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Sunday, November 27, 2011

Black Friday Chaos

stampeding, rioting, body-slamming, pepper-spraying madness that marked Black Friday here in the United States, then pick yourself up and dust yourself off, there are 29 more shopping days until Christmas. Prepare for the long march ahead with this weekend's roundup of the best gaming hardware, software and accessory deals—and get ready for Cyber Monday, too!

Call of Duty: Modern Warfare 3 (360, PS3) is $51.99 at Amazon, matching Newegg's Friday price. Next best is $56 at DeepDiscount. [Dealzon]

Elder Scrolls V: Skyrim was $52.99 at Amazon on Friday, but now back up to $57.99 (360) and $54.99 (PS3 at Buy.com). [Dealzon]

• Thursday and Friday's $29.99 specials on new games like Battlefield 3, Gears of War 3, and Batman: Arkham City are sold out online. Maybe available in some Walmart, Best Buy, or Gamestop stores. Amazon prices are $39.99 and up. [Dealzon game deals spreadsheet]

Dark Souls (360, PS3) is still $34.99, free shipping from Amazon. [Dealzon]

Rage (360, PS3, PC) is $29.99, free shipping from Amazon, matching Friday's prices from Best Buy and Newegg. [Dealzon]

Starcraft II: Wings of Liberty (PC/Mac) is $29.99, free shipping from Amazon. Newegg also had that price but sold out. [Dealzon]

• Xbox Holiday Bundle 3-Pack: L.A. Noire, Duke Nukem Forever, and Mafia II is $33, free shipping from Buy.com. Separately $50. [Dealzon]

Cabela's Big Game Hunter 2012 with Top Shot Elite Gun (Wii) is $29.99, free shipping from Amazon. Best Buy also dropped to $30, elsewhere $42+. [Dealzon]

Kinect Sports: Season 2 (Xbox 360) is $29.99, free shipping from Amazon. Newegg and Walmart also dropped $30, elsewhere $40+. [Dealzon]

Dance Central 2 - Kinect (Xbox 360) is $29.99, free shipping from Amazon. Next best is $40. [Dealzon]

Might & Magic: Heroes VI (PC Download) is $27.49 plus $5 Download Credit from Amazon. Elsewhere $50. [Dealzon]

The Witcher 2: Assassins of Kings (PC Download) is $16 plus $5 Download Credit from Amazon. Next best is Steam for $27. [Dealzon]

Hardware


• Xbox 360 4GB with Kinect Bundle for $199.99 is available from Microsoft Store, free shipping. [Dealzon]

• Black Friday $199.99 PS3 160GB and Xbox 360 250GB console bundles (each with two games) are unavailable online. Friday they were intermittently for sale at Amazon and Microsoft Store, so they could come back. As of 8:30AM Eastern, Kmart.com listed the PS3 for $219.99 with free in-store pickup, and Amazon listed the 360 for $299.99. [Dealzon]

• Amazon is still taking orders for Xbox 360 Kinect Sensor with Kinect Adventures, Gunstringer and Fruit Ninja Kinect for $99.99. [Dealzon]

• Xbox 360 320GB Console Gears of War 3 Limited Edition Bundle plus $50 NewEgg Gift Card is $399.99, free shipping from NewEgg through Sunday. [Dealzon]

• Audio-Technica ATH-PRO5MSA Camouflage Studio Headphones are $49, free shipping from BuyDig.com. Next best is $59. [Dealzon]

• Turtle Beach Ear Force X12 Gaming Headset is $39.99, free shipping from Amazon. Next best is $50. [Dealzon]

• Direct-from-Logitech gaming headsets: G330 behind-the-neck is $24.99 (next best $35) and F540 wireless is still $74.99 (next best $88). [Dealzon]

• Intel 320 Series 160GB SSD 2.5" SSDSA2CW160G3K5 plus Battlefield 3 (PC Download) is $154.99 after rebate, free shipping from NewEgg. Good through Cyber Monday. Separately usually $318. [Dealzon]

• Apple iPad 64GB WiFi MB294LL/A is $429.99, free shipping from NewEgg through Sunday. Next best is $524. [Dealzon]

• Free $75 Dell eGift Card when you buy $400 in Dell eGift Cards from Dell Home. Ends Monday, November 28. [Dealzon]

Dell XPS 17 1080p 17.3" laptop with Quad Core i7-2670QM, 8GB RAM, 1GB GeForce GT 550M, Blu-ray is $854.99, cheapest ever by $195. Ends Sunday. [Dealzon]

