Battlefield 4 Review (PS4)

by Dan Oravasaari
Battlefield 4
When Battlefield 4 launched on the PS3, gamers were met with a number of issues that they could only hope would be promptly fixed and completely figured out by the time it launched on the PS4. After having put in well over 50 hours in the now current gen version of the game, it is safe to say that not only have the issues not been fixed, it seems more are popping up.

The most notable aspect about Battlefield 4 is its luscious visuals and incredible use of physics, on a war zone that is capable of containing games of up to 64 players and numerous vehicles. Running around the various maps, it is easy to see the improved texture density, especially if you are coming from the previous generation’s version, making everything looking more clean and realistic. Sadly, there is a decent amount of dips in the framerate and extremely noticeable pop-in, especially on some of the foliage and certain blown out walls.

The campaign for BF4 is just about as unremarkable as it was the last time around, characters are mildly fleshed out and the story is little more than a teetering global conflict that rests on the shoulders of a few unlucky soldiers. Taking the player through a variety of locations and objectives, the story is little more than a rundown of the various features available in multiplayer, which makes it feel like an elongated tutorial with some Hollywood set pieces thrown in to keep you playing.

BF2
Sadly, while the story might redeem itself at the end, I will never know. Due to an issue with the game continually failing to progress, I am stuck having to replay through the same mission over and over again until it rectifies itself or restart the campaign altogether. But, since I am on the last mission and have a decent enough understanding of what the story has had to offer, I can easily say that the campaign is little more than a throwaway unless you enjoy empty military scenarios.

Obviously, the main reason anyone is going to pick up Battlefield 4, is for the multiplayer portion of the game, and thankfully, this is where it shines. Being by far, my most favored online experience, BF4 sets players with various modes that go from a multipoint king of the hill ticket mode to smaller options like attack/defend or team deathmatch. All of which, are designed almost to perfection, with team sizing and map scaling to provide just about the correct amount of mayhem and exploration needed for each objective.

Battlefield 4 really sets its sights on keeping players feeling like they are a member of a squad, as each of the games 4 kits have their own set of weapons and accessories to make each them valuable to the war effort. But, instead of limiting a kit like recon to being a sniper, all kits have the ability to use a sub class of weapons instead of the default, which gets players classes moving into situations they wouldn’t normally be in. With each weapon class also having a laundry list of unlockable weapons and accessories, the amount of replay value contained in BF4 is incredible, if not a bit daunting – especially if you account for most weapons having drastic differences in capabilities.

BF1
Being a BF game, all 9 vehicle types in the game are very much at the center of the bigger maps and modes. But, unlike BF3, the ability to unlock a specific weapon ability for your chosen craft feels less like a grind, as experience is a bit more generous, especially with the chance to unlock random items with new battlepack feature. The only issue that I had found in general with the vehicles, was that each of the aircrafts were a bit touchy and the new default controls for flying have a steep learning curve.

Building off of what we had seen in the past, each of the game’s maps have buildings that can be completely broken down into a pile of rubble. Not only does this add a great deal of versatility to each game that is played, it goes a great distance in making BF4′s multiplayer feel immersive in ways that no other game has in the past and works great with its existing mechanics.

Sadly, while multiplayer can feel like a deep and well designed feature, it is riddled with countless drops that can make the experience mute and frustrating. Playing through an hour long match, only to have it disconnect is infuriating, especially when it happens within the last few minutes. Having a match drop once in a while is an understandable problem that almost every game must face at some point, but it is really the frequency within BF4 that makes it such a problem.

Ultimately, Battlefield 4 is a wonderfully robust experience with a predictably mundane single player campaign that could have been one of the best games on the new current-gen consoles. But, the number of game breaking issues that can arise detracts from the simple ability to play the game in very fundamental ways, makes it difficult to recommend on any level, as some gamers will be able to deal with the issues, while others wont.

