arcade like experience when playing racing/driving games. Today PC gamers spend hundreds of dollars on steering wheels to go with their driving sims. But in 1982, not so much. The Colecovision’s driving controller only had 4 titles available for it. Which wasn’t nearly enough reason for consumers to get the accessory.

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  Atari 2600 Keyboard Controller 

atarikeyboardOddly enough, the Keyboard controller for the Atari 2600 wasn’t really a keyboard. It was actually a 12key number keypad(0-9 and *, #). As you can expect, there are very few titles that used the keyboard controller. Classics like 'Basic Programming' and 'Memory Match' weren't enough to spur gamers into leaving the world of up-down-left-right and a single fire button.  

 

 

 


 

Game makers continue to try to change how we play games, and even though none of them caught on and infact were often huge failures, I'm glad that they are making the attempt. As consoles get more powerful and games get more complex, we need to search for better ways to interact with the virtual worlds being created. Simplifying everything down to a few buttons and joystick movements deal a huge disservice to gamers and the games we play. Hopefully we'll get a control method that's not gimmicky and actually works. Until then, I'll be yelling at my Kinect and watching Hulu on my Wii U Tablet. 

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Review: I Am Bread [PS4]

Among other such ballyhooed features as a time-saving sleep/resume function and the ability to purchase a rising mountain of slightly remastered versions of games you already purchased between two and 10 years ago, the Playstation 4 also makes it dead simple for anyone to engage in the formerly cost- and technically-prohibitive act of streaming a live performance of their gameplay to all who wish to watch it.

Now let's amend that statement for Bossa Studios' "I Am Bread." Among other such blah blah blah as something something God of War III High-High Definition Edition, the PS4 makes it dead simple for anyone but you to spend their own $13 to play "Bread" on a live stream while you, and not them, enjoy the game's best feature -- schadenfreude -- for free. You need not even own a PS4 to take advantage of this incredible offer.

i am bread Story Mode

"Bread's" gameplay operates in league with the likes of "Octodad," "Surgeon Simulator" (Bossa's previous game) and the ancestral "QWOP," all of which tasked players with doing simple things -- walking around as an octopus, maneuvering a surgeon's hands and running on a track, respectively -- via purposely unintuitive controls that transformed elementary motion into acts of comedy and horror.

This time, you control a slice of bread, whose four corners are mapped to, of all things, the Dual Shock 4’s shoulder (L1, R1) and trigger (L2, R2) buttons. Hold the corresponding buttons to apply weight and grip to those corners, and use the left stick to swing, nudge, flip and fling the bread according to the whims of physics and whatever combination of corners you have gripping onto whatever surface stands between you and the floor.

 From this, a system of movement is sort of born, and if it sounds willfully messy in written form, the words have done their job. Even "Bread's" lone attempt at helpfulness, wherein it denotes each corner's button assignment with a corresponding icon on that corner, sort of backfires. All four icons look nearly identical, and you may wonder, with increasing lament, why the iconic Playstation face buttons weren't used instead or simply offered as an option. (They come into play as well, but in service of a secondary grip mechanic that isn't nearly as instrumental or complicated.)

The objective of all this? Get yourself toasted before too much exposure to the ground or other unsavory elements deems you inedible.

i am bread Free Roam

(Never mind that the walls and furniture you maneuver to stay off the ground appear just as dirty as anything below. "Bread's" definition of what constitutes an edible slice of toast is right up there with its controls in terms of erratic interpretation, so please do not consult it when making real toast in your own home.)

Aggravatingly, "Bread's" physics are similarly temperamental — sometimes obeying the laws of this earth, but just as frequently suffering a crisis of gravity that turns the task of gently steering a simple bread slice into either (a) a reactive guessing game or (b) an experience reminiscent of accidentally wandering into quicksand and trying to crabwalk your way out. Soft touches sometimes trigger wildly erratic flops, while other times, all the jamming in the world on the stick and buttons won't move the slice more than a painfully impotent tick at a time.