Dell XPS 15 1080p 15.6" laptop with Quad Core i5-2430QM, 1GB GeForce GT 525M, Blu-ray is $749.99, cheapest ever by $100. Ends Sunday. [Dealzon]

Dell XPS 15z 15.6" laptop with Core i5-2430M, 6GB RAM, 1GB GeForce GT 525M is $899.99, tying previous low and comes with a $150 Dell Gift Card. [Dealzon]

Dell XPS 14z 14" laptop with Core i5-2430M, 6GB RAM is $899.99. A new low by $100 and includes $150 Dell Gift Card. [Dealzon]

Asus G53SX-XT1 1080p 15.6" laptop with Core i7-2630QM, 8GB RAM, 2GB GeForce GTX 560M, Blu-ray is $899.99, cheapest ever by $230. [Dealzon]

Toshiba Qosmio F755-3D320 Glasses-Free 3D 15.6" laptop with Core i5-2430M, 6GB RAM, 1GB GeForce GT 540M, Blu-ray is $1,149.99, cheapest ever by $50. [Dealzon]

Alienware M18x 18.4" laptop with Quad Core i7-2670QM, 1080p, 1.5GB GeForce GTX 560M is $1,899 after $100 coupon, cheapest ever by $50. [Dealzon]

Alienware M17x 17.3" laptop with Quad Core i7-2670QM, 1GB HD 6870M is $1,399 after $100 coupon, cheapest ever by $50. [Dealzon]

Alienware M14x 14" laptop with Core i5-2430M, 1.5GB GeForce GT 555M is $999 after $100 coupon, cheapest ever by $50. [Dealzon]

Alienware M11x 11.6" laptop with Core i3-2357M, 1GB GeForce GT 540M is $799 after $100 coupon, cheapest ever by $50. [Dealzon]

• Dell bundled a 24" UltraSharp 2412M LED Monitor and a XPS 8300 Desktop with Quad Core i7-2600, 8GB RAM, Radeon 6670M, Blu-ray for $899.99. Separately $1,080. [Dealzon]

• Samsung UN55D6000 55-inch 1080p 120Hz LED HDTV is $999.99, free shipping from Amazon. Next best is $1,097. [Dealzon]

• Walmart has a Vizio XVT3D474SV 47-inch 480Hz 3D TruLED HDTV with VIA Internet Apps for $938.54, free shipping to home, store, or store pickup. That's $243 off the next best price of $1,182 at Amazon. Or refurbished set for $659.98 plus $150 shipping from eCost along with a free wall mount after rebate. [Dealzon]

• LG 50PV450 50-inch 1080p Plasma HDTV is $699, free shipping from Adorama. [Dealzon]

Tuesday, November 22, 2011

New Batllefield 3 Patch out Today!

Patch notes for Nov 22 patch
Major client update for the PC version Battlefield 3 as well as a server-side update for all platforms.


We'll share release timing on the console patches as soon as we are clear on the timing, these take a bit longer due to console certification process.


---- Client-Side Changes:

-- Visuals, Stability and Performance Fixes:

• General performance and loading time improvements
• "Black Screen" fix for an issue occurring on some PC Configurations
• Stereo and Rendering Support for Nvidia and AMD Graphics Cards
• Adjusted the "stuttering" encountered on some PC configurations.
• Fixed several Crashes when joining MP and Co-Op sessions
• Fixed multiple problems when using multiple monitors (Eyefinity / Surround).
• Fixed visual corruption issues on certain Nvidia Cards
• Improved loading times for certain textures
• Added console command "GameTime.MaxVariableFps" to limit max FPS
• Added console command "UI.DrawEnable" to hide UI for screenshots / videos

-- Balance and Gameplay Adjustments (PC)

