Showing posts with label Playstation Game. Show all posts

Forza Motorsport 5

By : lakshay






Forza Motorsport 5, from Turn 10 Studios, is the latest edition of the highest-rated racing franchise of the past 10 years. Forza Motorsport 5 is one of the first games in the works for Microsoft's newly unveiled Xbox One console.





Forza Motorsport 5 sets a new bar for racing games. With the power of Xbox and the cloud, no game better delivers the sensation of being behind the wheel. Forza Motorsport 5 was the first game shown by Microsoft during its Xbox One reveal stream.






Forza Motorsport 5 will be available at the launch of the Xbox One, and Microsoft plans to show off more at E3.







source:-polygon.com, youtube.com

THE LAW OF THE JUNGLE: DESTINY

By : lakshay
THE LAW OF THE JUNGLE: DESTINY
As a Guardian of the City sets out on an epic, action-packed adventure to reclaim our Solar System, he recalls the moment when he was first taught the most important lesson of all -- The Law of the Jungle.
 We’re expecting to see gameplay 10 June during Sony’s PlayStation E3 press conference. But from the creators who brought us Halo and the publishers of Call of Duty, this title is expected to be a good one of the gaming universe.
   The clip was directed by Swingers actor and Iron Man director Jon Favreau.
    Destiny will release on PS3, PS4, Xbox 360 and Xbox One.

Source:- www.YouTube.com

Call of Duty: Ghosts Reveal

By : LAKSHAY

  Call of Duty: Ghosts Reveal

  Here's a new call of duty game Call Of Duty : Ghosts

Ghosts is set to release on November 5 for Windows, PlayStation 3, Wii U, Xbox 360 as well as with the eighth generation of consoles, the PlayStation 4 and Xbox One.

  Call of Duty is making another setting change for its leap into the next generation. The series has evolved from a World War II shooter into a modern warfare shooter before Black Ops II finally closed out the console generation and a near-future sci-fi shooter.




Times have changed and Call of Duty is jumping into the post-apocalypse in Call of Duty: Ghosts. Returning to the game is the same intense action driven storytelling you’ve come to know and maybe love from the series, only this time, the stakes are much bigger. America has collapsed and a very small resistance force is fighting to keep her lofty goals afloat in this forsaken alternate future.

Infinity Ward has tapped Oscar-winning Hollywood screenwriter Stephen Gaghan to pen this new chapter in the series.

The reveal trailer shown yesterday at the Xbox One reveal conference also displayed the game’s newest feature: K9 companions! Each customizable character will be granted a dog to help uncover traps, attack enemy units and hopefully have a loving buddy to snuggle up with when the emotional pressure of this future gone awry is just too much to handle alone.

Call of Duty: Ghosts will be available on the PC, Wii U, Xbox 360 and PlayStation 3 on November 5th before jumping into the next-generation on Xbox One and PlayStation 4 whenever those consoles drop.

Tomb Raider : The Game : 2013

By : LAKSHAY

Tomb Raider : The Game

The Good
  1. Story believably builds Lara up from unsure academic to confident adventures.
  2. Fascinating setting with a rich sense of history  
  3. Intense combat that offers a good deal of flexibility  
  4. Controls make physically overcoming the island's terrain a pleasure  
  5. Good assortment of tombs to raid, relics to collect, and puzzles to solve

The Bad

  1. Forgettable multiplayer component  
  2. Outside of Lara's character arc, story is predictable.

When adventurer extraordinaire Lara Croft raided her first tomb back in 1996, she brought with her an exhilarating feeling of isolation and discovery. Over the years, Lara has continued to venture into parts unknown, taking dark turns and frequently tangling with the supernatural as the series evolved alongside the burgeoning third-person action adventure genre. The gameplay of this series reboot takes a few cues from a current titan of the genre--Nathan Drake and the Uncharted series--but don't let that familiarity put you off. This origin story is a terrific adventure that balances moments of quiet exploration with plenty of rip-roaring action to keep you enthralled from start to finish.


 As Tomb Raider begins, Lara is more an academic than an adventurer. But when she's shipwrecked on an island full of ancient secrets and deadly cultists, she has little choice but to learn how to survive. Lara endures a great deal of punishment early in the game, and though no small amount of that anguish is physical, it's an unpleasant moment in which a man tries to force himself on her that's most harrowing. But as unpleasant as it is, it marks an important turning point in Lara's understanding of just how hard she has to fight to survive. Rather than crumbling under the weight of her physical and emotional struggles, she emerges from them a stronger person. 

It's empowering to witness Lara's journey from the understandably fearful individual she is when she first arrives on the island to the justifiably confident survivor she becomes. Later in the game, when she has proven to the resident cultists that she's not the easily cowed person they mistook her for, she turns the psychological tables on them, letting loose battle cries to strike fear into their hearts. Aspects of the story that fall outside of Lara's character arc aren't as strong; there's a twist of sorts that occurs late in the game that you see coming hours ahead of time, for instance, and the central villain offers little in the way of nuance. But as an introduction to the legendary Lara Croft, Tomb Raider's tale is a success; she emerges as a strong, charismatic and human figure, and you're left eager to see what the future holds for her.

