Thursday, 14 November 2013

Review: Pocket Trains (IOS and Android)




Overview
From the creators of the mobile hit Tiny Tower comes NimbleBit's latest installment, Pocket Trains. Pocket Trains lets you create and run your very own global locomotive empire. The train simulation genre isn't exactly renowned for its masses of followers but thanks to the mobile accessibility and charming visuals Pocket Trains will steal many hours from both gamers and non gamers alike.
Spread your empire from Europe to the far corners of the globe.
Gameplay
Pocket Trains' gameplay is lighthearted and extremely addictive. Players purchase preexisting railways and send their trains around the world delivering goods to make money. The more deliveries you complete, the more money you can make, which in turn allows you to expand your railway further across the globe, and unlock better trains. Both which raise the profitability of each delivery.
The concept is simple and sounds repetitive but trust me it isn't. Each Railway is limited to one train which creates the need for crisscrossing tracks. Furthermore each train has a fuel limit that takes time to refuel combatting the player running out of steam (Pun intended). Efficient strategy is imperative to make sure you can transport goods anywhere on the map. Scratch the surface with this one and a surprisingly deep and strategic puzzler is unearthed.


Geographic specific backdrops are a nice touch.
Visuals and Sound
The visuals aren't anything to write home about but they fit the game wonderfully. The same engine used for Tiny Tower is used again here with the unique Bitizens patrolling the platforms or joyfully riding the trains. Overall the games visual presentation is charming which highlights the fun drop in and out gameplay that mobile games are made for. Apart from the Occasional "Choo Choo" there isn't much going on regarding sound. There are some pleasant tunes whilst the trains travel to their destination but apart from that this is a game to play silently and save your battery.
Value For Money
Pocket Trains is free on both IOS and Android devices. This is a game that can last months depending on what you put into it. Unlocking trains is by far the most rewarding aspect of the game and NimbleBit makes you work for the best ones. Trains are split up into pieces ranging from 3-12. Each piece comes in a crate that needs to be delivered to its destination before it can be opened, meaning it can take a while to get the fastest trains. On top of this Pocket Trains has daily challenges which have you taking various items to or from a city. The reward for your efforts is a big wad of cash and a special crate holding part of one of the best trains. This work and reward gameplay is extremely addicting and will keep you coming back to send your trains trundling along your tracks.
Hard work is rewarded with better trains.
Verdict
Off the back of the hugely successful Tiny Tower NimbleBit has again made another winner. Pocket Trains is a fantastic little game that is fun to pick up and play yet holds a certain amount of depth that is rarely seen on the mobile platform. At a price of nothing there is no excuse not to try Pocket Trains. Download today!

8\10



Image credits
-play.google.com
-gamasutra.com
-pockettactics.com
-gamezebo.com

Wednesday, 9 October 2013

Battlefield 4 Beta First Impressions


Destruction is what has always separated Battlefield from Call of Duty. Blowing up cover, buildings and vehicles is one of the battlefields series main strengths, however in the beta of it's fourth iteration battlefields destruction element acts as both a blessing and a curse.

The only map available in the beta is the Siege of Shanghai, a huge map with a central focal point of a towering skyscraper. A river runs next to the monolith of a building with a single bridge connecting it to the rest of the map, which is mostly smaller structures making for great small scale firefights. However the tower is where most of the action happens, Helicopters patrol the skies picking off any ants they spot down below, whilst tanks roll around its base halting any advancing units. The single bridge is near impossible to cross on foot therefore the team at EA DICE added an under bridge for safer movement on foot.