Yes, while you're working all this out and seeing these digital tantrums for the first time, "Bread" is funny — not laugh-out-loudly so, because the games that broke this genre in did so with more absurdity, charm, surprise and shock, but amusing at least.

But "Bread's" temperament and sluggishness spell a quick demise for the joke. And once the joke wears off and all that remains is you, these not-quite controls, these not-quite physics, a fickle edibility meter and the constant threat of one wrong anything — from you or the game — undoing 20-plus minutes of monotonously careful maneuvering that had sapped all pretense of being fun to play at around minute four, "Bread" feels less like amusement, or even a game, and mostly like digital antagonism that's designed to be enjoyed by everyone but the person tasked with playing it.

(That, after only three failed attempts, each level tosses in an invincibility power-up that makes failing the level completely impossible is quite telling in multiple interpretative ways. An unspoken admission that the developer recognizes but has no interest in intelligently reconciling the laughable imbalance between the task at hand and the tools provided to complete or even just enjoy it? Or just yet another way for game and audience alike to mock the poor soul who ponied up the $13 sacrifice? All of the above? Take your pick. No wrong answers here.)

i am bread Race 01

The shame in all this is that some genuine novelty peeks through all that contrived aggravation. When you discover, possibly by accident, that you can toast your bread without a toaster, it's enough to wonder if "Bread" could have been a clever environmental puzzle game instead of a practical joke. Physics are sometimes employed to clever effect, even if these instances are telegraphed by the standout placement of certain objects in each area. "Bread's" end-of-level grading system takes toasting technique into account, and had it gone all in on this pursuit and left the willfully obtuse control scheme giggles behind, it could have been a genre unto itself instead of an also-ran.

"Bread's" story mode — which is punctuated by interstitial text that, to its credit, pays off with a clever conclusion and remains amusing long after your smile might fade everywhere else -- accompanies a series of secondary modes that all engender their own ill will in their own special ways.

There's a multiple-item fetch quest mode in which you play as a cracker that's susceptible to breakage as well as dirt and bad physics and is, as such, even more tedious to control. There's a very basic racing mode starring a bagel that's amusing except for the part where you steer a bagel that occasionally betrays everything you're doing with the controller, and there's a zero G mode that's amusing except for the part where you bang your head against a stubborn control scheme that feels like that aforementioned quicksand with a side of frozen tundra mixed in.

Finally, there's a destruction mode, starring a presumably stale baguette, that should be the cathartic foil to the antagonistic game that envelopes it. But even here, where failure is nearly impossible and the only task is to create as much chaos as possible in two minutes' time, a diving framerate and the worst, most not-of-this-earth physics in the entire game join forces to pry aggravation from the jaws of mindless fun.

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At that point, with all other options exhausted, the only recourse is to quit the game, fire up the Live From PlayStation app, find a stream of someone else playing "Bread," and experience the game as it's most likely intended to be experienced. Only here — when you set out to revel in someone else getting their turn at comedic misery but instead experience pangs of empathy while watching an increasingly dispirited fellow player attempt to justify 13 evaporated dollars by chasing it with countless wasted minutes — does "Bread" feel like a product whose intent and result are in strangely perfect alignment.

Will Aiden Pearce Deliver for Watch Dogs?

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The main protaganist, Aiden Pearce of the Watch Dogs upcoming video game, has his job cut out for him.  Not only is he expected to give video game players a spell-bounding, action-packed, suspense-riddled video game playing experience, but Aiden Pearce must also help bring in record breaking sales numbers for Watch Dogs --  similar to Grand Theft Auto V. When GTA V was released, it was probably not surprising that Watch Dog's original release date of November, 2013 was delayed.  (See Watch Dogs article link below).  You may know that GTA V went on to break video game sales records upon its release. During that time, it appeared that UbiSoft was not confident that Watch Dogs' Aiden Pearce was up to fighting against the video gaming beast that was GTA V; and subsequently, held off releasing Watch Dogs.

