Thursday, September 20, 2012

Xbox 720: 6x Performance Increase, Kinect 2, 3D, 1080p


A leaked document has provided us with a heap of information about the upcoming Xbox 720.




With E3 done, we thought we'd have to wait until June 2013 before we learned all about the next generation of Xbox, the Xbox 720. That may be the case, but a recently leaked document has given us an awful lot to chew on in the mean time.

The 56-page document was hosted on Scribd until this past weekend, when it was spotted by the Verge. It details Microsoft'svision for the Xbox 720 and dates back to August 2010.

Microsoft's kept pretty quiet about its Xbox 720 plans since rumors started circulating about a 2013 launch, but thanks to this document we now know that the company has big things planned for the new Xbox. The Verge reports that before the document it was pulled, it promised a 6x performance increase with the Xbox 720, as well as true 1080p output, full support for native 3D output and glasses, an always-on state for the console, support for Blu-ray, concurrent apps, additional sensor and peripheral support, and the ability to record TV content in the background.

Xbox 720 will also bring us Kinect 2, which Microsoft's document says will have higher accuracy, stereo imaging, improved voice recognition, support for four-player tracking, an improved RGB camera, dedicated hardware processing, four player gaming, and a pair of augmented reality Kinect Glasses, which are apparently similar to Google's Project Glass.

Alongside a promised 6x performance increase, there's also mention of true 1080p output with full 3D support and an "always on" state for the console. A slide on core hardware indicates that the next Xbox will be designed to be scalable in the number of CPU cores and their frequencies. Microsoft appears to have been debating whether to use six or eight ARM or x86 cores clocked at 2GHz each with 4GB of DDR4 memory alongside three PPC cores clocked at 3.2GHz each for backwards compatibility with existing Xbox360 titles.

Of course, Microsoft hasn't confirmed any of this news, but then we didn't expect them to, really. However, if you're looking for proof that it's a genuine Microsoft document, you mind find it interesting that Scribd says the document was pulled at the request of Covington & Burling LLP. What is Covington & Burling LLP? Just a law firm based out of Washington. According to the firm's website, the company helped Microsoft out with its Skype acquisition last year.

Regards
Ram 

Thursday, September 6, 2012

Battlefield 3: Armored Kill Review




This, the third in Battlefield 3's conveyor belt of downloadable content, finds DICE showboating in style. If the developer were a rock star, it'd have its foot on the monitor right now, as the audience held their lighters aloft. Back to Karkand's updated fan favourite maps was the obligatory run through the classic hits from yesteryear while Close Quarters, with its blatant COD tempo, was a punchy, punky cover version thrown into the mix to shake things up. To stretch the stadium rock metaphor to breaking point, Armored Kill is the epic ten-minute blow out, all guitar and drum solos, a ballad of fire and smoke.

This is Battlefield at its biggest. Quite literally, as one of the four new maps - the sprawling Bandar Desert - takes the crown as the largest Battlefield map ever. Over twice the size of Caspian Border, it occupies five square kilometres of digital real estate, taking in a crescent bay front with residential buildings and construction sites dotted around its circumference. Further inland there's an artillery base for the taking, surrounded by an expanse of open desert and rolling dunes and with a highway slicing through the centre. It's all hemmed in with rocky outcrops and cliffs that direct the action down and into this vast crucible of mayhem.
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All the new maps can be used in the existing game modes, as well as Tank Superiority.
That's not to say the other maps are slouching. As the name suggests, Alborz Mountains, set in Northern Iran, has a ruddy great big mountain in the middle. The first snow map in the game, this has acres of forestry to provide cover and a large frozen lake for those bold enough to venture into open ground.
Death Valley also earns its name. Set at night in and around a ruined highway overpass, it balances out lots of higher ground - not least on the exposed but strategically useful road bridge - with a rabbit warren of containers, pillars and structures at ground level. Dash into action against an organised team here and you'll be pinned from all sides, trapped in a killing box of your own stupidity.
Finally, there's Armored Shield, the least interesting of the bunch. Set in the Russian countryside, it's mostly fields and dirt tracks with a few pylons scattered around as cover for the hapless soldiers who find themselves traversing it on foot.
And you really don't want to be a pedestrian on these maps. The addition of quad bikes cuts down on wandering time, but quite apart from the sheer scale of the larger maps making it unfeasible to jog to the nearest hot spot in anything less than five minutes, your lifespan is directly related to how much steel you can put between yourself and everyone else. Armored Kill is more than a name. It's an order.
Selling this concept is new game mode, Tank Superiority. The title doesn't leave much room for ambiguity, and it's as simple in execution as it sounds. Two teams, each with access to plenty of tanks, battle it out for control of the sole capture point. The maps are constricted to accommodate this more focussed objective, but that doesn't stop it being one of the most ferocious ways to play an already fearsome game.