• Fixed a problem with high speed mouse movement
• Added back some missing Growlers on Kharg Island Conquest Large
• Added back EOR sound for SQDM and TDM
• You should no longer be able to damage a friendly vehicle when sitting in an open position
• Grenades now drop to ground if you get killed while attempting to throw it(note the affect this will have on Hardcore mode!)
• Spawn protection now should work in Conquest. You should no longer spawn on points too close to enemies
• You should no longer spawn too close to enemies in TDM and SQDM
• Combat areas on Kharg Rush tweaked in order to disallow defenders to access the carrier ship after 1st base is taken and being able to enter the AA gun
• Fixed a problem with revived players not suffering suppression
• Fixed a problem with the camera when being revived in COOP
• Added joystick deadzone setting
• Fixed sound for when climbing ladders
• Fixed an issue with some weapon sounds in first person
• Fixed a swim sound loop error
• Increased the damage of Helicopter Miniguns, AA guns, and Jet Cannons against infantry
• Increased the damage of Helicopter Miniguns against jeeps.
• Reduced the physics impact of AA guns and Jet Cannons, players under attack from these weapons should no longer lose control.
• Increased the damage of the 44 Magnum slightly.
• Increased the range and minimum damage of the .357 Round from the MP412 Rex.
• Increased the range of all .45cal and 9mm weapons.
• Slightly increased the range of the P90 and MP7 and PDW-R.
• Slightly increased the range of the 5.56mm PDW-R and decreased the minimum damage at long range.
• Slightly increased the minimum range of the Mk11, SVD, and M39 EMR 7.62mm rifles.
• Decreased the maximum damage and maximum range of the G3 and SCAR-H 7.62mm weapons.
• Reduced the damage from FIM-92 and SA-18 IGLA missiles against aircraft.
• Increased the damage and range of the 40mm BUCK rounds.
• Reduced the damage .50cal weapons do against Helicopters.
• Updated T90 canister shell tweaks to match Abrams canister shells
UI Changes (PC)
• Added round duration and ticket summary at EOR
• Advanced squad polish – should be more intuitive
• Significant changes to the Join Squad functionality (see below)
• Fixed a problem regarding keybindings while playing
• You should now get a better error message when being disconnected via Battlelog

---- Server Update Highlights

• EOD Bot exploit fix
• Several crash fixes
• Anti-stat padding measures taken, disallowing ranked servers to run obscure settings
• Improved team kill kick configuration
• Support for unranked servers. Unranked servers do not report players' scores to Battlelog, but server administrators can freely control all settings


-- Share your profile and stats with new Battlelog functionality

• Ability to share your Profile and Stats pages to Facebook, Google+, and Twitter
• User Profile and Stats pages on Battlelog can now be accessed without being signed in to Battlelog if you know a user's URL
• Single sign on from Battlelog to Origin. If you're not logged in to Origin and join a game server, Battlelog will automatically sign you in to Origin in the background and join the game server


-- Quick notes on Squad changes in the Nov 22 update

• Removed FIND ME A SQUAD option
• Allow players to join empty Squads alone, thus having 1/4 squad members
• Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM
• Disable Privacy flag when 1 man squad
• Reset Privacy flag from Private to Public when squad drops to 1 player
• All occupied Squads will now show up colored blue on the Squad Selection screen
• Players who choose not to join squads will also show up as Blue in the "Not in a Squad" line
• Squads that are currently empty will display as white -- if you wish to join an empty Squad, you can choose the first one marked with white text


-- A detailed look at Squad refinements

A detailed look at Squad refinements

Today's PC client patch features numerous tweaks to Squad functionality and is part of our ongoing efforts to make it easier to play with friends and Platoon mates. These changes will also be implemented for consoles when we release the PlayStation 3 and Xbox 360 updates shortly. Stay tuned for the exact date of the console updates.

First, we need to look at how joining with Squads and Platoons affects the balance of teams. Initially, servers are commanded to equal out each side, so joining with friends can impact that balance while joining with Platoons further hinders this. As a result we have made some adjustments to the in-game Squad management screen.

For PC, you are now able to highlight the various Squads and select which one you wish to join by selecting a Squad and then clicking the Join Squad button. Please note that the Squad Privacy option still allows 2 man Squads which, during 64 player sessions, can lead to players with no squad position –- the number of people with no Squads will be shown at the bottom of the Squad selection list.

After the patch is applied to consoles (in the near future) you will be able to join Squads by cycling through the list and selecting which Squad you wish to join.by bennett ring

Monday, November 21, 2011

Assassin's Creed Review

Few series have established themselves with such speed and efficiency as Assassin’s Creed, Ubisoft’s renaissance tale of political intrigue, vengeance and endless backstabbing. Where the first game, set in a medieval replication of the Holy Land, was beautiful but bland in terms of its repetitious gameplay, its creator’s willingness to throw resources at the franchise has resulted in yearly sequels, each one more intricate and stuffed with content than the last.
Ezio Auditore, the boisterous yet charming Italian lead of this nested trilogy, once again takes to new streets and rooftops, this time those of Constantinople, hastily erected in the previous year by an army of artists and coders. The storyline has you taking out Templars and foiling plots, but Assassin’s Creed has arguably become a game more about its side-quests than its main narrative, which is beginning to stumble as the scriptwriters race to lay a path ahead of the relentless stampede of players each year.
As such the map is always covered in quest markers that vie for your attention. Recruiting soldiers is as much a part of the game as buying up property, perusing bookshops, acquiring art and renovating rundown parts of town, so much so that its easy to forget your primary job description. Even a Tower Defence minigame manages to make its way into this year’s update, in which you protect threatened Assassin Strongholds from invading armies. The huge amount of content is generous, but the series has reached a tipping point where the distractions are now eroding the core.
And it’s a strong core. Traversing the city is a joy, as it’s always been, while the central premise that has you searching for five keys to unlock a door is reassuringly straightforward. Each key is located in a different dungeon, and these are the standout moments of the game; intricate, smart puzzles that mix platform design ingenuity with a purity of focus. Here, away from the hobbies of the outer city, the strengths of Assassin’s Creed shine, adding to the sense that the copious embellishments are all filler, not killer.