Aiden Pearce Fights an Uphill Battle

Looks like in some cases Aiden Pearce will be fighting an uphill battle to get to the "victory lap."  He is already being compared to the main protoganists of the Assassin's Creed and Unchartered video games.  Even the premise of seeking revenge upon which the gameplay is based resembles other video games.  As the storyline unfolds in Watch Dogs, Aiden Pearce gets into the hacking business to avenge the destruction of a family member.  His methods include hacking the surveillance system, CtOS which is used by the fictitious Chicago, Illinois company which he hacks into.  He spies not only on his enemies but also on his family because of his strong propensity to work hard to keep them safe. Even some of the gameplay of Watch Dogs is being compared to that of GTA V, Infamous Second Son as well as other games.  

The question is with these similarities to characters, actions, gameplay and missions of other video games, where does the uniqueness lies with Aiden Pearce as well as the game, Watch Dogs? What is the magic ingredient of Watch Dogs that will catapult it to record video game sales? The hacking element of the gameplay may fit the bill for uniqueness and may be the basis for the continued excitement for Watch Dogs, similar to when it was first introduced at Ubisoft's press conference at  E3 2012.  The game itself has been in production since 2009 and many may say that this game has improved with time.Watch Dogs Supporting CastWatch Dogs Supporting Cast

Aiden Pearce Strengths

Besides the similarities between him and other main male protaganists in video games, what does Aiden Pearce bring to the table that may entice you to want to play Watch Dogs?  For starters, he is a technological mastermind; an expert in social engineering; highly proficient in hacking; an expert at defensive and offensive driving; has impressive hand-to-hand combat skills,  and demonstrates atheleticism and agility when mobile.  He also appears to remain calm under pressure.  

Additionally, even though he is known as the best in his field, he still seeks out help with hacking from others including Clara Lille who he admits that he does not trust completely -- but she is the best hacker that he knows.  He shares the thought relative to technology,  "Big Brother is Always Watching." In fact, Watch Dogs gameplay uses the concept of information warfare, where all data is interconnected, in a world that is dependent to a degree on technology.  It is this information warfare and the thought that someone is always watching, in addition to revenge, that is the basis for Aiden Pearce's concentration on surveillance. Aiden Pierce in actionAiden Pierce in action

Aiden Pearce Weakness

Aiden Pearce has a criminal background, even though he seems committed to try to walk the straight and narrow sometimes.

Will Aiden Pearce Deliver for Watch Dogs?

All being said and done -- Will the video game character Aiden Pearce deliver for Watch Dogs?  The short answer is that after five years in development, the prevailing thought may be that Watch Dogs is now as good a game as it will ever be -- not allowing for the DLC that is sure to follow.  

With Watch Dogs being released in just a few days, I guess we will find out soon enough if the delay beyond the November 2013 initial launch date was worth the wait and if Aiden Pearce will deliver. When UbiSoft delayed the game upon GTA V's release, the expectation was not only would Aiden Pearce deliver for Watch Dogs, but the game, itself, would rival other games in the same genre of third person shooters, open world action adventure video games.

Watch Dogs, is rated M for Mature.  The video game releases on May 27, 2014 on the PS4, Xbox One, PS3, Xbox 360, the PC, and later (about Q4 2014) for the WII U.

http://www.moms-minute.com/index.php/ms-h-news/953-video-games-watch-dogs-release-date-revealed

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Valiant Interactive releases GSL Demo

Gyrodisc logo

Valiant Interactive, the independent studio out of Edinburgh, has released a new trailer and demo for their action packed arcade sports game that is to be released on the PC, Playstation 4, Xbox One, Mac, and Linux.  A game of running, catching, diving for discs thrown by your opponent as you try to score enough goals to reduce the score of the poor sap that decided to go against you to zero.

