PlayStation Move incarnates So Keyboard and Mouse

Posted on Aug 14, 2010 01:29:42 PM

Play a strategy game using a Gamepad is not an easy matter. However, the latest controller PlayStaion 3 (PS3), Playstation Move, claimed to be enabled as a keyboard and mouse like on the computer.

This was revealed by the man behind the making of a controller Move, Richard Marks. For him, playing games Real Time Strategy (RTS) using the Move as simple as using the keyboard and mouse on the computer.

“Move can be used to playing RTS with ease, but still needed a little modification to the game,” he said, as quoted from CVG.

Move, represents the next generation controller for the PS3. This control system uses special sensors that can recognize the movement of players. For types of RTS games, Sony reportedly preparing to give birth to a special game that is designed to Move.

Metro 2033

Posted on Jul 30, 2010 04:18:25 PM
Metro 2033 is actually based on a licensed property – the story is originally a novel by Dmitry Glukhovsky, first published online, later printed as a traditional book. The story is set in the ruins of Moscow, some time after a global nuclear war, with small pockets of humans struggling to survive underground in the vast metro network of the city. Even in this post-apocalyptic world, people are still split to competing factions that control different metro stations as if they were small nations.
The game story gets rolling as a new threat, “the Dark Ones”, threatens the human population of the stations. Unlike your normal garden variety mutants that inhabit the ruins, the Dark Ones appear to have the ability to drive people insane and the losses they inflict are such that it is only a matter of time before the Exhibition Station, home of our hero Artyom, is run over. Artyom is given a mission to travel to Polis, the largest inhabited station in the whole Metro to warn others of the threat and to seek help.
With the network mostly in ruins and with the tunnels crawling with mutants and hostile bandit factions, it ain’t a casual stroll to Polis, and that turns out to be only the first stop of a longer quest to end the threat of the Dark Ones for good. Ammo and equipment is scarce and you never know what you run into when you go around the next corner. There is also an ever-present supernatural twist to the story with unexplained anomalies and encounters with ghosts creeping you out along the way. Some of this is attributed to the psychic powers of the Dark Ones, with Artyom apparently being more resistant to them than most people, but a lot is left hanging as a mystery, reinforcing the feeling of a dark, scary world under the city ruins where every day is a fight for survival.
While the concept isn’t wholly original, the atmosphere, attention to detail and constant twists and turns keep things interesting – to a degree that the action alone wouldn’t have kept me playing to the end. It was the story that managed to carry the experience all the way. 4A Games actually employed the original writer of the Metro 2033 novel to adapt it for the game and while some of the dialogue is wooden – possibly due to the translation from Russian to English – the events and the overall story is better than the two-bit plots you find in most games these days.
On Rails
While some of the marketing material might give you an idea of a non-linear adventure set in the vast network of stations in the Moscow Metro, in reality Metro 2033 is a completely linear game through scripted events and narrow tunnels, pretty much as if on rails. Yet you shouldn’t dismiss Metro 2033 immediately – there are plenty of good first-person shooters with linear and heavily scripted maps and while I personally prefer games that give you room to improvise a larger area, within a set of rules and game systems, I can appreciate a completely story-driven experience when it is done well.
For a first-person shooter, there is actually surprisingly little shooting. Yes, there are some heavy action scenes and nail-biting fights for survival against hordes of mutants, yet they are just one part of the game. Pacing is important and Metro 2033 is very good at switching gears to keep you on your toes. Metro 2033 contains stealth aspects as well – you can shoot or turn off most light sources and sneaking past everyone is sometimes a valid strategy. To top things off, there are also a couple of vehicle sections and the ability to upgrade your equipment by scavenging or buying better weapons and restocking your ammunition. Interestingly, pre-war “military-grade rounds” act both as superior ammunition and as money that can be spent for improved weapons and supplies at friendly stations.
Metro 2033 is strictly first person at all times. HUD elements are minimal and fade away when not needed. There is no map – all you get is a notepad with your objectives and a compass that points towards your next goal – not that you’d really need a map as most of the time you have only one clearly defined path available to you. Some transitions include complex first-person animations and there are also a couple of simple quick-time events to test your reflexes when that proverbial shit hits the fan. Highly detailed levels combined with the firm commitment to showing the action from the perspective of Artyom pretty much at all times brings tons of atmosphere to the game.

Manner your Defense of Online War Games

Posted on Jul 29, 2010 02:04:51 AM

The existence of online games in the line has represented like a deathly virus on human’s body. It is caused by the addiction which makes some children up to adults cannot let go the games from their eyes. Perhaps, it is influenced by an excitement and challenges offer from its different version.