Hideo Kojima: “PS4 has Fantastic Specs That Make it Really Easy to Transition From High-Spec PCs to PS4″


 by Jason Dunning
metalgearsolidhihi
With some exclusive PlayStation content in the form of the Déjà-Vu mission when it releases next year, Metal Gear Solid V: Ground Zeroes on PlayStation appears to be the best way to play.
In an interview with the PS Blog, Hideo Kojima elaborated on what else might set the PS4 version apart from Ground Zeroes on other consoles:
We are trying to take advantage of as many things as we can, but we also want to focus on keeping the experience as close as possible on both platforms, between PS3 and PS4. More than that, I would recommend that people who are looking forward to the next generation having a tablet next to them, taking advantage of those capabilities. I think there are things that people will enjoy there.
As for Remote Play, they’re “still trying to put together how much we can fit into the next game.” Calling Remote Play “impressive,” Kojima reveals that they’re “running tests and still working on the game.”
The conversation shifted to the PS4 hardware itself, with Kojima talking about whether he’s pleased with it or not:
We used to run into some difficulties from PS3 that made us push it to a new level. Now we’re focusing on a multi-platform approach so we’re working on PCs. PS4 has fantastic specs that make it really easy to… transition from high-spec PCs to PS4. We expect that we will have very good results with PS4.
Also, I’m a huge fan of the analog sticks on PS4. That is structurally, the way they feel, the way the player uses them. I have more in mind for the analog sticks, and I think it will play very well. That is a huge advantage for PS4, the DualShock 4.
So for example, we have a guy [at Kojima Productions] who specializes on DualShock 4 and what we can do with it. So for the motions that are unique to DualShock 4, you will get something that is very detailed and varied.
While releasing both parts of Metal Gear Solid V (Ground Zeroes and The Phantom Pain) would “be an ideal case” for Kojima and his team, “Metal Gear Solid V is going to be a huge, a massive scale game. So the development is taking some time.” And with the PlayStation 4 releasing now, people have been wanting a new Metal Gear Solid experience, “so we at least wanted to release a prologue so that people get to know what people will be, experience a chunk of the story.”
When it comes to other PlayStation 4 games, Hideo Kojima is very excited for Knack and he wants “to play it with Mark Cerny.”
Which system are you planning on buying Metal Gear Solid V: Ground Zeroes for? Would you want to play Knack with Mark Cerny if you had the chance? Let us know in the comments below.

Prince of Persia Franchise "Being Paused" According to Ubisoft

Ubisoft has currently "paused" the Prince of Persia franchise...

by

It's been some time since we heard something -- anything -- regarding Ubisoft's Prince of Persia franchise. Now, it seems, we might just have to wait a little bit more.
In an interview with IGN, Ubisoft Montreal CEO Yannis Mallat confirms that the franchise is "paused" while they consider new ideas for it, but doesn't neccessarily think it's a bad idea.
Brand management is a tricky thing...It needs people's attention a lot. I think it is fair to say that, right now, Prince of Persia is being paused. But we said the same thing for some other brands that suddenly popped up because a team is willing to do it.
For Prince of Persia fans, Mallat doesn't want you to get worried and stresses the series is as important as any other franchise for the publisher.
I'm not scared at all for Prince of Persia fans...We'll find something to entertain them with in the future. Prince of Persia is part of Ubisoft's portfolio. As a matter of fact, we sometimes iterate on franchises and sometimes we give them time to breathe and time to grow, or time to rest. Prince of Persia is as important as any other franchise for Ubisoft. As soon as we have something to show, we will.
The last full-fledged Prince of Persia game was Prince of Persia: The Forgotten Sands, which was released back in 2010. Last year, we saw screenshots of an alleged Prince of Persia reboot game in development just a few months after E3, but to date, Ubisoft has not denied or commented on the concept images.
As a fan of the franchise, I hope Ubisoft reboots it and makes something as charming and as fun to play as Sands of Time, but don't get all angsty and emo with it like they did with Warrior Within and The Two Thrones.

We Didn't Misunderstand Far Cry 3, You Did A Bad Job!!


