<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-7173213241213026575</id><updated>2024-10-24T18:58:34.601-07:00</updated><title type='text'>Games review</title><subtitle type='html'>harimsultan3 is the world&#39;s leading source for PS4, Xbox One, PS3, Xbox 360, Wii U, PS Vita, Wii, PC, 3DS, and DS video game news, reviews, previews, trailers, walkthroughs, and more &#xa;   </subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://harimsultan3.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>18</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-7629733075415545697</id><published>2015-10-27T09:38:00.005-07:00</published><updated>2015-10-27T09:38:51.807-07:00</updated><title type='text'>NBA Live 2016 PS4 review</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;b&gt;NBA Live 2016 PS4 review&lt;/b&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
NBA Live 16
 is an improved game from last year&#39;s offering. But while shooting, 
passing, and dribbling all feel a bit tighter this year, the changes are
 too minor to push the total package beyond mediocrity. Some of the core
 gameplay modes are almost unchanged, and visually, NBA Live 16 floats 
in an awkward space between an outdated basketball sim and a poor 
attempt at an arcade classic. The series continues to inch toward 
relevance, but its deficient game modes and stunted systems fail to 
propel it off the bench and into the starting lineup.&lt;br /&gt;
&lt;div dir=&quot;ltr&quot;&gt;
If
 you consider each element of the on-court action--from the act of 
shooting to playing tight on-ball defense--it’s fair to say that NBA 
Live 16 is a much more playable basketball game than its immediate 
predecessor. Executing crossovers or hesitations and pulling up a quick 
jump shot actually feels good, with a new shot meter giving you a much 
more accurate sense of your player’s optimal release point. The previous
 gap between the peak of a player’s jump and the correct spot to release
 the ball has been tightened to eliminate any visual disconnect, and the
 smoother dribbling means you can fake and spin without always sloppily 
losing the ball or getting stonewalled by poor AI defenders.&lt;/div&gt;
&lt;figure data-align=&quot;center&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static2.gamespot.com/uploads/scale_super/1552/15524586/2950726-0003.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2950726&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;large&quot; data-width=&quot;960&quot; style=&quot;width: 960px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2950726&quot; href=&quot;http://static2.gamespot.com/uploads/scale_super/1552/15524586/2950726-0003.jpg&quot; style=&quot;padding-bottom: 56.3%;&quot;&gt;&lt;img src=&quot;http://static5.gamespot.com/uploads/scale_super/1552/15524586/2950726-0003.jpg&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;The halftime reports by Jalen Rose are helpful and aesthetically sharp. &lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
One-on-one,
 NBA Live 16 is a responsive push and pull between offense and defense. 
But with two full teams setting screens, rolling to the basket, crossing
 from corner to corner, and attempting to execute double-teams, this 
smooth operation capitulates quickly into a disjointed, jagged knot. 
Off-ball players set strange screens in the paint when called on to hold
 off immediate defenders, and limited layup animations force easy 
buckets to devolve into odd low-percentage shots--leading to offensive 
rebounds that send just about every player in the paint into an odd 
state of shock. Maybe more importantly, making long jumpers is just too 
easy. I put up 56 points in my first ever Rising Star game as a mostly 
unskilled created player, and that was from using simple screens to 
create just enough space to jack up a shot.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Each
 of the individual systems has been tightened, but when it’s all put 
together, NBA Live 16 has very little mechanical rhythm or consistency. 
This is most apparent when running the fastbreak, where you’ll often 
struggle to corral your team to fill gaps and take advantage of 
defensive breakdowns. There tend to be wonderful moments in good sports 
sims when it almost feels like the game knows exactly what you’re trying
 to do before you do it. In NBA Live 16, it can feel like the game isn’t
 just a few steps behind, it’s actively working against your train of 
thought. Even the commentary, which features noted ESPN analysts Jeff 
Van Gundy and Mike Breen, can come off as sporadic audio clips recorded 
in separate buildings.&lt;/div&gt;
&lt;figure data-align=&quot;right&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static4.gamespot.com/uploads/scale_super/1552/15524586/2950724-0006.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2950724&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2950724&quot; href=&quot;http://static4.gamespot.com/uploads/scale_super/1552/15524586/2950724-0006.jpg&quot; style=&quot;padding-bottom: 56.3%;&quot;&gt;&lt;img src=&quot;http://static1.gamespot.com/uploads/scale_medium/1552/15524586/2950724-0006.jpg&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;Sometimes, a player decides to leave his jersey and abdomen on the bench. &lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
Despite
 a few minor gameplay improvements, the quality and depth of game modes 
remains disappointingly low. The modes start with the Rising Star 
campaign, where you create a rookie player primed to become a top draft 
pick. You adjust his height, weight, appearance, and position--with the 
welcome addition of a specific shooting, slashing, or post play 
concentration available within the five traditional roles. After that, 
though, you just run through season after season of regular and 
post-season basketball without any story or gameplay variation to drive 
you. Rising Star is just a vehicle for you to boost stats and focus on a
 single position rather than on the entire team, and with the recently 
released &lt;a data-ref-id=&quot;5000-431492&quot; href=&quot;http://www.gamespot.com/nba-2k16/&quot;&gt;NBA 2K16&lt;/a&gt; putting such a heavy emphasis on story, Live’s Rising Star variation feels woefully undercooked and inadequate.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
NBA
 Live 16’s Ultimate Team and Dynasty modes suffer similarly from being 
largely the same as last year. Collecting players in the form of cards 
in Ultimate Team booster packs still holds an undeniable charm, giving 
you hope that each booster pack will include some new, top-tier player 
primed to turn your entire team around. However, since it’s relatively 
easy to find your shooting rhythm, I nearly doubled the score of the 
championship Golden State Warriors in my first game with volatile 
shooter J.R. Smith acting as my star player. I still felt compelled to 
earn new cards, but the massive impact of one sharpshooter makes the 
collection process feel a bit unbalanced. Dynasty, which lets you run 
team operations as a general manager, is still just as bare-boned and 
uninteresting as last year. Setting up a fantasy draft, proposing 
trades, and signing free agents gives you something to do off the court,
 but without any real standout new features, there’s little draw in 
taking on the managerial role.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Thankfully, the 
addition of the online Pro-Am and Summer Circuit at least gives NBA Live
 16 a whiff of freshness. Here, you take your created player and either 
run through progressively more difficult co-op challenges in Summer 
Circuit, or join a full five-on-five pickup game against nine other 
online players in Pro-Am. It’s in this wild, fast-moving streetball 
jamboree where NBA Live 16 has the ability to shine brightest. Sure, you
 might run into a group of ball hogs who prefer taking deep, contested 
threes rather than spreading the ball around the floor. But when my 
stitched-together team of diverse created players actually came together
 to form at least the semblance of a real basketball squad, I actually 
found myself having fun with NBA Live 16’s unpolished systems. Plus, 
this mode gives you much more reason to care about building up your NBA 
talent in Rising Star.&lt;/div&gt;
&lt;figure data-align=&quot;center&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1552/15524586/2950727-0001.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2950727&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;large&quot; data-width=&quot;960&quot; style=&quot;width: 960px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2950727&quot; href=&quot;http://static1.gamespot.com/uploads/original/1552/15524586/2950727-0001.jpg&quot; style=&quot;padding-bottom: 56.3%;&quot;&gt;&lt;img class=&quot;js-lazy-load-image&quot; data-lazy-load=&quot;false&quot; data-src=&quot;http://static2.gamespot.com/uploads/scale_super/1552/15524586/2950727-0001.jpg&quot; src=&quot;http://static2.gamespot.com/uploads/scale_super/1552/15524586/2950727-0001.jpg&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;Beyond choosing between being a point guard or a power forward, Rising Star lets you determine style of play. &lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
Even
 with improved on-court control and an online Pro-Am mode that can lead 
to pockets of outlandish fun, NBA Live 16 still fails to justify its 
existence. Its Rising Star and Dynasty modes are too underdeveloped and 
unvaried to remain interesting beyond the first few hours of play, and 
the basic dribbling, passing, and shooting tend to trip over themselves 
during offensive rebounds or fast breaks. NBA Live 16 is heading in the 
right direction, but at this pace, the series will never be able to 
challenge--let alone surpass--its only real contemporary.&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/7629733075415545697'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/7629733075415545697'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/nba-live-2016-ps4-review.html' title='NBA Live 2016 PS4 review'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-1011963395103847960</id><published>2015-10-27T09:37:00.003-07:00</published><updated>2015-10-27T09:37:34.203-07:00</updated><title type='text'>Life is Strange&#39;s final episode is titled Polarized</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
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                    &lt;div style=&quot;text-align: center;&quot;&gt;
&lt;b&gt;Life is Strange&#39;s
 final episode is titled Polarized&lt;/b&gt;, which is the most accurate way to 
describe my feelings after reaching the series&#39; conclusion. Developer 
Dontnod&#39;s first episodic series tackles themes and explores emotional 
spaces few games have: the difficulties of being a teenager struggling 
for acceptance, the complicated push-and-pull of friendship between 
young women, the delicate balance between fear and bravery when dealing 
with other volatile young people. It&#39;s a story about kids--or kids on 
the brink of becoming adults--becoming people they never thought they&#39;d 
be and learning things about one another that change their perspectives 
on each other, and life itself. I loved becoming Max Caulfield, using 
her time-rewinding powers to keep a promise no matter what the cost. But
 the series&#39; finale ultimately stumbles and falls over its own conceits,
 sabotaging its most powerful moments with goofy dialogue and--at its 
more egregious--a tedious stealth sequence.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Polarized opens with Max in the dark room from the &lt;a data-ref-id=&quot;1900-6416204&quot; href=&quot;http://www.gamespot.com/reviews/life-is-strange-episode-four-review/1900-6416204/&quot;&gt;previous episode&lt;/a&gt;,
 desperate to escape and make things right. Her method of escape and the
 consequences stemming from this decision are predictable. In the first 
half of the episode, Max learns what happens when she gets everything 
she wants, or at least thinks she&#39;s getting everything. It all comes at a
 price, one that the series has been hamfistedly hinting at since &lt;a data-ref-id=&quot;1900-6416015&quot; href=&quot;http://www.gamespot.com/reviews/life-is-strange-episode-one-review/1900-6416015/&quot;&gt;Episode One&lt;/a&gt;.
 I don&#39;t mind the obviousness so much as the complete detachment of this
 episodes&#39; choices from the rest of the series. Nothing you&#39;ve done 
matters by the time you get to Polarized, with the only tweaks made by 
your past decisions reflected in short bits of dialogue.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
This
 episode does an excellent job showing Max the horrors her time 
traveling escapades have wrought on the people around her, but some of 
these more serious moments are completely undermined by silly 
presentation, a critique that also extends to some of the acting. A 
serious sequence at the start of the episode, meant to be horrifying no 
doubt, ends up being straight-up goofy due to dialogue and the way it&#39;s 
delivered. Max has to watch a certain character be killed over and over 
again, and after each rewind the killer spouts the same line of 
enthusiastic, comically insulting dialogue. The sequence is set up so 
that you&#39;re meant to explore three or four different options and keep 
rewinding before you find the right one that will save a life, but 
hearing this same dialogue over and over again was laughable. It became 
funny instead of serious, draining the urgency out of an otherwise tense
 scene.&lt;/div&gt;
&lt;figure data-align=&quot;left&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2953458-lis_ep5_sc3.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2953458&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2953458&quot; href=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2953458-lis_ep5_sc3.jpg&quot; style=&quot;padding-bottom: 56.3%;&quot;&gt;&lt;img height=&quot;360&quot; src=&quot;http://static5.gamespot.com/uploads/scale_medium/1547/15470456/2953458-lis_ep5_sc3.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;Max in the dark room.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
There
 are, however, moments that make you feel genuinely uncomfortable, and 
it&#39;s in these that you and Max start to question her supposed altruism. 
Max isn&#39;t the selfless time warrior she seems to be, and in this final 
episode some of her dialogue options are downright vitriolic. She&#39;s 
become hard and a little cruel, almost ruthless in her relentlessness to
 keep Chloe alive and save Arcadia Bay from the impending storm. 
Watching Max lash out, reflect, and then crumble is the best part of 
this episode.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
There is some great psychological
 spelunking going on in this episode, but it&#39;s hard to enjoy the 
unsettling atmosphere when you&#39;re forced to wade through it in a 
poorly-designed stealth sequence. This sequence, which is quite long, 
forces you to sneak through a labyrinthine environment with a least two 
flashlight-wielding characters trying to catch you at the same time. 
This sequence forces you do the same thing over and over to determine 
the guards position and find an exit--take a few steps, rewind, take a 
few more, rewind. It&#39;s repetitive and a cheap way of shoehorning in a 
puzzle using Max&#39;s time powers and it completely pulled me out of the 
mood. It also doesn&#39;t help that at the start the setting is very dark, 
with no clear direction on how to get through. So it&#39;s up to trial and 
error and rewinding to figure out which way to go.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
The
 episode also spends a hefty amount of time rehashing old events, 
reminding Max of conversations and interactions from previous episodes 
in the form of audio playing over her endless wandering. She retreads 
familiar places and learns nothing new, although it does provide a very 
chilling look inside her mind. She&#39;s worn out, scared, and utterly 
broken. It&#39;s clear she feels she&#39;s failed everyone, and with the 
apocalyptic tornado waiting just offshore of the sleepy Northwestern 
town, she&#39;s pressured to move fast through a sequence of events that 
looks and functions almost exactly like the final baffling, surrealist 
episode of David Lynch&#39;s Twin Peaks.&lt;/div&gt;
&lt;figure data-align=&quot;right&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2953459-lis_ep5_sc6.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2953459&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2953459&quot; href=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2953459-lis_ep5_sc6.jpg&quot; style=&quot;padding-bottom: 56.3%;&quot;&gt;&lt;img height=&quot;360&quot; src=&quot;http://static1.gamespot.com/uploads/scale_medium/1547/15470456/2953459-lis_ep5_sc6.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;If I learned anything from BioShock Infinite...&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
While
 all of this is going on, the storm Max created with the butterfly 
effect of her powers--Max says she created the storm but we never learn 
exactly how her decisions affect it--closes in on the town. The wind 
howls and rain drenches Max as she picks her way through the wreckage of
 buildings along the ocean--and yet there is no urgency. The people she 
encounters are calm. The sea level is rising and no one is even 
attempting to leave the shoreline. The tornado of the century is 
happening feet away and no one&#39;s hair moves. I had a hard time buying 
the &quot;everyone is going to die&quot; thing because Polarized fails to sell its
 apocalyptic stakes in any meaningful way.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
All 
of this wraps up with a final choice, that--should you choose to go back
 and see both--is unbalanced. One possible ending is short and somewhat 
shallow, while the other rolls the most crushing scene in the series and
 then sends you on a sprawling visual journey in which Max appears to 
have learned something about how life works. It genuinely feels like one
 ending is an afterthought. But this choice is so divorced from 
everything you&#39;ve done so far, the logical leaps characters make to come
 to this decision are curve balls. It&#39;s a heartbreaking climax handled 
clumsily.&lt;/div&gt;
Life is Strange paints an excellent, vivid 
picture of a young woman&#39;s struggle for acceptance and justice, but 
trips itself up by trying to make things gamey. The series is at its 
best when it&#39;s just letting you explore; in the beginning you&#39;re roaming
 the world around you, picking through pieces of other&#39;s lives, and by 
the end you&#39;re treading Max&#39;s subconscious. The story of Max and Chloe 
is a beautiful tale, but it&#39;s marred by bizarre logical leaps and 
leftover plot holes. Aggravating out-of-place fetch quests and stealth 
sequences crack the somber atmosphere and very hamfistedly remind you 
that you&#39;re playing a game. It&#39;s unfortunate, because I do love Life is 
Strange&#39;s story. I just wish the ending wasn&#39;t so mismanaged.&lt;br /&gt;

                                        &lt;/div&gt;
&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/1011963395103847960'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/1011963395103847960'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/life-is-stranges-final-episode-is.html' title='Life is Strange&#39;s final episode is titled Polarized'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-988502564445262</id><published>2015-10-27T09:35:00.003-07:00</published><updated>2015-10-27T09:35:25.093-07:00</updated><title type='text'>The Legend of Zelda: Tri Force Heroes</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
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                     The Legend of Zelda: Tri Force Heroes
 is a drastic departure from series tradition, and at times, it shows 
real potential, with clever design rivaling the best of the series’ 
past. But those moments are few and far between. The rest is just filler
 in a shallow game that tries a slew of new things, but accomplishes 
only a few.&lt;br /&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Tri Force Heroes is Nintendo’s second original Zelda title on 3DS after 2013’s stellar A Link Between World&lt;a data-ref-id=&quot;5000-177524&quot; href=&quot;http://www.gamespot.com/the-legend-of-zelda-a-link-between-worlds/&quot;&gt;s&lt;/a&gt;.
 This new incarnation, however, is structured as a multiplayer title 
with a loot system, gear crafting, and cooperative dungeons with short 
run times.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
The story opens on Hytopia, a realm 
wherein a witch has cursed Princess Styla with a brown, form-fitting 
body suit. The princess feels ugly in her new garb, and the Hytopian 
king puts out a call for adventurers to break the curse with a grand 
ballroom dress. From there, you wade through a series of puzzles and 
combat arenas in search of materials to break the curse.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Nintendo
 has told farfetched Zelda tales before, but Tri Force Heroes pushes 
that sentiment even farther. It tells a story of fashion gurus and 
designer dresses, complete with eccentric personalities and fashion 
tips. At first, the whimsical plot was so weird, it captivated me. But 
as it progressed, it deteriorated, with such poorly written characters 
and such inexplicable plot points, I dreaded every cutscene’s approach. 
This game’s final boss embraces the fashion angle so literally, it feels
 as if Nintendo talked itself into a corner, only to justify the 
grievous plot at the last second.&lt;/div&gt;
&lt;figure data-align=&quot;left&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static3.gamespot.com/uploads/original/536/5360430/2888352-3ds_loz-tfh_e32015_scrn_6.jpg&quot; data-ratio=&quot;1.2115384615385&quot; data-ref-id=&quot;1300-2888352&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;small&quot; data-width=&quot;320&quot; style=&quot;width: 320px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2888352&quot; href=&quot;http://static3.gamespot.com/uploads/original/536/5360430/2888352-3ds_loz-tfh_e32015_scrn_6.jpg&quot; style=&quot;padding-bottom: 121.2%;&quot;&gt;&lt;img src=&quot;http://static5.gamespot.com/uploads/scale_small/536/5360430/2888352-3ds_loz-tfh_e32015_scrn_6.jpg&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;Despite a few great bosses, most demand similar cooperative maneuvers to bring down.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
During
 your travels, you’ll collect materials to fashion your own new outfits.
 This loot system provides a rewarding feedback loop at first: complete 
dungeons, gather materials, fashion outfits, and gain new abilities. The
 Kokiri Clothes let you fire three arrows at a time. The Goron costume 
grants the ability to swim in lava. Some outfits change the way you 
approach dungeons entirely, making this new approach to character perks 
one of the entertaining ideas present in Tri Force Heroes.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
But
 earning these bonuses becomes a chore. Tri Force Heroes doesn’t present
 the traditional Zelda open-world structure--instead it implements what 
feels just like a series of challenges. A warp room in the castle brings
 you to the Drablands, where you solve puzzles and slay monsters in 
expected Zelda fashion. Yet these dungeons are repetitive. Each begins 
with item acquisition, and proceeds through two more rooms before the 
boss or wave-based skirmish rear their heads.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
And
 these dungeons are short--I finished most in under 15 minutes. This is 
an effort to facilitate the loot system that demands repeat 
playthroughs, but it has a negative effect. The puzzles--except for a 
few--seem too simple. You learn how to use each item. You learn their 
applications. And just when it seems Nintendo might delve deeper into 
the branching possibilities of the challenges at hand, the dungeon ends.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
More
 often than not, there&#39;s a boss at the end of each area. My favorite is a
 giant Stalfos skeleton that only crumbles after all three heroes use 
their unique items to bring it down. But this is one of a small number 
of clever bosses, in a game with a slew of repetitive others. The vast 
majority of them ask the same question: how many heroes do you need to 
stack on top of one another, and when should you do so?&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
In
 Tri Force Heroes, puzzles center around Totems. This gameplay conceit 
allows players to carry one or both of their partners, and sometimes 
throw them in the hopes of reaching distant ledges, or attacking taller 
varieties of monsters. It leads to rare great moments when teams solve a
 puzzle not as individuals, but as a collective council with three 
essential members.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Heroes can throw each other 
across gaps, only to retrieve the one left behind with a subsequent 
boomerang throw. Others require stacking to hit otherwise untouchable 
switches. And I adore the fire temple, complete with all of its 
disappearing platforms and hazardous machinery. It encourages teamwork 
more than any other area. It’s one of those shining places where Tri 
Force Heroes capitalizes on its conceptual potential, comprising puzzles
 that encourage teamwork, vertical thinking, and careful motor skills.&lt;/div&gt;
&lt;blockquote data-align=&quot;center&quot; data-size=&quot;large&quot;&gt;
&lt;div dir=&quot;ltr&quot;&gt;
There&#39;s a taxing dichotomy between the solo and cooperative modes, and the overall experience feels fractured.&lt;/div&gt;
&lt;/blockquote&gt;
&lt;div dir=&quot;ltr&quot;&gt;
But
 a day later, I replayed the same puzzles. Only this time, I tried them 
in single player. And when it comes to this mode, Tri Force Heroes 
stumbles. In place of fellow humans, Nintendo provides you with 
doppels--heroes that, when not being used, become lifeless statues. You 
can switch between them with the handheld’s touch screen, but moving 
each hero to the exit means carrying the others for much of the time.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
By
 choosing to play by yourself, you invite a level of micromanagement 
that transforms otherwise clever dungeons into heavy slogs. The 
solutions to the puzzles are the same, but some bosses, and some 
dungeons, are exponentially harder on your own.&lt;/div&gt;
&lt;figure data-align=&quot;right&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static5.gamespot.com/uploads/original/536/5360430/2888356-3ds_loz-tfh_e32015_scrn_10.jpg&quot; data-ratio=&quot;1.2115384615385&quot; data-ref-id=&quot;1300-2888356&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;small&quot; data-width=&quot;320&quot; style=&quot;width: 320px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2888356&quot; href=&quot;http://static5.gamespot.com/uploads/original/536/5360430/2888356-3ds_loz-tfh_e32015_scrn_10.jpg&quot; style=&quot;padding-bottom: 121.2%;&quot;&gt;&lt;img src=&quot;http://static1.gamespot.com/uploads/scale_small/536/5360430/2888356-3ds_loz-tfh_e32015_scrn_10.jpg&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;Because there&#39;s no online voice chat, emotes are essential to communication.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
One
 example: a certain early boss focuses on one hero at a time, leaving 
its vulnerable tail open to other human players’ swords. But in 
single-player, switching between doppels, throwing the lifeless shells 
onto ledges for hearts, all while avoiding nearby lava pools, is an 
ordeal. There’s a taxing dichotomy between the solo and cooperative 
modes here, and despite the few puzzles that balance the two well, the 
overall experience feels fractured.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
This rings 
true when returning to puzzles as well. Once you’ve beaten a dungeon’s 
boss, Nintendo offers challenges that alter your approach. One removes 
your swords, arming you only with bombs. Another hangs monsters from the
 ceiling, forcing your team to keep moving at a hurried pace. Another 
adds balloons to each room, asking you to pop them before moving to the 
next, all the while focusing on enemies, as well as the puzzle at hand.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
These
 twists can make multiplayer more fun, as your group adapts to the 
changes imposed on them. However, some of them are near impossible on 
your own. It widens the gap between multiplayer and single player even 
more.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
There are several barriers preventing Tri
 Force Heroes from being great. But through it all, one of the series&#39; 
greatest traits remains strong even here: the exceptional music. Lilting
 flutes, snappy strings, and tense battle drums pervade every area. The 
music reminds me how compelling this franchise can be, and how great it 
often is. Nintendo has deviated from the norm with the series 
before--but this time, many of its changes don&#39;t work.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Consider
 this: in single player, Nintendo grants you the option to skip entire 
sections of each dungeon, so long as you&#39;re fine with the prospect of 
less loot. I avoided this route, but considered it often. There are 
hints of a great game here, and when three players are cooperating in 
frantic battles, or working through dynamic puzzles, it shows.&lt;/div&gt;
But
 like its story of fashion and surface appeal, there’s not much depth 
here, and the facade fades with time. Tri Force Heroes offers us the 
means to work together, but not enough reason to do so.&lt;br /&gt;

