Friday, April 25, 2014

ZombiU Review

Ubisoft seems to have approached ZombiU with a sensible formula: introduce the relatively unique properties of the Wii U gamepad and present them in the context of a very accessible and appealing zombie apocalypse. In doing so, Ubisoft, no stranger to third-party launch titles, has stepped it up a notch to deliver one of the few worthwhile original Wii U titles out of the gate.

There's something eerily familiar about the outbreak imagined in ZombiU's London setting. Granted, dark and desolate urban areas are hardly original settings in undead nightmares, but this combined with the guitar-driven score made me wonder just how much Ubisoft drew particular influence from 28 Days Later. Here, however, the fast-moving zombies don't show up until later. If you classify zombie entertainment two-pronged, as either isolated incidents that survivors can overcome or end-of-the-world events that survivors can endure, you'll find ZombiU falling into the latter category. ZombiU is played in the first person, always an efficiently immersive approach in the zombie survival mode. Your go-to melee weapon is the setting-appropriate English cricket bat, which while durable, isn't the easiest weapon to wield, and is one of the reasons I relied more on the limited firearms or in some sections just avoided zombies altogether. Moving around worked well enough, though the same can't be said for object interaction. Whether it's going through doors or looting the undead, it can be a challenge precisely centering your camera for the needed button prompt to appear.

Of the many Wii U launch and launch window titles out now, ZombiU is on that short list of games not allowing you to make a full playthrough on the console's unique new gamepad. That's not much of a detractor here, with the secondary gamepad screen acting as a special makeshift device that allows you to detect objects and signs not visible on your primary screen. It's also what you'll refer to for inventory management, making for extremely tense situations that force your attention from the primary screen even when zombies are in the midst.

Of the many terms that surfaced during the gaming year that was 2012, "permadeath" could be the one most oft repeated. Thanks to the success of XCOM: Enemy Unknown, gamers rediscovered what it feels like to emotionally invest in playable characters without the assistance of high-production cinematics or even deep character development. ZombiU works off this concept of permadeath, but, unlike XCOM's concern for an entire squad, has you focusing your protection onto one character at a time. This creates a great sense of caution and with the first character you control almost paranoia, until that faint hope you can beat the game without dying flitters away upon first death. But die you (probably) will in ZombiU, and once you get over it you'll find it's not the end of the world. Though it can be difficult if you had stored in your backpack all ammo and items at the time of your demise. You'll have to track down and kill this last character you played, now one of the walking undead, for any chance at recovering those items. If on the way to recover these items your new character gets infected, then those items are gone for good. This leads to judgment calls on what items you ought to bring with you and what you should save in the storage container in the safehouse.

ZombiU
In trying to keep your survivor alive, the game provides a number of avenues beyond the standard up close and personal approach. The outdoor areas of London can be especially roomy in providing non-confrontational routes to sneak past zombies and focus on your immediate missions. These missions include anything from activating closed circuit cameras to recovering key items.
Next to Tekken Tag Tournament 2 and New Super Mario Bros. U, ZombiU ranks as one of the best local multiplayer games for the Wii U. Much like the adversarial forms of multiplayer in Nintendo Land, the asymmetrical set up of pitting players against someone with the Wii U gamepad provides a level of entertainment you wouldn't get from a regular match on traditional controllers. In ZombiU, there are the player-controlled survivors, while the player with the gamepad takes on the role of zombie summoner. In the gamepad user's eyes, it's sort of a form of "tower offense" as you're able to send a number of zombies to stop the other players.
ZombiU
 
Taking a page from the classic multiplayer conquest mode, ZombiU pits survivors against zombies in a competition to take over capture points. I was pleased with how fair and balanced the challenges were from both the zombie and the survivor perspective. One zombie type is designed to capture points while the rest are designed to torment the survivors. The latter group is an utter joy to disperse out into the field and make things hard for your friends. There's nothing like the sadistic glee of overwhelming others with fast moving joggers and spitters.
ZombiU should also be recognized as one of those rare launch titles that doesn't have the classic earmarks of a launch title that's been rushed out the door. The melee combat is a little rough, but that's compensated for by the other tools available in the game. Moreover, ZombiU's levels are developed well enough that your wits become a useful asset. The full integration of the gamepad and how it forces your gaze away from the television creates a special kind of suspense you couldn't get in other zombie games.