You'd better get used to killing fast, Lara. You're gonna be doing a lot of it.
You'd better get used to killing fast, Lara. You're gonna be doing a lot of it.

Lara's origin story deserves an extraordinary setting, and the island where Tomb Raider takes place does not disappoint. Centuries ago, it was home to a kingdom called Yamatai. Many shrines, temples, statues and other remnants of that history remain, and often, you just want to take in these places, slowly advancing through the darkness, eager to discover what's just outside the light of your torch. The island is a beautiful place, but not every discovery is a pleasant one; Yamatai's dark history is vividly communicated in piles of bones and far more grisly things. On the PC, the lovely sights are even lovelier and the horrifying sights are more horrifying than on consoles. The PC port was handled by Nixxes, and just as their PC release of Sleeping Dogs improved significantly on the visuals of the console versions, the sharp textures in Tomb Raider's PC release make it the definitive way to experience this game. 

The ancient structures of Yamatai now coexist alongside bunkers built during World War II, the wreckage of planes brought down by the storms that surround the island, and the shantytowns and makeshift machinery of the island's current inhabitants. It's a fascinating hodgepodge of the beautiful and the utilitarian; the buildings are believably nestled in their rough natural surroundings, and appear appropriately weathered, damaged, and rusty. The island really feels like a place where people have lived and where great and terrible things have happened. It's a place with many facets; it has claustrophobic caverns and breathtaking vistas, and phenomena like gentle snowfalls, torrential downpours, and fierce, howling winds make it alternately seem like a tranquil place, and a brutal one.

You can enable TressFX if you want to see Lara's hair behave in mysterious ways.
You can enable TressFX if you want to see Lara's hair behave in mysterious ways.

 It's immediately clear that one thing the island is not is safe, so it's a good thing that Lara soon gets her hands on a bow. You acquaint yourself with using it by hunting animals; Lara doesn't have hunger levels you need to manage or any such thing, but the deer, rabbits, crabs and other creatures that call the island home make it feel much more alive. For reasons of their own, the cult that currently occupies the island doesn't exactly welcome you with open arms, so it's not long before you need to turn that bow (and, soon, a pistol, rifle, and shotgun) on humans. Combat is varied and suspenseful; some situations give you the opportunity to take a stealthy approach, sneaking up behind enemies to perform silent kills, or firing arrows into walls to distract them and picking them off from a distance with well-aimed arrows while their comrades aren't looking. During one particularly tense battle in a fog-shrouded forest, patrolling foes hunt you with flashlights; if you can manage to stay unseen, you can shift from prey to predator, using their cones of light to pinpoint their positions and eliminating them one by one. 

Then, there are the all-out firefights. When your presence is known, enemies are smart and aggressive about flushing you out from cover with grenades and Molotovs, which forces you to keep moving and act boldly. Many enemies attack from a distance while others get in close, so you need to be constantly on your toes, switching between your weapons on the fly and evading foes who attack with melee weapons. Dodging and countering melee attacks is easy, but the savage animations of Lara's counters make eliminating those foes who make the mistake of getting too close to you consistently satisfying.

 Source :- www.wikipedia.com, www.asia.gamespot.com,

DmC-Devil May Cry Review

By : LAKSHAY

The character action genre hasn't been this stylish or crazy in a good long while