Where Assassin’s Creed Revelations has bloomed into fine maturity, however, is in the distinguished multiplayer. This area of the series never seemed like a particularly comfortable fit with a style of play that was always about the solitary stalker, hidden in a crowd, leaving a quiet crumpling body and no suspect in sight. This DNA isn’t a part of the boisterous games of cops and robbers that define modern multiplayer, which are often about teams hurtling about wide expanses. Restraint is a rarity in contemporary multiplayer design, and yet Assassin’s Creed is a game built around the art of subtlety.
As such Ubisoft Annecy has done well to thread this characteristic into Deathmatch, an old name for a new take on one of the core game types plucked from Assassin’s Creed Brotherhood. Here each player is simultaneously a target and a pursuer. It’s your job to find a single pre-assigned target and take them down before any other players who share the same mark get to him or her. Meanwhile, you need to watch your back for the player who has you marked for kill. The tension between being both predator and prey is fascinating and gives the mode a near unique feel in contemporary games.
Tweaks from the previous game improve the experience immeasurably. Rather than following a compass to find your target, now you pick the character out of the crowd. The target portrait in the top corner changes colour when you’re close, but that’s the only visual read-out you have to help you in your aim. Audio hints let you know when a pursuer is close (via tension-building whispers that increase in volume and frequency as they move in for the kill).
Meanwhile a palette of different abilities such as the chance to disguise yourself as a different assassin or use throwing knives at a locked on target add further nuance and subtlety to the experience. Bonus points are given for more stylish takedowns, an important distinction when the aim of the game is to secure the highest number of points, rather than necessarily the most kills.
The other core mode, Artefact Assault, is a stealth-based take on that other stalwart of competitive gaming, Capture the Flag. Once again, this somewhat routine game mode is given fresh vibrancy thanks to a smart, considered approach, and a clutch of features that make sense in the universe. Two teams of four attempt to sneak into the opposing side’s territory to grab their artefact and deliver it back to their home turf. When in possession of your opponent’s artefact you can stun pursuers, but not kill them, so the emphasis is on evasion.
A huge array of social features have also been introduced into the game, principle of which is the friends HUB, which by allowing players to issue challenges to their friends, acts in a similar way to EA’s magnificent Autolog. There’s a great deal of content here for a game that only first flexed an online muscle last year.
Indeed, breadth is a watchword throughout Assassin’s Creed Revelations, a game bursting at its hastily-stitched seams with content, the single and multiplayer modes bulked out yet further with a series of exploration puzzles that allow Desmond, Ezio’s descendant, explore backstory. A wide game that offers countless hours of content for the perseverant, then. But at the same time, it’s a game that feels as though it’s making up for something with this embarrassment of interactive riches.
There’s no denying that, as a piece of virtual tourism through the ages, the series has no equal. But today, with endless piles of side-quests, there’s also a sense of ennui creeping in, a lack of focus that no amount of micro-improvements can disguise. As such, Revelations is a strong, assured conclusion to Ezio’s storyline, but one that begs for a fresh start reboot in whatever comes next. by simon parkin

