Showing posts with label changes. Show all posts
Showing posts with label changes. Show all posts

Monday, 17 September 2012

F1 2012 Review

Yearly sports titles tend to face an uphill battle. While the likes of EA’s FIFA and Madden could easily get by on roster changes alone, most other games really need to prove their mettle to get punters to pony up their hard earned cash again. Yet for its third outing with the Formula One license, that’s just what Codemasters have done with F1 2012, delivering numerous small-but-notable improvements over the last two years’ offerings.

Everything starts with the young drivers test in a meticulously recreated Yas Marina Stadium and racetrack in Abu Dhabi. Taking you through everything from vehicle handling, acceleration, and breaking to the more advanced elements of the sports such as KERS and DRS, a mixture of hands on time and short instructional videos prove invaluable to those either unfamiliar with the sport or new to its digital recreations. Depending on your inherent skill, the young drivers test will take about 40 minutes to 1 hour to complete but this solid foundation in gameplay mechanics will prove time well spent. Even returning F1 players should appreciate this refresher course in basic training, as there are plenty of nuanced differences to pick up on that reflect the changes the FIA has introduced to the motorsport since F1 2011 hit shelves.

It’s just one small aspect of the game’s commitment to authenticity. Obviously, a number of recognisable drivers were practically a given – Raikonnen, Button, Hamilton, et al – but appearances by real-world team members, such as Red Bull’s team principal Christian Horner and race commentary from former F1 driver Anthony Davidson, helps craft a truly immersive experience. From the training mode onward, F1 2012 does a fantastic job of placing you in the mindset of an up-and-coming driver. Emails from agents and teammates advise you of race specifics or analyse your performance afterwards, helping put your head in the game. The tension, the weight of expectation of your colleagues, almost feels palpable, all creating a determination on your part to improve.

Improvement is something you’ll have to work hard for though, and rarely does a game make you fight so hard for a fraction of a second’s performance on a lap time. The overall difficulty could be placed somewhere between the brutal F1 2011 and the challenging F1 2010 – not easy then. With even minute deviations from the track resulting in time penalties or outright disqualification, learning to control the cars properly will be your number one priority. Given just how specific the game’s demands are though, there’s temptation to become over-reliant on Codemaster’s trademarked Flashback feature; zooming backwards to take one more pass at an awkward hairpin or avoid a collision. As such, it can become difficult to gauge any sense of genuinely improved performance.

Throughout the game, vehicle handling proves simultaneously precise and punishing. Veering onto the grass causes the green stuff to accumulate on your wheels, adding a perceptible slide and minimises traction, while deploying KERS (strip back the complexity of the rules and it’s a horsepower-boosting equivalent to a speed power-up in lesser titles) affects your braking times and accuracy as a side-effect of its eye-watering forward momentum.

Thankfully, with a range of braking assists, traction control and a racing guideline available, F1 2012 remains accessible for newcomers who want something perhaps closer to a typical racing game but still serving as an entry point to the sport. Ramp the difficulty up though, and every turn of the car, every gear change, and even aspects of pit time are your responsibility. That responsibility is even felt prior to races, with your car’s customisations – best tires, engine optimisations, fuel types – largely determining victory before you’ve even hit the tarmac. It’s more to learn and can feel frustrating if you just want to jump into a game, but the results really pay off once you know what you’re doing.

Moving into the main game content, the Proving Grounds area feels closest to an Arcade mode and is likely to be where more casual players spend a lot of their time. Champions Mode offers a selection of six challenges seeing you outwit and out-race some of the biggest names in the sport, and is immediately more accessible than the career or even the quick play modes. The difficulty curve on these is blistering though, and as you put yourself through races spotlighting Formula One’s finest, you'll find yourself having to put every speck of training you've gathered from elsewhere in the game to its utmost use. Proving Grounds is also where you will find the Time attack and Time Trial modes, the former seeing you attempting to set speed records on some of the world’s top racetracks, the latter testing your racing skills against the demands of international race teams.

While these more casual modes allow you free reign to select racing team and cars, the full Career Mode instead sees you racing up the league tables, beginning with a lower tier team before your successes earn you promotion after promotion. Impress the global press and industry observers and you’ll attract contract offers from more prestigious teams, your choices of which to accept affecting progression. It’s a lengthy outing, though the new Season Challenge mode allows a more relaxed approach, still putting you through the paces of a competitive chain of races but proving less of a time demand than your full career.

In addition to expected online multiplayer, split-screen and LAN options make welcome appearances. With no noticeable decline in frame rates or overall visual quality in split screen, the chance for some deliciously tense competition with your real-world mates is one to be relished.

