Monday, March 28, 2016

[REVIEW] XCOM-2


Just describing the strategic layer doesn’t capture the rhythm of success and setback that makes it so gripping. The game cleverly uses scarcity of opportunity to force you into difficult dilemmas. At any one time you might have only six possible scan sites, while combat encounters are largely meted out by the game, but what you choose to do with this narrow range of options matters enormously. You need to recruit new rookies; you need an engineer to build a comms facility that will let you contact more territories; you need alien alloys to upgrade your weapons. You can’t have all of these. You can probably only have one. In 1989 Sid Meier described games as “a series of interesting decisions.” XCOM 2 is the purest expression of that ethos that Firaxis has yet produced.



Brilliantly, you even have to scan to collect your monthly cache of supplies, hidden in the landscape to escape alien detection. I have left supplies on the ground for a week because I needed to recruit an engineer. I needed to hit an alien base to reduce the Avatar Project count—a doom clock that is very bad news if it maxes out. I needed Advent corpses to get a vital armour upgrade. I needed a cup of tea because it was all getting a bit too much. This narrow series of opportunities fits the fantasy perfectly. You take whatever you can get. You’re scraping food and fuel out of the dirt to keep The Avenger in the air.

The moment the timer freezes during a scan, I stop breathing. There’s a notification screen you have to click through to find out what is about to try to kill you—I swear this is intentional, to let the sense of dread register for a second or two. If you’re lucky, it’s the council getting in touch to give you a thumbs-up and tell you they’ve dropped some sandwiches for you in South America. If you’re unlucky you’ll be faced with XCOM 2’s equivalent of Enemy Unknown’s Terror missions. Dubbed Retaliation, these once again ask you to rescue civilians from the battlefield while the aliens’ best troops try to annihilate them. I have to steel myself for every fight, knowing that a bad performance could ruin my plans.



Combat is turn-based, and takes place on procedural battlefields that are uncannily well generated. Only once have I seen a truck spawned partly into a wall. For the vast majority of battles the terrain is busy, interesting, and benefits from a huge leap in visual fidelity from Enemy Unknown. The snowy forests, slums, city centres and alien bases are varied both in decorative assets such as sleek futuristic cars and fluffy trees, and in the vertical variation provided by cliffs and multi-storey buildings.
They blow up nicely, too. I’ll commonly grenade a wall to remove cover and offer my soldiers highchance shots at a target. To my surprise, I also discovered that soldiers running around above ground level can fall through the floor if they’re in a burning building. Explosions can start fires that propagate, blocking floor tiles. One of my grenades started a fire next to a terminal I had to hack. Sending a soldier to stand in that fire and hack the console was not one of my finest XCOM moments.

The four solier classes have been revamped. Enemy Unknown players will recognise the suppressive heavy weapon capabilities of the grenadier, and the sniping ability of the sharpshooter, but both can access new abilities that alter their jobs. The sharpshooter’s gunslinger skills, earned by levelling up, can turn them into an effective mid-range pistolier who can take out multiple enemies in style, while the grenadier can improve the explosive potential of their grenade launcher, effectively merging Enemy Unknown’s heavy and support roles in one class.



The other two classes are less familiar. The specialist has a drone, which can move around the battlefield to heal allies, zap enemies, or hack alien comms towers, and also has robots to disable or even temporarily steal units. The ranger fills the speedy, close-range role formerly occupied by the assault class, but they have a sword for high-risk, high-damage charge attacks, and therefore win. They can also pursue the scout skill track, which lets them strike very effectively from stealth.
Stealth is new. You start most battles incognito, and can freely move around the map without being attacked, as long as you stay out of the red detection range of enemies, lingering civilians, and watchtowers. By putting most of your units in overwatch—the staple XCOM move that gives your soldiers free reaction shots against movement in the enemy turn—you can set up deeply satisfying ambushes. With my trap primed, I use my sharpshooter to break stealth and get a near-certain kill shot on the most dangerous enemy. As the alien mob scatters, their movement activates fire from the rest of my team. The camera swoops between them as they open up, shredding the enemy in glorious slow-motion.

Once concealment is broken, life becomes much more difficult. Successful shots are dictated by chance rolls, and you secure favourable odds by staying in good cover and flanking. A poor move or a stroke of bad luck can wipe out a soldier, or take them out of action for days. Time-limited objectives to hack a terminal or rescue/assassinate a VIP in a certain number of turns force you to be reckless. What’s more, all alien variants, bar the lowest tier of enemy soldier, have the capacity to be incredibly disruptive. The lowly Sectoids of Enemy Unknown are all grown up, and can mind-control your troops and resurrect corpses.