Tuesday, November 15, 2011

Metro: 2033 Sequel Announced

http://www.el33tonline.com/images/cache/19287.JPG

There is plenty we can expect from Metro: Last Light. The game has already got us intrigued with a raised brow wondering just how the redemption process can begin. Thanks to 4A Games (Metro 2033), we now have this teaser trailer and a whole lot to be expecting, especially for some, to change the taste of what gamers got in the release of the first.
The game promises to showcase some of the most important things that it takes to build an extremely complete feeling title. Lighting, physics, and the ever so recently undergoing destructible environment process is all made possible by the 4A Engine.
Metro: Last Light has players pitted amidst a civil war in post-apocalyptic Moscow. The efforts to retrieve the doomsday device that could wipe the face of the Earth of its presence for good.
Below is the info description for Metro: Last Light from the official Facebook Page:
It is the year 2034.
Beneath the ruins of post-apocalyptic Moscow, in the tunnels of the Metro, the remnants of mankind are besieged by deadly threats from outside – and within.
Mutants stalk the catacombs beneath the desolate surface, and hunt amidst the poisoned skies above.
But rather than stand united, the station-cities of the Metro are locked in a struggle for the ultimate power, a doomsday device from the military vaults of D6. A civil war is stirring that could wipe humanity from the face of the earth forever.
As Artyom, burdened by guilt but driven by hope, you hold the key to our survival – the last light in our darkest hour…
A gripping, story-driven first person shooter, Metro: Last Light is the hugely anticipated sequel to 2010’s critically acclaimed cult classic Metro 2033
• Experience thrilling combat with an exotic arsenal of hand-made weaponry against deadly foes – both human and mutant – and use stealth to launch attacks under the cover of darkness
Explore the post-apocalyptic world of the Moscow Metro, one of the most immersive, atmospheric game worlds ever created
• Fight for every bullet and every last breath in a claustrophobic blend of survival horror and FPS gameplay
Wage post-apocalyptic warfare online, as Last Light delivers an intense multiplayer experience amongst the dark Russian ruins

Sunday, November 13, 2011

Gears of War 3 Review

Gears of War has always felt as though it was built with metaphor in mind. The slam of a clip locking into place; the thudding, oversized boots of a COG soldier. The pinwheeling spokes of combat, lines of engagement moving in two opposing semicircles; the rev of a chainsaw's motor.
These are games filled with weighty, important-feeling things, any one of which could stand as a symbol of the game in its entirety: Gears of War 3 is as satisfying as a clip slammed into a lancer assault rifle, as sturdy and as unweildy as a man in 200-pound mechanical armor, as unsubtle as a chainsaw to the sternum. But beyond those metaphors, it is simply a burly video-game concoction, one that doubles down on its core mechanical design, pushing its own personal avalanche down, down, until it crashes into the earth.

***

Gears of War 3 is the purported conclusion to Epic Games' Gears of War saga, a series of Xbox 360-exclusive action games that take place on the earth-like planet of Sera. For years, humanity has been locked in a genocidal war with a heavily armed lacertilian race of cave-dwellers known as the Locust. Players shoot through the game as a man named Marcus Fenix, a soldier in the Coalition of Ordered Governments, or "COG." COG soldiers are, appropriately enough, known as "Gears," hence the game's strange-sounding title. Fenix leads Delta Squad, an elite, colorful team of COG soldiers; over the course of the first two games Delta has been at the forefront of humanity's effort to repel and destroy the Locust threat.

Gears of War 3 is also the end result of five years of post-release iteration since the first game's release in 2006, and it shows. This is fundamentally the best-playing, tightest, and most "Gears" Gears of War game yet made.




That fact comes as no surprise, given that Epic Games' design director Cliff Bleszinski is a renowned tinkerer with an ability to capture that ephemeral quality that makes a game feel "right." When I spoke with him last week, he told me, "Making games is great, but you spend all your time playing a broken game that's not as fun as it should be. When it's not broken and it's a lot of fun, then you give it to everyone to enjoy." The refinement born of that design philosophy permeates the entirety of Gears of War 3.


The Gears games revolve around the act of taking cover: run fully exposed towards the enemy's line and you'll be cut down quicker than you can say "Revive me!" After years of tweaking, the act of taking cover has never been snappier or more forgiving. And just as importantly, pulling away from cover is fluid and rarely disorienting. Even the chaotic imprecision of the Lancer assault rifle has been tweaked and perfected—tiny aids and aim-assists lend order to the chaos and keep the heavy-metal gameplay from becoming too cumbersome or unwieldy. Well, most of the time, anyway.

At times, Gears of War 3 feels a touch like an elephant trying to tap-dance; years of evolution have made it highly (if not overly) specialized.

That Gears-y heaviness permeates the entire experience, for good and for ill—while nearly all aspects of combat feel better than they ever have, movement and environmental interaction still often feel ungainly. The influences of other games—from Bioshock to Uncharted to Mass Effect—can be felt, but they serve mainly to highlight just how ill-suited those oh-so-refined Gears controls are for any game other than Gears.

At times, Gears of War 3 feels a touch like an elephant trying to tap-dance; years of evolution have made it highly (if not overly) specialized. Take the late-campaign segment in which I was forced to roadie-run my way up stairs, around corners, and out the front door of a building… while a timer ticked down towards instant death, should I fail to escape. Gears of War's "roadie run" is one of its defining, enduring tricks, but the move was designed to quickly ambulate over short distances from cover to cover—the roadie run is all momentum and no maneuverability, and its end-goal is to stick the player to a wall. "Clearly," the game seems to be saying, "we need an 'escape the building' sequence. But we lack the ability to let our players simply 'run.' Guess we better work with what we've got." The entire segment is reduced to a frustrating try-die-reload section, and it should have been cut entirely.