We Didn't Misunderstand Far Cry 3, You Did A Bad Job

Mathew Jones fires back at the writer of Far Cry 3, who claims we didn't understand the game's story.

we didn't misunderstand
All media suffers from a massive disconnect between the author's vision and whatever actually ends up in front of the person consuming it. Whenever you hear about a writer claiming that people just didn't get what they were trying to get across you shouldn't see them as being too brilliant for the commoner, too ahead of their time, you should see them as someone who was obtuse and ultimately fell short of their goal. Authorial intent counts for nothing. Writers have to assume that an audience doesn't know anything about them or what they're trying to do and have to know that they can only appreciate work for what is plainly apparent. The alternative is gathering everyone involved in creation behind anyone experiencing what they've made each time and whispering insight into their ear.
Far Cry 3
It's impossible for people to get what you've made unless you show them. The job of a writer is to put forward an argument as plainly as possible, have it be understood and learned from, or they've failed at the attempt to make a legitimate statement.
I bring this up in relation to Far Cry 3 because over at the Penny Arcade Report, lead writer Jeffrey Yohalem has suggested that criticism of the game hasn't been deep enough, that reviewers have made assumptions about it conforming to tropes when it's actually subverting them if we look close enough. That isn't true, or at least it's the intent but not the result. I can see why he'd suggest it seeing as he's the writer and I can tell he truly believes it, but if you actually play the game he made you won't see the masterpiece of satire he feels he's penned. You'll see a shooter with brief moments that suggest greater thought put in than the majority of others.
Far Cry 3 attempts to be a game about privilege, it attempts to be a game about race, it attempts to be a game about colonisation, it attempts to be a game about patriarchal notions of self esteem, it attempts to be a game about criminality based on desperation (and our misguided attempts to topple that), it attempts to be a game about misogyny, it attempts to be a game about drug abuse, it attempts to be a game about rape, it attempts to be a game about out relationship between fun found in depictions of violence and it attempts to be a game about a decent into villainy with the best of intentions.
You can see all of that in there. You can see the markers that display a real push to be something more than it actually ends up being. The problem is that it does not ultimately make good on everything that it sets up. It is unsuccessful in conveying the information correctly. It includes all of the above, that's not up for debate, but what's awful about the game is how little eventually matters or really works.
far cry 3 vaas
Any unquestionable, flat out, directed right at the player dialogue seems token. Any other attempts feel hammered in so that it can be argued they tried, not because they're relevant. There's a speech from a character about being denied work or a decent wage in America because of his race and accent despite being overqualified; it's the most brazen comment about the player character's privilege but it's also the only brazen comment, it's practically the only comment at all. Any other nudge feels almost as if it's conforming to our expectations from years of repetition of this same plot. Far Cry 3 doesn't feel like subversion, even though that's the attempt, it just feels like another example.
Spec Ops: The Line is a subversion. It's a game that wears intention proudly, pinned like a medal on the chest. You know for sure that it's making necessary statements about the genre while also conforming to everything within it. It's a game about a lot of very similar subjects to Far Cry 3 and it conveys each of them successfully. After finishing Spec Ops: The Line you were clear on the themes or you weren't playing attention. If you finish Far Cry 3 you're more likely to be disappointed in how barely any of the framework resulted in a completed project.
Attempting to read up on Yohalem's intentions is maddening. Everything he has to say about his intentions makes me long for the game that discusses his thoughts with the depth they deserve. He's clearly smart enough to produce it, but has fallen short in this instance. The immediate reaction is to blame the process of making games, to blame the sacrifices within time constraints and market research. Ultimately, the only thing you can blame here is the gulf between inception and execution.

Tips In Selecting A Land Management Software Company

By Tiffany Gill


Check the background of the land management software company as you would want that the company you have hired for the service is competent in the field. There are many companies in the industry. One way to find out the good ones is to check their professional background and history.

There are customer review sites that you can visit for information. These places harbor feedback of past customers. You can find comments of people here who have dealt with the company before for the service. It is good to know what they have to say about their experience or about their service provider.