                                        &lt;/div&gt;
&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/988502564445262'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/988502564445262'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/the-legend-of-zelda-tri-force-heroes.html' title='The Legend of Zelda: Tri Force Heroes'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-2232854835524487253</id><published>2015-10-27T09:34:00.001-07:00</published><updated>2015-10-27T09:34:03.189-07:00</updated><title type='text'>Assassin&#39;s Creed Syndicate Assassin&#39;s Creed Syndicate</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;b&gt;Assassin&#39;s Creed Syndicate Assassin&#39;s Creed Syndicate&lt;/b&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class=&quot;js-content-entity-body&quot; data-ajaxform=&quot;true&quot;&gt;
                    After completing my second ghost hunt 
with Charles Dickens, I decided it was about time to shut down the last 
factory forcing children into labor. As I made my way across 
Westminster, zipping between rooftops with my rope launcher, a notice 
popped up indicating I was approaching a bounty hunt. The objective was 
simple--kill an important member of my rival gang--and I decided the 
children could wait a bit longer. I was in and out of the mission in 
under a minute after dropping hanging barrels on gang members, throwing 
down a smoke bomb and taking out the leader with a gun to the head. I 
ziplined out, stopping only once more to change my outfit to one that 
held more throwing knives, before dropping by a black market stall for a
 refill and dashing towards the factory. The children of London needed 
me.&lt;br /&gt;
&lt;div dir=&quot;ltr&quot;&gt;
This is &lt;a href=&quot;http://www.gamespot.com/assassins-creed-syndicate/&quot;&gt;Assassin&#39;s Creed Syndicate&lt;/a&gt;&#39;s
 playground. One moment you&#39;re free-running through a borough towards 
the next story mission, the next you&#39;re sneaking through a dilapidated 
building picking off criminals as you find yourself irresistibly drawn 
to the promise of experience points and in-game cash--not to mention 
notoriety among the London underground. The organic way in which 
missions and side projects pop up is bolstered by their placement in a 
gorgeous rendition of 1868 London, complete with massive factories 
spewing smoke into the sky and intricately detailed copies of every 
major landmark you can think of--all climbable, of course. Overlaying 
all of this is one of the best stories the Assassin&#39;s Creed franchise 
has told in recent years, featuring dual protagonists that are relatable
 and lovable. Occasionally during climbing it can feel like your freedom
 of movement is limited, and controls will sometimes sabotage you with 
some unwieldiness and counterintuitive button placement. More of the 
environment has been made available for you to climb on, and the rope 
launcher can attach to nearly all ledges, so these small occurrences of 
flying off the rails are inconvenient at worst. But overall combat and 
movement feel great, and Assassin&#39;s Creed Syndicate&#39;s story is charming,
 while countless amusements will keep you lost in London for hours.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Syndicate&#39;s story is an intimate, personal tale like that of last year&#39;s &lt;a href=&quot;http://www.gamespot.com/assassins-creed-unity/&quot;&gt;Assassin&#39;s Creed Unity&lt;/a&gt;
 mixed with older Assassin&#39;s Creeds&#39; tendencies to pack in the 
historical figures. The modern day elements are more toned down than 
they were in previous Assassin games, so much so that they&#39;re barely 
present. You spend all your time as Jacob and Evie Frye, assassin twins 
who come to London in 1868. Under the leadership of Crawford Starrick, 
the Templars have a stranglehold on the city, and a sinister gang called
 the Blighters run things to their liking.&lt;/div&gt;
&lt;figure data-align=&quot;left&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954091-acs_sc_68_reviews_gangwarlambeth_1444953338.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954091&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2954091&quot; href=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954091-acs_sc_68_reviews_gangwarlambeth_1444953338.jpg&quot; style=&quot;padding-bottom: 56.3%;&quot;&gt;&lt;img height=&quot;360&quot; src=&quot;http://static5.gamespot.com/uploads/scale_medium/1547/15470456/2954091-acs_sc_68_reviews_gangwarlambeth_1444953338.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;Gang fights are wild, unpredictable, and tons of fun.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
The
 absence of any fiddling around in a present-day timeline is a boon to 
Syndicate&#39;s story, allowing laser-focus on the 1868 London plot. The 
story centers around the politics and policies of Industrial Revolution 
London, with Jacob and Evie fighting not only to dismantle the Templar 
conspiracy but also to bring justice and refuge to the city&#39;s 
downtrodden. Jacob and Evie also frequently fight each other, with 
disagreements about what it means to be an Assassin forming a tense 
undercurrent. Along the way, the two come into contact with a smattering
 of historical characters--ranging from Alexander Graham Bell (who gives
 the game&#39;s best items) to Charles Dickens and Karl Marx--making the 
Fryes tangential and sometimes integral to the great successes these 
individuals achieved. These interactions fit neatly into Syndicate&#39;s 
overall flow, and while it does seem like these figures are packed in a 
little too tight, the game gives breathing room to each individual 
story.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
London feels alive. Towers breathe smoke
 into the sky, stations bustle with passengers and passing trains, the 
homeless burn fires in trash cans in alleys, and stray cats pause to 
look at you while you lie in wait for your target. Bystander AI can be 
overdramatic at times, cowering in fear indefinitely after witnessing 
you murder someone in front of them, but those visceral reactions are 
what make starting fights in public such a delight. You throw a punch in
 a marketplace and crowds immediately vacate the area, fleeing from your
 wrath. Little boys and women run and scream as you sink your blade in 
someone&#39;s throat. NPCs also yell at you when you loot bodies, bid you 
good-day as you walk by, and make whispered comments to companions about
 your looks. And piled on top of it all is a brilliant soundtrack, a 
seamless sea of tunes that capture the sadness of the poor and the 
determination of the Fryes. In one instance, as you climb a spire to a 
viewpoint, a soft soprano-and-string number kicks in, painting a picture
 of melancholy for the past and hope for the future. Sights and sounds 
combine to create an irresistible portrait of London, and make exploring
 for every side quest and collectible an enjoyable experience.&lt;/div&gt;
&lt;figure data-align=&quot;right&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954092-acs_sc_73_reviews_maxwellroththeatre_1444953343.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954092&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2954092&quot; href=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954092-acs_sc_73_reviews_maxwellroththeatre_1444953343.jpg&quot; style=&quot;padding-bottom: 56.3%;&quot;&gt;&lt;img height=&quot;360&quot; src=&quot;http://static1.gamespot.com/uploads/scale_medium/1547/15470456/2954092-acs_sc_73_reviews_maxwellroththeatre_1444953343.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;This doesn&#39;t look good at all.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
Moving
 and fighting in London is also a satisfying experience, at least when 
controls cooperate. Combat is fluid and simple and relies mostly on the 
D-pad, on which directions are mapped to attack, counter, stun and 
shoot. If you&#39;re quick, you can punch in combos that knock enemies over 
and trigger some final execution moves that are brutal and beautiful. 
It&#39;s undeniably satisfying to chain hits and kills until you&#39;re bopping 
around between enemies in a gang war, flying along a circle of 
combatants and systematically bringing them to their knees in one fell 
swoop.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Free-running follows this same 
simplicity; hold down R2 while running and press one button to go up and
 another to go down. You can climb pretty much everything in London with
 relative ease, with the city&#39;s gorgeous details offering compelling 
arguments to eschew fast travel. But these controls take some time 
getting used to and feel counterintuitive, especially while climbing. 
Sometimes you&#39;ll kick off a wall when you meant to climb up or go up 
when you try to go down; this imprecision has characterized the series 
controls from the start. But in Syndicate this imprecision is 
infrequent, and while the controls aren&#39;t perfect they do feel much 
better and more fluid.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Gone are the days of 
snapping to cover and blending into crowds. In Syndicate, a white 
&quot;Threat Ring&quot; appears around your assassin when enemies are near. 
Markings on the ring show you where enemies are relative to your 
position, which is helpful when you&#39;re crouching in an area and can&#39;t 
see much. This tool makes stealth much easier and allowed me to gauge 
who to take out first based on how close they were and whether they&#39;d 
noticed me. Then you can determine which tools to whip out of your belt,
 be it electric bombs or throwing knives. Do I smoke bomb this group and
 take out the leader under cover? Or do I just escape to a rooftop and 
pick them off one by one with throwing knives? Or better, make them turn
 on each other with hallucinogenic darts? The tools at your disposal and
 how you combine them is entirely up to you, and Syndicate&#39;s mission 
design offers ample breathing room to complete each mission in your own 
way.&lt;/div&gt;
&lt;figure data-align=&quot;center&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954097-acs_sc_78_reviews_thedognapper_1444953346.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954097&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;large&quot; data-width=&quot;1280&quot; style=&quot;width: 1280px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2954097&quot; href=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954097-acs_sc_78_reviews_thedognapper_1444953346.jpg&quot; style=&quot;padding-bottom: 56.3%;&quot;&gt;&lt;img class=&quot;js-lazy-load-image&quot; data-lazy-load=&quot;false&quot; data-src=&quot;http://static2.gamespot.com/uploads/scale_super/1547/15470456/2954097-acs_sc_78_reviews_thedognapper_1444953346.jpg&quot; src=&quot;http://static2.gamespot.com/uploads/scale_super/1547/15470456/2954097-acs_sc_78_reviews_thedognapper_1444953346.jpg&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;The only thing that matters here is that corgi in a purse.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
I
 can recall only using Syndicate&#39;s fast travel points three times during
 my entire playthrough, because with the rope launcher in your toolbox, 
why would you take any other route through London? The setting is so 
lovely, and zipping across the city like a Victorian Spider-Man makes 
you truly feel like the city&#39;s protector, dropping to the streets every 
so often to air assassinate someone. In addition to setting up aerial 
kills, using the rope launcher instead of fast travel allows you to 
organically stumble upon one of London&#39;s many sidequests and make a pit 
stop for extra cash. Many times, on my way to a story mission, I would 
zipline over a side mission and think, &quot;Why the hell not, I&#39;m here!&quot; One
 tool helps you traverse, discover, escape, and assassinate. The rope 
launcher is the thing this franchise so desperately needed, and now that
 it&#39;s here I don&#39;t ever want to be without it.&lt;/div&gt;
&lt;figure data-align=&quot;right&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954093-acs_sc_76_reviews_carthighjack_alt-proposal_1444953344.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954093&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2954093&quot; href=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954093-acs_sc_76_reviews_carthighjack_alt-proposal_1444953344.jpg&quot; style=&quot;padding-bottom: 56.3%;&quot;&gt;&lt;img class=&quot;js-lazy-load-image&quot; data-lazy-load=&quot;false&quot; data-src=&quot;http://static3.gamespot.com/uploads/scale_medium/1547/15470456/2954093-acs_sc_76_reviews_carthighjack_alt-proposal_1444953344.jpg&quot; height=&quot;360&quot; src=&quot;http://static3.gamespot.com/uploads/scale_medium/1547/15470456/2954093-acs_sc_76_reviews_carthighjack_alt-proposal_1444953344.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;I always feel bad for the horses in these situations.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
Another
 new mechanic is the ability to drive carriages. I found Syndicate&#39;s 
vehicles relatively easy to handle. You can also do any number of things
 with these carriages, including hijacking them for your own purposes 
and hiding bodies in them. One string of side missions involved 
collecting wanted criminals for a policeman; I would knock them out, 
steal a carriage from an unwitting bystander, put the body in the car, 
and then drive away. In some instances the rival gang has carts on the 
road as well, which can devolve into some hilariously fun Grand Theft 
Auto-style chases. You can ram carriages as they ride up next to yours 
or climb up onto your own carriage’s roof to engage in fisticuffs with 
enemies. Hijacking moving carts is thrilling, and destruction is 
encouraged. There&#39;s an experience perk you can earn for destroying 
street lamps and other public property, so don&#39;t be shy about running 
people over.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Combat, grand theft carriage, and 
bounties all play into the game&#39;s main story, and you&#39;ll be tasked with 
doing all of these things over the course of Jacob and Evie&#39;s 
adventures. While you can switch between the twins on the fly when 
playing side missions, you&#39;ll be locked into playing as a certain twin 
for specific story tasks. Each chapter has dedicated objectives for both
 Jacob and Evie. Jacob&#39;s tasks cause more mayhem and utilize his talent 
for close-quarters combat as he seeks to bring justice to London&#39;s 
underdogs, often resulting in explosions and other destruction. Evie&#39;s 
missions mostly require sneaking around without being detected. Her 
objectives feel closer to the traditional Assassin&#39;s Creed story, and 
you&#39;ll spend time with her doing the order proud while Jacob makes a 
mess of everything and invests in creating his own gang, the Rooks.&lt;/div&gt;
&lt;figure data-align=&quot;right&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954095-acs_sc_77_reviews_kukri_1444953346.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954095&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2954095&quot; href=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954095-acs_sc_77_reviews_kukri_1444953346.jpg&quot; style=&quot;padding-bottom: 56.3%;&quot;&gt;&lt;img class=&quot;js-lazy-load-image&quot; data-lazy-load=&quot;false&quot; data-src=&quot;http://static4.gamespot.com/uploads/scale_medium/1547/15470456/2954095-acs_sc_77_reviews_kukri_1444953346.jpg&quot; height=&quot;360&quot; src=&quot;http://static4.gamespot.com/uploads/scale_medium/1547/15470456/2954095-acs_sc_77_reviews_kukri_1444953346.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;&quot;Yes, he&#39;s like this all the time.&quot;&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
In
 addition to differing personalities--with Evie constantly reprimanding 
Jacob while he rather humorously bumbles around achieving his squad 
goals--the twins have different unique skills that tie into their 
interpretation of what it means to be an assassin. Evie&#39;s special skills
 are stealth-based, with one incredibly useful ability allowing her to 
disappear completely while she&#39;s standing still in sneak mode. She can 
also hold twice as many throwing knives as Jacob and her stealth stats 
far exceed her brother&#39;s. She&#39;ll be the one you take with you on bounty 
hunting and liberation missions. Jacob is more suited for gang wars, a 
brawler who takes less damage and, with all skills unlocked, can bring 
enemies to near-death states quicker. Their differences are noticeable 
in gameplay, and rather than have one character you can customize either
 way, it&#39;s a brilliant touch to have two characters ready and available 
for different kinds of missions at any given time.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
I
 cannot stress enough how deeply likeable and relatable Jacob and Evie 
can be. Evie is serious but sweet, tough in battle but willing to pick 
up the scattered papers of a stranger she bumps into on the street. She 
acts more like an older sister than a twin, bossing her brother around 
and openly deriding his more destructive decisions. Jacob is goofy, 
flippant, cheeky, and is more concerned about his gang and toys while 
his sister fulfills her oath. He makes fun of Evie&#39;s belief in ghosts 
and her willingness to help everyone they meet, but under all that snark
 it&#39;s clear he loves his sister. Their banter is sweet and at times 
funny, and while they are two separate entities when it comes to combat,
 they truly feel like two parts of the same whole. Their story is a 
powerful one, about duty and family, and the ease with which they 
communicate and the believability of their relationship showcases the 
draw of Syndicate&#39;s narrative. Add to this a supporting cast filled with
 diverse, equally believable characters, and Syndicate feels a little 
bit like being at a party with all of your friends.&lt;/div&gt;
&lt;figure data-align=&quot;left&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954096-acs_sc_69_reviews_eviefight_1444953340.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954096&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;a class=&quot;fluid-height&quot; data-ref-id=&quot;1300-2954096&quot; href=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954096-acs_sc_69_reviews_eviefight_1444953340.jpg&quot; style=&quot;padding-bottom: 56.3%;&quot;&gt;&lt;img class=&quot;js-lazy-load-image&quot; data-lazy-load=&quot;false&quot; data-src=&quot;http://static5.gamespot.com/uploads/scale_medium/1547/15470456/2954096-acs_sc_69_reviews_eviefight_1444953340.jpg&quot; height=&quot;360&quot; src=&quot;http://static5.gamespot.com/uploads/scale_medium/1547/15470456/2954096-acs_sc_69_reviews_eviefight_1444953340.jpg&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;figcaption&gt;The first rule of fight club is Evie Frye always wins fight club.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
In
 addition to leveling up Jacob and Evie, you can level up their 
green-clad gang, the Rooks. I became obsessed with tricking out my gang,
 because having strong fighters on the streets mean you&#39;ll always have 
backup in a fight. Using in-game currency, you can unlock perks for your
 gang, such as sturdier carriages and cheap access to hallucinogenic 
darts. You can even pay off policeman to turn a blind eye to some of 
your illegal activities and assemble an army of children to bring you 
crafting items on the streets. Micromanaging your gang is worthwhile 
because it completely changes your experience in London. Having this 
extra layer to deal with keeps you engaged in activities outside the 
main story and is another fun way to leave your mark on the world.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Syndicate&#39;s
 story is a riveting tale of compassion and greed, but the mechanics of 
its climax don&#39;t carry enough urgency and drama. A final boss fight 
usually tests the skills you&#39;ve learned throughout the game, but 
Syndicate&#39;s is a memorable for the wrong reasons. It&#39;s an anticlimactic 
scramble through moving environmental obstacles to reach the boss and 
trigger a quick time event. This sequence of events happens several 
times in order for you to beat the encounter. It&#39;s a frustrating setup 
that tosses all narrative tension out the window.&lt;/div&gt;
But a 
disappointing final fight and some control hitches can&#39;t diminish the 
charms of Assassin&#39;s Creed Syndicate. The game is a triumphant return to
 form for the franchise, and presents a beautifully structured tale with
 heart and soul to spare. Ziplining through London is thrilling, and the
 game allows you to organically discover missions and leaves you 
open-ended solutions lets you to create a meaningful, personal 
experience within its world. Coupled with strong, loveable leads and a 
seemingly endless procession of ways to leave your (fictional) mark on 
London&#39;s history, Assassin&#39;s Creed Syndicate is a shining example of 
gameplay and storytelling.&lt;br /&gt;