Visually, the improvements in F1 2012 are harder to spot – 2011 already looked amazing. Most notable is a refined weather system, where rain can, and frequently will, sweep across a track during weekend-long events. Storm clouds are visible from a distance, and the look of the track as it gets soaked is perceptible. Best of all, this forces a gameplay change, as you’ll need to switch out tires to continue at optimum efficiency. Racetracks new and old – the main attraction being the Circuit of the Americas in Austin, Texas, hosting this year’s US Grand Prix – are authentically modelled, each delivering a unique atmosphere and, as with last year’s entry, there’s a brilliant soundtrack to accompany you.

Essentially, if you enjoyed F1 2011, there’s more than enough here to keep your attention: everything that was great last year returns, with enough tweaks and improvements to warrant a return. Newcomers will find F1 2012 a shock to the system compared to more conventional racing games, but the ample tools provided to get into the sport provide a gratifying experience with just a little bit of commitment on the player’s part.


Source : ign[dot]com

Saturday, 1 September 2012

PAX: Halo 4 Updates Grifball and Oddball

If you've ever wanted to throw your skull before, you'll enjoy the changes planned for several multiplayer modes in Halo 4. 343 Industries announced today that players will be able to pass and catch the ball/skull/bomb in both Grifball and Oddball during its Halo panel at PAX.  This news comes a day after the announcement of Capture the Flag (CTF), and a new War Games map, Exile. Similar to allowing the flag carrier to carry a Magnum in CTF, you'll also be able to weild a pistol while carrying the ball in Oddball. Assassinations are also possible which apparently vaporzize your enemies.

Here's the two modes in action.

Both modes themselves are carry-overs from past Halo games, Oddball featuring classic "earn points each second you control the ball" gameplay, while Grifball arms players with Gravity Hammers and Swords in a bid to score points by carrying the ball to the other team's goal.

Including a weapon in CTF makes enough sense given how wide open t=most CTF-ready maps are, but I wonder about adding a pistol to the ball-carrier mix given the typically smaller-sized arenas best suited for Oddball. There's something about relying solely on melee attacks that's always balanced out the gameplay, so it'll be interesting to see how it plays (343 only showed the mode off via its presentation, it wasn't playable).

In case you missed it yesterday, here's what we thought of the new CTF mode.

Casey Lynch is Editor-in-Chief of IGN.com. Follow his non-sequitur ramblings about video games, '80s films and Protest the Hero on IGN and Twitter.


Source : ign[dot]com

Wednesday, 15 August 2012

Batwoman #12 Review

A number of changes have occurred since you last read a Batwoman comic: J.H. Williams III is back on art, the format is back to a relatively linear format, and Wonder Woman is featured prominently. I would have expected each of those changes to benefit the book, but, together, they push the book to its best form thus far.

Pairing Wonder Woman and Batwoman is a perfect move for this title. Wonder Woman is iconic and pure whereas Batwoman slugs her way through back alleys and the everyday problems of common citizens (think Superman and Batman). Still, they are both strong women who define themselves by their work. It’s a delight to let the storytelling, visual and scripted, wash over you, as Williams differentiates between truth and fiction through changes in his art style and the script wraps the two characters’ stories around one another. As the issue progresses and the stories begin to meld, the interface of Batwoman’s urban legends and Wonder Woman’s mythology serves as an appealing, if not entirely congruent, bridge between the two characters.

It’s impossible to overstate the boost that Williams’ return gives to this book. His layouts sell the confusion and fear of Batwoman’s funhouse experience while simultaneously presenting Wonder Woman as confident and (literally) centered. Whether they’re relaxing on a yacht or having a swim in a backyard pool, Williams breathes life into his characters so convincingly that it’s almost as if you’re seeing actors on film instead of hand-drawn squiggles on paper. It’s nice to see the water still factoring into the imagery, but the way it defines Wonder Woman’s transformation back to Diana at the issue’s climax is exquisite. I’d also like to tip my cap to Williams for single-handedly making Director Bones a new favorite of mine through nothing more than his visual depiction of the character.

Without question, Williams’ return is a huge boon to this book, but it’s not the whole story. The narrative has improved greatly, with a delightful new dynamic forming between Kate, Agent Chase, and Director Bones. Also, Wonder Woman serves as the perfect counterbalance to Bette, both of whom circle around Kate, defining one another by analogy and contrast.

I was expecting this book to be an improvement, but I wasn’t expecting it to be this good. The new dynamics between characters, the return of J.H. Williams III on art, and the potential represented by the Wonder Woman team-up have me as excited about this book as I am about any other book on the shelves.

Poet is a freelance writer, mid-core gamer, and frequent IGN contributor. Follow Poet on Twitter, or post a message on his IGN profile.


Source : ign[dot]com

Steam Updates Groups, Enhances Content Management

Valve has announced more new updates to the Steam Community, making changes to group pages as well as how users manager their uploaded content. Valve says that over 2.5 million groups have been created, and their pages will now receive an entirely new layout, adding a group overview, friend showcase and new group discussions.