Segments like that one serve to highlight Gears of War's ungainly specificity. Fortunately, those moments of clumsy overreaching are few and far between; the bulk of the game is spent happily diving into fraught, cover-based firefights in a variety of superbly designed, lovely-looking battlegrounds.

***

Gears of War 3's story picks up a few years after the events of Gears of War 2, which ended as a group of desperate humans flooded the Locust's subterranean lairs with a toxic fluid known as Emulsion, effectively causing an ecological apocalypse while giving rise to a new threat: Emulsion-infected zombie-Locusts known as Lambent. As Gears of War 3 begins, humanity has been reduced to living as nomadic scavengers, and the men and women of Delta Squad have relocated to a floating city aboard an aircraft carrier.




While it doesn't begin to approach the comically clusterfucky depths of Halo's mythology, Gears of War's storytelling has still taken on a bit of bloat over the years. The economical, terse staging of the first game still stands as the best Gears story of the three, insofar as it felt genuinely tense and left a good deal to the imagination.


But the more the writers at Epic show me of the Gears universe, the less I care about it. It's something of a video game paradox: the very iteration that has allowed Gears of War 3's mechanics to become so finely tuned has proven anathema to its storytelling. Most video game sequels play better than their predecessors. (How many of our favorite games are sequels?) But as writers are forced to juggle and expand to keep things going, their stories almost invariably suffer. (How many of our favorite films are sequels?) This is very much the case with Gears of War 3—its game-y elements have hugely benefited from five years of post-release iteration, while its filmic, storytelling aspects have suffered.

Even after all those ads filled with all that moody pop music and eerily silent gunplay, I have never been able to invest in Gears of War's apocalyptic gravitas to the degree that I sense Epic wants me to.

That's not to say that the story is unbearable or anything: given the ham-fisted way that both lead characters have been portrayed, I continually find myself surprised at my affection for Marcus and Dom—I genuinely like both men, and I'm not alone. Among the game's fans, their gruff bromance has become one of the defining aspects of the Gears of War franchise.

But my unlikely enjoyment of some of the characters doesn't blind me to the fact that for the most part, Gears of War 3's story never rises above the level of hackneyed genre fiction. Lead writer Karen Traviss has crafted a suitable series of reasons for Delta Squad to make its way from location to location, but the whys, hows, and wherefores of their journey are woefully half-baked.

Furthermore, Gears of War's overserious, emo bent remains a mystery to me. Even after all those ads filled with all that moody pop music and eerily silent gunplay, I have never been able to invest in Gears of War's apocalyptic gravitas to the degree that I sense Epic wants me to. There simply hasn't been enough consistent character development over the course of the series to support the kind of catharsis for which the games clumsily reach.

Marcus's relationship with his father never sees any sort of meaningful examination; what was an interesting subext in the first game becomes a by-the-numbers "save the important princess/scientist/family member" conceit. I've never been given a sense of what Sera was like before Emergence Day—why should I care about these people, this world? It's a classic video game storytelling shortcoming: in the down-and-dirty heat of combat, everything in front of me matters a great deal… and so nothing beyond my ironsights needs to matter at all.

It's a shame, because early in the story, Traviss's script takes some refreshing risks, introducing harrowing dream sequences as well as some effective timeline/character-hopping. Both tricks feel intriguing and fresh, but they're unceremoniously dropped after the first act, and the rest of the game played out as a linear story with few surprises.

***

By and large, Gears of War 3 spends most of its campaign doing what it does best: guiding players through an escalating series of highly enjoyable firefights. Each fight's pacing is sculpted with great care, and encounters move from one arena to the next with remarkable fluidity. The campaign may seem repetitive from a distance, but while I was in the thick of it, I never tired of charging into a new room, slamming up against cover, and cutting my way towards the enemy's flank.




While the gunplay is parceled out with admirable discretion and control, the campaign's broader pacing does falter from time to time. This occurs most notably during vehicle segments and boss battles. These bits seem designed to break up the fight-rest-fight rhythm of the campaign, but more often than not they move too far from the game's core and expose its limitations.


