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Showing posts with label player. Show all posts
Showing posts with label player. Show all posts

Tera is a massively multiplayer role-playing games

You team up with other players, fight monsters, level up, earn new gear, and so on. It is, in fact, a very traditional online fantasy adventure in most respects but one: its action. In many ways, Tera is a whole lot like other massively multiplayer role-playing games. And that action is so smooth, so immediate, and so enjoyable that it's likely to keep you invested in Tera, even as you skip from one quest to the next, ferrying messages between characters standing 20 feet from each other.

Generic questing aside, Tera is a well-executed game: it's easy on the eyes, smooth under the fingers, and remarkably stable. So what is it about the combat that makes it so good? For one, you needn't worry about choosing your target before firing off the usual barrage of sword slashes and fireballs that automatically find their mark. Instead, you hover your targeting reticle over your target and swing, or stab, or cast. Sure, some attacks are homing attacks, but generally, if you miss, you don't do any damage. For example, should you release a slow-moving blastball and the big hulk in front of you lumbers away, you're out of luck.

Tera feels more like a third-person action game than most MMOGs--you don't even need to hold a mouse button to engage mouselook. As a result, you feel connected to the action: your key presses and mouse maneuvers translate almost immediately to the screen. Yes, there are ability cooldowns, and you have to wait for animations to complete. But there is a sense of agility to the combat that's rare in the genre.

Big creatures bound around and exhale toxic fumes, while you and your adventuring party hammer on them when you aren't busy dodging, guarding, and getting into the most effective position. The biggest creatures are known as BAMs (that is, big-ass monsters), and facing one is a rush. One such monster is the ovolith, a giant spider creature that rolls across the landscape like a spinning top, bounds into the air and lands with a smash, and hammers the ground in the same way a data entry expert hammers on a keyboard.

Facing one with three or four friends is a riot. You must aim your attacks and stay alert, and you receive an indication of damage done only when your ice blast meets flesh--not before. How wonderful it is, this rare feeling that you are performing daring battlefield feats, rather than simply inputting commands and watching them play out onscreen.

It's a shame that there is an hours-long lull before you see Tera at its best. The tutorial prologue is great, in part because it starts you at level 20, gives you a few interesting abilities, and pits you against a couple of towering ogres. But when it's over, you're off to the island of newcomers, where you start from scratch at level one with a paltry couple of skills. From here, you're sent on a series of quests that can politely be called "standard," though "monotonous" is a better term. Most RPGs have you going off to kill stuff, collect stuff, and pass on information to those who need it, of course. But varied pacing, strong mission dialogue, and other contextual elements can make for fun, diverse questing. Sadly, Tera's quests are as dry as its own Shara Desert.

Every outpost is having some kind of problem with local creatures. Someone has always gone missing, and you have to go find them. Quest givers want you to take information to people standing within earshot. It's all so very tired. There is a story tying all of it together, starting with a demon invasion and the search for a missing war hero. The writing isn't on Fallen Earth or Age of Conan levels of excellence, nor will you shape the story as you play in the style of Star Wars: The Old Republic. Yet developer BlueHole Studio tries to sweep you up in the process, punctuating certain story quests with excellent real-time cutscenes featuring your own character.

Story arcs often culminate in instanced battles, with you and maybe your teammates fending off a sequence of attackers, or taking on a nasty boss demon. These sequences do a great job of keeping the mundane side quests from wearing on you. Considering the blandness of the quests, Tera keeps you involved in the proceedings. Of course, much of this has to do with the combat. But the world design can take much of that credit. Granted, there's a certain inconsistency to the Tera universe.

You can play as a horned, ferocious-looking Castanic, or as a hypercute foxgirl from the Elin race. The noble flesh mountains known as the Baraka cut impressive figures--particularly when standing next to a Popori, which looks like a portly panda. This bizarre and eclectic mix of fantasy figures comes across as disjointed at first, but it ultimately comes together. That's at least in part because the character diversity is matched by environmental diversity. The tropical landscapes at Cutthroat Harbor couldn't be more different from the enchanted city of Pora Elinu.

Diablo III Repairs Coming Next Weeks time, Market Home Late Again

Blizzard said recently that it will problem its first spot for Diablo III sometime a few weeks, but it has determined to again wait the discharge of its real-money, Diablo III community auction house. A number of hotfixes have been used since the mission's May 15 launch, while "tweaks" have been created to increase assistance balance, Blizzard said in a Friday Battle.net po.