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The mountain in the centre of the Alborz map is Damavand Peak, which you should already be familiar with.
It makes sense for DICE to spotlight the tanks, especially since it was that dazzling footage of the single player tank section, Thunder Run, that really established the game as a contender for Call of Duty's throne last year. Not coincidentally, Thunder Run takes place in the same Bandar Desert that now expands Battlefield even further than before. The challenge to COD supremacy may not have been won in terms of sales, but Armored Kill sees Battlefield drawing its line in the sand, confident that no other shooter franchise can pull off the scale on display here.



There are no new tanks here, but there are new vehicles that help provide balance to the shift in emphasis away from infantry combat. Both US and Russian forces get their own anti-tank options - the M1128 for the Americans, or the 2S25 Sprut for Russians - both of which are faster and more agile than their lumbering prey, but less protected. Tactical use of the terrain means they can easily stop the heavier vehicles in their tracks.

Mobile artillery also enters the fray, an option that players in this early access stage for PS3 Premium subscribers are still getting used to. Successful use of these long range bombardment weapons requires both a good understanding of the maps with regard to range and elevation and also a canny touch when it comes to aiming. Right now, most people seem to jump into the gunners seat, loose off a few rounds into the sky, then get bored and go and find a tank for more immediate boom-bang-a-bang action. The player who masters these vehicles, however, will be able to dominate almost any match.

Also dominating is the AC-130 Gunship. Rather unusually, you don't get to actually fly this beast of the air. Instead, you gain access to it by capturing its base. The plane itself circles the map on autopilot, following a preset route. Players can spawn into its gunner seats and absolutely lay waste to whatever is below, as well as operating powerful anti-air turrets to fend off attacking choppers and jets.

You can also use the AC-130 as a persistent spawn point for paratroopers, making it both versatile and a powerful strategic tool. The downside is that it's slow and poorly armoured, and it's predictable movement pattern and unmissable size make it an easy target. Even so, between the gunship and the existing helicopters and jets, the majority of the Battlefield action on Armored Kill maps seems to be in the sky.
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Perhaps in a nod to Valve's Gnome Chompski, there's a hidden gnome on the Alborz Mountains map.
Get all these elements working in harmony on a Conquest or Rush game and you've got the closest thing to what long serving fans would call the classic Battlefield experience. This is true warfare, not just carefully contained skirmishes, and lone wolf run-and-gunners will get creamed with hilarious regularity. At this size, the maps simply don't lend themselves to the tactics that lead to success in typical deathmatches, and nor are there any obvious spots designed to aid the player.
These aren't maps with pre-defined "bits" to use. These are actual maps, in the Ordnance Survey sense of the word, and it's up to you to make the terrain work to your advantage. Master the dips and peaks of the Bandar Desert dunes to hide a tank or to gain an advantage. Decide in the moment if charging through the trees surrounding the Alborz Mountains is a better bet than taking it slowly around the rocky passages above. What makes sense in one match might be suicide in the next. It's thrillingly organic, and devoid of the sort of generic map design that might as well put up neon signs saying "great sniper spot here!"
The downside, for console players, is that these maps are pushing up against the limits of the maximum lobby size. With up to five capture points, DICE does its usual great job of subtly directing the flow of the match into interesting spaces, but 24 players are easily lost on maps this size. It's also not much fun to wait around at a spawn point for a vehicle, drive all the way to an objective only to be wiped out by an AC-130 and have to do it all over again. PC players, naturally, will have no such concerns - 64 players and seven capture points will fill these maps far more effectively.
That minor annoyance aside, there's not much criticism you can throw at Armored Kill that won't just bounce off its battle-hardened exterior. The maps show DICE at its best, crafting natural looking environments that throw up thrilling possibilities on the fly, and the new vehicles have been shrewdly chosen and balanced to enhance the gameplay while still offering the thrill of the new. For Battlefield fans, this is an essential expansion.
Regards
Ram



