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Crysis 3 review: An enjoyable shooter elevated by staggering visuals

Posted on February 24, 2013 at 4:15 pm

The Crysis series has always been defined by bleeding-edge tech, each instalment a lucid demonstration of apex videogame visuals and the good pulsing brain powering successive CryEngines. In Crysis 3 now we have the head – the undisputed best-looking game of all time – but beneath the glitz, Crytek’s shooter isn’t quite as progressive because it seems.

Twenty years after an alien invasion, deadly epidemic, mass exodus and probable house price plunge, mega corporation CELL have encased The big apple in a ‘Liberty Dome’ – think a cross between Kew Gardens and The Simpson’s Movie. This nature-reclaimed city is key habitat for CryEngine 3. Gaming’s best deer prance down gaming’s best streets over tangled swathes of gaming’s best flora. Gaming’s best sun breaks between blades of gaming’s best grass and shimmers in pools of gaming’s best water – where you’ll also find gaming’s best toads.

You at the moment are heir to a fearsome arsenal due to the Nanosuit 2.0

Before all of it stands a wholly otherworldly feat of engineering: Nanosuit 2.0. This time, Prophet’s the guy within the tin can, leader of Raptor Team who, within the first game, were sent to rescue a collection of scientists on Lingshan islands. In Crysis 2, he stepped outside to let newbie Alcatraz Nano-up, but now he’s back, and with a good more formidable arsenal. On one side, balls-to-the-Wall-Street action incorporates armour defence boosts, car-flipping melee and the superhuman strength to seize and throw both men and mailboxes. At the other, stealth play revolves around invisibility cloaks, heat vision and the hacking of turrets, mines and doors.

Mostly you’ll mix ‘n match. One level surrounding a towering research base could be surveyed at distance by power-leaping to vantage points and tagging enemies using your telescopic visor. That’s where the compound bow is available in, a fearsome little bit of retractable kit that’s always on you, in a position to be loaded up with arrows electric (they fry fools in water), explosive, and thermite-tipped. Its string may be tightened, which decreases drawback time but lessens arrow damage, and it is the only weapon within the game you are able to fire without needing your cloak instantly dissipate. In theory, for sure, you can decide to forgo weaponry altogether and sneak in through vents, right under CELL soliders’ boots. There’s always a couple of option

FALSE PROPHET

At which point, the primary problems hit: inevitably, best intentions descend into violent chaos due to an absence of stealth meter (a ‘threat gauge’ instead displays how annoyed people are). In addition to that, you will have to deal with enemies seemingly assisted by a sixth sense and, ironically, maps so busy it’s often hard to inform bloke from building. Far Cry 3 solved stealth; Crysis 3 hasn’t.

When it does go all Expendables, some lustre is lost. Enemies are a hive mind – alert one, alert everyone – and when they are not barraging you with pinpoint tracers at squinty distances, they’re endlessly lobbing grenades or charging blindly. Being shot from numerous unknown positions, unsurprisingly, isn’t much fun. That’s why it’s essential to play Crysis 3 on hard.

Blast in the course of the game, and there is the nagging feeling you are not playing properly

Caution, not chaos, is where the sport excels, and Ceph Stalkers provide perfect evidence. Effectively introduced in a memorable moment amidst pea-green head-high fields, on hard mode they are a foe to respect, slasher-flick baddies whose circling footsteps and menacing mechanical growls demand constant vigilance. On easy, they’re just annoyances on the end of your gun. This distinction is very important: it’s entirely possible to cloak up and bypass levels in minutes, but if you do there is a nagging feeling you are not playing properly. Crysis 3 is an experience to savour instead of slurp, laced because it is with multiple avenues, optional suit upgrades and peculiar in-jokes. (For some reason, there are a lot of corpses sitting on toilets.)