Upon picking your class (Assault, Engineer, Recon, and Support) you choose your drop point depending on what zones your team has secured. I was dropped on the side away from the skyscraper and immediately headed over there not meeting any resistance. Either the match was hardly populated or I was a stealthy wizard, most likely the former. Regardless I followed some teammates over to the skyscraper and went inside taking the elevator to the top floors. Standing on top of the building was breathtaking, the scale of the map is huge. The width alone is enough to get excited about but standing the same distance vertically upwards added a sense of scale that has yet to be seen in the FPS genre. After I spent a minute admiring the view from the top I did the only logical thing there was left to do...I jumped. Consequently my first death shortly followed but what a way to go out, and the fall wasn't as short as I expected, it really is a tall tower.




As I mentioned above destruction is the name of the game when it comes to battlefield games. later on in the match I was running around the base of the skyscraper when much to my bemusement a huge explosion knocked me down and killed me. upon re-spawning the map looked unrecognisable covered in dust from head to toe. But it was the same map albeit missing one massive feature. Some crazed individuals had taken out the supports of the skyscraper and toppled it! That's right the map's most distinct feature is fully destructible along with many other areas of the map. This scale of destruction gives players the notion that they are in a fully interactable world. Capable of causing whatever mayhem their satanic minds can conjure up.


However not everything can be blown up which makes for some bizarre inconsistencies. If you choose to you can take down a skyscraper, but much smaller buildings wont receive a scratch regardless of how many RPG's you hit it with. Naturally if everything was destructible the match would become very boring very quickly, but some minor destruction effects would give the game a much richer sense of realism.

I was very impressed with my first play through of the Battlefield 4 beta and the best thing is that everything is subject to change. Hopefully EA DICE take into account players feedback and deliver an even more refined and immersive war experience




Image Credits
www.preorder.org/battlefield4
www.spawnfirst.com
www.multiplayergames.com





Sunday, 11 August 2013

5 Things Wrong With Pacific Rim

Pacific Rim had all the ingredients to be a summer blockbuster, giant robots, alien monsters, and the end of the world. But there were some glaring problems that even Idris Elba's stellar performance couldn't save. Here I will count down five slap your head moments that left Pacific Rim cowering in the shadows of its gargantuan monsters.

(SPOILER ALERT)
1) Jaeger pilots feeling pain.

The opening sequence gave us our first Jaeger Vs. Kaiju fight. Raleigh's Jaeger was defeated and had its arm destroyed, which bizarrely also injured his own arm. This seems like quite the design fault considering  Jaegers are built to do battle. Perhaps both the Jaeger and the pilot's nervous systems are synchronised so closely that both parties feel each others pain. So then why doesn't Rayleigh feel pain when he is trampling over buildings? And do his feet get chilly when he wades through the ocean?

2) Raleigh's scar.
.

In the aforementioned attack , Raleigh's Jaeger was opened up leaving him exposed to the monsters vicious blows. This time he was physically hurt by the beast leaving him with a claw shaped scar.  Sure it provided the female viewers with a bit of tough guy eye candy but the Kaiju's claws must be over 6ft each and well quite frankly his scar looks more savage girlfriend than marine monster. The proportions just don't add up.

 3) Water depth.
If you have ever swam out to sea you will know that the water gets deep very quickly. Unfortunately Pacific Rim seems to neglect any sense of water depth with Jaegers strolling around miles off the coast with water barely knee high. Granted the action would be a lot slower underwater but when a Jaeger has water to the ankles and a Kaiju suddenly springs up from the depths, you start to scratch your head.


4) Communicating through dimensions.

The Kaiju emerged through a portal from a different dimension. When Raleigh travelled through the portal, in his nuclear primed Jaeger, I sat in awe dazzled at what I was seeing. The moment was captured beautifully by an eerie silence as Raleigh passed into a new world. Then like a unwanted aunt at a wedding, his radio started blaring with the voices of the scientists communicating... THROUGH DIMENSIONS! Considering it takes light approximately eight minutes and twenty seconds to travel from the sun to earth its implausible that humans are now capable of sending sound through dimensions with no delay whatsoever.