 

 

So if you are like me and don’t actually want to go outside and throw some discs around when you can do it from the comfort of my couch.  You can vote yes at their Steam Greenlight page http://steamcommunity.com/sharedfiles/filedetails/?id=520355436 You can also visit their web page at http://gyrodiscsuperleague.com/ to get more info and you can find the free demo here.

  • Published in News

Controller Wars: PS 4 vs. Xbox One Video Game Controllers

 

PlayStation 4 vs. Xbox One controller

ps4 xboxone controllersIs it just me, or did you notice that both Sony and Microsoft did not spend much time, if any, talking about their video game system's controllers during their respective E3 press conferences on June 10, 2013?  Maybe they did not want to repeat themselves since the controllers were mentioned at their previous press conferences.  However, I, for one, would have liked to hear more indepth details about the new controllers and why they are (or are not)  considered to be an improvement over the current ones.

 

The Xbox One and PS4 battle continues with the video game controllers

Of course, the meat of the new gaming systems is the consoles themselves; however, is it  possible that a controller could sway you more toward buying either the PS4 or the Xbox One?.

ps4 xboxoneHere's information to help you choose between the PS4 or the Xbox One controllers. 

The PS4 controller is referred to as Dual Shock 4.  Unfortunately, the current PS3 (Dual Shock 3) controller is not compatible with the PS4. The PS4 controller will have a touchpad, a headphone jack and a built in speaker.  The controller will support motion detection via gyroscope sensors.

Additionally, the PS4 controller will feature a light bar that will display different colors to alert you regarding your status while playing a video game, i.e. low health, etc.  The controller will have a motion sensor similar to the PS move.  The existing PS move for the PS3 will be supported on the PS4.

The Xbox One's controller basically keeps it current design.  The battery compartment is slimmer and the directional pad on the controller has a four way design.  Each trigger will have independent rumble motors, called impulse triggers where the trigger will vibrate when performiing an action -- for example firing a weapon.

The best way to find out if you like either the PS4 or the Xbox One controller is to actually hold it and better yet -- to play your favorite video game with it.

nextgen

Is a video game more enjoyable if you like the controller?

In just a few months you will be able to do just that with either the Xbox One or the PS4 controller when the next generation systems, Xbox One and the PS4 launch during the 2013 holiday season.

Microsoft Xbox One Conference May 21, 2013 Read More

Sony PS4 Press Conference February 20, 2013 Read More 

 

Thief Review (PS4)

thief review 

By Matt Bradford

The City is in shambles, its leaders corrupt, and its people are dropping like flies. One thief possesses the skills and guile to set things right, but he (and by extension, you) will have to wade through a hot mess of an adventure before the day is won.

And yes, Thief is a hot mess. It's the kind that offers just enough to keep you interested, but ultimately leaves you wondering if you're enjoying the ride or holding out for the game you think/hope it can become. To be fair, Square Enix's Thief revival has its bright spots. These, however, are few and far between, and only hardcore fans (or those who haven't played a stealth game in ten years) will stick around long enough to see them shine.

This game again...?

thief 1

The setup is enticing (if not entirely familiar). After a botched job puts Garrett and his partner Erin out of commission, our hero awakes from a year-long coma to find Erin missing and The City in ruins. A disease called the Gloom is eating away at its (very few) residents and the powers-that-be seem more concerned with plotting nefarious deeds than doing their jobs. Can you guess which grumbly-voiced criminal reluctantly decides to save the day?

Swap Gloom with Rat Plague, The City with Dunwall, and Garrett's “focus” powers with Corvo's supernatural abilities, and the comparisons to Dishonored are hard to ignore. Both share a breezy, first person style; embrace similar themes; and accommodate the same “choose your own playstyle” approach to mission objectives (hell, both even have a brothel, mansion, and derelict factory mission to boot). But where Dishonored injects its dystopian fantasy land with a sense of energy, color, and style, Thief remains relentlessly bleak and lifeless at nearly every turn.