And ‘savour’ is certainly the word in a game only five to 6 hours long. There are seven levels, with the 1st and last wasted on linear corridors and among the rest set at night. Though always stunning, not up to 1 / 4 of your play time unleashes CryEngine 3’s majesty in full daylight.

And that raises another issue: your selection of platform will heavily influence what you get out of the sport. What was, in Crysis 2’s time, a minor rift between PC and console has now deepened right into a titanic gulf. On a high-end PC, it’s five-to-six hours of continuous gawping awe; on consoles, inevitable graphical compromises means Crysis 3 loses that spark and spectacle.

PS3 and 360 players will find framerates dip between 15 and 30fps, shadows flicker in like a foul Windows Movie Maker transition, and distant objects pop out and in of existence. Relatively, it’s still an outstanding-looking title, but against the very best PC version it seems that almost last-gen. These hitches and imperfections characterise a console in its twilight pushing hard against limitations.

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Urban Trial Freestyle review: Look familiar

Posted on February 22, 2013 at 4:15 pm

Let’s get the plain out of how – Urban Trial Freestyle is a shameless imitation of Trials Evolution and its predecessor Trials HD. Needless to say, Ubisoft wouldn’t exactly have a leg to face on if it tried to do anything about it, since Trials itself was ‘inspired’ by the likes of Elastomania, Motorcross Maniacs and Kikstart 2, but there is no denying what the key source of inspiration was here.

Once you recover from developer Tate Interactive’s sheer loss of subtlety though and decide the sport by itself merit, the actual surprise is that Urban Trial Freestyle is truly an honest game. In preference to a half-hearted rip-off of an already popular title, it’s clear that Tate Interactive has dedicated proper care and a spotlight to this during its development, to the level that we might happily recommend it as an adequate (if not perfect) alternative for PS3 and Vita owners who can’t get the Xbox-exclusive Trials games on their lonesome systems.

The aim, naturally, is to get through a range of side-scrolling obstacles and ramp-filled stages while riding a motorcycle. The important thing to success is pressing left and right to shift your weight at the bike forward and back, influencing how you climb ramps and land from jumps. In the event that your rider hits a disadvantage – be it the bottom, a ramp or a low-hanging roof or decoration – then they’ll fall off their bike, ragdoll physics will kick in and you will have to restart from the last checkpoint you hit. The same as Trials, then.

It isn’t an entire carbon copy, however – there are some differences. For starters, there are two kinds of ‘trial’. There’s your standard time trial, where you race to complete the track within the fastest time (the sport automatically downloads a ghost of the appropriate racer so that you can see how it’s done). Then there’s the stunt trials, where each track has between three and five different stunt stations scoring you on a definite ability – probably the most flips, the top or longest jump, the fastest speed you are able to travel past a collection point, one of the most accurate landing on a tiny target – before adding up all of your scores for a track total.

The stunt trials are interesting, and never simply because they tinker with the normal Trials format. As you approach each stunt station one can find an incredible video screen inside the background naming the player who currently holds the best score in that exact stuny, such as a large picture in their avatar. It is a little detail but a clever one, since the knowledge that you’ll actually be a part of the extent design in case you are ok offers great encouragement to maintain trying or return later with a more powerful bike. It’s especially entertaining at the Vita version, as you’re asked to take a (optional) photo of yourself at the main menu, that’s then utilized in the high score walls.

The tracks themselves aren’t perfectly designed however the background details are every now and then fantastic (not less than at the PS3 version – much of it’s far far from the Vita version to maintain things running smoothly). You will be riding through police shootouts (with characters rolling in front of your path), dodging giant clowns’ eyeballs, zipping through a ghost train, hopping over an enormous golf ball, jumping during the middle of an incredible rotating statue – and that’s the reason all just in a single level.

Elsewhere there are exploding helicopters, slow motion leaps through office buildings, speeding trains used as jumps, picnicking couples who dive out of ways as you zoom past them… hats off to the developers, who may have easily made this a bog-standard Trials clone with generic tracks but chose to not.