Lately, the application of free online war games is very popular. It is walked in balance with other types of online games. The war games is personalized the gamer to be more tactical to defense their territory from the enemy. In other way they have to be well prepared while destruct into the enemy local base. Through the website the gamer is offered some new version of war games such Snipedown, Nob War: the Elves, Shadez, Canyon Shooter, and more. The basic implementation of the games is about survival and attacking at the same time against any danger situation.

So, are you ready to try it on? The games installation is quite easy. You can also play it directly into your computer. To gain more furious into the games, it is suggested for you to play it with your family or friends as opponent to be real of the situation of virtual war games.

Microsoft Says Latest XBox

Posted on Jun 15, 2010 10:47:25 AM

Microsoft has officially revealed the latest version of the Xbox 360 gaming console. Any feature that carried the console?

The latest version of the Xbox 360 was named the Xbox 360 Slim. The most striking thing of course is the size that look more slender and the color is black with chrome access.

The console will have a 250GB hard drive, WiFi capabilities and certainly are ready to Kinect (formerly known as Project Christmas).

On the side of each unit, called the Xbox 360 Slim has ventilation holes better than the old Xbox 360. Consequently, the Xbox 360 fan will run much quieter.

In the United States has begun circulating Slim with price range of USD 299 (approximately USD 2.8 million). Mid-July 2010 Xbox 360 Slim is estimated to have started to invade the international market

Pirates of the Caribbean: Armada of the Damned

Posted on May 20, 2010 06:58:40 AM

A couple of weeks back, we brought you our first look at Pirates of the Caribbean: Armada of the Damned. Developed by Propaganda Games, Armada of the Damned is an action role-playing game set in Disney’s Pirates of the Caribbean universe. And though the game does indeed come from the publishing arm of The House That Mickey Built, Propaganda isn’t out to make a bright and cheery game filled with huggable pirates who swill apple juice in place of grog. What we’ve seen suggests a (likely) teen-rated tale of violence, swagger, and swashbuckling.
In terms of the latter, you can guide your character down a path of legendary or dreaded status. It’s not quite the good-versus-evil dynamic that you’d expect, but rather is a way of describing how your character handles his elevating level of fame as the story unfolds. Legendary pirates are out to build up their own image and keep themselves at the forefront of everyone’s mind, while a dreaded pirate is more the prickly sort of fellow who does what he wants how he wants and disregards the rest. You can have a dreaded pirate who does good and a legendary pirate who’s interested only in self-preservation just as easily as a vice-versa situation.
That choice will have an effect on the look of your pirate in terms of his outfits and weapons, as well as the ship he captains. A legendary pirate will navigate the game’s open-world, go-anywhere vision of the Caribbean on a shining vessel of celebrity, while a dreaded pirate will man a ghastly ship seemingly made more from human bones than wood. It’s not always obvious which path you’re taking, partly because conversational choices–a big influence on your character path–are designed to look more like contemplative inner monologues than verbatim scripts prior to your character uttering them during a conversation.
The main focus of our demo, however, was combat. Armada of the Damned can be neatly pinned down in the action role-playing subgenre thanks in large part to its uncomplicated combat mechanics. There’s a light attack, a heavy attack, and a few special abilities that you can cash in for increased damage after you’ve been doing well in a fight. We came away with a very Fable-inspired impression of the combat: it’s quick and stylish, with frequent slow-motion sequences to highlight those big moments when you finally kill a powerful enemy. As you level up, you can unlock new abilities depending on your dreaded/legendary status and manually increase your abilities with the weapons of your choice.
Your powerful secondary weapon depends on your alignment. We played as a dreaded pirate, and thus we had a giant anchor chained to our back that we could swing at enemies in battle to violently knock them back. Had we gone the legendary route, we’d have had a second cutlass strapped to our back to dual wield. There are also firearms like double-barreled shotguns, but we preferred the stylish sword and anchor combination much more.
To give you an idea of what a typical early-game quest might entail, we started the demo on a mission to seek out parts to build a new ship. Our character began on an island populated by villagers who had recently started worshipping a figurehead (the lady at the bow of a pirate ship) that had washed ashore some time ago. Prior to that, the villagers had been worshipping a small idol, but once the beautiful figurehead washed ashore they set their sights on her and began transforming into mutated crab people with giant claws and shell-like skin. Our job was to make our way from the shore to the volcano housing the idol and figurehead.