 5) Super powered Helicopters
Helicopters carry water to fight fires, transport smaller vehicles, and pick up the odd damsel in distress. But now they can add carrying Jaegers to their repertoire. In the picture below it clearly shows eight helicopters carrying a 250ft robot to its destination. Over at Wired.com editor Rhett Allain laboriously worked out it would take 640 Chinook choppers to carry the mass of a single Jaeger, leaving us with a slight discrepancy.

Full Calculations - http://www.wired.com/wiredscience/2013/07/how-would-you-carry-a-jaeger-from-pacific-rim/



Did you notice any other problems with Pacific Rim? Share your find with Jordan's World Of Pixels in the comments section below.






Image Credits

-wired.com
-timsfilmreviews.files.wordpress.com
-reggiestake.com
-empireonline.com
-pacificrim-movie.net





Wednesday, 3 July 2013

Video Games I Choose You!




The sun smiles down its pearly white rays onto my baseball hat, shrouding my face in darkness. I must look mysterious right now but I don’t care. Soon everyone will recognise me. I will be the very best. Like no one ever was. This is the start of my own journey, I am about to become a man. Nothing can bring me down.
“Remember to change your underwear every day!” my mom shouts after me.
“Great…thanks mom”, I reply, deflated. 
Looking forward on the horizon I can see the buildings of the next town poking out above the trees. Everything is green, the most vivid green I have ever seen. The sweet aroma of wildflowers wafts through my nostrils, their scent is so strong it creeps down from my nose, until I can taste it in the back of my mouth. The rolling meadows sprawl out on either side of the path I stand on, but In front of me a tall hedge prevents any possible chance of this being a straightforward journey.  The winding road it is, I think to myself. I set off.
 It’s a busy day and people are dotted all over the path taking advantage of the beautiful weather. Apart from one boy spinning around in circles everyone seems to be standing still. Just standing there, eyes fixated forward not even blinking, curious. I can’t be dealing with any distractions today. Avoiding those beady eyes seems wise. Skipping past the spinning boy, as he turns his back to me, I continue on to my destination.
Whistling a jovial tune I eat up the pathway at a brisk pace.  There is no way I can keep this pace up but I am excited. A world of dreams and adventures awaits. Rounding the first hedge I spy my second obstacle. Long grass. I hate long grass, not because I’m allergic, it’s what hides inside that concerns me. I haven’t got time to spare and this 20-foot patch of grass could prove troublesome. I decide to take it at a run.  Pulling my hat down further over my shadowed face and taking a deep breath I rock back and forward preparing to charge across. The less steps the better. I’m off. I try to be as quiet as possible but each step seems to resonate like a gong, echoing around the quiet meadows.  The blades of grass reach knee high, scratching against my exposed legs.
A few more steps and I’ll be free. This is easy. Two more steps. I will be at the next town in no time, what was I worrying about? One step. Stop. I come to a halt, frozen in my tracks. One foot has found freedom but the other still trails in the grass. I look around, everything is spinning. The world is melting into itself.  The sky is beneath me, no above me, no above and beneath me.  The hedges are spiraling into the grass. Completely disorientated and nauseous I reach into my pocket. I know what’s coming. I clench the cool metal of the spherical object in my pocket. Running my fingers around the grooves that wrap around the ball’s circumference I find what I’m looking for, a small circle. I am ready. Everything goes black.
A wild Pikachu appears.
The above account is a memory, a personal experience I have had, that has a happy place in my heart. How can anyone say this isn’t a “real” memory? It’s as real as riding my bike for the first time, my first day at school, or my first soccer game. Videogames have been part of my life as long as I can remember, always have done and always will do. They provide a sense of escapism that sucks me into an adventure and allows me to forget everything else around. For the duration of my play all that matters are my goals in the game. A warrior, an explorer, a racer I don’t just play as a character, I completely become them. I am told my eyes will go square. My world is square, made up of millions of tiny pixels. I am told videogames are a waste of time. John Lennon once said, “Time you enjoy wasting, was not wasted.” Videogames are experiences, enriching our lives with opportunities that we simply can’t achieve otherwise. So to the people that say humans can’t fly, I say nay. Been there, done that, got the achievement.