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Take, for instance, The City; Thief's central hub wherein Garrett will spend his downtime running odd jobs and filling his pockets with shiny objects (don't bother asking who he's selling them too or why everyone is poor and yet The City is overflowing with expensive silverware). While nicely detailed and peppered with secrets, it is aggressively bland and void of life. It is a bleak patchwork of locked doors, empty rooms, dead ends, and random loading screens; and its districts offer little variety beyond “dilapidated row of buildings” to “dilapidated row of buildings with a gate”. What few NPCs you will encounter are barely animated puppets who offer little aside from repeated lines of dialogue and the occasional pickpocketing opportunity.

On the upside, The City contains a great number of hidden rooms and secret areas. On the downside, you'll find it hard to give a crap. Truly, the first time you crack open a window and slip in to rob some poor schmuck's bedroom, you'll get a sense that Garrett has hours of thief-like instances just waiting to be found. And then, once it becomes obvious none of these areas are inhabited or pose any real threat beyond the occasional lock or trap, robbing these areas of their valuables becomes more of a chore than anything else. Once you see one empty living room with a nightstand and valuable watch, you'll have basically seen them all. Eventually, you won't even bother.

This sense of lifelessness extends to Garrett's missions. Like The City, Thief's mission locales are barely memorable, offering little to do beyond scour for scraps of paper (plot!) and whatever McGuffin you've been instructed to nab. Even The City's brothel, which should have been one of the more lively and enticing hotspots, is a boring maze of boring rooms, boring hallways, and “hostesses” who aren't so much skilled in the art of seduction as they are with rubbing awkwardly over their clients (and in some cases not moving at all). Here again, you'll spend a bulk of your time eluding the same guards, rummaging through the same drawers, opening the same treasure chests and eventually stumbling across a “hidden ancient secret” which--surprise surprise--is filled with ancient bookshelves, ancient drawers, and dustier versions of things you've seen before.

thief 2By the time Garrett's journey is through, you'll struggle to remember what it was all about. Mostly, because it gives you little reason to care, but also because Garrett himself is about as unlikable and compelling as his world. On brief occasions, you'll engage in an interesting puzzle or exhilarating (albeit heavily scripted) escape sequence. And sometimes you'll resist the temptation to skip a somewhat interesting cutscene (assuming you can put up with the noticeable frame rate drop). In the end, however, all these positive moments will do is make you realize Square Enix had the ability to make something impactful out of Thief, but fumbled along the way.

The lights are on, but no one's home

This being Thief, one would expect any shortcomings to be overshadowed by an expert stealth experience. After all, this is Thief; the series that inspired numerous stealth series when it debuted in 1998. By extension, this reboot should remind everyone how it's done. I mean, that's kind of the only reason a new Thief game should exist, right?

Yeah...about that...

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Stripped to its basics, Thief is barely more than a inflexible game of shadow and light. Move between the shadows and the world is yours for the taking (or clubbing). It doesn't matter if guards are looking directly at you, if said shadow is cast by one barrel in the middle of a bonfire, or if you're kneeling behind a waist-high statue. Thief's dark areas are magical zones that are invisible to enemies despite the fact that there is a full-grown human who is clearly squatting one foot away from you rifling through a noisy drawer.

On the occasion you do step into the light, expect everyone within a square mile radius to notice. Thankfully, Thief's enemies are mostly idiots, so these situations will rarely end in failure. It's entirely possible to skip stealth altogether and run directly towards the objective, as enemies are easily duped and will always give up the chase for very little reason. Guards on your tail? Duck into the nearest room. Rebels on your back? Climb a ladder and watch as they forget what they were searching for. Better yet, just hightail it for that glowing ball or important door standing between you and the next area. Guards are a-OK with letting you slip through to the next sequence without raising alarm or continuing their attack. Maybe they're union guards? Who knows. Except one of the lines you'll hear time and time again is, “He 'aint my problem anymore”. But actually, yes, he's your only problem.