Only one of the boss battles—involving a certain gigantic female rageoholic—is what I would call genuinely "good." Others are far less so. During a battle against a giant, tyrannosaurian Brumak, the beast simply stood still at the edge of the battlefield, impotently shooting rockets as I hid behind a train car and gradually whittled down its health until it keeled over. Vehicle segments are similarly uneven; blasting away at Reavers from the bed of a pickup truck is good fun, but a late-game submarine mission is (perhaps fittingly) the nadir of the entire campaign. The story screeches to a halt, and players are forced to spend fifteen minutes shooting incoming torpedoes out of the water using an imprecise, frustrating sea-cannon.

***

From a difficulty standpoint, Gears of War 3 is easily the most accessible, welcoming game in the series. The first two games' brutal difficulty spikes have been smoothed out, and what spikes remain are hugely mitigated by the presence of two additional teammates, each of whom is capable of reviving you if you go down. I'm not particularly amazing at Gears, but I played through the campaign on "hardcore" difficulty and never really felt challenged or overwhelmed; in fact, I could have maybe done with a bit more difficulty.

And let's talk about those additional teammates for a moment: unlike past Gears games, Gears of War 3's entire campaign is playable by four players in co-op. That means that even in single-player, players are accompanied at all times by three sidekicks. The constant large-party atmosphere undercuts a lot of the potential for tension, so Gears of War 3 never quite reaches the intense, survival-horror feel of the first game.


Marcus' three fellow party members are constantly rotating, which keeps things feeling fresh while letting us get to know a handful of new soldiers. Old favorites Baird, Cole, Dizzy and Dom return for much of the campaign, but newcomers Jace, Sam(antha), and Anya provide a welcome bit of variety. It was a pleasant surprise to see just how much the presence of female characters added to my experience—Dragon Age: Origins and Uncharted voice-actor Claudia Black gives a welcomely wry performance as Sam, and Nan McNamara does a fantastic job reprising her role as intelligence-officer turned chainsaw-wielder Anya Stroud. Both characters are well-drawn, strong, and (almost) never lapse into feminine clichés; when Baird gives Sam crap, she dishes it right back, and Anya was my boldest AI teammate, wading into even the most impossible odds, waving her chainsaw around like it was on fire as the rest of the team struggled to keep up.


Maybe it's the fact that over the course of my life I've spent so much time adventuring alongside my sister, but something about fighting in the trenches shoulder-to-shoulder with a couple of kickass Lady-Gears hugely improved my experience with the game. And forget about my experience, female Gears fans the world over will finally be able to have a woman represent them onscreen. Everybody wins!

***

"Brothers to the end." That marketing catchphrase for Gears of War 3 is a suitably weighty fraternal invocation, four words that imply so much: the camaraderie that comes from having been in the shit together, from having watched one another's backs, lived through triumph and defeat, pulled one another from harm's way. If it were purely a reference to the overwrought drama of the campaign, it would work well enough. But as far as I'm concerned, "Brothers to the end" has less to do with any pre-written narrative and much more to do with the game's greatest achievement: its fantastic multiplayer.

In Beast Mode, "slaughter" and "laughter" finally rhyme.

The breadth of Gears of War 3's multiplayer options is staggering—this game has been designed from the top down to be a comprehensive, perpetually connected experience, and every part of it is better with a friend. For starters, the entire story campaign is playable cooperatively by one to four players, and each level can be played in "Arcade Mode," which allows players to compete for high scores as well as add "mutators" to make the game easier, more difficult (the difficult ones offer XP bonuses), or just goofier (one mutator enables a laugh-track that plays along with the game). It's a fantastic addition, and gives those who have completed the campaign an excuse to go through it again (and again) with their friends. Probably best to skip that submarine level, though.

The brand-new "Beast Mode" offers players a chance to play as the Locust Horde, raining bullets and death down upon a platoon of AI-controlled human soldiers. Every Locust character in the game is available, from a tiny fence-chewing ticker to an atomically savage, tank-like Berserker. It's brilliant fun; in Beast Mode, "slaughter" and "laughter" finally rhyme.




Gears of War 3 also offers the standard host of competitive multiplayer options, running the gamut from deathmatch to capture-the-leader to king of the hill. But the thing I've never liked about versus-mode multiplayer in Gears of War is that the traditional Gears rules do not apply. Combat does not revolve around strategic cover-based shooting, but rather frantic close-quarters encounters chock-full of somersaulting and shotgunning, like the world's worst Cirque du Soleil routine. The pleasurable, meticulously designed rhythm of Epic's combat system is dismantled by the evolutionary necessities of deathmatch, and new, strange mechanics take their place. Gears of War 3 presents what must be the most refined version of this particular cheeseburger, but while it will provide a lot of meat for longtime players, versus-mode continues to be my least favorite type of multiplayer.