                                        &lt;/div&gt;
&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/2232854835524487253'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/2232854835524487253'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/assassins-creed-syndicate-assassins.html' title='Assassin&#39;s Creed Syndicate Assassin&#39;s Creed Syndicate'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-240263821747045001</id><published>2015-10-24T14:41:00.002-07:00</published><updated>2015-10-24T14:41:18.913-07:00</updated><title type='text'> Santa bought me a PlayStation. But it&#39;s still not art </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
Video games are great fun but why try to categorise them as art or non-art? It&#39;s like asking if Jane Austen qualifies as sport








&lt;br /&gt;

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&lt;img alt=&quot;Lara Croft: Tomb Raider&quot; class=&quot;maxed responsive-img&quot; height=&quot;384&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/7/1389096365580/Lara-Croft-Tomb-Raider-009.jpg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=75f0f352551b231627dbd25a991634a2&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--main caption--img&quot; itemprop=&quot;description&quot;&gt;
&#39;Better a good game than a bad work of art&#39; … Lara Croft: Tomb Raider Photograph: PR company handout
&lt;/figcaption&gt;
&lt;/figure&gt;
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&lt;div class=&quot;content__article-body from-content-api js-article__body&quot; data-test-id=&quot;article-review-body&quot; itemprop=&quot;articleBody&quot;&gt;
I&#39;ve occasionally been asked for my comments on video games. Are they art? My &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.theguardian.com/artanddesign/jonathanjonesblog/2012/nov/30/moma-video-games-art&quot; title=&quot;&quot;&gt;quick answer, when asked, has always been a fairly curt &quot;No&quot;.&lt;/a&gt;&lt;br /&gt;

And then guess what – Santa brought a PlayStation. Plus a variety of games, &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://en.wikipedia.org/wiki/Tomb_Raider&quot; title=&quot;&quot;&gt;old&lt;/a&gt; and &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.batmanarkhamorigins.com/&quot; title=&quot;&quot;&gt;new&lt;/a&gt;. So am I all turned around on the joys of virtual play?&lt;br /&gt;

I certainly know (slightly) more. I am no expert (honestly, Lara 
Croft, I thought you could jump off that cliff without a scratch). But 
do I still suspect these computer game thingumajigs are the devil&#39;s mind
 candy? Well, no. I think they&#39;re a fantastic pastime.&lt;br /&gt;

The great defence of video games is that they are not the internet – no offence intended – with its &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://memebase.cheezburger.com/totallylookslike&quot; title=&quot;&quot;&gt;ceaseless assaults on attention span&lt;/a&gt;.
 While many aspects of digital culture minimise concentration (hey you! 
You know who you are. Please read to the end of this short article 
before posting a comment …), games demand absolute attention over long 
periods of time. They create fictional worlds of great conviction and 
intensity. Above all, in an age when &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.freestuff.co.uk/&quot; title=&quot;&quot;&gt;free online stuff is the norm&lt;/a&gt;, games have expensive production values and no one seems to resent paying money to reward those.&lt;br /&gt;

So in many ways, the world of computer games is an alternative model 
of digital life – a more creative, even contemplative, style of 
interaction. Until you post your scores online and blog about which game
 is better and the whole noise of random comment starts again.&lt;br /&gt;

Which brings me back to that old chestnut … can video games be art? 
And the answer is still No, or at least, Not Likely. It seems a bizarre 
and irrelevant question to ask. Like, if I was reading &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.janeausten.co.uk/&quot; title=&quot;&quot;&gt;Jane Austen&lt;/a&gt; and you said, &quot;But is it sport?&quot; No, it&#39;s not sport, it&#39;s a novel. Why would it need to be anything else?&lt;br /&gt;

Electronic games offer a rich and spectacular entertainment, but why 
do they need to be anything more than fun? Why does everything have to 
be art?&lt;br /&gt;

Very few things count as Art. I would argue that very little art is 
actually art – because most of it fails, and failed art is not art. We 
just &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.independent.co.uk/arts-entertainment/art/antony-gormley-knighted-in-new-year-honours-list-2014-9031424.html&quot; title=&quot;&quot;&gt;politely pretend that it is&lt;/a&gt;.&lt;br /&gt;

Better to create a good game than a bad work of art. &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/games&quot;&gt;Games&lt;/a&gt; give us pleasure and freedom. Art also does that, in a different way. But it is rare. I enjoy games. I hate bad art.&lt;br /&gt;

&lt;/div&gt;
&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/240263821747045001'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/240263821747045001'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/santa-bought-me-playstation-but-its.html' title=' Santa bought me a PlayStation. But it&#39;s still not art '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-1152094557824323554</id><published>2015-10-24T14:14:00.005-07:00</published><updated>2015-10-24T14:14:31.812-07:00</updated><title type='text'> 10 indie games to look out for in 2014 </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
Sword fighting, retro hacking, rioting… if you&#39;re looking for something other than military shooters and fantasy RPG, start here








&lt;br /&gt;

&lt;figure class=&quot;media-primary media-content()  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;

&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 60.00%;&quot;&gt;
&lt;img alt=&quot;Riot game&quot; class=&quot;maxed responsive-img&quot; height=&quot;384&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/7/1389089058829/riot_main.png?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=97877788e0833c7a8d459382ce9148b4&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--main caption--img&quot; itemprop=&quot;description&quot;&gt;
Civil unrest simulator, Riot, seeks to explore the dynamics of public disorder
PR
&lt;/figcaption&gt;
&lt;/figure&gt;
&lt;div class=&quot;content__meta-container js-content-meta js-football-meta u-cf
    
    
    
    
    
    
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Wednesday 8 January 2014 &lt;span class=&quot;content__dateline-time&quot;&gt;06.00&amp;nbsp;GMT&lt;/span&gt;
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Welcome! Come through to the parlour of 2014, sir, madam, and taste 
of the finest delicacies and morsels this year&#39;s small developers have 
to offer. There is much in the way of cyberpunk, horror, and sparking 
neon, and would you care for a canape of David Lynch with a little 
Burroughs perhaps? Ah, maybe you are into feeling nihilistically bummed 
out? Or, you&#39;d rather have this hors d&#39;oeuvres containing a whole crowd 
rioting?… I see. &lt;br /&gt;

There were so many games I didn&#39;t manage to fit into this list, so 
don&#39;t feel bad if I didn&#39;t include your favourite: 2014 is going to be 
knuckle-crackingly pleasurable for small budget developers; we&#39;ll see 
less known developers break through and known developers do their best 
work. And all for only a tiny slice of the cash you&#39;d pay for a big 
budget shootfest. What a time to game in, my friends.&lt;br /&gt;

Well. Let&#39;s start with the world&#39;s most thrilling sword fighting simulator shall we? No, it&#39;s not a rude joke, I promise.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;&lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://messhof.com/&quot;&gt;Nidhogg (Messhof, PC)&lt;/a&gt;&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-video&quot; data-canonical-url=&quot;http://www.youtube.com/watch?v=KYgP0IJoy_M&quot;&gt;
&lt;div class=&quot;embed-video-wrapper u-responsive-ratio u-responsive-ratio--hd&quot;&gt;
 
&lt;/div&gt;
&lt;/figure&gt;
At laaaaaaast! In fluid movements of skill and half-breath decisions,
 you swipe your épée low-mid-high at your opponent across clouds, mines,
 castles and wilds. This long-awaited local multiplayer indie game is an
 intricate, flowing game of fencing, in which you kick as well as slash 
opponents through long grass and hallways. It&#39;s out on 13 January with a
 Daedalus soundtrack.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;&lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.routinegame.com/&quot;&gt;Routine (Lunar Software, PC)&lt;/a&gt;&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-video&quot; data-canonical-url=&quot;http://www.youtube.com/watch?v=iAcAd1fUiy8&quot;&gt;
&lt;div class=&quot;embed-video-wrapper u-responsive-ratio u-responsive-ratio--hd&quot;&gt;
 
&lt;/div&gt;
&lt;/figure&gt;
A slowburn cyberpunk horror game where you must find what caused the 
disappearance of everyone on an abandoned moon base. First-person 
exploration, permadeath, deadzone aiming, no HUD: it&#39;s all full-eyed 
horror. The game will also be available on VR device Oculus Rift at 
launch, adding an extra sense of horrible dread. Atmospheric. 
Futuristic. Dank. Full of tension. And it&#39;s the prettiest suitor at the 
prom. GIVE IT TO ME.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;&lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://tangiersgame.com/&quot;&gt;Tangiers (Andalusian, PC/Mac)&lt;/a&gt;&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-video&quot; data-canonical-url=&quot;http://www.youtube.com/watch?v=IANpN2iykPE&quot;&gt;
&lt;div class=&quot;embed-video-wrapper u-responsive-ratio u-responsive-ratio--hd&quot;&gt;
 
&lt;/div&gt;
&lt;/figure&gt;
David Lynchian stealth game Tangiers is described by its creators as,
 &quot;a love letter to the avant-garde of the 20th century… set in a world 
built from the broken prose of Burroughs and the social dystopia brought
 about by Ballard&#39;s architecture.&quot; Inspired by classic PC game Thief, it
 applies Burroughs&#39; &#39;cut-up&#39; technique to constantly rearrange the 
environment based on player decisions. I love this game because it seems
 to emulate old ideas and create new ones, integrating some of the most 
interesting concepts of literature and art. Strange and dark, it comes 
to &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/pc&quot;&gt;PC&lt;/a&gt;, Mac and Linux this year.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;&lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://the-witness.net/news/&quot;&gt;The Witness (Jonathan Blow, iOS, PC, PS4)&lt;/a&gt;&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-video&quot; data-canonical-url=&quot;http://www.youtube.com/watch?v=i7h7AleSCF4&quot;&gt;
&lt;div class=&quot;embed-video-wrapper u-responsive-ratio u-responsive-ratio--hd&quot;&gt;
 
&lt;/div&gt;
&lt;/figure&gt;
Whatever you think of philosophising Braid-developing 
leaf-on-the-wind Jonathan Blow, his next game looks set to reinvent my 
childhood favourite, Myst, by exploring something Cyan Inc&#39;s classic 
title only dabbled in: the realm of three dimensions. An atmospheric 
exploration puzzle game on a remote island is promised. I bet it will be
 good, and everyone will be upset because it will be good.&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/1152094557824323554'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/1152094557824323554'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/10-indie-games-to-look-out-for-in-2014.html' title=' 10 indie games to look out for in 2014 '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-3250171784405776929</id><published>2015-10-24T14:14:00.002-07:00</published><updated>2015-10-24T14:14:11.881-07:00</updated><title type='text'> Video games and art: why does the media get it so wrong? </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
Another critic has taken another sideways glance – but the medium is strong enough to resist these withering ovations&lt;br /&gt;










&lt;figure class=&quot;media-primary media-content()  &quot; data-component=&quot;image&quot; data-media-id=&quot;gu-fc-93527970-36df-4819-878a-bb40ce19f944&quot; id=&quot;img-1&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;

&lt;a class=&quot;article__img-container js-gallerythumbs&quot; data-is-ajax=&quot;&quot; data-link-name=&quot;Launch Article Lightbox&quot; href=&quot;http://www.theguardian.com/technology/gamesblog/2014/jan/08/video-games-art-and-the-shock-of-the-new#img-1&quot;&gt;
&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 60.00%;&quot;&gt;
&lt;img alt=&quot;Journey&quot; class=&quot;maxed responsive-img&quot; height=&quot;384&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/8/1389177169115/cdf38cd3-1f31-4cc1-a541-85f19daaa2ae-1020x612.jpeg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=d8ff771cd4ec4b08d65d929e27a98a50&quot; width=&quot;640&quot; /&gt;
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&lt;/span&gt;
&lt;/a&gt;
&lt;figcaption class=&quot;caption caption--main caption--img&quot; itemprop=&quot;description&quot;&gt;
Journey – is it fun? Or art? Or both?
&lt;/figcaption&gt;
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Here is a good way to tell if a critic is having a moment of madness:
 they will attempt to define art. The greatest philosophers in history 
have floundered on the question, many simply avoided it altogether 
preferring to grapple with more straightforward questions – like the 
nature of logic, or the existence of God. Art is ethereal, boundless, 
its meaning as transient as the seasons. When you think you have grasped
 it, it slips through your fingers.&lt;br /&gt;

And yet here we are again (again!), with a respected critic claiming 
to know what art is or can ever be, and suggesting that video games 
cannot be included. That critic is the Guardian&#39;s own Jonathan Jones, 
who has &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.theguardian.com/artanddesign/jonathanjonesblog/2012/nov/30/moma-video-games-art&quot;&gt;been here before&lt;/a&gt;,
 decrying Moma for including a selection of computer games in its design
 section. Games are not art because there is no individual ownership, he
 insisted at the time, a contention which appeared to strike out a whole
 pantheon of collaborative projects from art history.&lt;br /&gt;

Now his affectionately expressed objection - prompted by the gift of a
 PlayStation 3 and a couple of mainstream releases – is that &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.theguardian.com/artanddesign/jonathanjonesblog/2014/jan/07/playstation-video-games-art&quot;&gt;games aren&#39;t art and that we shouldn&#39;t care&lt;/a&gt;.
 &quot;Electronic games offer a rich and spectacular entertainment,&quot; he 
declares, correctly, &quot;but why do they need to be anything more than fun?
 Why does everything have to be art?&quot;&lt;br /&gt;

Jones is an excellent writer, but as he admits, he knows very little 
about games – and doesn&#39;t really want to. When he last strayed on to 
this subject matter, I penned &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.theguardian.com/technology/gamesblog/2012/dec/06/video-games-as-art&quot;&gt;a counter-piece&lt;/a&gt;,
 in which I showed how generations of art critics have reacted against 
emerging artistic forms by immediately dismissing their worth. The shock
 of the new, and all that. But I ended with something along similar 
lines to Jones&#39; argument:&lt;br /&gt;

&quot;Are games art or aren&#39;t they? Nobody need answer. &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/games&quot;&gt;Games&lt;/a&gt; are beautiful and important, we can leave it there and know that we are right.&quot;&lt;br /&gt;

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There
 is a key difference here though. For me, games transcend the question 
because they are so wonderfully complex: they are emergent and 
system-led, but also narrative and directed; they amalgamate 
electronics, audio and visuals, but also often rely on text; they need 
user input, and yet are authorial. But for Jones, they are mere toys, 
they are playthings. &quot;Why do they need to be anything more than fun?&quot; he
 asks, and though I respect my colleague, I can&#39;t help but see in this a
 certain amount of condescension. It is the critic&#39;s equivalent of 
ruffling a child&#39;s hair and sending them on their way. Why do they need 
to be more than fun?&lt;br /&gt;

So here&#39;s another question: why do films need to be more than just fun? Why does art?&lt;br /&gt;

Countering Jones&#39; argument is a basic truth: games are an expressive 
medium. They are a form of communication. Naturally, Jones won&#39;t see 
that so much in the&amp;nbsp;mainstream action adventures that Santa brought him;
 just as a movie reviewer won&#39;t see much art or meaning in a Michael Bay
 flick. But deeper communication is clear in the more thoughtful games 
that he may not have seen. In &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://thatgamecompany.com/games/journey/&quot;&gt;Journey&lt;/a&gt;, in &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.richardhofmeier.com/cartlife/&quot;&gt;Cart Life&lt;/a&gt;, in &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://dukope.com/&quot;&gt;Papers Please&lt;/a&gt;, in &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://simogo.com/games/device6/&quot;&gt;Device 6&lt;/a&gt;, in &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.stanleyparable.com/&quot;&gt;The Stanley Parable&lt;/a&gt; – games that have more to say than blam, blam blam.&lt;br /&gt;

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That Dragon, Cancer
&lt;/figcaption&gt;
&lt;/figure&gt;
Why can&#39;t games just be fun? Because intelligent, thoughtful 
designers such as Navid Khonsari want to make games about serious issues
 &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.theguardian.com/technology/gamesblog/2014/jan/08/www.newyorker.com/online/blogs/elements/2013/12/a-truly-revolutionary-video-game.html&quot;&gt;like the 1979 Iranian revolution&lt;/a&gt;.&amp;nbsp;Why can&#39;t games just be fun? Because Ryan Green is making &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://thatdragoncancer.com/&quot;&gt;That Dragon, Cancer&lt;/a&gt;,
 a game about how he and his wife are coping with the terminal illness 
of their youngest son. Green has chosen games as his medium of 
expression, his way of coping, because he is a game designer – it is how
 he thinks, and partly how he processes the world and what is happening 
to his family. He also sees in games an accessible way of telling people
 about cancer, and about hope and faith. Shall we just tell him that&#39;s 
not right? Perhaps you&#39;d like to do that. I certainly don&#39;t.&lt;br /&gt;

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Why aren&#39;t games just fun? Because games speak to people, especially young people, in ways that films and books and TV don&#39;t.&lt;br /&gt;

Games speak to people.&lt;br /&gt;

The greatest artists, you see, want to communicate in the most 
popular media of the time, they want to be heard. That&#39;s why Shakespeare
 wrote for the lice-ridden but packed theatres of London, that&#39;s why 
Bertolt Brecht collaborated with Fritz Lang to bring his theories to 
Hollywood, that&#39;s why Dickens and Dumas had their novels serialised in 
magazines. Why aren&#39;t games just fun? Because video games are now a 
language and language is a tool of expression and change. A bit like 
art, yes?&lt;br /&gt;

Here is something I feel more and more these days. And this is not so
 much to do with Jones, a thoughtful and engaging critic – but it is in 
the sphere of his article. How tired I am, how utterly exhausted I have 
become with a certain mainstream standpoint on games. That whole nudge 
and grin approach you often see when games come up on television news 
programmes or magazine shows, or in the culture section of newspapers; 
the shrugged shoulders, the grimaces of affable incomprehension. I think
 it&#39;s time this ended because it is really not OK to dismiss what you 
don&#39;t understand. Yet somehow it still happens. It happens because new 
is shocking and games are out there, everywhere, and they make no sense 
to some people, and they are closing in.&lt;br /&gt;

Defining art is madness, and dismissing a vast, vibrant and creative 
medium is folly. Here is a thought for all those who think of games in 
this way. Just a thought. Imagine the future – the future as represented
 by games, the $60bn a year medium, the most pervasive communication 
platform of the 21st century – imagine this future as a storm cloud 
above you. Well, the cloud has burst and your objections are being 
drowned out amid the tumult. Soon you will realise that you are Lear on 
the moors railing against the world, and the fool at your side is the 
only one who nods in agreement.&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/3250171784405776929'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/3250171784405776929'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/video-games-and-art-why-does-media-get.html' title=' Video games and art: why does the media get it so wrong? '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-4651152364454457474</id><published>2015-10-24T14:13:00.005-07:00</published><updated>2015-10-24T14:13:51.987-07:00</updated><title type='text'> EA hit with Battlefield 4 lawsuit – but does it have merit? </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
US law firm claims publisher mislead investors in runup to release of troubled shooter Battlefield 4&lt;br /&gt;










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&lt;img alt=&quot;Battlefield 4&quot; class=&quot;maxed responsive-img&quot; height=&quot;384&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2013/12/12/1386853232925/Battlefield-4-008.jpg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=1263848c0beeb741dafc1bc5a5e44e2f&quot; width=&quot;640&quot; /&gt;
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Battlefield 4 – the shooter has been plagued by glitches and server issues since its release
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Friday 20 December 2013 &lt;span class=&quot;content__dateline-time&quot;&gt;14.44&amp;nbsp;GMT&lt;/span&gt;
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Electronic Arts is preparing for court once again. On Tuesday, law 
firm Robbins, Geller, Rudman and Dowd filed a class action lawsuit 
against the publisher on behalf of investors who bought stock in the 
company between 24 July and 3 December.&lt;br /&gt;

&lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.rgrdlaw.com/cases-electronicartsinc.html&quot;&gt;The suit&lt;/a&gt;
 alleges that EA violated the Securities Exchange Act of 1934 by 
allegedly providing &quot;materially false and misleading statements&quot; about 
military shooter, Battlefield 4. Before the release of the game, 
Electronic Arts issued strong fiscal guidance to investors, based on the
 &quot;purported&quot; strength of the latest Battlefield title. &quot;The price of 
Electronic Arts’ stock steadily climbed on these statements,&quot; reads the 
law firm&#39;s statement, &quot;reaching a Class Period high of $28.13 per share 
by August 23, 2013 and allowing certain of Electronic Arts’ senior 
executives to sell their Electronic Arts stock at artificially inflated 
prices.&quot;&lt;br /&gt;

However, after the launch of the game on 29 October – but most 
obviously following the arrival of the PlayStation 4 version on 15 
November – there have been numerous problems with the software, 
especially its online multiplayer component. Hundreds of players hit 
game forums and news sites complaining that they were unable to connect 
or were being continually booted from servers. Earlier this month 
developer EA DICE &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.gamespot.com/articles/ea-on-battlefield-4-issues-we-will-not-stop-until-this-is-right/1100-6416546/&quot;&gt;announced&lt;/a&gt; that it would put all other development projects on hold until the issues with Battlefield 4 had been resolved.&lt;br /&gt;

The lawsuit goes on to point out that after EA&#39;s announcement stock 
value fell, closing at $21.01 on 5 December, &quot;sending the share price 
down more than 28% from its Class Period high&quot;.&lt;br /&gt;

The allegation, then, is that Electronic Arts executives raised expectations about &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/battlefield&quot;&gt;Battlefield&lt;/a&gt; 4 in October knowing that the game was &quot;riddled with bugs and multiple other problems&quot;.&lt;br /&gt;

The lawsuit alleges: &quot;With an inflated share value, senior execs were
 then able to offload shares, selling more than $13.2m of stock at 
fraud-inflated prices.&quot;&lt;br /&gt;

&lt;strong&gt;&quot;Meritless action&quot;&lt;/strong&gt;&lt;br /&gt;

In &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.polygon.com/2013/12/18/5224848/ea-lawsuit-sec-violations-battlefield-4&quot;&gt;a statement issued to US games site Polygon&lt;/a&gt;,
 Electronic Arts has said: &quot;We believe these claims are meritless. We 
intend to aggressively defend ourselves, and we&#39;re confident the court 
will dismiss the complaint in due course.&quot;&lt;br /&gt;

So is this a meritless case? &quot;Robbins, Geller, Rudman and Dowd 
handled the Enron class action,&quot; says Alex Tutty from UK law firm 
Sheridans. &quot;They are a securities law firm, this is what they do. The 
firm obviously believes there is a case to answer, and in order to take 
it forward they need to find a plaintiff – someone who has suffered 
financial harm in this period due to purchasing shares on the basis of 
the statements made.&lt;br /&gt;

&quot;This is a problematic case, and it doesn&#39;t look good for EA, simply 
from a PR point of view. Looking at the fact as presented by Robbins, 
Geller, Rudman and Dowd, there does seem to be a case to answer. 
However, we&#39;ve only seen one side of the argument. Companies do give 
this sort of guidance, and it is important to be accurate, but it is 
just guidance based on what they know at the time. You&#39;d have to prove 
that they knowingly gave false information, and it would be difficult to
 know about all the bugs that would crop up on the &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/playstation-4&quot;&gt;PlayStation 4&lt;/a&gt;
 version. EA can probably produce a lot of evidence to suggest they 
didn&#39;t perceive the extent of the problem, or didn&#39;t have sight of it 
until after launch.&quot;&lt;br /&gt;

Robbins, Geller, Rudman and Dowd now has until February to find a 
lead plaintiff – if it succeeds, court beckons. In the background, 
Battlefield 4 has not performed as well as its predecessor at retail – &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.mcvuk.com/news/read/rough-waters-the-next-generation-transition/0123896&quot;&gt;according to industry news site, MCV&lt;/a&gt;,
 UK sales are down 69% compared to Battlefield 3. However, several 
Triple A franchises, including Assassin&#39;s Creed and Battlefield&#39;s rival 
Call of Duty have found the transition from current consoles to the 
next-gen machines difficult, with sales down across the board.&lt;br /&gt;

Whatever the case, this lawsuit has the potential to set an 
interesting precedent in terms of publisher culpability for problematic 
launch software. Several major titles have similarly suffered from bugs,
 glitches and server failures this year, including Diablo III and GTA 
Online, the multiplayer component of Grand Theft Auto V.&lt;br /&gt;

This is not the first potentially expensive legal action EA has had 
to contend with. Earlier this year, the publisher settled on a lawsuit 
filed against Zynga for copyright infringement concerning the latter&#39;s 
game, The Ville. And in 2012, EA also &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.reuters.com/article/2012/05/17/us-activision-ea-settlement-idUSBRE84F1K220120517&quot;&gt;settled on a complicated lawsuit with Activision&lt;/a&gt;
 over the departure of game developers Jason West and Vincent Zampella 
from the Activision-owned Infinity Ward to the EA-published Respawn 
Studios.&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/4651152364454457474'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/4651152364454457474'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/ea-hit-with-battlefield-4-lawsuit-but.html' title=' EA hit with Battlefield 4 lawsuit – but does it have merit? '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-2660034866116899198</id><published>2015-10-24T14:13:00.002-07:00</published><updated>2015-10-24T14:13:29.419-07:00</updated><title type='text'> Would DayZ benefit from a touch of humanity? </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
n violent online worlds it makes sense for players to shoot first and think later. But perhaps that is not the only way








&lt;br /&gt;

&lt;figure class=&quot;media-primary media-content()  &quot; data-component=&quot;image&quot; data-media-id=&quot;gu-fc-b74325bd-f82c-4007-abdb-7d7ac61694a2&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;

&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 60.00%;&quot;&gt;
&lt;img alt=&quot;DayZ&quot; class=&quot;maxed responsive-img&quot; height=&quot;384&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/10/1389353513363/f926ec1e-3353-486b-8622-ba79c35b826e-bestSizeAvailable.jpeg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=cb40093fc9b29c8632c89ac6fa82c7aa&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--main caption--img&quot; itemprop=&quot;description&quot;&gt;
In DayZ every location like this is a potential shoot-out. One day, 
could it be just as much about friendship too? Photograph: /PR
&lt;/figcaption&gt;
&lt;/figure&gt;
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Friday 10 January 2014 &lt;span class=&quot;content__dateline-time&quot;&gt;15.37&amp;nbsp;GMT&lt;/span&gt;
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Last modified on Thursday 5 February 2015 &lt;span class=&quot;content__dateline-time&quot;&gt;10.44&amp;nbsp;GMT&lt;/span&gt;
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The town is just out there in the near distance, a cluster of houses 
amid acres of flat scrubland. I can&#39;t see any movement, there&#39;s no sound
 except birdsong, but the buildings are a two minute run away. If I 
break cover and another player is nearby, I know they will shoot me. 
They will shoot me and loot my body. That is the reality of DayZ.&lt;br /&gt;

Still only available as an early alpha build on Steam, but already 
immensely popular, Dean Hall&#39;s bleak, utterly unsentimental zombie 
survival game is unbearably tense and atmospheric. Players are pitched 
together into a stark landscape, and must survive for as long as 
possible, ransacking buildings for guns and food and avoiding the 
undead. But just as in all the best zombie fiction, it&#39;s not the rotting
 monsters you often have to worry about, it&#39;s the other survivors. Each 
server houses up to 40 players, all desperately scavenging for the same 
meagre supplies. And if you kill another participant, you can take their
 stuff. There is a clear benefit to adopting a &quot;shoot first&quot; policy.&lt;br /&gt;

We see the same thing now in GTA Online, the vast multiplayer 
spin-off from Grand Theft Auto V. Players hit Los Santos, engaging in 
criminal missions and tasks, but when they&#39;re off duty they just cruise 
the streets in stolen cars, looking for trouble. And trouble often means
 being anti-social – chasing down and shooting other players, or camping
 out near key hotspots like custom garages and ammo stores blasting 
anyone who walks in. Just for kicks. Rockstar sometimes punishes such 
players, introducing a &quot;bad sport&quot; scheme to highlight them to others. 
It&#39;s gaming&#39;s equivalent of an ASBO – and we all know how effective 
those have been.&lt;br /&gt;

&lt;strong&gt;Spawn to kill&lt;/strong&gt;&lt;br /&gt;

There are obvious reasons why this happens. Gamers have been 
conditioned by a generation of successful online shooters like Call of 
Duty and Quake to view other participants as targets. In Call of Duty, 
there is no other motivation beyond killing, that&#39;s what you&#39;re there 
for. And from the very beginning of video games we have the intrinsic 
thrill of the shoot-kill feedback loop; it is the most clear, instant 
and satisfying interactive sequence this medium has ever produced. 
Shooting doesn&#39;t require realistic visuals or complex game systems – in 
the great arcade shooters of the late-seventies, you had left, right and
 fire – those were your interactions with the game world. Even the word 
&#39;fire button&#39; has aggressive connotations. That&#39;s what it always was – 
an aggressive act committed on the game world.&lt;br /&gt;

&lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/games&quot;&gt;Games&lt;/a&gt; are enormously complex now – and yet we&#39;re still being channeled down this zero-sum interaction channel: shoot or die.&lt;br /&gt;

If you consider this at a systemic level, shooting always makes sense
 in a moment of indecision. It&#39;s like the Prisoner&#39;s Dilemma, the famous
 behavioural experiment that shows altruism, trust and co-operation are 
often unworkable factors when you don&#39;t know what the other participant 
is thinking. In DayZ, you always have more to gain from shooting a 
stranger: not only are you safe, you also have a resource to plunder. 
Theoretically, a new player could be a good asset to your squad, but how
 do you know? In the split second you often have to decide these things,
 the diplomacy of the bullet makes more sense.&lt;br /&gt;

In the past, game designers have often sought to counter the problem 
by brute-forcing co-operative behaviour. &quot;World of Warcraft kind of 
solved this issue by making missions where you &lt;em&gt;had&lt;/em&gt; to form a group in order to complete them,&quot; says game developer Byron Atkinson-Jones, whose shooter, &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.blastem-game.com/&quot;&gt;Blast Em&lt;/a&gt;
 is heading to Steam soon . &quot;In this situation, the obstacles – as in 
things to kill – were just too much for one person to attempt alone. The
 reward for helping a fellow player then was completing the mission and 
leveling up.&quot;&lt;br /&gt;

It looks like this will be the system employed in Bungie&#39;s 
forthcoming massively multiplayer space opera Destiny. Although there 
will be assigned player v player combat zones, if two sets of 
participants bump into each other during campaign missions, they&#39;ll only
 be able to work together to complete the task. Battlefield developer 
DICE has added whole layers of co-operative intricacy into its team 
modes, introducing squads and commanders to initiate group tactics. But 
once again, we&#39;re only really talking about co-operation on a 
mechanistic level.&lt;br /&gt;

There can of course, be genuine humanity in that. &quot;Team games like 
Dota 2 and Battlefield semi-force you to cooperate with strangers by 
putting you on the same team,&quot; says game designer Michael Brough. &quot;It is
 kind of a blunt instrument, but it&#39;s still up to the players whether to
 actually cooperate. Quite often in Dota, if someone dies early on it 
gives the opposing team an advantage, then people start blaming each 
other and arguing, teamwork falls apart and you start falling even 
further behind...&lt;br /&gt;

&quot;sometimes the team breaks down completely, someone gives up and 
disconnects from the game or refuses to play, but other times the team 
gets over their disagreement and starts pulling together and can even go
 on to win. When this happens it&#39;s quite beautiful.&quot;&lt;br /&gt;

&lt;strong&gt;Social circles&lt;/strong&gt;&lt;br /&gt;

Meanwhile, in most online games, especially MMORPGs, all the really 
meaty social interaction is effectively outsourced to the players 
themselves through the guild system. Friends have to get together in 
meat space, agree to form a team, use microphones and often third-party 
chat software to communicate, and then enter the game world as a unit. 
In this way, all the emotional drama is effectively happening between 
the members of the social group – the game just happens to be where it&#39;s
 taking place. In many ways, online role-playing games are venues of 
collaborative play not instigators. Certainly, players will meet in the 
world and form friendships, but the impetus and the heft of the social 
interaction happens on the periphery of the game experience.&lt;br /&gt;

Is there a way for game designers to encourage and reward more 
advanced social relationships between strangers? Is there a way to 
balance out the allure of deadly violence? &quot;Generally if you want to 
encourage some kind of activity in a game, it&#39;s not a terrible idea to 
just try explicitly rewarding it in the most obvious way possible,&quot; says
 Brough. &quot;Like, maybe that won&#39;t work and you&#39;ll need something more 
subtle, but it&#39;s the first thing to try. So if you want to encourage 
some kind of cooperative activity, make numbers go up when people do it.
 When you trade items they get bigger, when you craft items they get a 
bonus for the number of people involved. Basically, positive-sum 
interactions rather than zero- or negative-sum.&quot;&lt;br /&gt;

&lt;h2&gt;
Read more:&lt;/h2&gt;
&lt;blockquote&gt;
&lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.theguardian.com/technology/gamesblog/2012/aug/07/dayz-gets-standalone-release&quot;&gt;&lt;span class=&quot;bullet&quot;&gt;•&lt;/span&gt; DayZ to get standalone release &lt;/a&gt;&lt;br /&gt;

&lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.theguardian.com/technology/gamesblog/2013/oct/03/red-cross-players-accountable-war-crimes&quot;&gt;&lt;span class=&quot;bullet&quot;&gt;•&lt;/span&gt; Should gamers be accountable for in-game war crimes?&lt;/a&gt;&lt;br /&gt;

&lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.theguardian.com/technology/2013/oct/07/gta-online-hands-on-los-santos&quot;&gt;&lt;span class=&quot;bullet&quot;&gt;•&lt;/span&gt; GTA 5 Online hands-on: a weekend in Los Santos&lt;/a&gt;&lt;br /&gt;

&lt;/blockquote&gt;
Atkinson-Jones agrees: &quot;It&#39;s strange to think about having to reward 
being friendly but it&#39;s certainly possible. You could provide an 
achievement for being around a fellow player for a certain period of 
time without killing them. That could actually lead to hilarious 
situations where you get a group of players all hugging together, trying
 to get that achievement – although once one of them has gotten it, they
 would probably start opening fire - almost a &#39;who blinks first&#39; 
situation from a Tarantino film.&quot;&lt;br /&gt;

The key then would be in incentivising positive group behaviours 
rather than allowing violence to be at the tip of every interaction 
tree. A group could receive a health or XP boost by taking on newcomers.
 Perhaps designers could introduce certain resources that can only be 
shared rather than looted from dead bodies. More violently, there could 
be a sort of self-destruct item, which destroys a player&#39;s inventory 
when they&#39;re killed by another human participant.&lt;br /&gt;

&lt;strong&gt;Selfish genes&lt;/strong&gt;&lt;br /&gt;

Of course, this is a very mechanical way of thinking about things – 
but perhaps that&#39;s necessary. We need to be realistic: altruism is rare 
in nature – animals that appear to be behaving selflessly toward each 
other are merely indulging in mutually beneficial, highly reciprocal 
relationships. Lions form prides, not because they totally love each 
other, but because unless your prey is old and weak, you need more than 
one hunter to bring down a wildebeest. Ant hives aren&#39;t social 
institutions, they are machines. Even in the most intelligent species 
such as apes and dolphins, totally altruistic acts are exceptional; 
protecting the group usually makes sense from a survival perspective. As
 for humans, we see from the logic of the Prisoner&#39;s Dilemma that 
although self-interest has its costs, it often carries far lower risks.&lt;br /&gt;

But it&#39;s sort of sad to think of games – and gamers – in this way. 
DayZ is a thrilling evocation of zombie fiction, but what it can&#39;t 
capture in the same way as linear media like The Walking Dead or Day of 
the Dead, is the interplay between survival groups – those tense moments
 when one set of desperate people meets another. In the TV series The 
Walking Dead, much of the emotional depth comes not from the shoot-outs,
 but from those first meetings and negotiations – the myriad opposing 
forces working on every encounter. In this world, it is not always best 
to shoot first – and that provides the cathartic thrill. And really, if 
Walking Dead was simply about shooting, it would be be pretty 
unwatchable. It&#39;s the relationships that form between, say, Maggie and 
Glenn or Michonne and Andrea, that keep us engaged. Amid the slaughter 
and the fear, the narrative requires human interaction and emotional 
drama. It&#39;s how we invest.&lt;br /&gt;

And it&#39;s not just the game systems that prevent this in titles like 
DayZ and GTA Online, it&#39;s the paucity of interaction depth. Visual 
limitations mean we can&#39;t read the body language and eye movements of 
our fellow players, and these are the vital unconscious clues to intent 
that we pick up constantly in real life. Few games expand their gesture 
sets beyond taunts, and even fewer provide amiable collaborative 
ventures. In GTA Online, there&#39;s not a whole lot you can do with another
 player once you&#39;ve decided not to shoot them. You can&#39;t communicate, 
you can&#39;t do anything except launch a mission together and work side by 
side. You can&#39;t take them on a date, you can&#39;t make promises and plans, 
you can&#39;t develop. DayZ allows microphone chat, which at least adds 
verbal communication, but this can be horribly jarring. Hearing a 
12-year-old drawl at you through earphones while their muscular 
twenty-something avatar idles on screen doesn&#39;t do much for your 
suspension of disbelief.&lt;br /&gt;

&lt;strong&gt;The heart of the matter&lt;/strong&gt;&lt;br /&gt;

So really, &lt;em&gt;can&lt;/em&gt; we encourage &lt;em&gt;emotional&lt;/em&gt; interplay 
between strangers in online games? Because that&#39;s obviously the key; 
that is what provides the complexity of human relationships in the real 
world. One way is to remove violence altogether. Thatgamecompany did 
this beautifully with Journey, distilling interaction down to the 
ability to follow and lead, and to make one simple sound. No names were 
visible and there was no vocal communication. Yet even with such limited
 materials, players were able to build profound relationships, even if 
they were fleeting and ethereal. We don&#39;t need much to get along.&lt;br /&gt;

But DayZ isn&#39;t Journey – there&#39;s no such thing as a mystical zombie 
art-game (though, dammit, I sort of wish there was now). Killing is a 
vital part of the experience – as it is with GTA Online. So we&#39;re back 
to this one apparent requirement: the commodification of friendship. The
 introduction of systems that make the prospect of collaboration a 
beneficial one. The next time I&#39;m outside a small town in DayZ, I want 
to know I can wander in there, meet another player and have a bargaining
 chip or two. Already, players are using a raised arm gesture as one of 
friendship, or they&#39;re yelling &quot;peaceful&quot; down the microphone – but 
these simple digital acts are open to abuse and without visual 
complexity, it&#39;s all meaningless. Which is a shame because from 
listening to more experienced players, some of the most profound and 
enjoyable experiences have come out of hooking up with strangers and 
exploring together.&lt;br /&gt;

This isn&#39;t going to be popular, but I wonder if some form of 
bio-input is the ultimate answer. Valve Software has experimented with 
biometric feedback in the past, looking into peripherals that read your 
heart rate and alter the game accordingly. We know that Kinect can trace
 fluctuations in skin colour to monitor your heart rate too. Perhaps one
 day that data will be available to other players. You&#39;re approaching a 
group of survivors with your arms raised, but the camera sees you 
sweating; a message comes up on the other player&#39;s screen: &quot;heart rate 
rising&quot;. What they do with that information is up to them. But they have
 it.&lt;br /&gt;

And that&#39;s the underlying truth, I fear. Emotion is about 
information; friendship and love are governed by data – you need to 
collect enough to trust someone. I think the first game that really 
truly figures this out will be the biggest game in the world.&lt;br /&gt;

&lt;/div&gt;
&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/2660034866116899198'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/2660034866116899198'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/would-dayz-benefit-from-touch-of.html' title=' Would DayZ benefit from a touch of humanity? '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-5501292018388281577</id><published>2015-10-24T14:12:00.004-07:00</published><updated>2015-10-24T14:12:44.777-07:00</updated><title type='text'>DayZ hits 1m downloads one year before launch </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
Following
 Minecraft&#39;s footsteps, open-world zombie thriller DayZ is the&amp;nbsp;latest 
title to make gamers part of the development process&lt;br /&gt;










&lt;figure class=&quot;media-primary media-content()  &quot; data-component=&quot;image&quot; data-media-id=&quot;gu-fc-a3b7363d-2d4b-448c-9eb1-e9ae98bf2189&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;

