Showing posts with label pc. Show all posts
Showing posts with label pc. Show all posts

Game PC : ANNO 2205 Reviews


I’m a soft Southern English man with typist’s hands, although I do have a callus where I pinched a finger in the lid of a Coke Zero. I grind my own coffee and I pronounce ‘quinoa’ not at all like it’s spelled. You can understand my terror, then, upon discovering that the entirety of my nascent megacorp’s workforce was made up of Liverpudlians. They were polite enough when I stopped by to make sure I was meeting their basic needs, but simmering class war would surely impact the financials—I had to gentrify, and fast. With a spate of promotions, I transformed my all-male workers into female Operators. That’s aspiration for you. Too soon, however, I’d feel the consequences of my scorn for the working classes: Anno 2205’s bourgeoisie
are insufferable, hardly moving in before registering their demand for fresh fruit, vitamin drinks and, yes, organic rice. Ladies, we’ve just survived a climate disaster; you’ll shop in discount supermarkets like the rest of us.


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This is standard fare for the city-building Anno series. It’s a balancing act involving cash flow, infrastructure and the ever-more unreasonable desires of your citizens. There’s a faint moral about the whole thing—about caring for the planet and global warming—although history seems on-course to repeat itself given your inhabitants’ incredible propensity to consume. Cybernetics are all the rage in the temperate islands that remain after the world’s sea-level rise in Anno 2070, while the hipsters on the moon want Rejuvenators (caffeine pills with a mark-up, I’ll bet).
Ah yes: the moon. Anno 2205 pits you against a range of NPC corporations in a race to colonise the moon and extract its delicious helium-3 with the long-term goal of building a fusion reactor. The moon being notoriously short on farmers’ markets and health food shops, supply lines must be established and maintained as a matter of priority, factoring the shipping costs into your budget. Like all city builders it’s an optimisation challenge, but, on standard difficulty where money flows and workers are eager to serve, not a tough one. The Lunar Licensing Program is a step-by-step guide through the campaign that sits in your mission log alongside other ‘quests’ (simple escort or collect-X tasks) doled out by your competitors. It tells you what to build and when, leaving you to plug the gaps in funding on your own initiative.
You have to be reactive rather than proactive in Anno games. Strategy doesn’t come into it: you lay down some dwellings and witness the havoc they wreak upon commodity levels before improving those facilities to restore balance. Anyone coming in from Cities: Skylines will find it minimalistic, allowing you to expand just about anywhere with a road without regard for zoning and correct mistakes as you make them. To the family whose house I had to drag and drop to the other side of the map to make way for a new Infodrome, I apologise.
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Once Modules are introduced, penalty-free relocation becomes an enormous benefit. No longer do you have to build two whole factories to do a job one slightly larger factory could accomplish. It’s cheaper and more efficient to expand an existing factory, which necessitates shunting a lot of stuff out of the way, particularly on the Arctic maps, where residences have to cluster around industry for heat. Lunar maps dictate that shield generators be established first to prevent meteors punching holes in rooftops. These are subtle variations, but a pleasant change of pace from the lawless sprawl of the temperate regions.
There is a sub-plot that accompanies Anno’s typically insipid RTS-lite elements in which you pilot a fleet of battleships around ice floes and islands blowing up moon terrorists and completing fetch quests for fellow CEOs (whose own battle fleets must be having their MOTs). The moon terrorists are angry because of exploitation or the distribution of wealth or some such, but I found it more enjoyable to imagine the plot of Iron Sky. These are optional distractions for additional resources—you can also progress by expanding your cities.
Anno 2205 does look gorgeous. This is a city builder that can easily tax your rig rendering a level of detail that has no value in itself but still made me smile when I realised that people on the moon do hop instead of walk. I do have to recommend installing Anno 2205 to an SSD if you’ve got the option, however: lengthy loading times between your corporate overview and each individual region put me off popping between maps as often as the game seemed to want me to.
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This is the most streamlined, straightforward Anno yet. It’s pacier and much more forgiving than any other city builder that springs to mind, which makes it an excellent introduction to the genre. The balancing act lacks depth, however, and coupled with the lacklustre RTS component, it’s hard to see what a Cities: Skylines veteran would get out of Anno 2205’s gentle coaching.

Call of Duty: Black Ops III Preview

Welcome to Call of Duty: Black Ops III, a dark, twisted future where a new breed of Black Ops soldier emerges and the lines are blurred between our own humanity and the technology we created to stay ahead, in a world where cutting-edge military robotics define warfare.