Sunday, 23 June 2013

Opinion: Game over for Nintendo?


I felt like something was missing from E3 this year. Something playful, something colourful, something beginning with "R" and ending in "eggie". Nintendo went MIA from E3 2013 opting to present their software and hardware updates via a new format, their Nintendo Direct presentations. Owning every Nintendo console (except the Super Nintendo) their conferences have always been a personal highlight. However as hard as I try, in recent years the lack of exciting announcements have left my loyalty waining.  This lack of big announcements is why I believe Nintendo had to make the decision to distance themselves from E3 2013.

Prior to E3, Sony and Microsoft announced new consoles in the PS4 and Xbox One respectively.  The new home consoles were bound to attract the main attention and with no big news on the same scale as their competitors, Nintendo knew they would struggle to compete. This wasn't just any old E3 either, it was the unveiling of the next generation of video gaming. Nintendo had already released their "next gen" input with the Wii U and the 3DS was enjoying dominance over the handheld market, therefore all that left to show was software. 

The next generation of gaming.
Nintendo's biggest mistake has been the Wii U. The hardware, branding, and timing of the release have let its next-gen cousins move far out of sight. The Wii was a huge commercial success and introduced non-gamers to a form of entertainment previously ignored. Inevitably though the novelty wore off as consumers demanded more depth in their experiences. This gave Nintendo the perfect opportunity to develop this new influx of non-gamers into regular gamers, by evolving the console and games that originally caught their interest. For the video gaming industry to expand it needs more hardcore gamers who will make repeat purchases and stay loyal to brands. Instead Nintendo ignored this chance of consumer development, effectively starving themselves and the industry of growth.

The Wii U hardly broke any technological ground.

What Nintendo did was add HD to the old console and include a tablet  to entice the growing touch screen friendly market. Neither of which are huge leaps into the next generation, in fact both of these technologies are commonplace in households already. Nintendo should have waited until this year to launch a console that could compete with its rivals, however they released a same generation console that severely lacked in innovation. Waiting would have given a longer transition period for the beginner gamer to get into more advanced games and also gave Nintendo more time to develop innovative technology enabling them to create a next gen console matching the same high quality of their first party software.

However it is not all doom and gloom for Nintendo. Unless they have plans for a competitive console lurking in the background, there are still a few options that would help them to continue as a dominant force in the gaming industry. 

1) Solely focus on casual and non gamers 

The Wii's accesability captured the casual gaming market.
 The hardcore gamer expects an unrestricted online experience, flawless graphics, and innovative gameplay. At its current capacity the Wii U cannot provide any of this. Therefore Nintendo could release the hardcore crowd and instead target non and casual gamers. Providing fun, gimmicky, and easy to play experiences.

2) Relinquish the console market 

Nintendo boasts an impressive amount of established franchises.

 Nintendo's forte has always been their games. Zelda, Mario and, Pikmin are original series that have showed their longevity through countless iterations. Transitioning their brands over to other consoles would give developers the ability to work with better technology, bringing the same games we love but with next gen updates. Who knows, series might get a new lease of life, take Banjo Kazooie's Xbox 360 revival for example.

3) Handheld only

Could Nintendo enjoy a handheld only future?
Nintendo are without a doubt the kings of handheld. Exclusives like pokemon
have continually helped them dominate the handheld market since the Gameboy introduced portable gaming to the masses. Ironically, unlike its console market, Nintendo are continuing to successfully fight off competitors through innovation. Firstly with the addition of touch screen gaming and more recently the inclusion of a glasses free 3D experience. An exclusively handheld Nintendo may even give them the power to compete with the rapidly expanding mobile gaming scene.