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&lt;img alt=&quot;DayZ&quot; class=&quot;maxed responsive-img&quot; height=&quot;384&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2012/8/7/1344355669436/dayz_main.jpg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=86e7de37ab821accbd1d7294a2bcfe7e&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--main caption--img&quot; itemprop=&quot;description&quot;&gt;
DayZ: unfinished and unforgiving, but a huge success already
&lt;/figcaption&gt;
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It&#39;s hard as nails, it&#39;s bug-ridden, and it has no tutorial – but 
online zombie adventure DayZ has now been downloaded 1m&amp;nbsp;times, barely a 
month after its &#39;alpha&#39; launch on PC gaming service Steam. Its creator, 
New Zealand-born game designer, Dean Hall, has become the latest 
independent developer to release a new project before it is finished, 
allowing gamers to contribute toward its completion. Potential customers
 are warned via a series of titles screens that the game is a work in 
progress and that bugs and crashes are commonplace. But this hasn&#39;t 
stopped hundreds of thousands of &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/pc&quot;&gt;PC&lt;/a&gt; gamers from pouring hours into the taut, exciting multiplayer action.&lt;br /&gt;

Originally written by Hall as a &quot;mod&quot; – or unofficial add-on – for 
the popular military shooter ArmA II, DayZ places gamers into the midst 
of a zombie apocalypse. Surrounded by unfamiliar landscape and with no 
tools to survive, they have to ransack houses to find guns and food, 
while avoiding the ravenous undead. The important part is that the game 
is online and there are up to 40 other players in the world with you – 
you&#39;ll either have to compete for resources, usually with deadly force, 
or team up to form clans of survivors. Brilliantly, the game supports 
in-game chat via headsets and microphones, so players are able to 
communicate with each other, plotting their fraught hit-and-run missions
 on other gangs. But every once in a while, the game glitches out or 
crashes altogether. You just have to re-boot and go back in, reporting 
your experiences on the game&#39;s packed forums.&lt;br /&gt;

&lt;strong&gt;Launch and hope&lt;/strong&gt;&lt;br /&gt;

DayZ is far from alone in this &#39;release then adapt&#39; approach. 
Although indie coders have often launched new projects in unfinished 
formats for fans to download and test, it was crossover smash hit 
Minecraft that really transformed the concept into a workable business 
model. Markus &#39;Notch&#39; Persson&#39;s ingenious construction game was original
 launched in an early &#39;alpha build&#39; state in 2009 but quickly attracted 
an enthusiastic community, who feed back on the game&#39;s faults and 
features. Now available on PC, console and smartphone the title has sold
 over 33 million copies. &quot;The benefits [of early release] are that you 
don&#39;t have to rely on a publisher, and that you can get people 
passionate about the game early on,&quot; he told &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.gamasutra.com/view/feature/197190/when_players_buy_your_game_before_.php?page=3&quot;&gt;Gamasutra last July&lt;/a&gt;. &quot;The added pressure of people already having paid for the game can help motivate you to work on it as well.&quot;&lt;br /&gt;

So
 far, the model has worked particularly well for simulation titles, that
 can offer up stable gameplay experiences without the need for advanced 
visuals or complex narrative sequences. UK developer Introversion was 
effectively saved from closure in 2012 when it made its latest title, 
the compulsive jail design sim, Prison Architect, available for online 
purchase in an early alpha state. The title is yet to receive a full, 
complete launch, but has raised over $10m from its community. Speaking 
to VG247 last year, the studio&#39;s co-founder Mark Morris explained both 
the financial and creative advantages: &quot;I liken the process to steering a
 oil tanker – we have our own vision for Prison Architect and we know 
the path we are heading in, however we keep a close eye on the forums, 
Twitter and Facebook accounts, and the thoughts and views of the 
community kind of act like tug boats nudging the tanker in one direction
 or another.&quot;&lt;br /&gt;

The approach has become so successful that key digital gaming service
 Steam now has an Early Access section, allowing gamers to select and 
support unfinished titles. As with the Kickstarter revolution which has 
seen hundreds of games funded to completion via crowds of fans, there is
 a sense of ownership over the project. Gamers aren&#39;t just 
&#39;pre-ordering&#39; an interesting new title, they&#39;re potentially 
contributing toward its growth. In many ways, there&#39;s the same appeal as
 discovering and supporting a new band from their days gigging in 
flea-pit pubs; it&#39;s that sense of getting in there first with something 
cool and exciting.&lt;br /&gt;

&lt;strong&gt;Fear and freedom&lt;/strong&gt;&lt;br /&gt;

DayZ, which was &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://uk.ign.com/articles/2012/08/01/how-dayz-came-to-life&quot;&gt;apparently inspired&lt;/a&gt;
 by Hall&#39;s survival training while in the New Zealand armed forces, 
still has over a year of development left. The big test for &#39;early 
access&#39; games like this is whether the creators can maintain development
 momentum under the pressure of user expectation. While community 
expectations can no doubt provide impetus to a small development team, 
there&#39;s always the danger is can be creatively stifling – especially if a
 large vocal community has a wide range of opinions on where the design 
should go.&lt;br /&gt;

But
 it&#39;s a problem most indie studios would be happy to face. The 
smartphone app stores are flooded with game content, and Steam houses 
something in the region of 3000 titles, so visibility is now the key 
challenge facing smaller developers. Building a proactive community is, 
then, a vital part of the development process – indeed, to gain a slot 
on Steam these days, developers have to go through the Greenlight system
 in which gamers vote on which new titles should get into the store.&lt;br /&gt;

The interesting thing about DayZ&#39;s success is that this is such an 
uncompromising experience. It is not a nice welcoming simulation title, 
it is a raw, bleak and almost entirely emergent survival horror game. 
The community &lt;em&gt;is&lt;/em&gt; the experience. And with a million players, 
the lesson it appears to be teaching is – provide a compelling universe 
and let participants build from there. Is this the future of traditional
 game design, or the end of it?&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/5501292018388281577'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/5501292018388281577'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/dayz-hits-1m-downloads-one-year-before.html' title='DayZ hits 1m downloads one year before launch '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-8074816301691785234</id><published>2015-10-24T14:12:00.001-07:00</published><updated>2015-10-24T14:12:12.961-07:00</updated><title type='text'> The Banner Saga – review </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
&lt;img alt=&quot;Banner Saga&quot; class=&quot;maxed responsive-img&quot; height=&quot;384&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/16/1389860272185/banner_main.png?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=778b6fa66aa9dc425df57c36c07068ba&quot; width=&quot;640&quot; /&gt;&lt;div class=&quot;content__article-body from-content-api js-article__body&quot; data-test-id=&quot;article-review-body&quot; itemprop=&quot;reviewBody&quot; style=&quot;display: block;&quot;&gt;
&lt;span class=&quot;drop-cap drop-cap--wide&quot;&gt;&lt;span class=&quot;drop-cap__inner&quot;&gt;T&lt;/span&gt;&lt;/span&gt;he
 sun is frozen in The Banner Saga&#39;s sky, but its beams are yet to melt 
its ice-capped landscape. It has, however, thawed a video game genre 
that has somewhat languished in recent years: the Tactical RPG. 
Extravagantly funded by a ravenous crowd of Kickstarter patrons, 
designed by a team of ex-Bioware designers and artists, and scored by 
the Grammy-nominated composer Austin Wintory, this is exquisitely 
produced fantasy, marrying Game of Thrones-esque medieval war fiction 
with the intricacies of a Chess-like combat board game.&lt;br /&gt;

Off the battlefield, the team&#39;s storytelling heritage is clear. These
 vast, Nordic landscapes share a whisper of DNA with Star Wars&#39; 
nether-planets, which the team previously crafted while working on Star 
Wars: The Old Republic. But the stories that fill them more closely 
share the family likeness. The game takes place under a broad sweep 
banner narrative involving nations and races (the canny humans, the 
hulking Varl giants and their common enemy, a dead-eyed statue people 
known as Dredge) on the verge of war. But the wonder is in the close-up 
vignettes, the pressures of leading a marching army of cold, hungry 
recruits, and the ever-present weight of having to make seemingly small 
decisions with unforeseeable consequences.&lt;br /&gt;

&lt;strong&gt;Man management&lt;/strong&gt;&lt;br /&gt;

As you move your soldiers from place to place you watch as they inch 
across beautiful, hand drawn landscapes. The view is interrupted every 
few seconds with a narrative interlude, some problem or other than must 
be attended. One of your men may drink too much mead and brawl. You must
 intervene, choosing whether to force an apology from the aggressor or 
laugh off the scuffle. Or you might come across a ragtag band of men, 
seemingly lost in the woods. Do you allow them to join your ranks and 
gain a potential valuable asset, or turn them away? &lt;br /&gt;

You accept food from a benign merchant, but what if it turns out to 
be spoiled or, worse still, poisoned? Some video games dole out a 
handful of these multiple choice decisions per chapter. The Banner Saga 
is an endless flow of questions demanding immediate answers. The 
consequences must not only be lived with, but also open up further 
avenues of choice. Your men may fall. Do you discard the supplies or 
wait to see if something else is causing the sickness? Do you force the 
men to fight in the next battle, weakened by stomach cramps, or send 
them back home? Journey is story. Never has this been made clearer than 
in The Banner Saga.&lt;br /&gt;

&lt;figure class=&quot;element element-video&quot; data-canonical-url=&quot;http://www.youtube.com/watch?v=FbIH0vS9AG4&quot;&gt;
&lt;div class=&quot;embed-video-wrapper u-responsive-ratio u-responsive-ratio--hd&quot;&gt;
 
&lt;/div&gt;
&lt;/figure&gt;
The burden of leadership is made keener by the fact that you are free
 to make poor choices: enter a battle in which you are vastly 
outnumbered and your troops will fall. Rather than being booted to the 
melancholy purgatory of a Game Over screen, the story adapts to your 
failure, which the narrative then bears like a scar, forever altering 
its trajectory. It takes a little getting used to. But rather than 
reaching for the &#39;load&#39; button to undo your mistakes, there is benefit 
to living with them. In time the story feels fully your own. You are no 
longer a video game player, pretending to be an active participant in a 
pre-set narrative. Instead you are a complicit protagonist, and the game
 bends to your will – good or ill.&lt;br /&gt;

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Advertisement&lt;/div&gt;
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On
 the battlefield this is a finely tuned yet somewhat traditional 
tactical RPG. You choose a selection of warriors and take turns with the
 AI to move them one-by-one about the gridded board. First you choose 
where to position a unit according to its range. Then you choose to 
attack an enemy, targeting either its armour or its health. The former 
indicates how many points of damage a character can deflect while the 
latter represents the amount of damage they can do, a number that 
ingeniously doubles for their health points. In this way, as units 
sustain damage, they are simultaneously weakened.&lt;br /&gt;

Different characters specialise in different classes: sheildmasters 
have high defense and are useful for forming a defensive wall in front 
of weaker characters; archers can attack from a distance yet are weak at
 short range; spearmen can attack foes two squares away and so on. Your 
characters earn Renown points every time they defeat an enemy and this 
currency can be used to increase their abilities or, alternatively, to 
buy stat-enhancing accessories. &lt;br /&gt; &lt;br /&gt;&lt;strong&gt;Battle tactics&lt;/strong&gt;&lt;br /&gt;

The strategic element to fights is rich. &quot;Willpower&quot; points can be 
used to increase a unit&#39;s range or its offensive potency (and this 
limited, move-enhancing currency can instantaneously turn a battle&#39;s 
tide). Strategic arrangement of your troops is key to success – the Varl
 take up four squares on the grid each, and will block both their 
comrades and competitors&#39; movements. In larger fights there&#39;s even an 
option to continue the battle after it&#39;s won, with the potential to 
defeat more of the opposing army&#39;s soldiers, albeit with the increased 
risk of fighting with already weary and wounded men.&lt;br /&gt;

However, the consequences to actions on the field feel less keen than
 they do off. If one of your troops falls in battle, they resuscitate as
 soon as it&#39;s finished, requiring only a few days &quot;off&quot; to recuperate to
 full health again. You cannot lose the key players in the drama on the 
battlefield, even if a few can be lost quite easily by making the wrong 
decisions elsewhere. This is, nevertheless, a game with a strong sense 
of place and the ambiance elevates it beyond the immediate competition. 
The illustrated 2D art is expressive, while Wintory&#39;s score is nothing 
short of extraordinary – evocative, unusual and rousing. The designer 
Sid Meier famously said that a game is a series of interesting choices. 
It&#39;s a maxim fully embraced by The Banner Saga, which stitches those 
choices into its very fabric to form a tapestry that is wholly your own.&lt;br /&gt;

&lt;/div&gt;
&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/8074816301691785234'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/8074816301691785234'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/the-banner-saga-review.html' title=' The Banner Saga – review '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-7012320466623909086</id><published>2015-10-24T14:10:00.004-07:00</published><updated>2015-10-24T14:10:48.600-07:00</updated><title type='text'> Luigi&#39;s death stare: are you enjoying Mario Kart 8? </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
&lt;img alt=&quot;Luigi in Mario Kart 8&quot; class=&quot;maxed responsive-img&quot; height=&quot;480&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/6/9/1402314755955/cba63467-b038-4fc7-ba95-9eb02d015766-1024x768.jpeg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=05b68d6b54304c8ea5c9d88a13c7f0e4&quot; width=&quot;640&quot; /&gt;New weapons, new courses, end-of-race highlights and an ice-cold Luigi. How are you finding Mario Kart 8?&lt;br /&gt;
&lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.theguardian.com/technology/2014/may/16/mario-kart-8-review-the-best-drive-ever&quot;&gt;Mario Kart 8&lt;/a&gt; has been out in the UK for a few weeks now, leading to a &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.computerandvideogames.com/465552/mario-kart-8-boosts-uk-wii-u-hardware-sales-666/&quot;&gt;large increase in sales&lt;/a&gt;
 for the Wii U console. It&#39;s even seen the birth of its own meme: the 
Luigi death stare, a celebration of the lesser-heralded Mario brother&#39;s 
ice-cold reaction to the administration of shell-based justice.&lt;br /&gt;

&lt;figure class=&quot;element element-video&quot; data-canonical-url=&quot;http://www.youtube.com/watch?v=PpxDuNFBVj8&quot;&gt;
&lt;div class=&quot;embed-video-wrapper u-responsive-ratio u-responsive-ratio--hd&quot;&gt;

&lt;/div&gt;
&lt;/figure&gt;
I spent the weekend getting to grips with the latest &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/mario-kart&quot;&gt;Mario Kart&lt;/a&gt; iteration, sunny weather eschewed in favour of relentless four-player action.&lt;br /&gt;

Early impressions are positive. The karts drive, glide and slide like a dream, and &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.theguardian.com/technology/2014/may/16/mario-kart-8-review-the-best-drive-ever&quot;&gt;as our review points out&lt;/a&gt;,
 the new weapons are a satisfying addition. And there are little 
pleasing tweaks that make logical sense: if you plunge off the course 
into a cute ravine, &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.mariowiki.com/Lakitu_%28character%29&quot;&gt;lakitu&lt;/a&gt;
 returns you to the track much more efficiently than before, power-up 
boxes reappear a touch more quickly, and there is now a means of 
combatting the blue shell. At last.&lt;br /&gt;

&lt;figure class=&quot;element element-tweet&quot; data-canonical-url=&quot;https://twitter.com/jamesofwalsh/statuses/475755806923960320&quot;&gt;

&lt;/figure&gt;
And, as the &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://i.kinja-img.com/gawker-media/image/upload/rozuiotmre98hzpwjoji.gif&quot;&gt;Luigi death stare&lt;/a&gt;
 indicates, the end-of-race highlights (which you can edit and upload to
 Youtube) are an absolute joy. We almost enjoyed watching each hit, in 
glorious high-def slow-mo, as much we enjoyed playing the game itself. &lt;br /&gt;

As many have mentioned, the only bugbear is battle mode, which now 
takes place on the standard courses rather than ready-made arenas, and 
this is a real step backwards. &quot;I can&#39;t find anyone,&quot; and &quot;it&#39;s taking 
ages, isn&#39;t it?&quot; were standard responses when we tried it.&lt;br /&gt;

Now it&#39;s over to you. How are you finding Mario Kart 8? Is it the 
best one, or do you still pine for the SNES or the underrated Game Cube 
versions? Share your thoughts - and links to your own killer videos, if 
you&#39;ve made any - in the thread below.&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/7012320466623909086'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/7012320466623909086'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/luigis-death-stare-are-you-enjoying.html' title=' Luigi&#39;s death stare: are you enjoying Mario Kart 8? '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-4549648295591500238</id><published>2015-10-24T14:09:00.002-07:00</published><updated>2015-10-24T14:09:54.163-07:00</updated><title type='text'> The 30 greatest video games that time forgot – part one </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
From early rhythm action to weird puzzlers, discover the best games most players have never heard of








&lt;br /&gt;

&lt;figure class=&quot;media-primary media-content()  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;

&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 60.00%;&quot;&gt;
&lt;img alt=&quot;Eternal Darkness&quot; class=&quot;maxed responsive-img&quot; height=&quot;384&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/15/1389808668608/eternaldarkness_gcn_ss10.jpg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=f6dbc7864c3ac0a8e6fe244218edc689&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--main caption--img&quot; itemprop=&quot;description&quot;&gt;
Lost survival horror classic, Eternal Darkness – a title that handily describes what many of these games have been consigned to
PR
&lt;/figcaption&gt;
&lt;/figure&gt;
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&lt;div class=&quot;content__article-body from-content-api js-article__body&quot; data-test-id=&quot;article-review-body&quot; itemprop=&quot;articleBody&quot;&gt;
History is not always kind to great games. Titles once heralded as 
masterworks are often lost as console cycles turn. Alternatively, there 
are the offbeat outliers completely shunned during their own lifetimes, 
only to be quietly ransacked by later generations of designers. &lt;br /&gt;

Over the next three days, we&#39;ll be remembering 30 brilliant, 
idiosyncratic, challenging or just plain weird titles that have been 
erased from the gaming annals, or at least criminally overlooked. Each 
one of these did something interesting with gaming, but not interesting 
enough to be endlessly recalled in misty-eyed retro articles or on &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.youtube.com/watch?v=r0RX1Sbu8t8&quot;&gt;Charlie Brooker-fronted TV shows&lt;/a&gt; (which are otherwise excellent and include really great interviewees). &lt;br /&gt;