Call of Duty: Black Ops 3 combines three unique game modes: Campaign, Multiplayer and Zombies, providing fans with the deepest and most ambitious Call of Duty ever. The Campaign has been designed as a co-op game that can be played with up to 4 players online or as a solo cinematic thrill-ride. Multiplayer will be the franchise’s deepest, most rewarding and most engaging to date, with new ways to rank up, customize, and gear up for battle. And Zombies delivers an all-new mind-blowing experience with its own dedicated narrative. Call of Duty: Black Ops 3 can be
played entirely online, and for the first time each of the offerings has its own unique player XP and progression systems.


The title ushers in an unprecedented level of innovation, including jaw-dropping environments, never before experienced weaponry and abilities, and the introduction of a new, improved fluid movement system. All of this is brought to life by advanced technology custom crafted for this title, including new AI and animation systems, and graphics that redefine the standards Call of Duty fans have come to expect from the critically-acclaimed series, with cutting edge lighting systems and visual effects.

RAINBOW SIX SIEGE



  Buy it now !

‘Come get your armor, nerds!’ said RonBurgundy69. He placed a container on the ground and danced around it. I wish he could’ve seen my grin. It was the kind of small light-hearted gesture that kept an entire evening of Rainbow Six Siege from teetering off into a hapless string of simple mistakes, head-to-keyboard contact, and creative insult slinging. Because without teamwork, no matter how messy, Siege is just another deathmatch shooter, one where you can reinforce or smash walls. But with teamwork, Siege is a game where you can reinforce or smash walls and tiny, fleeting relationships—more dating sim than twitch test, and it’s this special social element, combined with an impressive amount of tactical depth, that makes Siege one of the best competitive shooters I’ve played.


Rainbow Six Siege’s primary mode is five-on-five objective-based multiplayer, with each team either
defending or attacking an objective. But you don’t just get thrown in and shoot one another willy-nilly. Every round opens with a planning phase, in which the defending team uses character abilities and resources (wall reinforcements, barbed wire, traps, explosives) to slow down, distract, or destroy the enemy team’s encroachment. During this phase, the attacking team sends in tiny remote control drones to sneakily survey the defense. Holding down a button marks the last spotted position of defending players
, while other defensive structures are communicated over voice chat. While this is happening, each team is ideally coming up with a strategy.
We need to talk

Plans initially form based on which operators are picked, because their special abilities arm the team with different tools. On offense, we might focus on making noise and chaos by choosing characters who can break reinforced structures, send a series of cluster grenades through walls, and carry flash grenades. Or we could go in surgically, assembling a team that can detect and take out electronic devices, carry big riot shields, and precise weaponry. 
No matter what kind of defenses your team has, there's an operator that can counter it.

A plan might then evolve based on the recon stage. After scouring the map with drones on offense or stationary cameras on defense, we consider where the enemy might come from and base our strategies around map advantages or disadvantages. With destructible surfaces, it’s important to remember that sightlines aren’t just limited to open doorways or windows, but any breakable surface. Each map is a labyrinth of levels, rooms, and surface types, littered with all sorts of domestic debris. The aural landscape is decidedly less busy, the only component beyond natural ambience (the low hum of a refrigerator, a distant house party, barking dogs) are the footsteps of players and short bouts of percussive violence. It’s an eerie effect that contributes to the urgency of proper preparation. There’s less than a minute to find the objective or set up defenses, which imbues every decision with weight and consequence. For RonBurgundy69, throwing down that body armor was probably quite the thrill. 




I know, because when I’m setting up bulletproof barricades as Castle, I brace my entire self against the F key as the dense weave unrolls and snaps into place. A voice in the back of my skull says, 'You should’ve barricaded the south door, idiot.' Or as Thermite, when I watch the fuse on a breach charge begin its slow path towards detonation, I kick off a debate over when to start cooking a frag grenade. The internal friction is such that I feel my heart might pop or I'll make a mess in my pants before the shooting even starts. I love this kind of (self) destructive tension, even if I’m not sure it’s good for me. Granted, I’m easily anxious. FPS games typically bank on reflex, and I’ve never been quick enough to excel. But Siege banks more on slowburn psychology rather than twitch skills.

There’s a maddening cycle of thought involved—it makes me think about how I’m thinking the more I play. We were constantly disrupting our own habits. On defense, our initial instinct was to hang out in the objective room and build an impenetrable fortress. It worked half the time. Then we got the idea to use the objective room as a trap. We fortified it as normal, but hung out on the outside perimeter until the enemy team gathered around the objective, at which point we’d come in from the floor and ceiling, breach a few intentionally open walls, and lay waste.

But now we expect them to expect that plan, which means we revise to accommodate for layers and layers of potential. Siege is best as a psychological race, where you’re attempting to outwit instead of outshoot your opposition.
This funky fella prevents grenades from exploding in its general vicinity.