There’s more you’re better off discovering for yourself, like the weapon mods, extensive troop customisation, Psi-ops warriors, exo-skeletal suits and the story, told over a series of special missions. I can find little to criticise. The camera occasionally wafts through walls in close-ups, there’s sometimes a lengthy pause before the character you’re watching acts. A lack of foreknowledge in your first playthrough will hurt your ability to plan, too, forcing you to be more reactive, though the constant flow of new enemy types and story missions makes up for that. Thanks to your varying starting position, procedural missions and tactical depth, XCOM 2 can and should be played repeatedly.

[REVIEW] Dying Light : The following is worth upgrading or not


Your gutsy little car isn’t just for getting around the massive map, it’s your primary weapon and it comes with an entirely new skill tree. XP dribbles in slowly but steadily as long as you’re behind the wheel, and you’ll eventually be able to turn your buggy into a high-speed deathtrap, adding nitro boosts, an electrified cage, ramming bumpers, and UV headlights to keep the nighttime zeds at bay. My personal favorite: landmines you can drop as you speed along. I found them useful for shaking Virals, the lightning-fast enemies who’ll chase you doggedly down the country roads for miles, latch onto your car, and annoyingly punch you in the face through your windowless windshield until you scrape them off against a tree or a fence.

Pedal to the Dead

The driving itself is pretty tricky and somewhat clunky—for a while. For the first few hours the roads feel far too cluttered with disabled vehicles, barricades, pools of toxic sludge that can kill you in an instant, puddles of water that send you skidding, and other hazards, all which slow you down and makes traveling a somewhat plodding experience. As I began to learn the roads, though, it became more fun and satisfying, crossing clogged bridges, jumping ramps, and traveling over great swaths of the map without slamming to a halt. Smashing through zombies doesn’t feel quite as enjoyable as it should—they fall apart more than get thrown entertainingly through the air, but it still beats the alternative of wading through them on foot.



239140 2016-02-10 00204
The buggy also requires a lot of attention. Ramming zombies from dawn to dusk means you’ll need to stop regularly to repair your ride, and repairs require materials scrounged from other vehicles. You’ll also have to stop at gas stations every now and then for a fill-up. This mostly works okay: it can be fun and nerve-wracking, scrounging for materials and gas with a horde bearing down on you and the sun hanging distressingly low in the sky. At other times, it can be a be a bit of nuisance to have to fix your whip for the umpteenth time when you’d rather just be getting on with a mission. It never felt downright irritating, though, and as you replace some parts and upgrade your car-based skills, it becomes vastly more reliable.

Infiltrating the cult and gaining the trust of the townies will take you and your buggy from one end of the sprawling map to the other and back. Electrical power must be restored (naturally), a water pipeline must be repaired (of course), items must be retrieved and various missing persons must be located. In true side-quest format these missions are rarely as straightforward as they sound, leading to some extended adventures, a few enjoyable twists, and this one asshole who spent his time during the apocalypse first hiding his cache of weapons and then writing rhyming poems about where you can find them. Screw that guy.

As you speed off over piles of zombies to complete these tasks you’ll run across an almost exhausting number of other encounters and adventures: locations to explore, people radioing for help, airdrops to recover from armed goons, timed challenge modes, geotagged military caches to track down, and caves filled with dangerous Volatiles to clear out—or not clear out. Look, don’t clear them out. It’s really, really awful in there. Some of these encounters feel like filler, hardly worth stopping for, but I’ll never not enjoy following a rapidly beeping transmitter to its source. Anything that yields new blueprints or weapon attachments is time well spent.
There’s a lot to do in The Following, and I wound up enjoying it more than the original game. Much of my issue with Dying Light had to do with the long, slow grind to improve Kyle’s skills to the point where he was actually fun to play. Here, the progress with the car feels faster and becomes enjoyable much more quickly. Steam annoyingly didn’t track the time I spent on my review copy, but I’d estimate there’s a good 10-20 hours of fresh adventures to be had, and many more for completionists. And, while definitely focusing on car-based hijinks, there are still plenty of opportunities for climbing and running and bludgeoning for those who didn’t get enough of that in the base game. The new characters and story are, unfortunately, just as dull as they were in the original, though I feel they’re both a bit quicker to get to the point.