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Brashcast: Episode 27 We Heart Star Wars

Posted on February 20, 2013 at 4:15 pm

Liam and Ross discuss loot vs story as they check out the industry’s struggle to marry up its historically embedded traditions to the increasingly mature storytelling that’s…

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Year Walk review: iPad horror-puzzle game out-smarts the Slender Man

Posted on February 20, 2013 at 4:15 pm

When was the last time that a game made you’re feeling genuinely smart When was the last time a game truly made use of the capabilities of the device that it was running on Braid Fez The unique Metal Gear Solid’s Psycho Mantis fight For us, it was last night after we finished Year Walk.

The tale relies on Swedish myth. In accordance with folklore, men would spend all day indoors in pitch-black darkness, before heading into the forest at night on a non secular stroll that allowed them to determine 365 days into the long run – a Year Walk. You’re taking part in a Year Walk, but to inform you any longer about it could spoil the game’s excellent, twisting plot.

Navigating the icy forest – that is presented in a fantastic art style behind a delightful ‘grainy filter’ – is handled via a variety of screen-swipes, and more commonly, the one sound you hear is the crunching of your boots inside the snow. Most commonly. There are both shocks and creeping scares in here, which include some disturbing revelations that start to surface as you travel deeper into the sport.

What really makes the sport stand out, though, is how it asks you to resolve its puzzles. There isn’t any tutorial, and conventional game logic doesn’t apply here – you’ll want to think of all the capabilities of your iPad. The one clue we’ll provide you with is that Year Walk isn’t afraid to damage the fourth-wall…There is a companion app too, that you really should download. Its main purpose is to produce a bit background to the sport. Its main purpose…

While Year Walk isn’t that substantial, and will only last you just a few hours, it’s an awesome showcase for the possibility of tablet games and may undoubtedly become influential over the following few years. Its conundrums will baffle you, and frustrate sometimes as you constantly try to apply traditional puzzle-game logic to progress – however the self-gratifying pay-off of solving them is immense. Get to the tip and you may truly feel as though you’ve gone on a journey and learned something new in regards to the way you play games. Not bad for £2.49, right

Want more great iPad game features, reviews and guides Take a look at iGamer Magazine at the App Store now!

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After Burner Climax iOS review: Beautiful but broken wings

Posted on February 18, 2013 at 4:15 pm

Obvious joke alert! On condition that After Burner holds this type of cherished place in our childhood memories, this beautiful but slightly wonky iPad conversion is something of a disappointment. You may say it’s an After Burner anti-Climax… Yeah YEAH Otherwise you could just say it is a poor fit for iOS.

Just winging it Weak jokes aside, we’re genuinely disappointed by this latest version of Sega’s classic arcade flight-fighter. While the sport looks great on iPad, its colourful stages lighting up the screen as you weave through a seemingly endless salvo of missiles and bullets; all that on-screen chaos comes at a cost – control.

You barely ever seem like truly in charge of the action, be that since the touch-screen simply isn’t responsive enough to deal with twitchy flicks from left to right as your fighter of choice dodges death by one thousand rockets, or because auto-aim is just too generous.

Shooting down enemies with missiles is so simple as tapping the screen, while – conversely – using the machine-gun in your jet to shoot anything down is like performing delicate keyhole surgery on someone who flails of their sleep.

There are several different modes, which can be just variations at the same core gameplay. There’s nothing to rival the party modes of alternative Sega classics like Monkey Ball or Outrun – but on the other hand, After Burner has always been more all in favour of its fun.

This is basically a semi-interactive thrill-ride. You’ve even got infinite continues, which further takes the edge out of the complete mid-air peril. So, would we suggest picking it up Depends what sort of experience you are looking for. In order for you something intense, explosive, but not too challenging then here’s £2 well spent.

However, in case you are craving a shoot-’em-up with more precision or a more fulfilling nostalgia trip, After Burner Climax is far tougher to recommend.

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