Nintendo has options, and certainly has a place in the market, it just has some big decisions to make. They will always hold a special place in mine and the gaming communities hearts. But if they continue with their current business model they will soon be swept beneath the rug and disappear as serious contenders in the video gaming industry. However only a handful of people know what Mr Miyamoto and crew have brewing in their mushroom shaped cauldrons, so all we can do is cross our fingers and hope we will see the contents at E3 2014.


What are your thoughts on Nintendo's future? Comment below.




Image credits
- langcatfinancial.co.uk
- my.mmosite.com
-techradar.com 
-videogamer.com
-cnet.com.au
-gamestatistics.com
-operationrainfall.com

Friday, 21 June 2013

Video Gaming: The Forgotten Hobby


The gamer. A nocturnal creature, allergic to sunlight, social situations and often identified by their square eyes. This is the stereotype that video gamers are still associated with and by looking around the UK high street, it is evident why we are not viewed in the same light as music or film lovers. Both music and film are individual experiences, however in these industries fans can enjoy their medium whilst sharing a social experience in the form of cinema and concerts. The Video game market is bigger than both of these industries, yet there still is a distinct lack of provisions to motivate the everyday gamer just to want to take their passion outside of their bedroom.

Don't get me wrong there is no smoke without the fire, and a large portion of video gamers do fit this stereotype but without avenues for gamers to play in social situations then this industry will continue to stay as a back room form of entertainment. This current age of gaming took a step in the right direction with online gaming allowing voice communication and global competition. But ultimately we are sacrificing the growth of a potentially massive industry by encouraging gaming as a solitary lifestyle.
 
The original Legend of Zelda was made with the intention of communal gaming. An extremely hard game with no direction, released at a time where internet walkthroughs weren't around. The idea was that players would discover different things through individual play and then swap notes with friends, encouraging teamwork and creating a shared experience. By all means I am not saying we should all move away from single player adventures, games are at their finest absorbing you into a world and letting you experience a story. It's the publishers who need to refrain from spoon feeding gamers, instead of challenging us which makes us seek out help from other gamers and creating social interaction.
 
We don’t need to sacrifice depth with width. The industry as a whole needs to invest in more ways to make video gaming acceptable in today's social culture. We can learn from mistakes that we have made in the past, in terms of expanding too thinly and ignoring the hardcore, and instead we can turn video games into the biggest form of worldwide entertainment. Financially it already is, even without majority public support the gaming industry is more profitable than any other form of entertainment. This is a testament to the power that games have over individuals and the passion it instils within them.
 
Communal gaming centres like Xtreme Gaming (see previous article) boost not just the sociability of gaming, but further raise the competitive bar of gaming as a sport. The definition of a sport is, "An activity involving physical exertion and skill in which an individual or team competes against another or others." If Darts is classed as a sport then gaming most certainly can be. Publishers should be hosting tournaments in every city not just one major global city once a year. If we spread gaming as the competitive and professional sport that we treat it as, continually push the benefits of gaming into mainstream view, it will gain momentum and be taken seriously.
 
Some people might remember the TV channel Game Network, a channel 100% dedicated to competitive video gaming and gaming news. Evening programming consisted of live matches of competitive genre's such as FPS and sport. Whilst reviews, news and trailers were shown during the day. The channel presented gaming as a serious business with cash prizes for winners, however it was cancelled in 2005. This is how gaming should be presented to the masses and with more effort from publishing houses, console producers, and the everyday gamer we can destroy the stigma surrounding the current form of the industry.
 
A future where Video gamers gain social acceptance, and dare I say respect, is within our grasp. All we need to do as a gaming community is to reach up and push our passion into the spotlight it so righteously deserves. No longer do we need to barricade ourselves in our bedrooms. No longer should we be labelled geeks and nerds. No longer will we hide in the shadows. My life has been a lie. I have lived hiding the truth, afraid of ridicule from my peers. But no more. I am a gamer. Why aren't we all?