Along the way, we did battle with the crab monsters who were too far gone to communicate, while taking the time to converse with those who still maintained some humanlike qualities. After an epic crab man boss fight–though we guess any encounter with a crab man must be pretty epic–we solved the island’s woes by taking the figurehead from them and replacing it with the safe, old idol. Then again, we could have taken both and let the island sink into ruin, but even though we were playing a dreaded pirate, we went the nice-guy route.
If there’s one thing that grabbed us most about Armada of the Damned, it’s that dreaded/legendary alignment system. It’s nice to see a developer playing around with the typical good/evil gauges you see in so many Western RPGs today. Now we’re interested to see how that system plays out on a more long-term scale. We should have more information on that front as we get closer to Armada of the Damned’s 2011 release date.

Splinter Cell: Conviction Leads Game Sales

Posted on May 16, 2010 06:07:33 AM

Splinter Cell’s biggest names still make the game seem much loved. Evidence, Ubisoft made the game successful games dominate sales in the month of April 2010.

Conviction addition, there may be some other exciting games on the market. Call it rock games like Super Street Fighter IV or God of War III.
However, when compared with the second game, the series ranks fifth from the Splinter Cell games still dominate sales during April 2010. At least that is the notes that have been collected by the NPD.
Here’s a list of nine best-selling games sold in the month of April 2010:

  1. Splinter Cell: Conviction (Xbox 360) – sold 486 100 copies
  2. Pokemon Soul Silver (DS) – 242 900 copies
  3. New Super Mario Bros.. Wii (Wii) – 200 300 copies
  4. Pokemon Heart Gold (DS) – 192 600 copies
  5. God of War III (PS3) – 180 300 copies
  6. Wii Sports Resort (Wii) – 179 000 copies
  7. Battlefield: Bad Company 2 (Xbox 360) – 166 000 copies
  8. Just Dance (Wii) – 144 000 copies
  9. Super Street Fighter IV (PS3) – 143 000 copies

Playstation Move More Sophisticated than Nintendo Wii

Posted on Apr 28, 2010 08:11:47 AM

Many opinions are called for equality between Move Playstation (PS Move) by Nintendo Wii controllers. However, one game developer acknowledges that PS Move more sophisticated than the Nintendo Wii’s controls.

PS Move Anyar indeed a control system that will be used for the Playstation 3. Using additional tools (PS Eye) makes this controller has little in common with Nintendo’s Wii (Nunchuk), at least for the style of play.

Despite using a similar device, it does not mean the technology promoted by the PS Move the same as the one on Nintenndo Wii. In fact, one of the British game developer, Cohort Studios, acknowledged that the PS Move far more sophisticated and precise than the Nintendo Wii.

“PS Move was fantastic and so accurate, we have not come across obstacles in this device,” said Lol Scagg as CEO Cohort Studios.

In addition, Scagg also expressed his opinion about the similarity in the PS and Nintendo Wii Move, “After tasting the second controller, I can conclude that the PS Move more accurate than the Nintendo Wii controller,” added Scagg.

MotoGP 09/10

Posted on Apr 28, 2010 01:04:56 AM

The biggest additions in MotoGP 09/10 are found in the game’s Career mode. You are responsible for more than just your performance on the track here; as your career progresses, you need to hire a staff of press officers and engineers who are responsible for securing sponsorship opportunities and researching new technology for your bike, respectively. Money from sponsors is important, because as your team grows, you need more than your race winnings to keep the team afloat. Different sponsors have different requirements you need to meet on-track in order to get paid (such as finishing 8th or above in qualifying or in a race). Failure to do so can mean missing out on quite a big payday; miss too many of these goals and you might even be reduced to laying off staff to make it to the next week.


You can hire engineers to work on various aspects of your bike, such as tires, engine, suspension, and so on. Different engineers have different mechanical specialties, and for quicker results, you need to make sure you have the right person on each job from week to week. Both press officers and engineers have levels attached to them: higher-level press officers will be able to get you better sponsorship opportunities, and you need higher-level engineers as you move up through the different bike classes in Career mode. All of this hiring and firing and sponsorship signing means a lot of heavy menu navigation, but it’s all attractively organized and easy to understand.
Progress in Career mode is determined by a number of metrics, including championship points and cash earned from completing races. New for this year is a rider reputation system that measures your performance on the track in more granular terms. You earn reputation for doing things like making clean passes, running incident-free sections of the track, or completing in-race challenges (such as passing a singled-out rider or reaching a certain top speed on a straightaway). Conversely, you lose rep by being passed by other riders, hitting opponents, falling off the bike, or using the game’s new second-chance feature (which lets you rewind a race and drop back in at any point). At the end of each race session, you are given an overall reputation grade, and all of the rep points then feed into your overall reputation level. Reputation doesn’t mean much in terms of how other riders react to you; instead, improving your rep can earn you more slots to hire additional staff.