"Moving ahead, extra hosting server maintenances will be required - and sometime a few weeks, we plan to launch a activity title upgrade by means of a spot that will further deal with customer concerns and use extra bug fixes," Blizzard said. On the auction-house front side, meanwhile, Blizzard has twice-delayed the rollout of the assistance, and that will seemingly occur once again.

"In light of the post-launch obstructions we've experienced, we have established to shift the discharge of the real-money community auction house beyond the formerly approximated May period," the organization said. "As we described in our unique statement, our objective has always been to make sure everyone has the easiest experience possible when the real-money community auction house releases, and we need a bit more a chance to metal out the current common balance and game play concerns before that function goes stay."

A new launch time frame has not yet been set. The community auction home a exclusive bazaar in which players can trade exclusive products discovered within the overall activity. Players, however, can choose between a "gold" community auction house, where debts are paid in exclusive money, or actual cash. There's also a "hardcore only" silver community auction house.

Blizzard also burdened that Diablo III does not have a protection problem. "First and major, we want to inform you that the Fight.net and Diablo III hosts have not been affected," the organization said. There have been no breaches beyond "traditional" breakins that usually include signing in with a person's current details.

Reports of "session spoofing" a gamblers identification after he or she connects a community activity, meanwhile, appear to be misguided. "Regarding this particular example, we've considered the problem and discovered no proof to indicate puts at risk are happening in this style, and we've established the techniques being recommended to do so are officially difficult," Blizzard said.

Any revealed problems with Diablo III does not appear to have moistened players' passion. Blizzard said Friday that players grabbed more than 3.5 thousand duplicates of Diablo III in the first 24 hours available, establishing a new history for the fastest-selling PC activity. Including in subscribers, a complete of 4.7 thousand international players were ready to play Diablo III on the first day of its launch.

Why Diablo III is the Fastest-Selling PC Activity Ever

Diablo III has become the fastest-selling PC bet on all-time, with more than 4.7 thousand players simply clicking the devils away on release day. Blizzard marketed 3.5 thousand duplicates of Diablo III in the first 24 time, the creator declared, and another 1.2 thousand players obtained the sport for free as part of a World of World of Warcraft Yearly Complete marketing. One weeks time after release, more than 6.3 thousand players had registered the fray-not keeping track of players in Japanese Internet game locations, where Diablo III also obtained a history discuss of playtime.

There are, of course, a number of apparent factors why Diablo III was such a hit: It had a lot of buzz around it, and a lot of expectation, coming 12 decades after its forerunner. But allow me to recommend a few other, less apparent factors for Diablo III's rapid success:

Instant Availability
Diablo III's history sales are proof of the energy of electronic submission. Before release, players could pay for the sport, obtain the information and set up all the necessary areas. Anyone who got trapped in the buzz could put down their money without getting up from their workstations and know that the sport would be willing to perform on release day. This wasn't just a pre-order, it was a pre-launch. Game playing system creators would be sensible to consist of identical systems in their next technology of components. (And yes, the release itself was a clutter. Blizzard says it's sorry about that.)

PC Gaming's High Season
Last Nov, after a one fourth of large development for Nvidia design cards, CEO Jen-Hsun Huang described that PC gaming is cyclical. It becomes more eye-catching as home movie games get mature, because they can't keep up with the handling energy of a new PC. Right now is excellent here we are at PC gaming, and Diablo III capitalized on this.

Changing Tastes
Though I can't back this up with research, I suppose that the modifying preferences of players has made Diablo more eye-catching over the decades. RPGs have always experienced a dedicated viewers, but through console visits like Huge Impact, Borderlands, Results 3 and Skyrim, the concept of making a personality and modifying him or her with new abilities and weaponry has become a popular concept for movie games. Diablo's bicycling of eliminating bad folks, gathering recover the cash and questing up is now a formula for AAA visits, so more players may be responsive to the sequence than they were 12 decades ago. At least that's why I dove in, despite having never performed a Diablo game before.

Blizzard’s "Diablo III" The Good, The Bad, And The Ugly

Blizzard’s ‘Diablo III’ is a guilty pleasure of a game, but not without problems. Diablo III is the big controversial title of May 2012, and I’ve played through the first half of Act III, so I’ll have more to say about the game once I’ve finished. The below review only covers up to that point.
Blizzard’s "Diablo III" The Good, The Bad, And The Ugly
So far I’ve played on Normal difficulty so that I could get a good feel for as much of the game as possible. I’m playing on PC, though the game is available on both PC and Mac. I’ve played as a female Wizard, though I typically choose more tank-like classes.

I’ll play a different class on Nightmare or Inferno later and report back with an expanded review. Also, Player-vs-Player is still in development, so once that’s out I’ll give it a shot and let you all know how it works.