Monday, September 3, 2012

Tom Clancy's Ghost Recon: Future Soldier



Tom Clancy's games always had the authenticity of how real time Miltary Ops would be . There are still hardcore fans for the Ghost Recon Series , Rainbow 6 ..Tom Clancy's Endwar and H.A.W.X brought a new level to how the updated games would look like . Well its time to upgrade to the next level now . Say hello to Ghost Recon : Future Soldier .

You take the role of Kozak, A member of Elite Special forces Unit who have access to advanced tactical gadgets and weapons and are termed as GHOSTS.Ghost Leader Captain Cedric Ferguson, Staff Sergeant John Kozak, Master Sergeant Robert "Pepper" Bonifacio, and Sergeant First Class Jimmy "30K" Ellison. The team ships out under the supervision of Major Scott Mitchell. Ghost Team is unstoppable or should i say more aptly as invisible . The enemies never know what hits them before they end up with a bullet in their head. Thanks to the camfoulage suit which u wear ( Similar to Crysis ) u literally become invisible for enemies .
GHOSTs
Tom Clancy has never gone stringent in the usage of Gadgets or Miltary Terms or Weaponry with the most hi fi tech.But wat lacked and pissed the hell out of people in the old games was the gameplay . Bcos being a game that depends on reality so much , that even ur wounds which u recieve in the game is fatal like real world bullets . I mean u wont even get a bearing on who is shootin at you before u end up dead. GoD!!! that is the one that irritates . But this time , so is not the case . The game takes place in Modern World with 3rd person perspective and over the shoulder camera , that became quite famous from 2007's Gears . You have the same cover system here too .But the movement from cover to cover has been made a little more easy than ever. And it looks more dramatic and cool.

What impresses you as soon as you take command of your charector is the agility with which ur guy moves around . I mean you can actually relate with him being a guy from a elite Spec Ops Unit. This guy is lithe and can move faster than what Marcus does . Be it sliding over barrels and other man made obstructions or rolling over the barricades and getting into cover , this guy really impresses u like hell .Once you get the hang of this u really are going to Enjoy him like anything.
Takedown of Runaway Flight


The are a total of 12 Missions in the game which takes you around Nigeria ,Pakistan , Norway and  Russia. Each level is diffrent and challenges you in a diffrent way than the other.I especially liked the second Mission where u try to take out a guy in Desert . It will be cooler than anything to look . The thing which is worth mentioning in this game is the  SYNC SHOT . U being in a team which has a member of 4 , u can give out orders to your team mates to take down 4 guys simultaneously with each of you taking down one guy . This will be cool to look and the most efficient strategy which you would be using through out the game if you wanted to survive easily .

Air Strike of Heli - BINGO !!!

And the way you pull out a Rescue operation with a guy on your shoulders is much more realistic and diffrent. Usage of Drones is another awesome feature in this game which gives u a vantage point and therby tells you where the enemies are and making it easy for you to mark them for your teammates.If you use your teammates correctly then there will be no need of wasting your ammo at all . They can take care of all your work easily.