Dying Light
 

Why to upgrade

The Following is meant for players who have already maxed their skill trees in the base game, evident in the fact that boss zombies aren’t just encountered at the climax of missions: there are plenty of them just wandering around trying to fit in with the crowd now. There are also Freaks of Nature: ultra-bosses, designed to be taken down with a co-op partner, so ridiculously swollen with hit points that it took me, playing solo, a good 10 minutes to kill one, most of that time spent crouching fearfully on a rooftop and using my entire collection of crafting components to build explosives.

Friday, March 25, 2016

[ANNOUNCED] Oculus Announced its First 30 VR Games !


With the launch of a new platform, games or apps that make use of it are essential. It's even possible that a good launch lineup can make or break a platform, depending upon the competition out there. No doubt with this in mind Oculus is boasting of its excitement in revealing an "incredible lineup" of 30 VR games, launching with Rift on 28th March.


Of the launch games, some might sound familiar while others will be completely new franchises. Oculus enthuses that its games library, available from day one, will take you to the outer reaches of space, mysterious labyrinths of wonder, and fantastic worlds of adventure. And they're just the beginning. The Facebook owned VR firm says that it is working with thousands of developers with over a hundred more games destined for its virtual store shelves in 2016. 

Of all the games listed, the lowest priced VR morsels are $9.99, except for a single $4.99 title. At the other end of the market there are a couple of $59.99 games; Elite Dangerous: Deluxe Edition, and EVE Valkyrie Founder's Pack. Tweaktown has published a handy, fully priced up, launch games list if you are interested. If you worry you will have spent all your pennies on the Oculus Rift and necessary PC upgrades, you might be thankful to remember that the EVE: Valkyrie and Luckey's Tale games will be in your $599 HMD bundle as an introductory offer. 


Oculus also revealed the new Oculus Home on Rift, pictured above. Said to be designed from the ground up for VR, this is the interface to lead you on your merry way to the VR Worlds ahead of you. Home is designed for ease of exploring your library, for discovering new content and for connecting to (Facebook?) friends in VR.

Between now and launch time Oculus will reveal more about the apps, videos and experiences which will be joining the above games, ready for launch. Those interested should probably keep an eye on the Oculus Blog as I expect those updates soon, with only 10 days left until the hardware launch.

Author : Anushk Keshri Rastogi
Source : click here 

Sunday, March 13, 2016

Rise of the Tomb Raider gets DirectX 12 support in latest patch



Rise of the Tomb Raider was updated today to version 1.0.638.6, which is a bigger deal than its less-than-snappy name suggests. The update adds support for DirectX 12, which
 “on the right hardware can offer far better performance” than was previously achievable, as well as for Nvidia's VXAO ambient occlusion technology, described by Square Enix as “the world's most advanced real-time AO solution.”
“At Nixxes we have a long history of working with consoles as well, and one of the large differences between developing for consoles and developing for PCs is the level of access to the hardware available to us. We can leverage every single hardware feature and every bit of CPU power available in the most efficient way possible. With DirectX 12 we are taking a massive step forwards for bringing a lot of that flexibility to the PC as well,” 

Nixxes Software boss Jurjen Katsman explained in a Tomb Raider blog post. 

 “For Rise of the Tomb Raider the largest gain DirectX 12 will give us is the ability to spread our CPU rendering work over all CPU cores, without introducing additional overhead. This is especially important on 8-core CPUs like Intel i7’s or many AMD FX processors.”

As an example, he posted screens of Rise of the Tomb Raider running at “high” visual settings on an Intel i7-2600 paired with a GTX 970. Under DirectX 11, which limits the majority of DirectX work to a single core, the frame rate tops out at 46 fps, while DX12 gets it up to 60.

“Another big feature, which we are also using on Xbox One, is asynchronous compute. This allows us to re-use GPU power that would otherwise go to waste, and do multiple tasks in parallel,” Katsman wrote. “And there is a never before seen level of control over Nvidia SLI and AMD CrossFireX configurations, which means that as a developer we can take full control over those systems and ensure users get a great experience with them.”

The Rise of the Tomb Raider DX12 patch is live now on Steam, and is expected to be available soon on the Windows 10 Store. If you try it and run into grief (these things happen sometimes), you can switch back to the previous version through the Beta option (Build 629.1) on Steam.

Author : Anushk Keshri Rastogi

source : click here