Wednesday, 21 November 2012

NFS MostWanted 2012

 

Your next most wanted game.

October 30, 2012 Two years ago acclaimed British developer Criterion took a stab at one of Need for Speed’s most established imprints: Hot Pursuit. The results were fantastic; it was a game that pushed the arcade racer forward in new, exciting  directions, providing unprecedented levels of connectivity, and was a major shot in the arm for the series.
Thankfully, following on from the disappointment of last year’s entry The Run, Criterion is back in the driving seat, turning its perfectionist’s gaze towards another title from the franchise’s past. This time it’s Most Wanted receiving the makeover and the results occasionally approach the sublime.
The first thing that impresses you about Most Wanted - and there are many highlights to choose from - is the sheer quality and craftsmanship of the game. It’s evident in most aspects of the game. It’s been constructed with a fastidious attention to detail. You’ll emerge from winding tunnels into blinding light; flecks of dirt and blades of grass will cling to the screen should you choose to go off-road; the music quality will dip and static will accumulate on your Sat Nav when you venture underground; the warm sunlight skims off rainwater that has pooled on the uneven, cracked tarmac. They’re all little touches – testament to time and energy – but when they all combine, as they frequently do, the result approaches something quite sublime. And you’ll still be able to appreciate it all tearing down the highway at 150 miles per hour.
You get the impression that Criterion is rather proud of its achievement. Each race is prefaced by an introductory video, which showcases the city it has built from the ground

Need for Speed Most Wanted 

 

October 30, 2012
Need for Speed Most Wanted offers players an expansive open world packed with exhilarating action where they can choose their own path to become the Most Wanted.
up. Some are surreal vignettes in which police cars fall from the sky or perch on the ceiling of car parks like flies; others are snapshots of the city itself, showcasing its urban beauty. Things in the distance don’t bear up to the same scrutiny but it’s a more than acceptable tradeoff, since every side of Fairhaven – every sewer and flood drain, bridge and road – is accessible to you right from the beginning, without a single intrusive loading time. This is open-world gaming at it’s most seamless. Different sections aren’t crudely welded together with lengthy loading times. You’ll only be pulled out of it when you change cars, enter a race or switch to multiplayer and it never takes more than a few seconds.
But this is a driving game of course, so inevitably it comes down to the cars. And in keeping with its sandbox aspirations, you're able to drive nearly every one of its 41 vehicles right from the start, from the mundane Lancia Delta to the most desirable Aston Martin V12 Vantage. To drive them you don’t have to win races or accumulate points or buy tokens; you just have to find them. Some are hidden on rooftops or down back alleys; some are hiding in plain sight.
When you find a new car it’s equipped with stock components: basic tyres, a basic chassis and transmission, and no nitrous exhaust. You upgrade your car by accumulating Speed Points, which you earn by transgressing the law, setting off speed cameras, bursting through billboards, evading the police. But the fastest way to net some serious Speed Points is by entering street races.
Each car has five races open to it, ranging from easy to hard. The races themselves are fairly varied: there are straightforward circuit races, sprint races and Speed Runs, in which you’ll have to maintain an absurdly-fast average time while weaving in and out of traffic. Place well in the races and you’ll receive perks such as off-road tyres, a reinforced chassis (so you can burst through roadblocks), or different gear sets, depending on whether you want a higher top speed or faster acceleration.
Modding is easily done via Easy Drive, the game’s persistent on-screen menu. It lets you upgrade your car using the D-pad, change your car and set a route to new race. It again furthers that open-world feel. Criterion is smart enough to know that nothing is more antithetical to the open-world experience that it’s trying to create than drilling down through a series of static menus.
In addition to straightforward races, there are also Ambush events in which you’ll have to evade the boys in blue. Part of the fun of Most Wanted is antagonising the authorities. Initially you’ll feel restricted to the roads and highways of Fairhaven, but the races show you different sides to the city. There are two ways in which you can lose the fuzz: keep on running for the horizon and hope they can’t chase you or break the line of sight and hide under a bridge, like Ryan Gosling in Drive.
But police interference isn’t limited to Ambush events. They’ll get involved in most races, attempting to ram you off the road or into oncoming traffic; dropping stingers right in front of you; or blocking entire intersections. As your ‘Heat’ level increases they’ll employ faster cars to chase you down and even call in SWAT teams. And this is where your mods can give you a slight advantage – if you need to plough through parked SWAT vans or SUVs you must equip a reinforced chassis and the powershot exhaust, otherwise your car will crumple on impact. However, modding on the move isn’t all that easy and the risk of crashing into an obstacle while trying to change to re-inflatable tyres isn’t really worth it. And while Kinect allows you to access Easy Drive more easily, during the fast-paced races of Most Wanted it’s still a bit of liability to mod mid-race.
The spectacular is well within reach of even the novice in Most Wanted. Cars handle brilliantly. Once you master drifting and how to use nitrous bursts effectively, you’ll be competitive in most races. Harder races aren’t intimidating with practice and a range of mods unlocked. Slow and steady won’t win you races in Most Wanted; only insanely fast and audacious will.
Races in Most Wanted begin not from a static racing line, with you patiently waiting to hit the gas, but from a rolling start – you’re furiously thrown into the middle of the race and that’s pretty much emblematic for the game itself. The opening credits end with an invitation – a robotic-sounding woman’s voice says, “What happens next is up to you.” And that’s part of the game’s central weakness. It provides so much freedom that some will find it rather aimless. When you can drive and upgrade a Lamborghini Gallardo right from the beginning, the motivation to do it all again with a hatchback quickly evaporates. Some many of its pleasures are immediate, not rationed nor deferred.
Saying that, there is a very loose narrative of sorts: you’re tasked with becoming the city’s most notorious racer. When you earn sufficient Speed Points you’ll be able to challenge one of Fairhaven’s ten most wanted racers. They drive the most desirable cars in the game – from the real-world Bugatti Veyron to fantastical concept cars – and the races are akin to boss fights, periodically testing your skills and knowledge of the city’s streets. (Incidentally, each race is preceded by the most stunning introduction.) Beat them by successfully take down their vehicle and you’ll take their car as a prize. It’s the main incentive to keep on racking up those Speed Points.
That incentive is bolstered by the game’s approach to multiplayer. You’ll be able to drive around a private version of the city with friends, smashing into each other with Ballardian glee, or run through ‘setlists’, which comprise of races as well as challenges – who can make the biggest jump or execute the longest drift, and so on. It’s a lot fun and, as with the main game, it’s all seamless and flowing. Events are linked by mini-races as players attempt to get to the starting point before the rest. But if multiplayer isn’t your sort of thing Criterion has subtly woven competition into the very fabric of Fairhaven. Billboards will carry the face of your friend who burst through it at a higher speed, for instance. It’s subtle but very effective.
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The Verdict

