For those of us not slapped in the face with the Nintendo ban hammer for pirating Pokémon Sun and Moon we were finally able to get our grubby hands on it today at long last. I will admit the closer I got to the release date the more I dreaded that very little would have changed since X and Y. While there are some staple features of Nintendo’s 20 year old franchise even those have been tweaked and improved upon. Graphics are similar to those in XY/ORAS but the colors feel much more vibrant, the sound richer to the ear and the battle moves in many cases completely revamped and very noticeable.
I love me some Borderlands. The original was a breath of life into a stagnating genre and the sequel build onto that ten fold with a fleshed out story, character development and a streamlining of gameplay elements. It’s no wonder that it has sold…like.. a bajillion copies or whatever. While Borderlands 2 was released on most major consoles, the PC version was by far the apex of the bunch with sharper textures, smoother framerate, ridiculous PhysX particle effects (if your card could handle it,) and of course the ability to use a mouse and keyboard, you know, the preferred method. Up until the release of the Vita variant the “inferior” versions to play were the consoles, but not anymore!
[aesop_parallax img=”http://www.idle-handz.com/wp-content/uploads/2014/05/Watch-Dogs-Ubisoft-cover-art.jpg” height=”300″ width=”500″ parallaxbg=”on” floater=”off” floaterposition=”center” floaterdirection=”up” captionposition=”bottom-left” lightbox=”off”]Watch_Dogs has had a slightly bumpy road throughout its development. What with early “demonstrations” looking spectacular, while later versions looking severely flatter and, well, less spectacular. And then being delayed several months to apply some more polish to the game, but did that delay for a spit-shine improve the look and experience, allowing it to surpass it’s already crushing hype train, barreling down on it like a … well, with the weight of a train, I guess. Shut up, don’t judge me!
Asphalt has been a staple in the mobile gaming market for a long while spanning all the way back into the “dumb” phone era. Remember those? Of course you don’t, nobody does. With each new release, like most any sequels, the developer crams in more things to do: A prettier look with increased textures/polygons or even the intro into 3D, a tweak to the action or sometimes change it entirely, and while several things have been tweaked and changed from the previous version this really isn’t a huge revelation from Asphalt 7. So, should you bother dropping a gigantic Washington on this? Should you loosen the purse string and spend ALL that MONEY? It’s SO MUCH MONEY, isn’t it?
Evolution Studios, the creators of MotorStorm and, well, aside from that and WRC, not much else. But that’s OK, because they are good at it, there isn’t much need to go into other things right now, right?
MotorStorm RC, although still a racing game, is a large departure from anything they have done previously. While their other racing games have always been from traditional camera angles; Hood, in-car, rear, etc. This game is seen entirely from a isometric angle. Harking in games of old like Super Off-Road, and closer to the fantastic Rock and Roll Racing for the SNES.
So, with the change in play style, camera, and the shrinking of the MotorStorm franchise into a 5-inch screen (or, whatever size your TV is if you are playing on the PS3.) Does Evolution Studios pull it off?
If you thing that finding yourself mysteriously stranded in a fog and steam ghost town explicitly inhabited my Marilyn Manson stage props is your idea of a good time, I have the perfect game for you! The long running series places you in the most terrifying, heart racing and utterly nightmare educing town of Silent hill, (or in some cases, around the town.) spanning from 1999 to 2012, There have been some hit and misses, but when they hit, they made sure it was going to stick with you for a very, very long time. Talk is heating up about the latest Silent Hill title in development-Silent Hill: Downpour. Articles, screenshots, and music clips are leaking.
“Leaking”…”Downpour”. See what I did there? Terrible! Anyway, lets take a look back to where it all began, and explores the origins, impact and groundbreaking influence of Konami’s turn of the millennium masterpiece.
In Danse Macabre, an excellent discussion of horror in literature, television and film, Stephen King raises the concept of ‘the Bad Place’ : a dreaded building or location inhabited by pure, unadulterated evil, where people fear to tread. The author points out that this archetype is to be found far and wide within folklore and works of entertainment, and has provided the foundation for a great many stories of terror and unease. Literature and cinema have given us Dracula’s Castle, Hill House and King’s own Overlook Hotel; by the turn of the millennium, video games also had their own established line of ‘Bad Places’, predominately taking the form of sinister, shadowy abodes such as Mr Barrows’ Clock Tower and the Umbrella Mansion. None of these, however, have become as synonymous with outright terror, or as enduring in legacy and infamy, as the town of Silent Hill.
In 1996, when Resident Evil was making waves and it became apparent that Western audiences had acquired a new-found taste for atmospheric, Japanese-developed horror games, the new owners of Tokyo company Konami decided to launch their own substantial American hit, and swiftly assembled a development team for this purpose.
Headed by project director and designer Keiichiro Toyama, this group of unconventional individuals, dubbed Team Silent, took an unusually leftfield and creative approach, spending a great deal of time experimenting with various concepts and ideas. Knowing that their aim was to capture a chilling experience that would play well in the West, they poured over the works of popular American writers, searching for inspiration in terms of setting and story. Konami’s visionary team conceived a small, New England settlement that had become a deeply twisted, horrifying place; corrupted by a prevailing supernatural force and now alternating between two separate dimensions, one of which was only marginally less nightmarish than the other.
This creation was a vision of suburban familiarity plunged into a deep and illogical hell. Streets shrouded in thick fog hid prowling, winged beasts; a cryptic message in a blood-soaked dog kennel directing you to ‘go to school’. To follow this instruction invited a whole new realm of chaos; the school’s environment visibly transformed into a rotting, mocking husk as it shifted to the dark Otherworld, which brought creeping, deformed Halflings lurching out of the shadows.
I will be reviewing another app which I tried on my iPhone. For reading this AWESOME review of AWESOME AWESOMENESS, your dream woman will be tending to your nightly desires…YES I said it… she will play chess with you 😀
Unlike the previous games I have reviewed this one is surprisingly free. This game is very addicting so if your thinking of downloading it then BEWARE…
The requirements for this app are:
-Compatible with all iDevices
-Must have IOS 3.0 or later
In this review, ReverEND and I (Sufyan) will be taking a closer look at Street Fighter 4 for both mobile platforms, iOS and Android and compare some differences in the and the similarities. So sit back and read…..DO IT!