Image credit: www.telegraph.co.uk

Profile: Xtreme Gaming

Gamers rejoice, draw those curtains, brush off those pizza crumbs and head over to Xtreme Gaming. Situated in the heart of Colchester town centre, Xtreme Gaming is a dedicated space for gamers to play old or new titles, and hang out in a video game friendly environemnt. From weekly tournaments to all night gaming marathons this is the place to satisfy gamers every need.

Xtreme Gaming has different themed rooms for different genres, Zombie Arena, Sci-Fi zone and racing area to name a few. Each room has several gaming stations which consist of an Xbox 360, a 32 inch LCD TV and two gaming chairs. The different areas all have unique personalities, being adorned from head to toe with game memorabila and decorations fitting the theme.The Zombie Arena has eiry green lighting, wooden planks barring the windows, and supplies littering the floor. Making for a truely absorbing experience.

Being gamers themself the staff are very friendly and well educated in the service they provide. Xtreme Gaming offers a wide variety of Xbox 360 games suitable for any age group and offers reasonable prices at an hourly rate. The store has a membership scheme for even cheaper play and entry into it's gaming community.

Xtreme Gaming have pioneered an environment that the UK gaming industry has  desperately needed. Gamers now have the opportunity to enjoy their favourite titles in a place that promotes a social and competitive atmosphere.


Click Here to visit Xtreme Gaming's webpage for opening time, directions, and upcoming events.

Thursday, 20 June 2013

Microsoft scrap Xbox One's used game and always online policies.

Microsoft have made a complete U-turn concerning the Xbox One's used game policy and the always online policy. The move was made due to increasing discontent from gamers worldwide, which largely overshadowed their presence at E3 2013.

In a statement made last night Microsoft's interactive president, Don Mattrick, said, "The ability to lend, share, and resell these games at your discretion is of incredible importance to you. Also important to you is the freedom to play offline, for any length of time, anywhere in the world".

Mattrick's statements will please gamers who were angered at the idea of losing their freedom to exchange and rent used games.

"Trade-in, lend, resell, gift, and rent disc based games just like you do today - there will be no limitations to using and sharing games, it will work just as it does today on Xbox 360"

Consumers lacking broadband internet have also been addressed with the announcement that the proposed 24 hour always online connection has been scrapped.

"An internet connection will not be required to play offline Xbox One games".

The decision to reverse the planned policies may now put the Xbox One back in contention with Sony's PS4, which has been seeing more consumer interest since both consoles became available for pre-order.


Image credits
www.edge-online.com

Tuesday, 18 June 2013

REVIEW: LEGO The Lord of the Rings (Xbox 360)



Build, play, destroy. This is the LEGO philosophy. A cycle of infinite creation that continues to entertain different ages all over the world. Since 2005’s LEGO Star Wars, Travellers Tales have been applying the same old formula onto Hollywood’s blockbusters, creating different games that play exactly the same way. Now they give the Lego treatment to Tolkien’s fantasy epic: The Lord of the Rings and at long last, they have cracked it.

If you've been living in a hobbit hole for the past 12 years here is a super quick summary of the trilogy. The Halfling Frodo must unite the races of Middle Earth embarking on a dangerous adventure to destroy the one ring, ending the threat of the evil Lord Sauron’s world dominance. LTLOTR takes 11 hours and 23 minutes of film and condenses that into a neat package of 18 levels, six for each movie. As sparse as this seems the story never looses momentum, due to engaging cut scenes and a great new overworld.

Explore Hobbition at your leisure.
LTLOTR has a huge free to roam overworld, that keeps the story flowing by allowing players to travel to the next chapter. This welcome addition eradicates the need for a LEGO Star wars style central hub that abruptly interrupts the narrative. For example this time around after finishing the prologue level the player is dropped into Bag end, from there the whole of Hobbiton is up for exploration. Ride sheep, visit the fairground, and creep through Farmer Maggots field, all at your own pace. It is in these moments that the game excels. Yes the linear levels are still in there but now the overall experience feels like you are really living out the story not just joining it at important moments. Fanboys of the trilogy will be in their element canoeing down the river Anduin or taking a rest in The Prancing Pony. However the thing that keeps gamers coming back to these games isn't the movies license, in fact the LEGO games fundamental strength is in the third word of this review.