As with all sandbox games the narrative is of your own making but this is even more true of Most Wanted. The side-effect is that it can feel aimless at times. If you desire structure, if you wanted a game to be meted out to you, you might find its instant freedom somewhat overwhelming. But Most Wanted is all about deviation and deviance. It’s the racing game for people who don’t tend to like racing games. You’re not punished for missing that apex or abandoning that nagging racing line. It’s undoubtedly one of the year’s most exhilarating experiences.

From---ign.com

Friday, 16 November 2012

                     Lost Planet 2 review

lost planet 2 thumbnail
Hell is other people. Misery loves company. Everything’s better with friends. Poor third-person shooter Lost Planet 2 sits somewhere in the middle of these extremes, trying to work out what went wrong.
Unfortunately, the answer is simple: it doesn’t understand the difference between being a great singleplayer shooter and an addictive cooperative multiplayer shooter. Whenever it turns its attention to one side, it chokes on problems from the other, making neither as satisfying as they deserve to be.
Wait, we were trying to blow this up, right?
When it works, there’s plenty to like. Lost Planet 2 is a great-looking gun-game, with excellent pyrotechnics, some phenomenally cool set-pieces, and unapologetically gargantuan bosses of the kind that we just don’t get to see enough of on the PC. God only knows what’s going on in the story, full of acronyms and alien monsters and constantly jumping around between sets of basically identical characters on the no-longer-frozen world of E.D.N. III, but it hardly matters. You pilot stompy mechs, and they make stuff explode. Who needs a reason to enjoy big explosions?

Strange fruit

Unfortunately, the campaign that was meant to distinguish it from the crowd ends up being by far its weakest element. For starters, there’s no singleplayer mode, only the option for an all-AI team which doesn’t take orders and has the collective intelligence of a kumquat. These grunts are fine at basic enemy killing, but any area that demands even a little actual teamplay instantly becomes an exercise in pure frustration. The only good thing about playing solo like this is that you can watch the hamfisted but important cutscenes through to the end without being peer-pressured into hitting the skip button.
Bosses are exciting, but the fights can drag after a while.
With other humans on board, Lost Planet 2 becomes closer to the game it was meant to be, but still can’t resist shooting itself in the foot. For starters, there’s a limit to how many times you can die and respawn, which means lots of replaying thanks to both accidents and appallingly explained objectives. Instead of encouraging you to act as a team, it just makes you cross every time someone screws up, and the price of failure is far too steep for pick-up groups. Missions go on for far too long, fighting the tougher bosses quickly becomes tiring, and the increasingly cheap deaths mean that your best chance of getting satisfaction out of the later levels is to buy a keyboard that looks fun to smash.
The most frustrating part of all this is that it’s not the core game at fault so much as the often silly rules laid over the top. The obvious comparison is that where our own Left 4 Dead 2 went out of its way to be an approachable co-op shooter, Lost Planet 2 just shrugs and tells you to suck it up. That’s hardly uncommon in imported games like this, but it could have met us closer to halfway.

 From---www.pcgamer.com

Monday, 5 November 2012



Prototype 2 Is One Of the Best Pc games i've Ever Encountered
Time seems to fly by When We r Playing Thsi Awesome Game
Excellent graphics
A Must-play Game