Here then are the first ten. Come back for the others, and add your own favourites in the comments section.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;3D Deathchase (Micromega, ZX Spectrum, 1983)&lt;/strong&gt; &lt;/h2&gt;
&lt;figure class=&quot;element element-image img--landscape img--inline  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;
&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 75.00%;&quot;&gt;
&lt;img alt=&quot;3D Deathchase&quot; class=&quot;gu-image&quot; height=&quot;480&quot; itemprop=&quot;contentUrl&quot; src=&quot;http://static.guim.co.uk/sys-images/Guardian/Pix/pictures/2011/2/8/1297191224950/deathchase.gif&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
Public domain
&lt;/figcaption&gt;
&lt;/figure&gt;
Written by lone coder Mervyn Estcourt (who also produced a PC remake 
almost 20 years later), this remarkably progressive 3D chase game gets 
the player to ride a futuristic motorbike through dense woodland, 
attempting to track down and shoot enemy riders. The first-person view 
and smooth sensation of movement were astonishing at the time 
(especially considering it ran on the older 16k Spectrum), and it no 
doubt prepared the way for future variations on the free-roaming driving
 game. &lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;Aliens: The Computer Game (Software Studios/Electric Dreams Software, C64/Spectrum, 1986)&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-image img--landscape img--inline  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;
&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 75.00%;&quot;&gt;
&lt;img alt=&quot;Aliens&quot; class=&quot;gu-image&quot; height=&quot;480&quot; itemprop=&quot;contentUrl&quot; src=&quot;http://static.guim.co.uk/sys-images/Guardian/Pix/pictures/2011/2/8/1297191108024/aliens.gif&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
Public domain
&lt;/figcaption&gt;
&lt;/figure&gt;
Activision developed a higher profile tie-in with the movie, but this
 version is far superior and has lasting significance in game design 
terms. It&#39;s essentially a prototype first-person shooter, complete with 
moveable targeting reticule. Players have to guide six of the film&#39;s 
characters through the colony base, toward the queen&#39;s lair. Although 
movement is essentially limited to left and right (firing at doors lets 
you pass through them), the action is tense, and the importance of quick
 accurate aiming hints at the FPS genre to come. There&#39;s also a 
brilliantly unsettling take on the movie&#39;s motion tracker sound effect 
that ramps up the scare factor considerably. And when the face huggers 
leap at you it is TERRIFYING.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;Alter Ego (Activision, C64/PC/Apple II, 1986)&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-image img--landscape img--inline  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;
&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 75.00%;&quot;&gt;
&lt;img alt=&quot;Alter Ego&quot; class=&quot;gu-image&quot; height=&quot;480&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/15/1389784559318/_-Alter-Ego-C64-_.png?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=f7ec38b9272626555ed0f0da649f34da&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
Public domain
&lt;/figcaption&gt;
&lt;/figure&gt;
Designed by psychologist Peter Favaro and released by Activision, 
this fascinating life simulation gave players control over either a male
 of female character as they progressed from childhood to grave. 
Designed around a series of key decision points, the mostly text-led 
experience was based on hundreds of interviews conducted by Favaro, and 
was hugely critically acclaimed at the time. Alongside David Crane&#39;s 
Little Computer People it laid the groundwork for modern era &#39;virtual 
soap opera&#39; The Sims. Alas, the sparse presentation and offbeat concept 
meant that the sim sold poorly and a proposed sequel, based around 
rearing a child, was scrapped. You can &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.playalterego.com/&quot;&gt;play the original game online&lt;/a&gt;.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;Astal (Sega, Sega Saturn, 1995)&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-image img--landscape img--inline  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;
&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 75.00%;&quot;&gt;
&lt;img alt=&quot;Astal&quot; class=&quot;gu-image&quot; height=&quot;480&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/15/1389785781433/main.jpg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=c9b6231650f3204b62503cbb25c3ea7a&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
Public domain
&lt;/figcaption&gt;
&lt;/figure&gt;
Golden Axe, Streets of Rage, Altered Beast... Plenty of Sega&#39;s 
classic side-scrolling beat-&#39;em-ups have gone on to become legends of 
the genre. But somehow this beautiful early Saturn release has been 
over-looked, perhaps thanks to the console&#39;s untimely demise. Banished 
from Earth by an angry goddess, the eponymous hero must return to rescue
 the girl he loves. Okay, forget the horribly trite story and revel in 
the gorgeous hand-drawn artwork and interesting attacks, which allow 
Astal to blow his enemies over or wrench trees out of the ground to 
chuck at them. There&#39;s also an innovative but tricky co-op mode which 
puts player two into the role of Astal&#39;s bird sidekick. Watch &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.youtube.com/watch?v=mp7zZTCDKXE&quot;&gt;this playthrough&lt;/a&gt; for a taste of the wonderful character and landscape designs.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;Bioforge (EA/Origin, PC, 1995)&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-image img--landscape img--inline  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;
&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 75.00%;&quot;&gt;
&lt;img alt=&quot;BioForge&quot; class=&quot;gu-image&quot; height=&quot;480&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/15/1389786801429/922.jpg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=c08e6b6e8f959ebf308fa0676930c83d&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
Public domain
&lt;/figcaption&gt;
&lt;/figure&gt;
The &#39;interactive movie&#39; genre of the mid-nineties brought us plenty 
of nightmarishly unplayable dross as game developers fell in love with 
the idea of using full-motion-video to create, ugh, &#39;cinematic&#39; 
experiences. But there were some fascinating examples, too, like this 
cyberpunk adventure, set on a moon base governed by religious maniacs 
who believe man must evolve toward a machine hybrid state. The player 
awakens as a cyborg and must escape the lab, piecing together the plot 
from PDA diary entries and using security and computer equipment to hack
 defenses. Elements of Deus Ex, Bioshock and Dead Space all combined to 
create a tense and interesting adventure. It was so expensive to 
produce, however, that low sales ensured a planned sequel never arrived.
 Edge later published an &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.edge-online.com/features/the-making-of-bioforge/&quot;&gt;excellent &#39;Making of&#39; feature&lt;/a&gt;.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;Bust A Groove (Enix/Metro Graphics, PlayStation, 1998)&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-image img--landscape img--inline  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;
&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 75.00%;&quot;&gt;
&lt;img alt=&quot;Bust A Groove&quot; class=&quot;gu-image&quot; height=&quot;480&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/15/1389787869464/625492-bust-a-groove.png?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=072009f632027d0050a023db2e2e24ae&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
Public domain
&lt;/figcaption&gt;
&lt;/figure&gt;
This formative rhythm action game allowed players to pull ridiculous 
disco moves by following onscreen direction prompts, in a similar manner
 to Sony&#39;s revered PaRappa The Rapper. The difference here was the 
head-to-head competitive dance fighting element, which allowed players 
to knock each other off the beat with special moves. featuring an 
excellent old school electronica soundtrack, bizarre characters and 
super-smooth animation, the title helped build the &#39;post-pub gaming&#39; 
credentials of the PlayStation, and spawned a sequel. But then Konami&#39;s 
all-conquering Dance Dance Revolution strutted in and kicked it from the
 dance floor.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;ChuChu Rocket (Sega/Sonic Team, Dreamcast, 1999)&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-image img--landscape img--inline  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;
&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 75.00%;&quot;&gt;
&lt;img alt=&quot;ChuChu Rocket&quot; class=&quot;gu-image&quot; height=&quot;480&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/15/1389788651919/CHUCHU05.jpg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=9ae8868bb172fba12accb9665943b092&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
PR
&lt;/figcaption&gt;
&lt;/figure&gt;
How this frenetic combination of Pac Man, Bomberman, Lemmings and 
Hungry Hippos failed to become a continually updated gaming staple is 
beyond us. Designed by Sonic co-creator Yuji Naka its a fast-paced maze 
puzzler in which players have to place arrows on the floor to direct a 
line of mice into rockets so they can escape the giant cats. In the 
four-player mode, participants can also use arrows to direct the feline 
enemies toward competitors, making for fraught, hugely tense encounters.
 Given away free to European Dreamcast owners, the game would later 
surface on GameBoy Advance and iPhone but should – if there were a whiff
 of justice in the universe – be on every single console released from 
1999 to the end of time. &lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;Devil Dice (Sony/Shift, PlayStation, 1998) &lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-image img--landscape img--inline  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;
&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 75.00%;&quot;&gt;
&lt;img alt=&quot;Devil Dice&quot; class=&quot;gu-image&quot; height=&quot;480&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/15/1389790764807/DevilDice.jpg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=728ff16168e72cca0fed8feb0c01017f&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
Public domain
&lt;/figcaption&gt;
&lt;/figure&gt;
A modest success on its release and followed by two sequels, this 
ingenious puzzler was briefly revered, but has somehow slipped from 
wider memory. Players must navigate a grid by stepping on and turning 
dice cubes – when the numbers match between two adjacent cubes, they 
disappear. It&#39;s sort of a numerical match-three puzzle, bringing in some
 of the deeper mathematical reasoning of Area/Code&#39;s masterful iPhone 
title Drop 7. Originally created using Sony&#39;s home programmable console,
 the Net Yaroze, it was one of the few &#39;homebrew&#39; titles to see release 
on the PlayStation.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;Eternal Darkness: Sanity&#39;s Requiem (Nntendo/Silicon Knights, GameCube, 2002)&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-image img--landscape img--inline  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;
&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 75.00%;&quot;&gt;
&lt;img alt=&quot;Eternal Darkness&quot; class=&quot;gu-image&quot; height=&quot;480&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/15/1389806380189/eternaldarknessnew.jpg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=b717639c03e14b940bfbb68970179cf2&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
PR
&lt;/figcaption&gt;
&lt;/figure&gt;
Resident Evil 4 wasn&#39;t the only standout survival horror experience 
on Nintendo&#39;s under-rated GameCube system. Developed by Canadian studio 
Silicon Knights and originally meant for the N64, Eternal Darkness is a 
fascinating Lovecraftian romp following student Alexandria Roivas as she
 investigates a book known as the Tome of Eternal Darkness. The powerful
 artifact provides a portal to a selection of previous lives, all of 
which must be experienced by the player in order to prevent an ancient 
evil from re-surfacing. The narrative and locations are creepy and 
unsettling, but the best part is the sanity meter which drops when you 
encounter enemies, causing visual disturbances and even tricking you 
into believing your TV has broken. Critically acclaimed, but with its 
mature rating, Nintendo fans weren&#39;t quite sure what to make of it. A 
proposed sequel never materialised, despite Nintendo renewing the 
trademark as recently as 2012. Meanwhile, many of the original 
development team went on to form Precursor &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/games&quot;&gt;Games&lt;/a&gt; and planned a spiritual successor named Shadow of the Eternals which sadly failed to hit its crowdfunding target last year.&lt;br /&gt;

&lt;h2&gt;
&lt;strong&gt;Freedom Fighters (EA/IO Interactive, GameCube/PS2/Xbox, 2003)&lt;/strong&gt;&lt;/h2&gt;
&lt;figure class=&quot;element element-image img--landscape img--inline  &quot; data-component=&quot;image&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;
&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 75.00%;&quot;&gt;
&lt;img alt=&quot;Freedom Fighters&quot; class=&quot;gu-image&quot; height=&quot;480&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/15/1389807527067/Freedom.jpg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=cd67fe659f3fb02a624b150299d9f24c&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
PR
&lt;/figcaption&gt;
&lt;/figure&gt;
On a break from the highly successful Hitman series, Danish studio IO
 Interactive launched this innovative third-person squad-based shooter, 
getting to the whole America-invaded-by-Communists plotline years before
 Call of Duty. You play as a regular Joe running round New York taking 
on Russian troops – and the more you kill, the more your &#39;Charisma 
rating&#39; goes up allowing you to recruit followers. That&#39;s right, it&#39;s 
Homefront meets Twitter. Great controls and smooth squad commands 
ensured a thrilling yet surprisingly tactical experience. Maddeningly, 
it seems a proposed sequel was put on indefinite hold so that the studio
 could work on... Kane &amp;amp; Lynch. Wha... why?!! Anyway, Eurogamer has a
 nice retrospective on the game &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.eurogamer.net/articles/2012-11-11-freedom-fighter-retrospective&quot;&gt;right here&lt;/a&gt;.&lt;br /&gt;

&lt;/div&gt;
&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/4549648295591500238'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/4549648295591500238'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/the-30-greatest-video-games-that-time.html' title=' The 30 greatest video games that time forgot – part one '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-5467307790253273147</id><published>2015-10-24T14:08:00.002-07:00</published><updated>2015-10-24T14:08:30.195-07:00</updated><title type='text'> Tetris is back - for the PS4 and Xbox One </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
Publisher Ubisoft is bringing the 30-year-old game to the PlayStation 4 and Xbox One. But can the original be improved?&lt;br /&gt;










&lt;figure class=&quot;media-primary media-content()  &quot; data-component=&quot;image&quot; data-media-id=&quot;gu-fc-1c0e155b-ee01-4975-819e-1b41cef6b782&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;

&lt;div class=&quot;u-responsive-ratio&quot; style=&quot;padding-bottom: 60.00%;&quot;&gt;
&lt;img alt=&quot;Tetris&quot; class=&quot;maxed responsive-img&quot; height=&quot;384&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/17/1389956987278/d0667cac-6075-4548-9acf-25544853b2b1-300x180.png?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=4afb56919e0979b47176438187c2c68c&quot; width=&quot;640&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--main caption--img&quot; itemprop=&quot;description&quot;&gt;
A section from the Windows Phone version of Tetris
&lt;/figcaption&gt;
&lt;/figure&gt;
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During the summer of 1992, between my first and second years at 
university, I was working at a video game studio in Leamington Spa. We 
were supposed to be coding a game called Tank Commander for the PC, a 
long forgotten battle simulation – but one day someone brought in a Game
 Link cable, which allowed the connection of two Nintendo Game Boy 
consoles together. Of course, we immediately loaded up the &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/tetris&quot;&gt;Tetris&lt;/a&gt;
 competitive mode, in which any lines you cleared on your own screen 
would be cruelly transferred on to the bottom of your opponent&#39;s stack. 
Work ground to a halt and didn&#39;t really start up again for several days.&lt;br /&gt;

Most gamers have Tetris addiction stories. Since Russian programmer 
Alexey Pajitnov first developed the falling shape puzzler while working 
at the Moscow Academy of Sciences, it has sold hundreds of millions of 
copies on more than 50 different hardware platforms. Scientists and 
designers have pondered over its incredible appeal, the extraordinary 
compulsion people have to fit variously shaped tetriminos into a bucket.
 The beauty of Tetris is its simplicity – you need to understand no 
archaic conventions or rules of gaming. It is also essentially about 
something that we all find intrinsically satisfying: tidying up. Tetris 
is about imposing order, even if the task is Sisyphean, because the 
shapes don&#39;t stop falling until your stack reaches the top of the 
screen. And then it&#39;s all over.&lt;br /&gt;

&lt;strong&gt;Tetris in the brain&lt;/strong&gt;&lt;br /&gt;

The purity and popularity of the game have made it one of the most 
researched and analysed on the planet. Countless papers have been 
written on its cognitive effects. In 2009 research &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.biomedcentral.com/1756-0500/2/174&quot;&gt;published in BioMed Central&lt;/a&gt;
 suggested that playing Tetris could strengthen the neural networks in 
the brain, perhaps even improving memory. In the same year, researchers 
at Oxford University &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://news.bbc.co.uk/1/hi/health/7813637.stm&quot;&gt;found that&lt;/a&gt;
 Tetris could help reduce flashbacks in sufferers of post-traumatic 
stress disorder. Most of us just joked about the &quot;Tetris effect&quot;, the 
worrying after-image of falling blocks behind our eyes and even &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.scientificamerican.com/article.cfm?id=tetris-dreams&quot;&gt;in our dreams&lt;/a&gt;.&lt;br /&gt;

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Since
 the original prototype was developed by Pajitnov on an ancient 
Electronica 60 computer, the rights to the concept have been swapped, 
fought over, brought and more-or-less stolen dozens of times. The 
publishing history of the game is a complex puzzle in its own right (and
 to find out more you should immediately watch the documentary &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://topdocumentaryfilms.com/tetris-from-russia-with-love/&quot;&gt;Tetris: From Russia With Love&lt;/a&gt;).
 There have been various attempts to update the recipe. 1989&#39;s Super 
Tetris added a smart bomb, 2001 title Tetris Worlds brought in a story 
mode(!), and introduced &quot;hold&quot; and &quot;easy spin&quot; mechanics. Later, 
Electronic Arts toyed with the brand for a while, producing the decent 
Tetris Blitz (which bought in an against-the-clock dynamic) before 
blotting its copybook entirely by trying to &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://www.mcvuk.com/news/read/ea-releases-subscription-supported-tetris/088036&quot;&gt;add a subscription service to its iOS Tetris port&lt;/a&gt;.&lt;br /&gt;

&lt;strong&gt;Tetris unbound&lt;/strong&gt;&lt;br /&gt;

These were sort of interesting, but most players saw them for what 
they were – rather desperate attempts to re-sell a concept that worked 
fine in its cheaply and readily available traditional incarnations. 
Although, if we&#39;re going to to get really into this, the four-player 
mode in the Nintendo 64 title, Tetris 64, was pretty special, as was 
crossover classic Tetris With Card Captor Sakura, by longtime Street 
Fighter developer Arika. That company actually produced some of the 
finest Tetris spin-offs in the form of its Tetris: The Grand Master 
series. Here is expert player Jin8 besting Tetris Grand Master 3. It is 
pretty incredible:&lt;br /&gt;

&lt;figure class=&quot;element element-embed&quot; data-alt=&quot;Tetris Grand Master&quot;&gt;

&lt;/figure&gt;
There were also lots of very good rivals, including Jay Geertsen&#39;s 
Columns, later licensed by Sega for various platforms including the Game
 Gear, the manufacturer&#39;s rival to Game Boy. Better though was the 
gloriously kawaii Puyo Puyo series, originally from Japanese studio 
Compile. Even Mario got in on the scene with 1990 title Dr Mario, which 
replaced all the shapes with differently coloured pills in what was 
clearly a tribute to acid house culture. (I&#39;m kidding.)&lt;br /&gt;

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Now
 another giant publisher, Ubisoft, has announced that it is working with
 the Tetris Company – the organisation co-founded by&amp;nbsp;Pajitnov that now 
owns the right to the brand – to produce new versions for the Xbox One 
and PlayStation 4. So far it has given nothing away about what these 
games will look like or what new features will be added to take 
advantage of these ultra powerful machines – but surely new modes and 
functions will appear. What will they look like? Will it make use of the
 console&#39;s connectivity to offer vast global leaderboards like &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;http://zone.tetris.com/&quot;&gt;Tetris Zone&lt;/a&gt;?
 Will we see cloud support? A persistent massively multiplayer Tetris 
arena, thousands of blocks wide, which a global audience must keep from 
spilling over?&lt;br /&gt;

Perhaps there will be Tetris Kinect, where you shout, &quot;turn it left, 
no LEFT, now drop it, no not there, THERE!&quot; Maybe Ubisoft will bring in 
some of the epic narrative sweep of the Assassin&#39;s Creed series. It 
turns out that this version of Tetris is being played in a vast national
 security mainframe, and players have to hack the code to escape the 
distopian nightmare. Are we going to get Tetris Rayman, the unlikely 
combination of block-falling puzzler and Ubisoft&#39;s invisible-limbed 
platforming mascot? Is there something in the Geneva convention that 
could stop this from happening?&lt;br /&gt;

One thing is certain, while there are computers to play games on 
there will be Tetris. It defies barriers of language and culture, it is 
interactive entertainment in its purest form. Somehow, Pajitnov 
discovered a hotwire to the brain; an experience that talked to the 
central processing unit of human cognition in its own machine language. 
And like the rest of the industry, despite following up with several 
sequels, the puzzle-obsessed coder has not repeated the brilliance of 
Tetris. But of course we should be reminded of the apocryphal story 
about Joseph Heller. When told by an interviewer that, since Catch 22, 
he had never managed to write anything as good, he replied, &quot;No, but 
then neither has anyone else&quot;. Pajitnov can quite securely make the same
 claim.&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/5467307790253273147'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/5467307790253273147'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/tetris-is-back-for-ps4-and-xbox-one.html' title=' Tetris is back - for the PS4 and Xbox One '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-4726784395076299866</id><published>2015-10-24T14:07:00.004-07:00</published><updated>2015-10-24T14:07:42.372-07:00</updated><title type='text'> Thief – hands-on in the city of stealth </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
Eidos
 Montreal&#39;s reboot of the respected stealth-&#39;n-steal series is out in a 
month. Here&#39;s what is right – and wrong – with the return of Garrett, 
the master thief&lt;br /&gt;










&lt;figure class=&quot;media-primary media-content()  &quot; data-component=&quot;image&quot; data-media-id=&quot;gu-fc-02983221-8399-41e4-bf59-0ac8d3d63350&quot; id=&quot;img-1&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;

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&lt;figcaption class=&quot;caption caption--main caption--img&quot; itemprop=&quot;description&quot;&gt;
Thief – the murky streets are filled with unexpected treasures. And also violence, of course. Photograph: /PR
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As obvious as it sounds to say so, in Thief you nick things. You nick
 a lot of things. Broaches, necklaces, wallets, candelabras – anything 
valuable that’s lying around, really – all disappear into lead character
 Garrett’s bottomless sack. You find some of these trinkets in the 
oddest of places. One would expect to find a golden bracelet or two in a
 wall safe behind a painting, but who on earth leaves a goblet on a 
rooftop or a couple of coins at the edge of a pond? &lt;br /&gt;

It’s possible Eidos Montreal has left these treasures scattered 
around its game in order to put players into the headspace of its 
protagonist. If that’s the case, it’s an absolutely brilliant piece of 
game design because stealing stuff in Thief isn’t just fun, it’s &lt;i&gt;addictive&lt;/i&gt;.
 After you’ve snagged your first five or six baubles, you turn into a 
veritable magpie, filled with the need to obtain any shiny object that 
catches your eye – even if it means potentially exposing Garrett to 
danger in order to do so.&lt;br /&gt;

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&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
Victorian architecture and glowing lamps dominate the cityscape. Photograph: /PR
&lt;/figcaption&gt;
&lt;/figure&gt;
This compunction to loot is backed up by the game’s open-ended 
structure and its seductive visuals. Thief is set in a gloomy urban 
sprawl where the architectural schools of Gothic Europe, Victorian 
London and Steampunk Sci-Fi seem to have collided in a mass of fog and 
iron. Garrett, the antihero of the series since its 1998 premier, it 
back, returning to his home town, which is now in the grip of both a 
horrendous plague and a tyrannical ruler, The Baron. A palpable sense of
 foreboding drapes over the city’s gas-lit streets and shadowy rooftops,
 an effect that&#39;s bolstered in no small part by the flashes of lightning
 that briefly throw Garrett’s shadow onto the walls and pavements around
 him. &lt;br /&gt;

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As
 sinister as all of this sounds, it becomes apparent early on that the 
city’s darkened alleys and rooftops are Garrett’s natural turf. His 
almost superhuman ability to move noiselessly through his surroundings 
turns the skyline into his thoroughfare and makes every shadow inviting.
 Garrett also has the ability to ‘swoop’ in and out of pools of light 
quick enough to avoid detection and he’s armed with a decent array of 
equipment including lockpicks, arrows and a crowbar to force open the 
odd window. &lt;br /&gt;

&lt;b&gt;Stolen moments&lt;/b&gt;&lt;br /&gt;