Drone in The Air
Being a console port , I thought the game would be easier and went for the hard mode and dammn .I got spliced at many places . The game has a difficlut parts too. Although you will be revived by your teammate if u fall down hurt , there is a limit where you can get back up again. Weapons are cool and are damn effective . Be it a sniper rifle or Assault Rifle they are deadly in your hands if used in situations correctly . Guys with Riot Shields are there whom are a little hard to hit and you will face the Enemy Spc Ops team also who have the same camouflage gear that you have too. The game certainly has its WOW moments in it . Graphics looks stunning with beautiful environments , although the explosions could have been made a little more powerful.

The level with which you take the Gaurdian with you will be much cooler . Because it will blast everything on your way with mortar fire and for heavier objects there is the guided missile from it .The list of levels in this game include




Prologue + Mission 1: Nimble Guardian
Mission 2: Subtle Arrow
Mission 3: Noble Tempest
Mission 4: Tiger Dust
Mission 5: Silent Talon
Mission 6: Firefly Rain
Mission 7: Ember Hunt
Mission 8: Deep Fire
Mission 9: Valiant Hammer
Mission 10: Gallant Thief
Mission 11: Invisible Bear
Mission 12: Shattered Mountain


Camo Active - Ghost Code :-)


Conclusion : A game that ought not to be missed by hardcore Action loving Gamers ;-)

Rating : 9.2 / 10


Regards
Ram

Wednesday, August 29, 2012

Warning: Crysis 3 Will Melt Your PC, Says Crytek



Crysis 3 will melt your PC, says Crytek.

Once Crysis hit the gaming scene in 2007, the popular slogan used to describe any rig was: but can it play Crysis? That's because thegame was way ahead of its time, requiring high-end hardware to crank out the most modest of graphical settings. It became the primary PC benchmark for years to come, causing waves of hardware upgrades so that gamers could play the PC exclusive.

Crytek has always prided itself in saying that the engine is three years advanced, and it shows in the quality of its shooters. But now the popular slogan is about the change. Once Crysis 3 hits the PCgaming scene, the new question will be: so has Crysis 3 melted your computer? Will it be a mere marketing campaign to sell millions of units? Probably not.

"That joke will be resurrected again with Crysis 3, I’m quite sure about that," Crytek CEO Cevat Yerli said during an EA-hosted Q&A session live-streamed from Gamescom 2012. "There are brutal expectations around the PC version of Crysis 3. So this time we promise to melt down PCs."

Many Crytek fans grew bitter after the company chose to shift its focus over to the consoles. Crytek blamed the new love on piracy, but the true cause is likely due to the popularity of the lucrative Xbox 360 and PlayStation 3 consoles, and that it's essentially cheaper to develop for a single hardware set. Still, Crysis 2 proved that the developer still had love for its core PC gaming audience, and that won't change for the third installment. Promises of melting PCs is like being in 2007 all over again.

"There is unfortunately always in a multi-platform development that kind of compromise that we have to take, but at the same time we are trying not to take it, so we try to make sure that the PC version looks fantastic, plays fantastic," he said. "This time we’re saying, 'Okay, let’s not compromise the PC but let’s try to push the consoles so make the PC version happen.'"

Yerli added that high-end PCs are leaps ahead of the current crop of consoles in terms of raw power (Nvidia's Keplar), further widening the gap that already existed at the time of Crysis 2's release back in March 2011. The third installment is slated to invade the Xbox 360, PlayStation 3 and Windows PC in February 2013.

Let the PC melting commence this Winter.