Friday, April 18, 2014

Ubisoft's Xbox One/PS4/PC racing game The Crew launching this fall, has microtransactions, runs in 1080p

Ubisoft announced today that its Xbox One/PlayStation 4/PC racing game The Crew will launch this fall and, like many other racing games, it will support microtransactions.













The Crew's microtransaction system will let you buy new performance parts with real money. Of course, you can unlock these items through standard progression. Ubisoft says the paid performance parts are aimed at players who might be pressed for time."We can confirm that performance parts can be unlocked through progression as well as microtransactions," a Ubisoft representative told VideoGamer. "All content can be unlocked through progression, but for busy gamers who want to save some time, they will have the opportunity to buy some items in-game."Sony's Gran Turismo 6 for PlayStation 3 supports microtransactions, as does Microsoft's Xbox One racing game Forza Motorsport 5.












The Crew will also run in native 1080p at 30fps for Xbox One and PS4, creative director Julian Gerighty told Videogamer.You can preorder The Crew today for Xbox One and PS4 across two versions: the Limited Edition and the Muscle Edition. The Limited Edition includes early access to cars like the BMW Z4 sDrive35is, Mini Cooper S, and Dodge Ram SRT-10. Meanwhile, the Muscle Edition--available only at GameStop--will include everything from the LE, as well as early access to the 2015 Ford Mustang GT. Both versions include 10,000 bonus "Crew Credits."The standard version of The Crew will sell for $60, but Ubisoft did not say how much the Limited Edition or Muscle Edition will cost. In addition. the premium bundles were only announced for Xbox One and PS4, not PC. For more on The Crew, be sure to read GameSpot's new hands-on preview.

Thursday, April 17, 2014

The Evil Within


Release date: August 26, 2014


With The Evil Within, Shinji Mikami is looking to get back to his survival horror roots, wishing to make a game like his masterpiece Resident Evil 4. That’s great news for fans of horror games, as Evil Within is already shaping up to be a terrifying tale. That’s not so great new for the more skittish folks among us, as it’s one more game to fuel our awful nightmares.
Mikami has been busy since RE4, lending his touch to games like God Hand, Vanquish, and Shadows of the Damned, but The Evil Within looks like Mikami’s bread and butter: horrifying monsters, dark hallways, and the third-person over-the-shoulder format that RE4 made famous. This looks like one of those games we play with the lights on…every light…in the entire house.

Tuesday, April 8, 2014

Logitech announces G502 gaming mouse with 12,000 DPI sensor



Logitech has a new gaming mouse, and that gaming mouse has an edgy name to go with its ridiculous new 12,000 DPI sensor: Proteus Core. Logitech's G502 Proteus Core is the successor to the G500s, which is just a year old. Logitech calls the 12,000 DPI sensor, "the world's most powerful and accurate sensor," and say that it's a brand new design that no other mouse on the market has.
High DPI doesn't say much about sensor quality—most gamers use a DPI setting in the low thousands, and no one can realistically control a mouse at 12,000 DPI—but Logitech claims the sensor has "zero acceleration, zero smoothing or filtering, and zero pixel rounding." Those are all magic words to hardcore gamers worried about mouse acceleration throwing off their aim. The Proteus Core's big new feature is the ability to calibrate the sensor on different surfaces to optimize tracking and lift-off distance.
Logitech's gaming mouse drivers for the Proteus Core include a tab called "Surface Tuning" that can hold a number of custom surface settings. Adding a new setting takes about ten seconds—you move the mouse around the surface in a circle while the sensor takes samples, then give it a moment to analyze the data and apply your new settings.
The mouse can store its surface data in internal memory, along with the usual selection of programmable macros and profiles. Logitech's drivers also support switching mouse profiles based on specific applications or games.
The familiar palm grip hump of the G500s, the G500, and even the classic MX518 is still visible in the Proteus Core's design. But Logitech's given it an angular makeover, with separated left- and right-click keyplates, more triangular buttons on the left side, and more defined thumb and pinky grips with a textured rubber coating. The mushy rubber scroll wheel has been replaced by a larger metal scroll wheel, which can switch between notched and free scrolling. The wheel still clicks side-to-side.