Disclosures aside, let’s look at the good, the bad, and the ugly of Diablo III. I can’t say whether this game is right for everyone, but over all I’ve had fun with it, which is exactly the point of a game like this.

The Good
Blizzard’s Diablo III was a long time in the making. It’s been over a decade since Diablo II came out, and many fans of the series have been disappointed in what they perceive as both a lack of progress in the third game and, a little paradoxically, too many changes from the original.

But I’ve been enjoying Diablo III a great deal for what it is: a guilty pleasure of a game. I see Diablo as a game you can simply dip in and out of whenever you want. Hop in with a couple other players, slaughter hordes of monsters, and hop back out again. There’s very little fluff weighing the game down, and not much of a story to get involved with. What story there is clips along at a nice pace, and bits of lore you pick up and listen to as you play add nice details around the edges.

Graphically, many people complained that the game looked as though it was crafted using 2005 technology, but I disagree there as well. The painted 3-dimensional look is really lovely in its own way. Instead of a flat dungeon crawler, there are layers upon layers. Fighting along the ramparts of a fortress, you can see monsters down below and up above. They come not just from all sides, but from the sky, from clifftops and gorges. The juxtaposition of both 2D crawling, and 3D graphics makes the game more fluid and entertaining.

Diablo III is all about being a powerful hero, wielding massive power and doing massive damage to endless waves of enemies. There isn’t a ton of strategy beyond picking which awesome powers to wield. If you’re looking for tactical combat, look elsewhere. It’s not a smart game, really, but it is fun.

Some fans of the older games also complained about a lack of a skill tree. Again, I disagree. The skills you unlock each have a series of runes that are also unlocked as you progress. New skills and new runes are not necessarily more powerful than older skills and runes. Instead, they do a variety of things. One rune may change the cool down time of a power, another may increase its damage, still another may increase the distance or width of that power. You have to choose which rune and which skill you’ll place in each slot. This creates something of a skill web rather than a skill tree and I like how it works quite a bit.

All told, the graphics, the frenetic combat, and the powers are all pretty pitch perfect as far as I’m concerned. Diablo III works for what it is: a melodrama, where everything, including the story and the villains is larger than life, and where slaughtering demons and monsters is a gaudy parade of powers and lights.

Beyond that, I like the music and the sound-effects seem fine. Nicely produced all the way around if nothing particularly special. The cinematics, while blessedly rare, are gorgeous. The angelic fight in particular is really lovely animation.
The Bad
Not everything about the game actually works, however. Only two or three times have I been able to join a full four-person co-op. This is extremely frustrating, as four-person co-op is by far the best way to play. The monsters are at their most difficult, and the variety of powers that four players wield makes the game a lot more fun. Almost without fail, if I’m playing multi-player I’m playing alongside just one other player. Having a menu of games to choose from, and being able to see how many players (and possibly what class players) were available would be very helpful. Indeed, it seems like a no-brainer.

As with all dungeon-crawler, hack-and-slash action RPGs, the gameplay does get old after a while. While Blizzard did a good job making each Act have its own distinct look – you travel between grave-infested forests, plains, deserts, and besieged castles, just to name a few – the dungeons you enter start to wear thin after a while. This isn’t so much a complaint as it is an acknowledgment of the inherent limitations of the genre. Or maybe the limitations of the genre so far, and an indication that more innovation is required.

The merchants are pretty much only useful to sell gear. And I haven’t had much use for the craftsmen either. By the time I’m at a level to actually buy or craft a better weapon, I’ve almost certainly found something that’s way more powerful, making buying and selling all but irrelevant except to get rid of loot. So far the most interesting thing I’ve actually bought has been dye for my armor.

This item imbalance – and it is an imbalance – is not the only problem with creating an even-keeled game. Some bosses are far too easy, making the difficult bosses surprising and unexpected. I’d like it if all the bosses were a great deal harder, or at least if each new boss was progressively more difficult from the last.

Meanwhile, weapons serve as little more than stat upgrades, granting extra life or magic damage (etc.) to your character. You never actually wield the weapon for its own sake. I’m not terribly bothered by this. I hardly ever play magic users in RPGs, but in Diablo III it’s actually pretty fun to play as a Wizard and just lay down the powers of mass destruction. Double-beamed Disintegrate is a wonderful thing. Raining meteors down on the approaching horde is also great. Who needs to whack baddies with swords or axes when you can cause so much magic destruction?