On the track, MotoGP 09/10 straddles a line between arcade and simulation racing in a way that can be disconcerting at first. On the default settings, the game’s HUD is absolutely jam-packed. In addition to standard lap timers, race position, current gear, track map, and so on, the game throws in a bunch of information, some of which is superfluous. For example, every action you perform on-track that causes you to earn or lose reputation is called out in bright blue (or red) letters, which can be annoying, especially as the messages pile up. In the lower right-hand corner of the screen, you’ll find a color-coded sector indicator that will tell you how cleanly you’ve driven a certain section of the track, as well as a bike mock-up that illustrates the wear of your tires, the latter of which proves to be one of the most important bits of information you’ll need in a race.
You’ll be referring to that tire meter often, especially in the MotoGP class, where the immense power of the bikes wreaks havoc on the tire rubber. In fact, tire wear is one of the real strengths of MotoGP 09/10’s handling model. If you’ve been driving aggressively during the first part of a race, you’ll often find yourself struggling with a rear tire that has lost a good deal of grip toward the end of the race. As a result, success in a race is all about being smooth–using the precise amount of brakes going into a corner and smoothly accelerating out in order to do the least damage possible to your tires.
There are four different skill levels in MotoGP 09/10: gentle, moderate, severe, and insane. Most riders will find their comfort zone on the moderate setting; as you move deeper into your career, you’ll eventually have invested so much time and money into researching your bike that you’ll find yourself blowing the competition off the track on sheer mechanical muscle alone. Because of this, you can set AI skill level at any event on the calendar to increase the challenge level. Depending on the skill level you choose, your opponent riders in MotoGP 09/10 are often hard-charging and are apt to slip behind you to gain a draft and then zip around you on straights. AI bikes occasionally make mistakes, going too deep into corners or running into one another, and they’re more than happy to make you pay in the late goings of a race if you haven’t been taking care of those tires.
Those positives aside, there are some troubling aspects of the game’s racing. For example, performance between qualifying and actual races can vary wildly. It’s not unusual to out-qualify the field by five seconds or more, only to find yourself inexplicably in a wheel-to-wheel battle with opponents once the green flag drops. This disparity between qualifying times and race performance has all the telltale signs of rubber-band AI, but there’s no doubt that it makes for exciting, close-knit racing. In addition, the bikes are tremendously stable in the game–to a fault. You can be rammed from behind by a bike going 50mph faster than you, and instead of the result being a horrific accident, you merely enjoy a boost of speed.
Perhaps the biggest annoyance in MotoGP 09/10’s handling is the overreliance of the tuck, which is when the rider digs down deep in the saddle to gain an extra bit of aerodynamic advantage from his bike. It’s used in real-life races too, but in the game, it’s overexaggerated to a ridiculous degree. You initiate the tuck with a button, and the game’s reliance on the tuck means you miss out on an extra 20 to 30mph of top speed (or, sometimes, even the ability to go from fifth to sixth gear) if you don’t use it. You’ll get used to using the tuck to your advantage quickly, but it never feels realistic.
MotoGP 09/10’s other modes include Championship, Arcade, Time Trial, and multiplayer. Unfortunately, you can race only on MotoGP-class bikes at the outset in Time Trial and multiplayer races. In order to gain access to the game’s best bikes in Championship, Career, or Arcade mode, you first need to complete full seasons on the lower-class 125cc and 250cc bikes. The smaller bikes have their own charms, and they serve as effective learning bikes for those new to motorcycle games, but it’s too bad veterans have to spend so much time slogging through the two-wheel minor leagues before getting on the big boys.
In addition to split-screen racing, MotoGP 09/10 features online racing for up to 20 people. In between sessions, players can vote on the next racetrack, the number of laps, weather conditions, and so forth. You might have trouble finding a full 20-person race online, but you can expect good performance once the race begins. In keeping with the game’s dual-year title, Capcom is also planning a free update for the game that will update the tracks and riders to coincide with the start of the 2010 MotoGP season.
MotoGP 09/10 doesn’t skimp on the racing, even if it takes too long to get to the bikes you really want to ride. The long Career mode gives you more to do than simply button through to the next race on the calendar; the online racing is respectable if not overly crowded; and the game’s difficulty runs the gamut from simplistic to ludicrously challenging