All of these multiplayer modes are good fun, but none of them can compare to the joy of Horde Mode. The original Horde Mode was something of a surprise hit in Gears of War 2—up to five players would team up to fend off wave after wave of increasingly difficult Locust attacks, with a maximum (and barely attainable) level of 50. The new Horde, dubbed "Horde 2.0," is both a refinement of that initial conceit and a brilliant extrapolation.

I'm not entirely sold on the way the game "gamifies" itself by adding layers, unlockables, and even microtransactions, each of which feels designed to hook players and keep them coming back.

Horde 2.0 combines the original Horde's ever-increasing difficulty with some light tower-defense elements. Players build a base and establish defenses around it, and a currency system rewards kills with money, which can be spent between rounds to upgrade and repair defenses, build gun-turrets, and purchase new weapons and ammo. Each tenth level is a "boss level," which pits players against an unholy combination of Grinders, Berserkers, armored shock troopers, and rocket-spewing reavers.

In what has become de rigueur for multiplayer console games these days, all of Gears of War 3's various modes are united under a persistent umbrella. Whether you're playing the campaign, co-op, or competitive multiplayer, experience points earned carry over to your master profile, creating a constant sense of coherent progress. I'm not entirely sold on the way the game "gamifies" itself by adding layers, unlockables, and even microtransactions, each of which feels designed to hook players and keep them coming back. It all feels a bit hinky, and as more and more games add persistent leveling, leaderboards, and paid unlockables, the sulfuric whiff of exploitation grows ever-more pungent.

Gears of War 3: The Kotaku ReviewDeveloper motivations aside, these systems combine to create a profoundly intoxicating cocktail of progression and challenge, and it's all framed by an energizing amount of real teamwork. A recent two-player bout in Horde brought me and a friend face to face with a supercharged Lambent Berserker. We frantically corralled it, leaping out of its path while spraying its weak spot, Ghostbusters-style, with streams of flame from our Scorcher flame-throwers. Tight-chested with dread, we vigilantly covered one another's' backs, quick to assist if one of us got knocked down, yelling enthusiastically over our headsets as the fight dragged on and on. When we finally defeated the beast, I felt a moment of ebullient, visceral video game camaraderie the likes of which I haven't experienced in ages. "Brothers to the end," indeed.

***

And so here we have Gears of War 3: Maniacally refined mechanics and design, a clunky campaign that works more often than it doesn't, and one of the more varied and enjoyable multiplayer suites I've ever encountered. Even as the culmination of the series, Gears of War 3's high level stuff—its story, themes, characters, and drama—never quite manage to get where they were going. But then, this game doesn't do "high level."—it makes its home in the dirt, hugging the ground as incoming bullets kick up chunks of cement, as rattling bursts of gunfire are drowned out by the roars of enemies and friends alike.

They're coming, the onslaught. Drive your way forward, knee-deep in dust and guts; your gritted teeth, your wild eyes, the sun vanishing into a pink haze of battle-rage. Slam in a fresh clip, pick a target, and shoot, and shoot, and shoot.by kirk hamilton- kotaku

Saturday, November 12, 2011

Doom 4 Status

The landmark Doom franchise is getting a new game in the series according to an announcement made today by id Software. The company revealed that Doom 4 is in production on the game. It's unusual to basically reveal the existence of a game through basically a help-wanted ad; normally publishers like to trumpet the announcement.

Judging by the announcement, id is going to work on Doom 4 itself, which means that the company will develop two major titles simultaneously, something that it has never really done before in its long existence. Work is currently underway on Rage, which is a new franchise for id that blends vehicular combat with first-person action in a sci-fi setting.

It will be interesting to see where id goes with Doom 4. The previous game in the series, Doom 3, was released over Seven years ago and was basically a re-imagining of the original Doom, considered to be one of the most influential games of all time. Doom 3 was later released in an Xbox version. It's unknown what platforms Doom 4 will appear on, but considering that id is developing Rage for the PC, Xbox 360, and PlayStation 3, it's probable that Doom 4 will appear on those platforms as well.

We contacted id CEO Todd Hollenshead for comment, and he responded that the company just wanted to "leave it at the press announcement for now." So there it is, Doom 4 confirmed, but details to come at a much later date.by jason ocampo

Elders Scroll V:Skyrim Video On My You Tube Channel

Check out My Personal You Tube Videos of Complete Walkthrough of the brand new game Elder Scrolls V Skyrim. The VIDEOS Shows off the amazing graphics of Bethesda’s new release. Games graphics are amazing to say the least enjoy