From the evidence of the preview build I had a hands-on with, Thief 
contains the odd brief linear passage, which helps move the narrative 
along, but once Garrett is in view of a building that houses a valuable 
item he’s after – whether it’s part of a side task or a story mission – 
Thief’s structure opens up. Couple this loose framework with the 
kleptomaniacal impulses instilled in the player early on, and the world 
in Thief simply begs to be explored.&lt;br /&gt;

A great example of this came in a passage of play that occurred after
 the game’s tutorial level. Following a bungled robbery, Garrett has to 
flee back to his headquarters through one of the city’s mercantile 
districts. As I picked my way across the rooftops, noticing one of the 
streetlamps below me was on the blink, I heard a couple of guards 
remarking on how beautiful a golden mask in the window of a jewelry shop
 looked. &lt;br /&gt;

Well, I thought, since it’s on my way…&lt;br /&gt;

The jewelry shop raid showed there’s no set way to successfully pull 
off a burglary. It was possible to enter the premises by observing the 
nightwatch guards, taking note of their patrol patterns, timing one’s&amp;nbsp; 
movements to reach the shop’s door undetected and then picking the lock.
 Alternately, I found after circling the emporium that one of the back 
windows was open and it was possible to enter by shimmying up to the &lt;br /&gt;rooftops. &lt;br /&gt;

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Once
 inside, I found that the open-ended nature of progression extended to 
the style of play, too. To wit, players can proceed as loudly or as 
quietly as they wish, although, they’ll find that playing to Garrett’s 
strengths – moving stealthily and hiding from view – will prove easier 
in the long run. &lt;br /&gt;

In my run-through I found one guard on patrol in the front of the 
shop, but incapacitating him was easy enough. Once I’d helped myself to 
everything that wasn’t nailed down on display, I picked the lock of the 
window display case and found that the mask in the window that had so 
impressed the guards was actually gilded glass – and thus, worthless. At
 this stage I could’ve easily made my exit but I decided, since I’d gone
 to the trouble of breaking and entering, to explore more of the shop.&lt;br /&gt;

&lt;b&gt;Waiting game&lt;/b&gt;&lt;br /&gt;

I’ll neither reveal what else I found, nor will I reveal any details I
 uncovered about the game’s plot. Believe me when I tell you I’m doing 
you a favour. The less one knows about the game’s story and its hidden 
gems, the better time one will have when it’s released at the end of 
next month. That is, if the developers manage to sort out a couple of 
issues that, while not deal-breakers, are irritating nontheless. &lt;br /&gt;

Garrett’s inventory, for example, is mapped to the touchpad on the 
PS4’s controller, but the way it’s been implemented renders it virtually
 useless. Selecting items involved hammering the touch pad and while 
this is irritating enough during sections of the game where players have
 a lot of time to consider their next move, it would be potentially 
infuriating if they’re under duress. &lt;br /&gt;

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&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
A plague threatens the clearly otherwise joyous city.
&lt;/figcaption&gt;
&lt;/figure&gt;
Second, I can report that Thief has a lot of beautiful loading 
screens, and it&#39;s a good thing that they&#39;re beautiful, because players 
will be staring at them for an awfully long time.&amp;nbsp; Loading times feel 
interminable and when they appear after a dramatic cutscene, they manage
 to break the atmospheric spell the rest of the game is so successful at
 weaving. Facial animations also look positively last-gen, which is 
strange because the environments surrounding the characters are 
fantastically detailed and beautiful to behold. &lt;br /&gt;

Here’s hoping Eidos manages to tighten up these flaws because they’re
 sizable chinks in Thief’s armour. Without them, there’s a lot in this 
game to admire and the pull of its world is intoxicating. Thief puts 
players into the headspace of a light-fingered ne’er-do-well and drops 
them into a city filled with trinkets to steal and houses to break into.
 Even with its niggles Thief accomplishes what the best adventure games 
set out to do – it surrounds you in a world you could get lost in and 
then encourages you to do just that.&lt;br /&gt;

&lt;i&gt;&lt;span class=&quot;bullet&quot;&gt;•&lt;/span&gt; Thief is released on PC, PS3, PS4, Xbox 360 and &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/xbox-one&quot;&gt;Xbox One&lt;/a&gt; on 25 February (US), 27 Feburary&amp;nbsp; (Aus) and 28 February (Europe)&lt;/i&gt;&lt;br /&gt;

&lt;/div&gt;
&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/4726784395076299866'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/4726784395076299866'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/thief-hands-on-in-city-of-stealth.html' title=' Thief – hands-on in the city of stealth '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-6680787514460120879</id><published>2015-10-24T14:06:00.003-07:00</published><updated>2015-10-24T14:06:30.744-07:00</updated><title type='text'> Video games, Down&#39;s syndrome and my brother – a personal story </title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
Playing with my brother is one of many ways he reveals himself not as a &#39;disabled&#39; person – but simply as his own person&lt;br /&gt;










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&lt;img alt=&quot;Tekken 5&quot; class=&quot;maxed responsive-img&quot; itemprop=&quot;contentUrl&quot; src=&quot;https://i.guim.co.uk/img/static/sys-images/Guardian/Pix/pictures/2014/1/31/1391183011930/7dce5188-69f8-4aec-a7f1-574a135fde0e-bestSizeAvailable.jpeg?w=300&amp;amp;q=85&amp;amp;auto=format&amp;amp;sharp=10&amp;amp;s=6547f440ac6f46c0b623eea42114de34&quot; /&gt;
&lt;/div&gt;
&lt;figcaption class=&quot;caption caption--main caption--img&quot; itemprop=&quot;description&quot;&gt;
Tekken 5 – under no circumstances trust another player when they say: &quot;Come here, I want to show you something&quot;.
&lt;/figcaption&gt;
&lt;/figure&gt;
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Saturday 1 February 2014 &lt;span class=&quot;content__dateline-time&quot;&gt;09.00&amp;nbsp;GMT&lt;/span&gt;
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In 2005, when my brother Euan was still a schoolboy, we used to play a
 lot of Tekken 5 together. If you’re new to this famed video game 
series, it’s a one-on-one martial arts simulation - a ferocious yet 
endearingly flamboyant experience in which kangaroos trade blows with 
Bruce Lee clones, and winged demons grapple with Mexican wrestlers. And 
I’m fairly sure Euan is the most savage, unprincipled Tekken 5 player 
ever to lay his traitorous fingers upon a &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/playstation&quot;&gt;PlayStation&lt;/a&gt;
 2 controller. Some combatants prefer to open a bout with a stunning 
punch to the lower body, but Euan was rarely that noble. “Wait a minute,
 I want to show you something,” he&#39;d declare, scuttling out of reach. 
I&#39;d dutifully wander over to his side of the arena, all patronising 
solicitude, and he&#39;d kick me in the face.&lt;br /&gt;

Euan is a dirty fighter. But he&#39;s also one of the most fearlessly 
imaginative people you&#39;ll meet. And in its own small way, our shared 
gaming hobby is proof of this. &lt;br /&gt;
There have been greater feats of 
cunning than his Tekken 5 antics, but I like that this gambit ducks 
right under the question of manual dexterity. Because on those, purely 
functional and “sportsmanlike” terms, my brother has a bit of a mountain
 to climb. He has Down&#39;s syndrome, a genetic disorder that reportedly 
affects one in every thousand babies born in the UK each year, which 
often hampers development of fine motor skills. I&#39;ve never been entirely
 sure what Euan thinks of his condition - if you&#39;re reading this, Euan, I
 apologise in advance for any stupid assumptions. Still, I can’t help 
but wonder whether his refusal to fight on terms that leave him at a 
disadvantage reflects something larger, a rejection of the role society 
wants him to play.
&lt;br /&gt;
&lt;br /&gt;
&lt;h2&gt;
&lt;b&gt;Video games v expectations&lt;/b&gt;&lt;/h2&gt;
&lt;br /&gt;
We expect “disabled” people – that’s to say, the vast spectrum of 
individuals branded as such for convenience’s sake – to be passive, 
unaware, content to live within tacit, carefully managed social nooks in
 exchange for support and guidance. We don’t expect them to recognise 
such overtures for what they are: well-meant, but limiting. We don’t 
expect them to break the rules. We don’t expect them to cheat.&lt;br /&gt;

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By
 contrast, most video games outright encourage you to misbehave, or at 
least refrain from bringing down the gavel when you do: it&#39;s what makes 
them such wonderful, liberating escapism. Just look at Timesplitters 2, 
the work of Nottingham-based developer Free Radical Design. A deranged 
cartoon shooter, it tracks how each player conducts him or herself over 
the course of match, and offers an appropriate award. As a rule, I’d end
 up with something like “hypochondriac” (for picking up medical kits 
when you&#39;re unhurt) or “backpeddler”. My brother, meanwhile, walked away
 from each round with a toxic cocktail of judgments usually including 
“most cowardly”, “bully” or “ricochet king”. He&#39;s a sneaky player.&lt;br /&gt;

Euan and I don’t play Timesplitters 2 anymore, mainly because the 
disc has come to resemble a half-digested beermat. Nowadays we&#39;re fond 
of Gears of War: Judgment for the &lt;a class=&quot; u-underline&quot; data-component=&quot;auto-linked-tag&quot; data-link-name=&quot;auto-linked-tag&quot; href=&quot;http://www.theguardian.com/technology/xbox&quot;&gt;Xbox&lt;/a&gt;
 360, a science-fantasy shooter in which granite-jawed marines scuttle 
around blasting hideous cave mutants with chainsaw-guns. It&#39;s an 
opportunity for Euan to flaunt his own, oddly 80s sense of machismo, 
equal parts Steven Seagal and The Village People – he&#39;s taken to 
somersaulting his character in time to a raucous rendition of Everybody 
Mambo. There&#39;s nothing in the game&#39;s world or fiction that accounts for 
this behaviour, of course. It&#39;s just his personality at play.&lt;br /&gt;

&lt;h2&gt;
&lt;b&gt;No man behind&lt;/b&gt;&lt;/h2&gt;
Another favourite is Left 4 Dead 2 
(also on Xbox 360), a brilliant riff on B-movies from Valve Software, 
the games industry’s indefatigable pioneer and prankster. Though a world
 apart from Timesplitters in most respects – the idea is to carve a path
 through hyperactive crowds of Danny Boyle-era zombies, from one 
safehouse to the next – Left 4 Dead 2 compares to Free Radical&#39;s game in
 that in effect it is a personality test. The nature of the threat isn’t
 pre-determined but protean, shifting in response to your traits and 
tactics.
&lt;br /&gt;
&lt;br /&gt;
Cower for too long at the mouth of a street, and Valve’s vaunted 
“Director”, a bundle of code with a Stanford complex, might sneak a few 
grumpy corpses into the road behind you, a none-too-subtle hint that 
you’re letting an unseen audience down. Split from the group in a fit of
 zeal and you’re asking to be pinioned by an elite nasty like the Hunter
 (imagine one of David Cameron’s huggable hoodies, cross-bred with a 
panther). Euan gets along famously with Hunters. He’s also 
well-acquainted with the Witch, a sinister, weeping apparition who won’t
 bother you, providing you don’t bother her. Suffice to say that we 
seldom leave a Witch to her own devices, and I&#39;m usually the one who 
winds up a broken ruin in the process. &lt;br /&gt;

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&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
Left 4 Dead by Valve – a game about surviving the zombie holocaust, preferably without your brother goading the undead
&lt;/figcaption&gt;
&lt;/figure&gt;
And yet - my brother has never once abandoned me to my fate. His 
delight at leaving me in the lurch is exceeded only by the satisfaction 
he seems to feel at being my rescuer: it&#39;s another way, I guess, of 
refusing to be the kind of individual he&#39;s expected to be. &lt;br /&gt;

Each of Left 4 Dead’s chapters or “campaigns” concludes with an 
all-or-nothing gauntlet run or final stand in the face of overwhelming 
odds. You might have to defend a rock stadium while waiting for a rescue
 chopper, using concert pyrotechnics to set the undead on fire, or 
refuel a car in the middle of an infested shopping mall. We&#39;re rubbish 
at these sections, but that&#39;s OK - dying in Left 4 Dead is often much 
more fun than surviving. The point isn’t so much to succeed as to share 
the experience of a protracted and hilarious failure, as best-laid plans
 fall to the Director’s tricks and only-human feats of incompetence or 
treachery.&lt;br /&gt;

&lt;h2&gt;
&lt;b&gt;Clegg v sense&lt;/b&gt;&lt;/h2&gt;
Games like Left 4 Dead can be every bit as exhilarating and convivial
 as a real-life sport. It&#39;s frustrating that so many people continue to 
regard them as degrading and desensitising. Parents should “ration” a 
child&#39;s consumption of “corrosive” videogames, father of three Nick 
Clegg &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;https://composer.gutools.co.uk/content/%E2%80%9D&quot;&gt;observed on LBC in September&lt;/a&gt;,
 adding that players “occupy a sort of hermetically sealed world really 
of their own, and that can have a very detrimental effect”. The idea of 
joining in, much as you&#39;d join your kids for a game of football, doesn&#39;t
 seem to occur to Clegg – but how are we to lure people out of that 
“world”, assuming this is necessary, if not by comprehending what makes 
it so enticing? And what possibilities are we dismissing in the process?&lt;br /&gt;

&lt;figure class=&quot;element element-image img--landscape  fig--narrow-caption fig--has-shares &quot; data-component=&quot;image&quot; data-media-id=&quot;gu-fc-d84d5a54-5685-4ecd-9eaf-6244c2e7dd34&quot; id=&quot;img-2&quot; itemprop=&quot;associatedMedia image&quot; itemscope=&quot;&quot; itemtype=&quot;http://schema.org/ImageObject&quot;&gt;
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&lt;figcaption class=&quot;caption caption--img caption caption--img&quot; itemprop=&quot;description&quot;&gt;
Quantum of Solace – this mediocre James Bond tie-in may have hidden benefits.
&lt;/figcaption&gt;
&lt;/figure&gt;
My brother has been playing video games for well over a decade. If 
this has had “a very detrimental effect” on him, he hides it very well, 
though I suppose there is that slightly unnerving fixation with James 
Bond. This has been the cause of some strife: I&#39;ll travel home for the 
weekend armed with a critical darling like Bioshock Infinite - think 
Martin Scorcese&#39;s Gangs of New York meets David Mitchell&#39;s novel Cloud 
Atlas - only to discover him tucking into his battered old copy of 
Quantum of Solace, a middling adaptation of the Daniel Craig film. I&#39;ve 
hidden the disc on occasion. Not proud.&lt;br /&gt;

&lt;h2&gt;
&lt;b&gt;The value of Bond&lt;/b&gt;&lt;/h2&gt;
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Advertisement&lt;/div&gt;
&lt;/div&gt;
My
 brother’s dedication to Quantum of Solace may actually have been 
constructive, much as I hate to admit it. Years ago, he&#39;d ask me to help
 out with the game&#39;s number puzzles (hacking into an electronic door 
lock, for example) and Quick Time Events - “on rails” sequences that are
 shot and edited like the action bits in any garden-variety blockbuster 
movie, where you tap buttons on cue to make it through unscathed. 
Nowadays, Euan is able to perform these without assistance. Is this 
evidence that his time in 007&#39;s shoes has honed his reflexes and 
improved his numeracy? Possibly. There&#39;s &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;https://composer.gutools.co.uk/content/%E2%80%9Dhttp://www.pearsonassessments.com/hai/Images/tmrs/Lit_Review_of_Gaming_in_Education.pdf%E2%80%9C&quot;&gt;growing support&lt;/a&gt; for the idea that far from damaging youngsters, games can actually aid cognitive development and have educational benefits.&lt;br /&gt;

Equipped with tools, objectives and obstacles, a game is analogous to
 a classroom, a crucible in which to test out and master all sorts of 
principles. That the principles transferred (eg where best to punch a 
kangaroo) may not be worth the trouble is no argument against the 
medium’s efficacy. Among the organisations that acknowledge this is the 
National Security Agency: in &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;https://composer.gutools.co.uk/content/%E2%80%9Dhttp://www.theguardian.com/world/interactive/2013/dec/09/nsa-files-games-virtual-environments-paper-pdf%E2%80%9D&quot;&gt;documents&lt;/a&gt;
 published by the Guardian in November, our friendly neighbourhood G-men
 note that both the US army and Lebanese Hezbollah have developed games 
for training and recruitment. I like to think that the NSA has a file on
 Euan. He could certainly teach them a thing or two about underhand 
tactics.&lt;br /&gt;

&lt;h2&gt;
&lt;b&gt;Visual learning&lt;/b&gt;&lt;/h2&gt;
It&#39;s possible that children with Down&#39;s syndrome have more to gain 
from “edu-tainment” software than they do traditional teaching methods, 
as I learned during a conversation with Gillian Taylor, an occupational 
therapist at UK gamer&#39;s charity &lt;a class=&quot; u-underline&quot; data-component=&quot;in-body-link&quot; data-link-name=&quot;in body link&quot; href=&quot;https://composer.gutools.co.uk/content/%E2%80%9Dhttp://www.specialeffect.org.uk/%E2%80%9D&quot;&gt;Special Effect&lt;/a&gt;.
 “People with Down&#39;s syndrome are very visual learners,” she tells me. 
“So they learn much better from visual materials than auditory materials
 or other learning styles. If you think about how much computer games 
give you visually, I think that could be a real benefit.” This may be 
especially true of touchscreen games, which allow players to meddle with
 an image without first mastering a control device.&lt;br /&gt;

I&#39;m not trying to claim that every child born with the condition 
belongs in a virtual reality booth. In Gillian&#39;s view, “people with 
Down&#39;s syndrome are as different as people generally, in terms of the 
spectrum of skills that they have” - some will go to college, like Euan,
 others may not, and blanket solutions are of use to nobody. But where a
 real classroom may seem threatening to a person who isn’t as literate 
or socially adept as his or her peers, games at least offer a controlled
 environment in which to hang out and experiment with concepts.&lt;br /&gt;

Learning something isn&#39;t necessarily the point - success of any kind 
is good for you, whether you experience it in the real world or not. 
“Motivation can be a problem for people with Down&#39;s syndrome,” Gillian 
observed. “If they&#39;re not getting any success with things, they&#39;re not 
going to develop the self-esteem, and they&#39;re not going to want to try, 
and therefore the skills aren&#39;t going to build. The right game can offer
 the right challenge, enabling them to enjoy success, which in turn 
motivates them to progress further.”&lt;br /&gt;

&lt;h2&gt;
&lt;b&gt;Freedom and control&lt;/b&gt;&lt;/h2&gt;
The right game can be hard to find, unfortunately, which is why 
Special Effect puts on roadshows throughout the UK, where players of all
 abilities can try out the charity&#39;s colossal library of tailor-made 
control devices, many of them based on commercially available hardware, 
like Sony&#39;s DualShock pad. Examples include a peripheral that allows you
 to drag and drop virtual chess pieces with your eyes, and an intricate 
device that makes it possible to play a 3D shooter using chin movements,
 voice commands and a switch mounted on the side of a chair.&lt;br /&gt;

“Our role there is as facilitators to help them experience a range of
 games with different speeds, cognitive levels and control 
complexities,” says communications chief Mark Saville. “The magic 
happens when they experience games that match their abilities.” These 
events are also on opportunity for friends and loved ones to experience 
these titles; in helping those with disabilities get to grips with a 
game, Special Effect is helping to lower the entry threshold across the 
board.&lt;br /&gt;