Toy Soldiers

Posted on Apr 2, 2010 09:23:31 AM

You have to hand it to Signal Studios; they actually found a unique way of presenting World War I combat. While the Army Men and Lego series have taken some of the freshness out of living plastic figurines, Toy Soldiers’ authentic representation of kids playing with miniature troops makes interactive historical combat feel more harmless than usual. It’s surreal fun to see these plastic soldiers burst into bits after being shot, as is looking down from your fighter plane on the painted landscapes and cardboard backgrounds below. Also, it’s not another first-person shooter, which certainly helps.

And that leads into what makes Toy Soldiers doubly impressive: it’s a tower defense game that integrates shooter elements into its combat. The regular real-time strategy play of placing protective units on the map–like artillery, anti-aircraft, mortars, and flamethrowers—are all present, but Toy Soldiers also lets you take control of any these units at will. With two presses of a face button, you can embody an artillery unit and gun down onrushing enemy soldiers from a third-person shooter turret perspective. Doing so nets you combo bonuses, adding to the challenge of the fairly basic gunplay.

Unfortunately, the nature and limitations of some units doesn’t make for engaging third-person combat. The only three of the seven units worth wrangling are the artillery, anti-tank turret and snipers. While the tanks and fighter planes are fun to control initially, the novelty soon wears off, as you’ll find that a strong anti-air unit negates the need for fighter planes. The tank is also problematic, as leaving it for ten seconds causes it to explode and respawn at a base. Since later maps force you to use the tanks on stronger enemy units, this enforces micromanagement play between the strategy and the shooting. This constant juggling exposes a common problem for console-based real-time strategy games: analogue control of the camera. This ends up taking the focus away from strategic thinking and the complex battlefield, focusing more on clumsy mechanics that get in the way of the fun.
Toy Soldiers is at its best during boss fights, which display both fantastic creativity and ill-thought out design. When the giant Tsar tank thunders onto the screen–crushing everything in its path to the backdrop of the ominous, villainous wartime music–it’ll make each of your neck hairs stand up on end for sure. However, defeating the tank depends entirely on having the right units set up for it, and this can be very trial-and-error since you don’t really get much warning about its arrival. More pertinently, it doesn’t offer any warning about its path around the map before it ultimately heads for your toy box base and destroys it, which it will likely do without mercy on your first go. That would be fine, but losing your toy box forces you to start from the beginning of the level, facing the same enemy waves that you faced before. Since this leads to around fifteen minutes of repeated play, it feels unnecessarily punishing.

Of course, all of this is largely excusable because the single-player campaign constantly evolves and never really tires despite its limitations. The two-person multiplayer mode also presents a very efficient distraction, albeit one that can become quite protracted and cyclic. Toy Soldiers is definitely entertaining, and certainly novel enough to be worth giving a go. But, for all of its novelty, this unique real-time strategy hybrid could have possibly been much more.

Linux Support will be Removed at New Playstation 3 Update

Posted on Mar 29, 2010 03:11:07 PM

Sony willing to release a new Playstation 3 firmware update worldwide this week in hopes of combating potential software piracy. System update v3.21 will disable the console’s “Install Other OS” feature, which allowed users to install the Linux operating system. The feature is currently only available in PlayStation 3 models released prior to the “slim” redesign that launched in September 2009. The update will go live on April 1.

SCEA’s corporate communications director Patrick Seybold notes on the PlayStation Blog the feature is being removed due to “security concerns.”

“In addition, disabling the “Other OS” feature will help ensure that PS3 owners will continue to have access to the broad range of gaming and entertainment content from SCE and its content partners on a more secure system,” Seybold wrote.

Those who use Linux can choose not to upgrade, however, Sony lists several features that will no longer be available:

  • Ability to sign in to PlayStation Network and use network features that require signing in to PlayStation Network, such as online features of PS3 games and chat
  • Playback of PS3 software titles or Blu-ray Disc videos that require PS3 system software version 3.21 or later
  • Playback of copyright-protected videos that are stored on a media server (when DTCP-IP is enabled under Settings)
  • Use of new features and improvements that are available on PS3 system software 3.21 or later

For those PS3 users who are currently using the “Other OS” feature but choose to install the system software update, to avoid data loss they first need to back-up any data stored within the hard drive partition used by the “Other OS,” as they will not be able to access that data following the update,” Seybold added