Discussions can be public or private and users will have “complete moderator control” over their own groups, including the ability to create sub-forums, add moderators and delete posts. Groups can also list their favorite games and a default language can be set.

Valve has also added a new way to keep track of screenshots, replays, videos linked from YouTube, workshop Items and Workshops on your profile page. All content will be available for users to display or manage, with an image wall that will offer multiple ways to view your uploaded screenshots. Players will also be able to favorite screenshots in order to find them later or share them with friends.

Today is the third day of a week’s worth of Community updates that Valve is rolling out this week. The first update came on Monday with the introduction of Game Hubs. For more details about all of the new features, check out the Steam Community’s official site.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Thursday, 26 July 2012

Five Of The Best Console Redesigns




Every console in this generation has undergone some sort of redesign.


The Xbox 360 underwent drastic changes to fit into a shiny black number, the PS3 managed a miraculous weight loss that would have been worthy of reality TV if it were human, and a stripped-down, horizontally-inclined Wii launched to rather less fanfare at the end of last year.


The handhelds are at it too, and they're arguably the worst offenders. Nintendo's DS went under the knife four times over its lifecycle, topped only by the PlayStation Portable, which has been available in five different versions.


Often a redesign is best for both the gamers and the manufacturers. Not everyone is going to love the initial design that ships day one and with parts and manufacturing costs getting smaller and smaller, it just makes sense to start cramming more into the same space or trimming the fat altogether.


With the larger than life Nintendo 3DS XL out in the open and rumours of a significantly slimmer PlayStation 3 on the production line, we've picked out five of the console redesigns that did everything right.





Nintendo DS Lite (launched June 2006)



Back in 2005, things looked uncertain in Nintendo and Sony's war for handheld dominance. The original Nintendo DS, despite a wealth of software, was an ugly silver sandwich that was still battling for supremacy over Sony's new PSP.


Drastic measures were taken. The dual-screened portable was taken back to the drawing board in June 2006, and the DS Lite was rolled out.


A sleeker revision, the DS Lite had it all: bigger screens, longer battery life, comfy thicker stylus, and a design that was nice to look at.


The sacrifice? The GameBoy Advance cartridges stuck out a few centimetres (Nintendo would later tear backwards compatibility out of the system with the DSi). But despite that, the DS Lite didn't just win the fight - it won the war.






PSone (launched July 2000)



Released alongside Sony's PlayStation 2 in the year 2000, many were surprised to find this dinky little fella topping console charts well into its successor's launch.


Though that may have been down to the PS2's short supplies, plenty of people were snapping up its slimmer older brother.


Sony tucked all of the original Playstation’s now-outdated tech all into a considerably smaller, lighter, paler slab of plastic that featured an attachable LCD display for on-the-go PlayStation gaming.


Sony also used it as an opportunity to up the system's protection from mod chips and other piracy issues that had plagued the console since its launch.






Game Boy Color (launched 1998)



These days the original Game Boy is idolised as an iconic piece of gaming history, but to those who actually owned one it was a bulky hunk of plastic that dragged its power from a whopping four AA batteries.


Some would argue that Game Boy Color was a fully-fledged successor to the original rather than a redesign, but it was also the Game Boy we'd always wanted.  It was a trimmed down handheld that borrowed much of its visual profile from the earlier Game Boy Pocket, had a colourful screen, and boasted twice the battery life of the Game Boy from just two AA batteries.






Xbox 360 Slim (launched June 2010)



Thinner, sleeker, and lacking the iconic circle of LEDs where its infamous 'red ring of death' used to glow, the Xbox 360 Slim isn’t adored for its sleek design and neat touch controls but because it addresses almost everything people hated about the Xbox before it.


Powering up the system doesn’t sound like a Hoover being turned on in the next room. You can get online wirelessly without having to fork out on a pricey dongle or fiddle with wires. It's got an even bigger hard drive and is less prone to system failures. It even has a Kinect port to save on plug space next to its slightly smaller power brick.


It took a good five years for Microsoft to patch up the failings of the original Xbox 360, but the result was worth the wait.






Game Boy Advance SP (launched March 2003)



Despite an impressive number of handheld classics, aesthetically the Game Boy Advance was everything you didn’t want in a portable.  Even overlooking its battery life and landscape design, that lovely big screen lacked a backlight to illuminate its impressive colours and visuals. Playing it without a light source became a nightmarish experience (remember squinting at that tiny dark screen on all those sunny holidays?).


The Game Boy Advance SP solved all its predecessor's failings in one fell swoop. A new clamshell design made the system perfect for almost any pocket big or small, an optional backlight made the screen explode in all its 32-bit glory and finally, Nintendo admitted defeat and slapped a built-in rechargeable battery into the handheld.


If it wasn't for the absence of a headphone jack, The Game Boy Advance SP would be portable bliss.








What’s your favourite console redesign? Let us know in the comments below.



Source : ign[dot]com