You would know if they were satisfied with the service of the company or not. Several companies should be considered since there are many companies that you can get for the work in the first place. You can find these companies in business directories. These are business listings where companies are listed in a certain manner.

They help shape your impression about the company and they can change your mind about doing business with the company. Check out several companies. Be informed that there are many of them providing the service in the industry. You just need to choose a reputable company to supply the service. You can also check the website of the Better Business Bureau.

You do not have to jump from one page to another just to find this information because they are already provided for you in the directory. This is a lot of help because this saves you time and energy. You should compare these businesses. They are not the same actually although they are providing the same type of service.

Some of these companies are on business directories. You get not only contact information about the companies on the internet but also feedback from past customers. This is the difference between a telephone book and a business directory that is on the web. There is feedback from past customers that is provided for the companies.

You will not have a hard time finding out the quality of service of the company because of this feedback provided. Also when you know several companies, you also learn the different prices of the service. Remember that companies are not the same. They do not have the same prices for their service. One company is expensive while another is not.

By knowing several companies in the business also you are able to learn about the prevailing prices of the service. Companies have different rates for their service. It is good to know different prices so that you can choose the best price for your service. You can request a quote from the company before getting the service.

This can be done by filing a request through their website or you can also call them about this on the telephone. The telephone numbers of the company are posted in their website. You can also search for this. The land management software should be of good quality and able to serve your purpose well.




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Dead Rising 2 minimum system requirements

Dead Rising 2 minimum system requirements
Operating System : Microsoft Windows XP / Windows Vista / Windows 7
Processor : Intel Core 2 Duo at 2.4GHz / AMD Athlon X2 at 2.2 GHz or better
Video Card : 512 MB VRAM - NVIDIA GeForce 8800GTS / ATI Radeon HD 3850 or better
Memory : 2 GB RAM
Hard Disk : 8.5 GB of free Hard Drive space
Sound Card: DirectX Compatible
Direct X : 10.0
Controls : Keyboard & Mouse
Installation : DVD-ROM Drive
Other : Internet Connection required for activation



Recommended rquirements
Intel Processor- Core 2 Duo E7300 2.66GHz AMD Processor- Phenom II X2 550 Nvidia Graphics Card- GeForce GTS 250 ATI Graphics Card- Radeon HD 3870 RAM Memory- 3 GB
Hard Disk Space- 8.5 GB
Direct X- 9

Dead Rising 3 on XBOX one





Dead Rising 3

Dead Rising 3 is the seventh installment in the Dead Rising series, released on November 22, 2013. It was developed by Capcom Vancouver, and was published by Microsoft exclusively for the Xbox One.
The game was officially announced during Microsoft's E3 press conference on June 10th, 2013. 




Co-Op

  • Team up with a buddy for endless zombie-killing mayhem through online co-op over Xbox Live, with asynchronous matchmaking that allows you to jump in or out of the game at any time. Not only will you help your friend advance, you'll also contribute to your own story progression and earn experience points that will carry back into your own game.
  • Keep your progression! With Dead Rising 3's co-op system, you can jump into a friend's game and finish chapter three. If you jump back to your game and you're only in chapter one, you will already have chapter three completed, despite not being at that point yet.

Story Mode

  • The "Normal Mode" of the game.  This mode features a six day time limit, utilizes checkpoints, and the player can save in the open world and do not have to visit a bathroom. With this mode, the player can complete every mission and master all content with no pressure.
  • There are 7 chapters in total (0-6).

Overtime Mode

  • An extension of the story mode. It extends the game to another chapter, but still utilizes the time limit and other gameplay features from story mode.
  • Running out of time in this mode will result in a different ending, however, you are able to start from a previous checkpoint after recieving this ending.

Nightmare Mode

  • In this mode, players get to experience a more "classic" Dead Rising experience. The three day time limit returns, there are no checkpoints and players have to save in bathrooms or porta-pottys. Zombies and psychopaths are meaner and tougher, days are shorter and nights last longer