"Let's hunt some Orc"
There is something peculiarly satisfying about destroying every object in sight. The B button gets a good workout at every opportune moment, be it a colourful patch of flowers, a stray boulder, or even a lonely elf taking a moonlit stroll around Rivendell. LTLOTR actually rewards player’s sadistic side in the form of LEGO stud pieces exploding out of every object you vandalize. Collecting studs allows players to purchase new characters to use when replaying the game in free play mode. As with previous iterations there will parts of levels during the story that characters cannot interact with. Targets can only be shot by bow users and certain blocks can only be built with a wizard’s magic. This is where free play mode comes in, allowing any character to play through any level, finally letting you claim that out of reach purple stud piece.


They say there is no “I” in team, and there certainly isn't one in LEGO. LTLOTR is built for cooperative play. It features local co-op through an easy one button drop in/ drop out experience. Players seamlessly switch between shared screen and split-screen action through an innovative animation, giving the freedom of single player but always keeping the connectivity of multiplayer. Co-op play lets players experience the story as they unfold in real time. Same time events such as the hobbits running from the Ringwraiths whilst Gandalf duels with Saruman can now be enjoyed simultaneously via use of the split-screen, giving players a much more exciting and involved experience.

The lighting effects look fantastic.
LEGO games aren’t renowned for their blistering graphics, or sweeping landscapes, however this excursion into Middle Earth is a surprisingly pretty adventure. The art style reflects LEGO’s playful nature with colourfully bright LEGO pieces set against more natural environments. The landscapes are vast and quite spectacular views can be seen from one of the games many peaks. (Caradhras being a personal favourite) When rotating the camera these heights really highlight the scale that the overworld map encompasses. Many toy based games try their utmost to hide the fact that they are just that, toys. However the Lego games have always used this as their strength and exploited it for a finely balanced comedic value. Frodo’s LEGO hand being bitten off by Gollum actually adds to the charm of the game rather than hurting the integrity of the film. Characters look as “Legofied” as they would in real life and have been given a really nice polished rendering, which makes them more living plastic than digitized toy.

The original film score was used in the game, and to be quite blunt, it’s as glorious as it was first time around. Watching the trilogy is an enchanting experience that largely is due to composer Howard Shore’s masterful soundtrack. The original voice acting brings an air of authenticity to the overall package that is especially noticeable during cut scenes. Hearing the likes of Boromir’s second most popular saying “They have a cave troll” (runner-up only to the meme friendly “one does not simply walk into Mordor”) envelops you deeper into Tolkien’s adventure, making it easy to forget you are playing a LEGO game.

The longevity of LTLOTR depends on what type of player you are. For the casual player the story will give you about eight hours of play time. But for the 100% completionists there is 40 hours+ that can easily be squeezed out due to the abundance of collectables. Not only studs are up for grabs, there are also three wearable items, ten minikit pieces and one Mithril blueprint on every level. Then in the overworld there are the aforementioned characters available for purchase, (a whole 84!) Mithril blocks to discover and countless NPC’s in desperate need of help. Mithril is used alongside a blueprint to create an item for one of these people in need, prolonging the games life even further. For a LEGO Game there really has a huge amount of content to enjoy.

A world of collecting stud pieces awaits.

LEGO The Lord of the Rings marks a fresh instalment into Travellers Tales previously sinking ship. The inclusions of free to roam play, upgraded current gen visuals, and a truly immersive LOTR experience, give a much needed boost to the ageing gameplay. Although at times repetitive this game provides an enjoyable adventure to anyone and is a must have for LOTR fans.