In some ways, Thief is unintentionally funny to watch. On one occasion, a jeweller caught me red-handed in his dimly lit workshop. As I crouched in place to plot my escape, he back away in fear and soon returned to pacing the workshop in search of the dastardly thief who barely escaped his grasp. This happened four more times as I proceeded to rob him blind, and even when he finally called a guard to come investigate, I was able to scale a nearby walkway and shake my head as both he and the guard gave up the hunt after zero investigation. And then, on another occasion, I stormed the side entry of a mansion with my crossbow a-blazing, only to lose every last one of my pissed-off pursuers by ducking behind a crate. In a dead end.

In short: Garrett's enemies are morons. Or lazy. Or both. Even the game's paranormal foes who can sense Garrett's focus moves are easily avoided with slow movements and shadow hopping. It's sad, too, because judging by the abilities and weaponry Garrett has at his disposal, you're constantly aware that you can (and should) be trying harder. In actuality, the game has a way of making you over-confident in your ability to outwit enemies and find paths which may as well read “Stealth Route Here.” Don't want to deal a room full of guard? Look an inch to your left for a shiny blue grapple point or one of the many conveniently placed vents. Better yet, just run for it; it'll all be over quicker.

Thief's AI was so lacking that I started wondering if the real game was hidden elsewhere in either its Master Thief or custom difficult mode (the latter of which lets you define your own rules). And while guards do adopt heightened senses, they are still easily tricked and outrun. So you'll still be compelled to run around, but you'll likely suffer more bolts to the face than usual.

thief 3Death from a thousand annoyances

It's not just problematic AI and uninspired design that bury Thief's rare moments of inspiration. It's the little things. Things like choppy cut-scenes (on a digital download for PS4), characters that repeat the same animations ad nauseam during conversations, or the countless times you'll hear voices that sound like they're in the same room only to discover you're hearing rogue snippets of dialogue from someone outside and a street away. It's the abnormally long load screens which you'll never see coming, waist high objects you can't scale, arrow abilities that look cool but are never needed, and a slippery PS4 touchscreen inventory system that'll discourage you from using items altogether. It's side quests that offer more of the same, bonus thief challenges that break all the rules in all the wrong places, unituitive mission objectives (curse you, vault!), and brief moments of “hey, this is kind of neat” which last just long enough to keep you on the job.

To steal a line from one of thief's own guards, “I have better things to do”. Surely, Thief is a functional game—and it'll do in a pinch--but there are better games to play. Games like Dishonored, which has oodles more style and finely-tuned gameplay; Assassin's Creed, which has richer worlds to explore; Uncharted, which has a better story and characters to latch on to; and Splinter Cell or Metal Gear, which outpace Thief's stealth mechanics in every way.

Truly, Thief should have been the game that redefined its genre, as its ancestors did years ago. It should have been the technically superior next-gen title early adopters could wave in the face of their last-gen friends (who also have their own version). It should have been...better? Instead, Square Enix's reboot barely comes off as a half-baked Thief clone, which is really the biggest crime of all.

 5.5/10

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Pinball Arcade/Terminator 2 - Bobby King Interview

dpl pinballarcade t2

Dead Pixel Live talked to Bobby King, VP at Farsight Studios about their multiplatform title, The Pinball Arcade. He tells us about the differences a small studio can face when releasing a title on the Xbox 360 vs the Playstation, Ouya and mobile platforms. He also lets us in on some of the enhancements that are coming for the next gen platform versions of Pinball arcade, including the Wii U. We talk about the Terminator 2 Kickstarter campaign that is underway and how gamers can help them secure the license to the classic table. Mr. King goes over what new tables are on the way (-cough-Metallica-cough-) and even teases the possibility of some original tables from Farsight, and even a pinball construction set where users can create their own unique machines. Listen or download the interview below.

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