Perhaps the leakiest preconception about video games right now is 
that they can&#39;t be shared - that gaming is an adolescent cult practise, 
inaccessible to any except card-carrying enthusiasts. But a world is 
only “hermetically sealed” if you insist on being outside it - and 
ultimately, the loss is yours. Playing games with my brother has made me
 more conscious of his spontaneity, his guile and resourcefulness, his 
intellectual independence and irreverence. It’s one of many ways he 
reveals himself not as a “disabled” person but simply as his own person,
 as hell-bent on deciding his own destiny as anybody else.&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/6680787514460120879'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/6680787514460120879'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/video-games-downs-syndrome-and-my.html' title=' Video games, Down&#39;s syndrome and my brother – a personal story '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-7816992413649653441</id><published>2015-10-24T07:06:00.000-07:00</published><updated>2015-10-24T07:06:03.412-07:00</updated><title type='text'>Destiny King&#39;s Fall Raid Hard Mode Beaten In Under 90 Minutes</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
The new Hard Mode for&lt;a data-ref-id=&quot;5000-38799&quot; href=&quot;http://www.gamespot.com/destiny/&quot;&gt; Destiny&lt;/a&gt;&#39;s
 latest raid, King&#39;s Fall, opens today. Players will be able to try 
their hand at the uber-difficult challenge today, October 23, starting 
at 10 AM PDT / 1 PM EDT / 6 PM UK.&lt;br /&gt;
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&lt;br /&gt;
As &lt;a data-ref-id=&quot;1100-6431459&quot; href=&quot;http://www.gamespot.com/articles/destiny-hard-mode-raid-coming-next-week/1100-6431459/&quot;&gt;previously stated&lt;/a&gt;,
 Bungie recommends that the raid be tackled by players with 300-320 
Light, and the loot rewards in it will be between 310-320. Watch the 
video above to learn more about King&#39;s Fall.&lt;br /&gt;
Destiny lead
 raid designer Gavin Irby was part of the team that crafted the Hard 
Mode for King&#39;s Fall. Here&#39;s what he had to say about what kind of 
challenge players can expect.&lt;br /&gt;
&quot;This time, we followed a 
subtractive approach by building the mechanics early on. For a long 
time, we play-tested internally in Hard Mode, treating it as the default
 experience. Once we were satisfied, we removed them to arrive at the 
Raid you have already played,&quot; &lt;a href=&quot;https://www.bungie.net/en/News/News?aid=13797&quot; rel=&quot;nofollow&quot;&gt;he said&lt;/a&gt;.&lt;br /&gt;
&quot;For
 the mechanics themselves, we shied away from simply increasing sandbox 
difficulty (not that it won&#39;t be harder). You&#39;ve had time to hone your 
strategies and develop a rhythm,&quot; Irby added. &quot;Some of you might even be
 able to do it backwards, blindfolded, or upside-down. Hard Mode is 
going to upset that rhythm. We&#39;re going to give you one more plate to 
spin, and make you think on your feet.&quot;&lt;br /&gt;
It certainly 
sounds like a challenge, but we&#39;ll be surprised if Destiny players don&#39;t
 beat it in a matter of hours. After all, the regular King&#39;s Fall raid 
was&lt;a data-ref-id=&quot;1100-6430723&quot; href=&quot;http://www.gamespot.com/articles/destinys-new-raid-the-games-biggest-ever-has-been-/1100-6430723/&quot;&gt; toppled not long at all after it went live in September&lt;/a&gt;.&lt;br /&gt;
We&#39;ll
 update this post to let you know which team was able to beat King&#39;s 
Fall on Hard Mode and claim the title of world&#39;s first.&lt;br /&gt;
Bungie
 has also stressed that players&#39; raid activity is only considered 
officially complete once they leave the area. If you want the &quot;world&#39;s 
first&quot; title, maybe don&#39;t celebrate until &lt;em&gt;after&lt;/em&gt; you&#39;ve returned to orbit. &quot;Kill Oryx and get out of there,&quot; Bungie said. &quot;Celebratory dancing could rob you of your glory.&quot;&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/7816992413649653441'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7173213241213026575/posts/default/7816992413649653441'/><link rel='alternate' type='text/html' href='http://harimsultan3.blogspot.com/2015/10/destiny-kings-fall-raid-hard-mode.html' title='Destiny King&#39;s Fall Raid Hard Mode Beaten In Under 90 Minutes'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/11379806512887509697</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgj3kSZyk8zralBuuJ3DYt4x1U31DsvO1Bl5LKPPvZRocEflEF_wQRYUroHzYgVaGHr5jkmSFOdiDzlJlZ2zoO39wVCsZ8bD9Z8P8xNFPlP3vz6hzdC17fkVtzoQhYscmUEj3boFozogg/s72-c/2939210-trailer_destinytakenking_fallraid_20150917.jpg" height="72" width="72"/></entry><entry><id>tag:blogger.com,1999:blog-7173213241213026575.post-8365114745188605151</id><published>2015-10-24T06:59:00.001-07:00</published><updated>2015-10-24T06:59:06.950-07:00</updated><title type='text'>Assassin&#39;s Creed Syndicate</title><content type='html'>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;
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&lt;h2&gt;
&lt;b&gt;Assassin&#39;s Creed Syndicate&lt;/b&gt;&lt;/h2&gt;
&lt;/div&gt;
&lt;br /&gt;
After completing my second ghost hunt 
with Charles Dickens, I decided it was about time to shut down the last 
factory forcing children into labor. As I made my way across 
Westminster, zipping between rooftops with my rope launcher, a notice 
popped up indicating I was approaching a bounty hunt. The objective was 
simple--kill an important member of my rival gang--and I decided the 
children could wait a bit longer. I was in and out of the mission in 
under a minute after dropping hanging barrels on gang members, throwing 
down a smoke bomb and taking out the leader with a gun to the head. I 
ziplined out, stopping only once more to change my outfit to one that 
held more throwing knives, before dropping by a black market stall for a
 refill and dashing towards the factory. The children of London needed 
me.&lt;br /&gt;
&lt;div dir=&quot;ltr&quot;&gt;
This is Assassin&#39;s Creed Syndicate&#39;s
 playground. One moment you&#39;re free-running through a borough towards 
the next story mission, the next you&#39;re sneaking through a dilapidated 
building picking off criminals as you find yourself irresistibly drawn 
to the promise of experience points and in-game cash--not to mention 
notoriety among the London underground. The organic way in which 
missions and side projects pop up is bolstered by their placement in a 
gorgeous rendition of 1868 London, complete with massive factories 
spewing smoke into the sky and intricately detailed copies of every 
major landmark you can think of--all climbable, of course. Overlaying 
all of this is one of the best stories the Assassin&#39;s Creed franchise 
has told in recent years, featuring dual protagonists that are relatable
 and lovable. Occasionally during climbing it can feel like your freedom
 of movement is limited, and controls will sometimes sabotage you with 
some unwieldiness and counterintuitive button placement. More of the 
environment has been made available for you to climb on, and the rope 
launcher can attach to nearly all ledges, so these small occurrences of 
flying off the rails are inconvenient at worst. But overall combat and 
movement feel great, and Assassin&#39;s Creed Syndicate&#39;s story is charming,
 while countless amusements will keep you lost in London for hours.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Syndicate&#39;s story is an intimate, personal tale like that of last year&#39;s Assassin&#39;s Creed Unity
 mixed with older Assassin&#39;s Creeds&#39; tendencies to pack in the 
historical figures. The modern day elements are more toned down than 
they were in previous Assassin games, so much so that they&#39;re barely 
present. You spend all your time as Jacob and Evie Frye, assassin twins 
who come to London in 1868. Under the leadership of Crawford Starrick, 
the Templars have a stranglehold on the city, and a sinister gang called
 the Blighters run things to their liking.&lt;/div&gt;
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Assassin&#39;s Creed Syndicate - Cinematic TV Spot&lt;/h3&gt;
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Prepare to take back London and rule its criminal underworld in Assassin&#39;s Creed Syndicate.&lt;/div&gt;
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&lt;/div&gt;
&lt;figure data-align=&quot;left&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954091-acs_sc_68_reviews_gangwarlambeth_1444953338.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954091&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;img src=&quot;http://static5.gamespot.com/uploads/scale_medium/1547/15470456/2954091-acs_sc_68_reviews_gangwarlambeth_1444953338.jpg&quot; /&gt;&lt;figcaption&gt;Gang fights are wild, unpredictable, and tons of fun.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
The
 absence of any fiddling around in a present-day timeline is a boon to 
Syndicate&#39;s story, allowing laser-focus on the 1868 London plot. The 
story centers around the politics and policies of Industrial Revolution 
London, with Jacob and Evie fighting not only to dismantle the Templar 
conspiracy but also to bring justice and refuge to the city&#39;s 
downtrodden. Jacob and Evie also frequently fight each other, with 
disagreements about what it means to be an Assassin forming a tense 
undercurrent. Along the way, the two come into contact with a smattering
 of historical characters--ranging from Alexander Graham Bell (who gives
 the game&#39;s best items) to Charles Dickens and Karl Marx--making the 
Fryes tangential and sometimes integral to the great successes these 
individuals achieved. These interactions fit neatly into Syndicate&#39;s 
overall flow, and while it does seem like these figures are packed in a 
little too tight, the game gives breathing room to each individual 
story.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
London feels alive. Towers breathe smoke
 into the sky, stations bustle with passengers and passing trains, the 
homeless burn fires in trash cans in alleys, and stray cats pause to 
look at you while you lie in wait for your target. Bystander AI can be 
overdramatic at times, cowering in fear indefinitely after witnessing 
you murder someone in front of them, but those visceral reactions are 
what make starting fights in public such a delight. You throw a punch in
 a marketplace and crowds immediately vacate the area, fleeing from your
 wrath. Little boys and women run and scream as you sink your blade in 
someone&#39;s throat. NPCs also yell at you when you loot bodies, bid you 
good-day as you walk by, and make whispered comments to companions about
 your looks. And piled on top of it all is a brilliant soundtrack, a 
seamless sea of tunes that capture the sadness of the poor and the 
determination of the Fryes. In one instance, as you climb a spire to a 
viewpoint, a soft soprano-and-string number kicks in, painting a picture
 of melancholy for the past and hope for the future. Sights and sounds 
combine to create an irresistible portrait of London, and make exploring
 for every side quest and collectible an enjoyable experience.&lt;/div&gt;
&lt;figure data-align=&quot;right&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954092-acs_sc_73_reviews_maxwellroththeatre_1444953343.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954092&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;img src=&quot;http://static1.gamespot.com/uploads/scale_medium/1547/15470456/2954092-acs_sc_73_reviews_maxwellroththeatre_1444953343.jpg&quot; /&gt;&lt;figcaption&gt;This doesn&#39;t look good at all.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
Moving
 and fighting in London is also a satisfying experience, at least when 
controls cooperate. Combat is fluid and simple and relies mostly on the 
D-pad, on which directions are mapped to attack, counter, stun and 
shoot. If you&#39;re quick, you can punch in combos that knock enemies over 
and trigger some final execution moves that are brutal and beautiful. 
It&#39;s undeniably satisfying to chain hits and kills until you&#39;re bopping 
around between enemies in a gang war, flying along a circle of 
combatants and systematically bringing them to their knees in one fell 
swoop.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Free-running follows this same 
simplicity; hold down R2 while running and press one button to go up and
 another to go down. You can climb pretty much everything in London with
 relative ease, with the city&#39;s gorgeous details offering compelling 
arguments to eschew fast travel. But these controls take some time 
getting used to and feel counterintuitive, especially while climbing. 
Sometimes you&#39;ll kick off a wall when you meant to climb up or go up 
when you try to go down; this imprecision has characterized the series 
controls from the start. But in Syndicate this imprecision is 
infrequent, and while the controls aren&#39;t perfect they do feel much 
better and more fluid.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Gone are the days of 
snapping to cover and blending into crowds. In Syndicate, a white 
&quot;Threat Ring&quot; appears around your assassin when enemies are near. 
Markings on the ring show you where enemies are relative to your 
position, which is helpful when you&#39;re crouching in an area and can&#39;t 
see much. This tool makes stealth much easier and allowed me to gauge 
who to take out first based on how close they were and whether they&#39;d 
noticed me. Then you can determine which tools to whip out of your belt,
 be it electric bombs or throwing knives. Do I smoke bomb this group and
 take out the leader under cover? Or do I just escape to a rooftop and 
pick them off one by one with throwing knives? Or better, make them turn
 on each other with hallucinogenic darts? The tools at your disposal and
 how you combine them is entirely up to you, and Syndicate&#39;s mission 
design offers ample breathing room to complete each mission in your own 
way.&lt;/div&gt;
&lt;figure data-align=&quot;center&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954097-acs_sc_78_reviews_thedognapper_1444953346.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954097&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;large&quot; data-width=&quot;1280&quot; style=&quot;width: 1280px;&quot;&gt;&lt;img class=&quot;js-lazy-load-image&quot; data-lazy-load=&quot;false&quot; data-src=&quot;http://static2.gamespot.com/uploads/scale_super/1547/15470456/2954097-acs_sc_78_reviews_thedognapper_1444953346.jpg&quot; src=&quot;http://static2.gamespot.com/uploads/scale_super/1547/15470456/2954097-acs_sc_78_reviews_thedognapper_1444953346.jpg&quot; /&gt;&lt;figcaption&gt;The only thing that matters here is that corgi in a purse.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
I
 can recall only using Syndicate&#39;s fast travel points three times during
 my entire playthrough, because with the rope launcher in your toolbox, 
why would you take any other route through London? The setting is so 
lovely, and zipping across the city like a Victorian Spider-Man makes 
you truly feel like the city&#39;s protector, dropping to the streets every 
so often to air assassinate someone. In addition to setting up aerial 
kills, using the rope launcher instead of fast travel allows you to 
organically stumble upon one of London&#39;s many sidequests and make a pit 
stop for extra cash. Many times, on my way to a story mission, I would 
zipline over a side mission and think, &quot;Why the hell not, I&#39;m here!&quot; One
 tool helps you traverse, discover, escape, and assassinate. The rope 
launcher is the thing this franchise so desperately needed, and now that
 it&#39;s here I don&#39;t ever want to be without it.&lt;/div&gt;
&lt;figure data-align=&quot;right&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954093-acs_sc_76_reviews_carthighjack_alt-proposal_1444953344.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954093&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;img class=&quot;js-lazy-load-image&quot; data-lazy-load=&quot;false&quot; data-src=&quot;http://static3.gamespot.com/uploads/scale_medium/1547/15470456/2954093-acs_sc_76_reviews_carthighjack_alt-proposal_1444953344.jpg&quot; src=&quot;http://static3.gamespot.com/uploads/scale_medium/1547/15470456/2954093-acs_sc_76_reviews_carthighjack_alt-proposal_1444953344.jpg&quot; /&gt;&lt;figcaption&gt;I always feel bad for the horses in these situations.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
Another
 new mechanic is the ability to drive carriages. I found Syndicate&#39;s 
vehicles relatively easy to handle. You can also do any number of things
 with these carriages, including hijacking them for your own purposes 
and hiding bodies in them. One string of side missions involved 
collecting wanted criminals for a policeman; I would knock them out, 
steal a carriage from an unwitting bystander, put the body in the car, 
and then drive away. In some instances the rival gang has carts on the 
road as well, which can devolve into some hilariously fun Grand Theft 
Auto-style chases. You can ram carriages as they ride up next to yours 
or climb up onto your own carriage’s roof to engage in fisticuffs with 
enemies. Hijacking moving carts is thrilling, and destruction is 
encouraged. There&#39;s an experience perk you can earn for destroying 
street lamps and other public property, so don&#39;t be shy about running 
people over.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Combat, grand theft carriage, and 
bounties all play into the game&#39;s main story, and you&#39;ll be tasked with 
doing all of these things over the course of Jacob and Evie&#39;s 
adventures. While you can switch between the twins on the fly when 
playing side missions, you&#39;ll be locked into playing as a certain twin 
for specific story tasks. Each chapter has dedicated objectives for both
 Jacob and Evie. Jacob&#39;s tasks cause more mayhem and utilize his talent 
for close-quarters combat as he seeks to bring justice to London&#39;s 
underdogs, often resulting in explosions and other destruction. Evie&#39;s 
missions mostly require sneaking around without being detected. Her 
objectives feel closer to the traditional Assassin&#39;s Creed story, and 
you&#39;ll spend time with her doing the order proud while Jacob makes a 
mess of everything and invests in creating his own gang, the Rooks.&lt;/div&gt;
&lt;figure data-align=&quot;right&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954095-acs_sc_77_reviews_kukri_1444953346.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954095&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;img class=&quot;js-lazy-load-image&quot; data-lazy-load=&quot;false&quot; data-src=&quot;http://static4.gamespot.com/uploads/scale_medium/1547/15470456/2954095-acs_sc_77_reviews_kukri_1444953346.jpg&quot; src=&quot;http://static4.gamespot.com/uploads/scale_medium/1547/15470456/2954095-acs_sc_77_reviews_kukri_1444953346.jpg&quot; /&gt;&lt;figcaption&gt;&quot;Yes, he&#39;s like this all the time.&quot;&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
In
 addition to differing personalities--with Evie constantly reprimanding 
Jacob while he rather humorously bumbles around achieving his squad 
goals--the twins have different unique skills that tie into their 
interpretation of what it means to be an assassin. Evie&#39;s special skills
 are stealth-based, with one incredibly useful ability allowing her to 
disappear completely while she&#39;s standing still in sneak mode. She can 
also hold twice as many throwing knives as Jacob and her stealth stats 
far exceed her brother&#39;s. She&#39;ll be the one you take with you on bounty 
hunting and liberation missions. Jacob is more suited for gang wars, a 
brawler who takes less damage and, with all skills unlocked, can bring 
enemies to near-death states quicker. Their differences are noticeable 
in gameplay, and rather than have one character you can customize either
 way, it&#39;s a brilliant touch to have two characters ready and available 
for different kinds of missions at any given time.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
I
 cannot stress enough how deeply likeable and relatable Jacob and Evie 
can be. Evie is serious but sweet, tough in battle but willing to pick 
up the scattered papers of a stranger she bumps into on the street. She 
acts more like an older sister than a twin, bossing her brother around 
and openly deriding his more destructive decisions. Jacob is goofy, 
flippant, cheeky, and is more concerned about his gang and toys while 
his sister fulfills her oath. He makes fun of Evie&#39;s belief in ghosts 
and her willingness to help everyone they meet, but under all that snark
 it&#39;s clear he loves his sister. Their banter is sweet and at times 
funny, and while they are two separate entities when it comes to combat,
 they truly feel like two parts of the same whole. Their story is a 
powerful one, about duty and family, and the ease with which they 
communicate and the believability of their relationship showcases the 
draw of Syndicate&#39;s narrative. Add to this a supporting cast filled with
 diverse, equally believable characters, and Syndicate feels a little 
bit like being at a party with all of your friends.&lt;/div&gt;
&lt;figure data-align=&quot;left&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/1547/15470456/2954096-acs_sc_69_reviews_eviefight_1444953340.jpg&quot; data-ratio=&quot;0.5625&quot; data-ref-id=&quot;1300-2954096&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; data-width=&quot;480&quot; style=&quot;width: 480px;&quot;&gt;&lt;img class=&quot;js-lazy-load-image&quot; data-lazy-load=&quot;false&quot; data-src=&quot;http://static5.gamespot.com/uploads/scale_medium/1547/15470456/2954096-acs_sc_69_reviews_eviefight_1444953340.jpg&quot; src=&quot;http://static5.gamespot.com/uploads/scale_medium/1547/15470456/2954096-acs_sc_69_reviews_eviefight_1444953340.jpg&quot; /&gt;&lt;figcaption&gt;The first rule of fight club is Evie Frye always wins fight club.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div dir=&quot;ltr&quot;&gt;
In
 addition to leveling up Jacob and Evie, you can level up their 
green-clad gang, the Rooks. I became obsessed with tricking out my gang,
 because having strong fighters on the streets mean you&#39;ll always have 
backup in a fight. Using in-game currency, you can unlock perks for your
 gang, such as sturdier carriages and cheap access to hallucinogenic 
darts. You can even pay off policeman to turn a blind eye to some of 
your illegal activities and assemble an army of children to bring you 
crafting items on the streets. Micromanaging your gang is worthwhile 
because it completely changes your experience in London. Having this 
extra layer to deal with keeps you engaged in activities outside the 
main story and is another fun way to leave your mark on the world.&lt;/div&gt;
&lt;div dir=&quot;ltr&quot;&gt;
Syndicate&#39;s
 story is a riveting tale of compassion and greed, but the mechanics of 
its climax don&#39;t carry enough urgency and drama. A final boss fight 
usually tests the skills you&#39;ve learned throughout the game, but 
Syndicate&#39;s is a memorable for the wrong reasons. It&#39;s an anticlimactic 
scramble through moving environmental obstacles to reach the boss and 
trigger a quick time event. This sequence of events happens several 
times in order for you to beat the encounter. It&#39;s a frustrating setup 
that tosses all narrative tension out the window.&lt;/div&gt;
But a 
disappointing final fight and some control hitches can&#39;t diminish the 
charms of Assassin&#39;s Creed Syndicate. The game is a triumphant return to
 form for the franchise, and presents a beautifully structured tale with
 heart and soul to spare. Ziplining through London is thrilling, and the
 game allows you to organically discover missions and leaves you 
open-ended solutions lets you to create a meaningful, personal 
experience within its world. Coupled with strong, loveable leads and a 
seemingly endless procession of ways to leave your (fictional) mark on 
London&#39;s history, Assassin&#39;s Creed Syndicate is a shining example of 
gameplay and storytelling.&lt;br /&gt;

                                        &lt;/div&gt;
&lt;/section&gt;
    

        
    

    
                                          
      &lt;aside class=&quot;secondary-content  &quot;&gt;
              &lt;/aside&gt;
                
      






&lt;strong&gt;Did you enjoy this review?&lt;/strong&gt;&lt;/div&gt;
&lt;div class=&quot;blogger-post-footer&quot;&gt;harim soltan, harim sultan,harim soltan3,حريم السلطان الجزء الثالث, مسلسل حريم السلطان الجزء 3 Modifier
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