OoooHHH!!! now thats wat I am talkin about :-)


Regards
Ram

Sunday, August 12, 2012

A plea to Game Deveolper by a Gamer :


Game Accessibility: What It Is And Why It Matters ::



Whether it’s God of War: Ascension or Gears of War: Judgment, I’m sure everyone reading this has a game they are looking forward to next year. But imagine what it would be like if you had to play that game with your fingers taped together. How long would you try to fight the Locust or the Cyclops if – no matter how hard you tried – you couldn’t get your hands to move fast enough to avoid dying dozens of times in one level? How long would you try before you would put the controller aside and log on to Netflix or start to read a book? No gamer would willingly put up with these limitations, yet thousands of gamers do every day. I am one of them.

I am a disabled gamer and I am determined to keep playing. Sometimes, my disability prevents me from moving my hands fast enough to execute certain sequences in games. For example, one of my favorite games of all time is Uncharted 2: Among Thieves. Near the end of the game Drake is in a Tibetan temple, in which there are levers he must crank to open doors. The way the player makes Drake open these doors is by tapping the triangle button repeatedly. Because of the delay in my muscles, there is no way for me to tap fast enough to get him to open the door. When I realized this, I was forced to confront the idea that I had just spent $60 on a game, progressed most of the way through it without help and now had to rely on somebody else to get me past that point. Beyond that point, however, the game was easy for my hands to handle. It was literally two small sequences, opening two small doors that made the game inaccessible. For me, game accessibility is not an empty phrase or a buzzword – it’s a part of my life.  

Unfortunately, trying to define game accessibility is like trying to nail Jello to the wall. Since each disabled gamer has different limitations, we all have slightly different definitions of what makes a game accessible. The four categories of disability, sensory (sight and hearing), fine motor (hands and fingers), ambulatory (walking), and cognitive (mental), all have different issues that have to be addressed. 

It’s also important to understand what game accessibility isn’t. Game accessibility does not mean taking all of the challenge out of a game. No serious gamer, no matter what their limitations, would advocate nerfing a boss fight to the point that there is no challenge, especially given the fact that disabled gamers make up only a fraction of the entire gamer population. If the industry were to simply make games easier to help accommodate the disabled, they would end up alienating a majority of gamers. 

It is also important to realize that game accessibility is different from hardware accessibility. People who approach game accessibility tend to do so with the attitude of: “If the physical interface of a game is inaccessible, then the best way to make a game accessible is to change the physical components of controllers and systems.” This is the wrong way to approach game accessibility. While it should ultimately be the goal to create video games that anyone can play, and that means that eventually hardware accessibility will have to be addressed, a very large part of the problem can be solved by addressing game software rather than hardware. It is easier to change a line of code and make a controller layout accessible than to redesign a physical system. If total accessibility is going to be achieved it must be focused, mainly on software developers, since they are the ones that determine if a game is accessible. Oddly, the Wii, Kinect, and the push towards motion control in games, which has been an effort to involve people that previously didn’t play games, has had the unintended consequence of alienating a very large portion of the disabled gaming community.

The best definition of game accessibility, that I have come up with, is giving as many players as possible the best opportunity of completely experiencing a game. A lot of times when a disabled player is unable to fully experience a game it is not because they cannot figure out what to do. It is simply because the way a game is set up does not flex to fit their abilities. Would that door-opening sequence of Uncharted be diminished if, instead of tapping the triangle button, you simply had to hold it down? If that particular command sequence were deemed too crucial to the pacing of the mission to change it from a rapid tap to a hold, would it have been hard to give the player the option whether they would like to tap or hold the button? Many of the issues of game accessibility could be solved with a few extra customizable features. 

But the question remains: Why do we need to bother programmers to include extra features in their games to satisfy only a fraction of their audience?  The fact is gaming is more than entertainment for a lot of disabled people. Personally, games have helped me both physically and psychologically. As a small child, I used my Game Boy during therapy sessions to strengthen my dexterity and take my mind off of the pain of some of the activities. A hamstring stretch is so much easier when you’re focused on capturing Zapdos instead of the burning sensation in your legs. I’ve also found a much-needed escape from my disability in online gaming. As a gamer, hidden behind an avatar, I can be sure that people are not filtering their words through the fact that I am disabled. They’re not going to pull any punches when I mess up because they worry about my feelings. They also won’t avoid me because they see me as different.