Still, it does feel a little off not to have more emphasis on weapons.
Beyond this I have relatively few complaints about gameplay. The hack-and-slash action-RPG is not my game of choice. I prefer games where combat is tense and strategic, at least to some degree, such as Dark Souls or Dragon’s Dogma. But you have to critique these things on their own terms, and Diablo III isn’t trying to be anything other than what it is.

The Ugly
Outside of gameplay, there’s plenty of ugly with this game. The painted world Blizzard created is fine in my book, but when it comes to certain business decisions there’s much to be desired.
For simplicity’s sake, I’ll list these problems:
  • Blizzard made the odd and troubling decision to require all players to be logged online all the time in order to play the game. Even in single-player mode, players are forced to have an internet connection and be logged into Battle.net. Always-online DRM creates its own set of problems and inconveniences for players such as…
  • Launch issues. The problem with relying on Blizzard servers isn’t really that they’re going to go away any time soon. But whenever any problem takes place with the servers, those problems extend to anyone who owns the game. Want to play single player if Battle.net is down? Tough. If hackers decide to bring the servers to their knees, you’re out of a game. This brings up questions about ownership of digital property that don’t look good for gamers.
  •     Bugs. Lots of bugs. And hacks. Apparently lots of hacks. Players have reported numerous incidents of hacked accounts where all their items and gold have been stolen. This is a problem with always-online DRM, but it’s also a symptom of…
  • The real-money Auction House, where players can buy and sell items from one another, giving Blizzard a cut of each transaction. I can understand the convenience of this, and I can understand how such a system can extend the revenue stream for Blizzard. But it also rubs me the wrong way. It encourages playing a game to make a profit, and can create incentives for hackers to break into accounts, steal items, and then sell them for real money.
  • $60 is not the right price point for this title. With competition like Torchlight 2 priced at $20, it just doesn’t make sense. This isn’t to say it’s a bad game or not worth spending money on, but it seems way too expensive for this sort of game. Then again, I think a lot of games are overpriced. I think there really is decent replay value in Diablo III, but something closer to the competition would be more accurate and fair to gamers’ pocketbooks. Blizzard could easily release expansion packs or DLC down the road to increase replay value and bring in more bacon.
I’m sure I’ve missed plenty of issues that people may have with this game, both in terms of what it gets wrong in-game and on the business side. And I’m sure many Diablo purists will disagree with some of what I found really enjoyable about the game.

But that’s thing about games. We all have different tastes and opinions and we can’t do much better than say “To each their own.” For me, Diablo III is a great escapist title. Not much meat on the bones, but plenty of bones to keep you busy not thinking about the meat.

See the Disney Pixar Adventure at Xbox 360

A Disney Pixar Adventure is fun and exhausting! Players enter a virtual amusement park where they will find five themed adventures based on some of the most popular Disney/Pixar movies – The Incredibles, Toy Story, Cars, Ratatouille and Up – making the game instantly playable.

First up, this game is obviously aimed at the younger generation – anyone between six- and 12-years-old will absolutely love it and will be kept busy for hours. Anyone older will also have fun, but will soon be exhausted, except for divorced dads and stepfathers, who will forge ahead regardless.

At the beginning, players are guided through a process whereby their avatar is created. They then head off to the theme park, where they are met by a bunch of young friends who guide and encourage them to go on the various rides.

The Incredibles takes the player to the island in the film where they are tasked with rescuing damsels or destroying giant robots and the like. By waving their arms and moving their legs, players are propelled along a linear path where they can gather coins and complete clearly highlighted tasks, some of which include throwing huge concrete blocks at windows. Show me a 10-year-old boy who wouldn't be thrilled!
Click here

This particular chapter also has a free-fall scenario that's fast and fun! In Ratatouille, the player is obviously a rat that gets to scurry about and rescue fellow rats, do some serious balancing acts and slide down roofs at rat-neck-breaking speeds.

One thing about this game is that it is very polished. The graphics are beautiful and true to the films. Even watching someone playing is a pleasure. The gameplay is linear and fairly obvious, and the player is given a companion to lead the way and to encourage or give hints on how to complete puzzles or scenarios.

At any time, a second player can jump right into the action by simply waving an arm. Of course this means that if the second player is seated behind the first player, he or she better sit still – or risk getting shouted at.

I have to give this game a perfect score; it's superbly made, a lot of fun to play and watch, and I believe it will have a very long shelf life. As for the time it will take to complete, that's a tough one; many of the scenes are fairly short, but are more fun the second or third time around, and as players get better at the gestures, they go faster and score higher points. This, in turn, unlocks special features and extra levels. There are three “stages” for every game, so expect to play this for a long time.
 
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