-Image credits
www.mattbrett.com 
www.impulsedriven.com
www.feralinteractive.com
www.videogames.lego.com

Wednesday, 12 June 2013

Ninja Gaiden 3: Razor's Edge Xbox360 Review (Demo)



 Ninja Gaiden 3: Razor's Edge Xbox360 Review (Demo)



Blood. This is the first and last thing you will see when delving into the demo for Tecmo’s Ninja Gaiden 3: Razor's Edge. Players new to the series should not come expecting the stereotypical stealthy ninja game, a la the Tenchu series. Instead NG3 presents the fabled ninja as less of the live in the shadows, art of deception, silent killer, and replaces it with a more slash first ask questions later depiction. Think John-117 trading his assault rifle for a katana and greeting a phantom-load of grunts. Definitely not one for the squeamish among us, NG3 delivers a blood splattering experience but ultimately suffers from rushed development and shallow gameplay.

Graphically NG3 is a good looking game for its genre. It's a fast paced action game and the art team recognised this by taking the perfect approach. Bland environments contrasted with vibrant blood. You progress through locations quickly and with a blood thirsty appetite, therefore there isn’t much time for sightseeing. The demo is set in a run-down desert town where sand is in abundance. This makes the blood stand out in a very outrageous fashion; you will certainly know when you make contact with an enemy as their glorious streaks of red stain the sand. 



"The negotiations will be short" - Qui-Gon Jin
Gameplay is the heart and soul of NG3 and at its core the game revolves around a hack and slash mechanic. The game shares its time between two distinct sections, exploration and combat. The first is very similar to Assassin’s Creed’s acrobatic free running. Jumping between buildings here, running across walls there, all with seemingly effortless ninja flair. This part of the game is extremely enjoyable and provides intuitive interactions allowing the user a greater participation than merely “Press A to scale wall”. Unfortunately these sections throughout the demo are few and far between, unproportionately sharing the limelight with the combat segments.

When you reach the combat the action becomes very hectic. The protagonist, Ryu uses an arsenal of swift katana combinations, acrobatic ninja skills, and elemental magic attacks called Ninpo to defeat his enemies. Progression in the game allows the player to upgrade to stronger Ninpo and develop Ryu’s sword skills. Mastering these skills will enable relentless barrages of limb severing attacks. However trying to remember and execute these routines, all whilst being bombarded with countless enemies, only results in confusion and death. Which nine times out of ten is at the hands of one of the game’s many grenade wielding suicidal terrorists.  In fact countless resurrections only inspire the player to pound X (quick attack) and Y (heavy attack) even harder. Talk about sore thumbs.

In fact the entire demo feels hurriedly put together. From the offset there is a clear lack of guidance; Controls are hurriedly thrown at the player mid battle without even the courtesy of halting the action, enemies all have the same voice repeatedly shouting the same pleasantries of “F*** you!”, and they attack in very unrealistically rigid waves, that seem to spring out of thin air as soon as the previous group is killed.
NG3 offers a wide variety of upgrades to earn.
In general the game takes a very linear approach. For example after a short run about the rooftops you are repeatedly lead to very obvious square clearings, where upon reaching the middle a fight ensues. A rather monotonous way to drive a narrative.

Speaking of the story, the demo fails to give one. The player is simply dropped off in the desert outside a ruined town and as soon as you enter you are inundated with bandits trying to kill you. Understandably this is a trial run of an unfinished product but even a paragraph detailing the basics would have given the player a sense of motivation that this presentation is sorely missing.

Overall the demo of Ninja Gaiden 3: Razor’s edge disappoints. The visuals fail to save what is ultimately a shallow hack and slash affair. By all means the fun is there to be had and quite frankly the gore puts NG3 up there with God of War Ascension, as one of the filthiest games currently out there. But for the serious gamer looking to invest his time in something that will satisfy his gameplay and storytelling needs, this isn’t for you.



-Image credits
 www.videogamer.com
 www.garetro.com

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