The race isn’t so simple, though. It’s not always easy to find a random group of people willing to forgo old win-win-shoot’em habits in order to develop a good plan, so a vague restlessness saturated each team. Out of this, archetypes began to emerge, and usually for the better. Any time the Lone Wolf somehow took out three enemies, when the Bumbling Idiot (me) pressed the grenade key instead of the healing key, or when the Lame Leader barked another lame command, I felt a thrill, laughter, frustration, something—all from my teammates’ personalities emerging through their play styles. Siege is an incredibly expressive game, and though I love playing with rigid tacticians, it’s far from a waste with a motley crew.

Finding buddies isn’t difficult. In my fifteen or so hours of play with the final version of the game on and after launch, I’ve had no issues with matchmaking, the outlier being an instance or two where it took longer than a minute. And play has been smooth for the most part. About one in every ten matches has some kind of lag or server desync issues, but there are usually players with an absurdly high ping in each of those matches, too.

To have the motley-est crew, you’ll need to unlock some operators. All 20 are locked behind Renown from the get-go, which is a currency tied to winning matches, completing challenges, and performing helpful operator-specific actions. Some may be concerned the presence of consumable Renown booster microtransactions means that unlocking all of the operators will be a grind. It’s not.

After completing all of the Situations (singleplayer tutorial missions), watching the tutorial videos, and playing a few rounds multiplayer (a two-hour process), I unlocked over half of the available characters. The Renown drip slows down as you unlock more operators in each category, but in another four-hour session, I earned enough Renown to unlock four more. The remaining microtransactions are limited to gun skins, purely cosmetic flair, most of which can be earned through Renown in time. None of them are necessary (unless you ask me about the floral skins) or get in the way of playing the game, and with the promise of free maps and operators for everyone henceforth, the presence of microtransactions feels constrained in Siege. If only the narrative was considered as much.



Say something

The lack of a campaign will smart for some, but small doses of story hurt Siege more than if they weren't there at all. There are terrorists wearing white masks, constructing a biological weapon, and generally messing things up in suburbia, airports, banks, and cafes on Christmas. The result is a loose assemblage of domestic imagery, all of which is too evocative of recent tragedies to feel tasteful.

While I’m happy to see that the enemies aren’t whack-a-mole Middle Eastern stereotypes, I can’t say I felt super enthralled playing a bomb defusal level where the fiction is that the terrorists gassed and gunned down students en masse on a college campus. This isn’t to say these places or situations are never to be grounds for fiction, but that the gameplay fails to say anything meaningful about them beyond ‘terrorists bad, military force good!’ is pretty reductive and disturbing.

More trouble stems from the gunplay. Every other action in the game is a personal burden, the placement of defenses, insertion points, and communication—a single bad decision can make or break an entire match. The guns don’t feel as if they carry the same weight. Feedback is light and recoil is very forgiving. This allows for the sloppiest moments in Siege. Gun fights are loud, short, and have potential to devolve into familiar run and gun twitch bouts. Moments like this run counter to Siege’s emphasis on cunning and patience, but since shootouts make up the smallest part of the game, I don’t feel they disrupt my enjoyment entirely. I’d just like to sweat before each trigger pull as much as I do before reinforcing a wall.
The recon stage is hectic and vital. Without finding the objective, there's less time to prepare a proper offense.

But Siege makes me sweat enough. More than enough. So much, that I have trouble playing it for long stretches. It’s an intense, hyper-focused, game—’game’ in italics for emphasis. In italics because it’s possible to talk about Siege in the same watercooler conversations as CS:GO or Dota 2. In italics because they look cool and so is Siege. It makes no bones about what it is and nearly no compromises for its design as a Tactical Multiplayer Shooter™, and I admire Siege for that.

Most tactical games take a while to get there: the tipping point where I’m no longer struggling with controls, communication, or match flow. After the first match in a typical game of Siege, I know my role, my team and I have developed a relationship, and we’re settling into a unique rhythm. For a game with so many branches of complexity and potential, Siege is the only shooter I know that encourages such tactical depth, player expression, and creative teamplay. It’s a game that wastes no time getting to the primal, creative, social, everything core of what makes competition so much fun.

Star Citizen Ships and More on Sale With Holiday Promo

Xbox Live, PlayStation Network, and Steam are all running now holiday sales--and now Star Citizen is, too.
A "Holiday Ship Sale" for the PC space game is running now. Through December 28, you can get a variety of ships and packages at discounted rates. "We hope this helps you pick up the ship of your dreams as we continue to build the 'verse," developer Cloud Imperium Games said in an announcement blog post.