Logitech has also redesigned the G500s' weight customization system. Its previous tray design moved the mouse's center of gravity too high off its surface, so the new 3.6 gram weights fit into a thin well in the bottom of the mouse. Choosing where to place some or all of the five weights can slightly change the Proteus Core's center of balance.
At 145 grams without any added weights, the Proteus Core is on the heavy side. The Razer Deathadder 2013 weighs 105 grams, and some gaming mice weigh considerably less. After a day of hands-on with the Proteus Core, I think its rubber side grips and large metal scroll wheel are big improvements on the G500s' dated design. Despite its weight, the mouse slides well on a hard pad thanks to two large feet. I prefer the responsiveness of light mice over heavy ones, but the Proteus Core doesn't feel prohibitively heavy.
Logitech's new sensor is by far the most interesting and important component of the G502. 12,000 DPI is an almost meaningless number, but Logitech is also promising the ability to track at 300 inches per second, faster than you'll ever realistically move your mouse. If the mouse tracking stays perfectly accurate up to that speed (this metric is often referred to as malfunction speed) without exhibiting any positive or negative acceleration, Logitech's new sensor will delight even the pickiest mouse enthusiasts.
The Logitech Proteus Core goes on sale in April in the US and Europe for $80, about $30 more than the G500s currently costs on Amazon in the US.

Watch Dogs will require Uplay, even on Steam




To no one’s surprise, Watch Dogs will require us to use Uplay even if we buy it through Steam. It’s one of Ubisoft’s biggest games of the year, and the company isn't about to set aside its Steam competitor, despite releasing it on Steam. If you want to play Watch Dogs on PC, there’s no way around it.

"Like some of our other AAA releases, including Far Cry 3, Splinter Cell Blacklist, and Assassin's Creed IV Black Flag, Watch Dogs will be available on Steam and will leverage Uplay to support the games services,” Ubisoft confirms to IGN.

One of the most annoying things I've noticed about Uplay is that if you don’t close it after you quit a game, Steam continues to count the hours as time played. It’s why I have 60 hours logged into Trials Evolution even though I probably didn’t play it for more than six.

That's a minor inconvenience, but it’s still frustrating to have another thing to download and launch every time I want to play Watch Dogs, especially when it doesn't do Steam's features better. But is Uplay going to stop me from playing Watch Dogs? Not even close. If it turns out as good as promised, I might even upgrade my PC for it, given the recently released and slightly daunting recommended system requirements. In case you missed those, here they are:

Minimum:

OS: Windows Vista (SP2), Windows 7 (SP1) or Windows 8 (Please note that we only support 64 bit OSs.)
Processor: Intel Core 2 Quad Q8400 @ 2.66Ghz or AMD Phenom II X4 940 @ 3.0Ghz
Memory: 6 GB RAM
Graphics: DirectX 11 graphics card with 1 GB Video RAM - Nvidia Geforce GTX 460 or AMD Radeon HD 5770
DirectX: Version 11
Hard Drive: 25 GB available space
Sound Card: DirectX 9.0c Compatible Sound Card with Latest Drivers
Recommended:

OS: Windows Vista (SP2), Windows 7 (SP1) or Windows 8 (Please note that we only support 64 bit OSs.)
Processor: Eight core - Intel Core i7-3770 @3.5 GHz or AMD FX-8350 X8 @ 4 GHz
Memory: 8 GB RAM
Graphics: DirectX 11 graphics card with 2 GB Video RAM - Nvidia Geforce GTX 560 ti or AMD Radeon HD 7850
DirectX: Version 11
Hard Drive: 25 GB available space
Sound Card: DirectX 9.0c Compatible Sound Card with Latest Drivers

MMO racer The Crew speeds past delay, coming this fall

Ubisoft ripped back the curtain on The Crew today, showing off gameplay from the multiplayer racing game for the first time. Billed as an MMO for racing fans, The Crew lets you and friends get together for illegal street races and other such high-speed shenanigans across a photorealistic, open-world representation of the continental United States.
Here, have a gameplay trailer:













We heard a lot about The Crew when Xbox One and PS4 were having their measuring contest at E3 last year. We then learned that the game was delayed until 2014, after which The Crew started playing The Quiet Game in the finest tradition of the great American road trip. Now that the game has had some extra time to marinate, Ubisoft has pushed the release to this fall and begun the slow drip-feed of a publicity campaign anew.
For more, check out our hands-on preview of The Crew from last August, though it’s impossible to say what has or hasn’t changed in the extra months of development. Ubisoft will be releasing The Crew on PC (through Uplay, of course) this fall.