This is why accessibility matters. If games fail to become more accessible, many disabled gamers won’t be able turn to games for the escape that games have provided them for years.


Regards
Ram

Friday, August 3, 2012

Anvil Engine Marvel in AC III


HOMEFRONT


Created by Kaos Studios and published by THQ,  Homefront was released way back in 2010. What with all the new entires swamping me , I got a chance to try out the game just now. I expected the game to be just a pathetic drag like ordinary FPS ( eg : Tunnel Rats )are. Didn t expect great things from it . 

But from the initial start the game had an attractiveness to it that cant be described perfectly . Graphics looks stunning and beautiful . Just remember to keep you AA on ,and get ready to be blown away by the sunlight streaming at you in open fields and realistic fires and explosions .The game looks absolutely perfect .
Phosphor Bomb 

The game  is supposed to take place in post future where the Koreans dominate the world under their New leader and US forces are pushed to a corner without anything . With no fuel to power their vehicles the US Army are nearly driven entirely out of existence . But a small resistance Unit starts Building up headed by a man called Boone and supported by Connor , Rianna and Hopper and of course u  , Jacobs ( A Pilot).

Boone, Rianna, Cooper, Hopper
Automated Sentry  with Miniguns
The game begins with a initial dramatic rescue of your ass  as you are bussed of to somewhere. From there its one hell of a ride against the short but enthralling Single player campaign. Althought the game is too short that you can finish off the entire game in a whole 3 hrs , it sure as hell packs a punch at some places .I mean there are a lot of WOW , COOL, F**K that S**T moments in the game . Especially whenever you get helped by Goliath . Man thats one awesome Drone which has the firepower to take down anything that stands in its way . And the part where you drive AH700 Scout Heli is awesome. I mean after all you being a pilot , the game should give you an opportunity to show off your driving skills right. Well this stage is really cool , especially the countermeasures you can deploy whenever SAM sites throw a missile at you and the one moment where you unload your team onto a moving fuel truck while on mid air ..Pure awesomeness..You will take down automated sentries ( grenade to the base ) and use Phosphor Bomb to take out an entire batallion. WOW.

Goliath blasting the S**T
The gameplay is wat that astounded me . It parrallelled COD easily , which is quite famous for its intense and cinematic gameplay moments . Guns were damn cool and lethal as hell . But the poor thing there was no distinguishing factor between them . I mean using a s M4P automatic and Sub machine gun felt the same . And everything was lethal .
AH 700 Scout

There was a total of 7 levels

1. Why we fight !
2. Freedom
3.The Wall
4. Fire Sale
5.Heartland
6.Over Watch
7.Golden Gate

Final Battle on Bridge
There were no QTE events in this game , thank GOD..Maybe back in 2010 it was not quite famous I think . But still the game had epic moments in it , thats for sure . The only thing that can be said as flaw is that the A.I is completely stupid and idiotic.I mean enemies never take cover and just come out and shoot , which is plain BRAVADO but its kind off stupid bcos of course you are going to get popped in the head u S**THEADS. And wats not our Team is worse than that . I mean whenever you reach a checkpoint you have to wait in line for something to be done in the particular order they were actually coded . I mean if u are expected to crawl thru the Hole , then u cant do it first . You have to wait for Cooper to do it and then Rianna and then hopper and then  , only then u are expected to follow . I mean that kind of looks Stupid . And Veteran Players are going to be pissed off with that . Well atleast I was @@#%$@#$%$ ..

But hey the game packed one hell of a punch for such a nobody . So Kudos to Kaos Entertainment and THQ . Please try this one when you have time . It sure is the best 3 hrs I spent ;-)


Rating : 8.8 /10

Regards
Ram