There's enough combat variety here to support multiple playthroughs.
The reborn Devil May Cry from Ninja Theory exemplifies what it is to really get down in the dirt and reimagine a hallowed franchise from the ground up, bringing back only the broadest character traits and relationships but leaving behind everything else about the old that gets in the way of creating a singular, cohesive new. Names like Dante, Vergil, and Mundus return, but the world they inhabit and the roles they play out are only passingly similar to what you knew of them before. Everything in this new game exists in service of making it a great game in its own right, not in stoking your nostalgia for the games you played over the last decade. As a character action game, it hits all the notes--fast, robust action, marvelous visual style, and a tremendous sense of attitude--you could want in this type of game.
To be fair, on paper, everything about Devil May Cry sounds like the tritest video game pap: a bloody war between angels and devils, endless hordes of demonic enemies straight from your favorite '80s heavy metal album art, and all of it punctuated by Scandinavian "hellektro" outfit Combichrist's thudding soundtrack. And then there's Dante, remade in the image of a club-kid layabout who's so sneeringly self-satisfied he defies any attempt you might make to identify with him. I pretty much went into the game consciously expecting to hate all of this, or at least view it as the sort of eye-rolling embarrassment video games are usually so good at delivering.
Then, oddly, I started feeling a guilty pleasure at how much I was actually enjoying the spectacle. Then later I gave up the guilt and just flung myself wholeheartedly into the cyclone of nonsense. I think it became easy to like Devil May Cry because it seems somewhat aware of itself; the game is so damn committed to having fun with its absurdity, you can't help having fun along with it. Dante may be a smirking wiseass, but his lines are witty enough and delivered with so much panache, you quickly grow to like him anyway. And he makes a great foil for his brother Vergil, who's more of an uppity, refined ideologue fighting the good fight against the demons. Dante talks a constant stream of shit to Vergil and just about anyone else who gets in his way, and there's something uncomfortable and a little dissonant about a 50-foot ancient grub-demon screeching "FUCK YOOOOOUUUUU!!!" right back at him. The best sort of dumb fun is the kind that knows how dumb it is, and I consistently got the sense from Devil May Cry knew that the entire time I was playing it.
When acting is required, it's amazing how effective real actors can be.
The game also knows when to rein it in, though. After the dramatic triumph of Ninja Theory's last game, Enslaved, it shouldn't surprise you that I'm back to devote another paragraph to the characters' performances in this game, which do so much to sell what, again, probably should have been a complete joke of a storyline. Where Enslaved had a lot of heart, Devil May Cry offers an equal amount of middle finger, but it still manages to lend an appreciable level of gravitas and some occasional poignance to its tale of saving the world from demons who have enslaved the human race with... soda. As before, the success at selling you on the plot simply comes down to all the subtle eye movements and shoulder shrugs and skilled line reads that add up to real, believable performances, the kind of thing you get when you go into a performance-capture facility and fill it with people who can, you know, act. That the characters here do so much to uplift Devil May Cry's ridiculous premise is a testament to both the capability of performance-capture technology and Ninja Theory's use of it.
Lest we forget this is also a video game: Devil May Cry is in fact a greatly entertaining character action game, as fast-paced and diverse as I could have wanted. The game starts you off with Dante's familiar sword and dual pistols, but you quickly start to collect angel and demon weapons, which fill light and heavy attack categories respectively. Switching between melee weapons, and the three firearms you end up with, just takes a tap of the d-pad. You only have a single attack button which wields your sword by default, and you switch to the equipped angel or devil weapon instantly by holding the left or right trigger and hitting that same button. The game finds a lot of interesting ways to make you stay on your toes, with enemies that only fully coalesce when one type of weapon is equipped, or floors that will hurt you if you aren't holding the same-colored weapon. More importantly, if you're quick enough, it's possible to involve three, four, or five different weapons in a single combo, and the game is constantly running a tally on the side of the screen rating how stylishly you're fighting, all the way up to triple-S.
The more style you rack up, the more new abilities and moves you can unlock (from a list of dozens), and since you lose a couple of letter grades every time you get hit, you're really incentivized to play as cleanly as possible. The combat isn't overwhelmingly hard on the default difficulty, though it isn't a cakewalk, but if you're really serious about this kind of game, play it on hard from the outset. There are another four difficulty levels waiting for you to unlock them after that. The game is built to be replayed repeatedly; you can jump back into any mission on any difficulty whenever, and there are plenty of places you just can't access without the right abilities the first time through. All of your completion totals get rated and slapped onto leaderboards if you want to keep up with how your friends are doing. In short, the between-mission trappings, the glue that holds the levels themselves together, feel thoroughly modern in this game.
The inventive visual and level design just keeps on coming.
Since all the action takes place in a demonic mirror world called Limbo, the designers get to go wild with the sorts of places you're fighting in, and the game is constantly turning your expectations (and the levels) upside down by placing you in skewed, exploded, or otherwise deconstructed versions of city streets, mansions, night clubs, and a few more unlikely environments I'll leave to you to discover. While this sort of level design has started to feel a little played out since games like American McGee's Alice made it popular ages ago, I was constantly surprised and delighted by the sheer, over-the-top inventiveness of the levels in this game. There's also a degree of grappling-hook-style traversal, and a few creative moments that emphasize the relationship between Limbo and the real world, that make the game feel like more than a constant stream of enemy encounters. And the game is absolutely awash in dazzling visual presentation. I won't go too deep into that, because it's better absorbed firsthand, but the broad and ever-changing color palette, the ways the level geometry explodes and deforms around you, the titles and overlays that pop up on the screen to enhance the action, all combine to make this game a great venue for its artists to display their talents.
I brought no personal baggage to Ninja Theory's take on Devil May Cry, having played and enjoyed the original game way back when but then steering clear of the series after its poorly received second entry. Whether you're a longtime fan (with an open mind) or a total newcomer just looking for a solid character action game, it's hard to imagine anyone feeling overly dissatisfied with this new game. It's almost wholly successful at what it tries to do, and seems like the start of a promising new direction for what was otherwise a nearly forgotten franchise.

Source :- By Brad Shoemaker on ww.giantbomb.com, www.wikipedia.com

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