Money from the sales of these ships will go toward Star Citizen's continued development. The game has already generated more than $100 million in crowdfunding.
You can head to the Star Citizen website here to see all of the ship deals and other offers available now as part of the Holiday Ship Sale.
For more on the other ongoing digital game sales, click through the links below.

These deals are good through December 28

Steam Winter Sale Begins, Offers "Thousands" of Discounts get your wallet ready

The 2015 Steam Winter Sale has begun. As earlier reports indicated, the sale period started today, December 22, and will run for two weeks through January 4.



In a news release, Valve said there will be discounts on "thousands of games and software." You can also collect Winter Sale-themed trading cards only available during the sale period.
Some good deals include The Elder Scrolls V: Skyrim for $5, The Witcher 3: Wild Hunt for
$30, Ark: Survival Evolved for $18, andRocket League for $14.
In addition, Valve is introducing the first-ever Steam Sale comic, called "Gingerbread Jake In: North Pole Noir." A new page from the comic will be revealed every day during the sale.
Like the Fall sale before it, it looks like the Steam Winter salewon't include rotating daily deals--that means what's on offer now may be all you'll see for the duration of the sale.
What are you waiting for? Head to Steam's website here to start shopping.

Dragon's Dogma PC Release Date and System Requirements Revealed

It's available for preorder now

Patient PC players will be getting their chance to experienceDragon's Dogma: Dark Arisen in January. The Capcom RPG's release date and system requirements have been revealed.





Capcom announced on Capcom Unity that the game is "finally realized in 4K and running at silky-smooth 60 FPS." It's also mentioned that the frame rate is uncapped, so players will be able to surpass 60 frames per second if their PCs can handle it. Players will also be able to lock their frame rate to 30
or 60.
The announcement brings news that the game will support keyboard and mouse in addition to controllers, such as the Xbox One, Steam, and DualShock. Support for the DualShock 4 hasn't been consistent with PC games, but Capcom says it will work right out of the box.
The Dark Arisen will be four years old in 2016, so it's not a particularly demanding game. But if you're worried your PC won't be able to run it, the systems requirements are as follows:

Minimum PC System Requirements:

OS: Windows Vista or newer
Processor: Intel Core i5-660 CPU or equivalent
Memory: 4 GB RAM
Graphics: Radeon HD 5870 or equivalent
DirectX: Version 9.0c
Storage: 22 GB available space

Recommended PC System Requirements:

OS: Windows Vista or newer
Processor: Intel Core i7-4770K or equivalent
Memory: 8 GB RAM
Graphics: Nvidia GeForce GTX 760 or equivalent
DirectX: Version 9.0c
Storage: 22 GB available space
More features to be included are the opition to mute Pawn chatter, nine new achievements, rempabble keyboard and mouse functions, customizable hot keys, and all previously released DLC.
Dragon's Dogma: Dark Arisen is currently available for preorder on Steam for $29.99 and will be releasing on January 16. Preordering gets you a free digital artbook and soundtrack. The artbook contains over 300 pages of art from the original Dragon's Dogma, while the soundtrack features 53 tracks from both the original and Dark Arisen.

Star Wars 8 Script Is "So Good" That JJ Abrams Regrets Not Doing It, Actor Says




Star Wars: The Force Awakens only just arrived in theaters last week, but talk is now shifting to its follow-up. The Force Awakens actor Greg Grunberg says
in a new interview that his friend JJ Abrams recently read the script for Episode VII, due out in theaters in 2017, and was blown away by it.



"He read it and said something he never, ever says," Grunberg told The Washington Post.
According to Grunberg, Abrams said the Episode VIII script is "so good" that wishes he'd written it himself. This was a rare admission, according to Abrams' lifelong friend.
"He may have said something one time on Lost with Damon [Lindelof, the co-creator]," Grunberg, who plays X-Wing pilot Snap Wexley, added. "But I never hear him express regret like that."
Looper director Rian Johnson is on board to direct Episode VIII. Abrams apparently screened early versions of The Force Awakens for Johnson to ease the transition. Abrams will remain on-board as an executive producer for Episode VIII, which is scheduled to arrive in May 2017.
Veteran Star Wars writer Lawrence Kasdan said in a recent interview that Johnson is going to make "some weird thing" withEpisode VIII.
"If you've seen Rian's work, you know it's not going be like anything that's ever been in Star Wars," Kasdan said. "You couldn't have three more different people than JJ, Rian, and Colin [Trevorrow, director of Episode 9]. Those movies will have the Star Wars saga as their basis, but everything else will be different."

 

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