On MW2, IW, Activision and the precedent it sets...
We get it, you don't own a gaming PC and we know you are happy with your consoles, since a lot of us own consoles too.
Being accused of piracy and elitism when we are just demonstrating our concern for the lack of a feature that's been the center of online gaming on the PC for a long time, it's unfair and frankly, I don't know how many strangers to PC gaming seem to know, better than us, how would we enjoy better our games or what missing features shouldn't affect us.
We all are here because we love video games, and when a sector of the community is affected by any circumstance, this shouldn't be a cue to marginalize and hate it; even more so, when there is a lack of knowledge on the problem, resulting in a lot of bigotry and unnecessary fights.
We don't want you to agree with us, we are not asking for your sympathy, we know we are a minority and that consoles are the priority to developers and publishers, but it is our choice to play on the PC and we (at least I, dj anon) ask you kindly to shut the fuck up and just play console games, after all, you are not pc gamers, right?
Disclaimer: I know generalizations are always unfair, so I'm obviously not talking to the entire Dtoid community, you know where you stand, anyway.
DOAX 2 is one of the few games that actually relieves stress and is just fun.
Aside from the obvious eye candy and fan service, DOAX is a game that is true to its concept: vacationing. Whether you are a boy or a girl, you'll feel very relaxed playing volleyball, trying out new swim-suits, getting new accessories like hats, sandals, bracelets, etc.
Certainly, DOAX will not be everyone's cup of tea, not to mention that the game can become repetitive and with room for improvement. But playing it after those long days for an hour, taking cool photos or participating in some beach flag contests; Dead or Alive Extreme 2 is definitely welcome in a market full of competitive and stressful games.
Difficulty adjusts to the gamer and the controls are spot on, graphics are among the best for the current gen. This is a game with a lot of appeal to the entire family: mom and sister will love to buy outfits, try combinations with the accessories and send the right gifts to make a friend during the vacation; while son and dad will enjoy the eye candy and prove their skills on volleyball and jet skiing.
Beyond the restless war between Forza and GT, there is another one that unites them. Regardless of whether you play GT5:P, Forza 2, RacePro or the recently released Need for Speed: Shift; these are considered "consoles sims", pointing out that the real and fully-fledged experience is exclusive to the PC.
Titles like Live for Speed, GTR 2 and rFactor, have been pushing for the most realistic and accurate driving experience, and with a game like iRacing that holds official NASCAR and soon IRL tournaments, all of the sudden, console sims can look toy-like.
This October, Forza 3 will be released, and the guys at insidesimracing.tv got a review copy of the game. Their conclusion: Forza Motorsports 3 eliminates the barrier that differentiated pc and console sims, from the physics to the damage, FM3 gives the most hardcore pc games a run for their money and even setting the bar in some aspects.
Coming from these guys, that have played every racing sim since the birth of the genre, using all kinds of wheels, pedals, shifters and rigs, that must mean something, right?
With Sigma 2 approaching and Metroid: Other M announced; speculation on Team Ninja's capability have surfaced, prompted by the resignation of former leader Tomonobu Itagaki, back in June 2008.
As noted by Jim Sterling, when talking about the release of Ninja Gaiden Sigma 2: "If it's a success, it will be a strong statement about former Team Ninja chief Tomonobu Itagaki and whether or not he was truly essential to the franchise's quality." This is the opportunity for Koei Tecmo and the new Team Ninja boss, Yosuke Hayashi, to demonstrate that not much has been lost and that the development studio will keep on releasing quality products (let's just not get into the infamous DOAX.)
Personally, I think Sigma 2 won't serve to benchmark against the Itagaki era, when the team is vastly familiar with the process if we remember Ninja Gaiden Black and Ninja Gaiden Sigma; the latter one already with no direct input by Itagaki. Not to mention that the game already has a clear concept, a vision that formed its style and established mechanics that move the gameplay. So, according to previous efforts, PS3 users will be in for a blast with this expansion, either way.
That's when Metroid: Other M comes to the picture, as the first true game by Hayashi's Team Ninja, which aside from the usual "insightful" comments such as: "it's going to suck because team ninja is involved" and "I bet samus will have big boobs"; the game is a complete question mark. And while on the headers Itagaki is always the only one mentioned, other key members left with him. Here is a little list:
Yoshifuru Okamoto - Game Producer Hiroaki Matsui - Art Director Katsunori Ehera - Game Director Yasushi Maeda and Takuro Sasaki - Lead Engineers Kazuki Motosa - Animation Lead Masato Onishi - Cinematics Lead Takafumi Inamori - Audio Lead And quoting Matsui "...the guys from the level design team."
Which leaves the current Team Ninja with brand new personnel on key positions. Then again, Metroid: Other M, is being developed in conjunction with Project M. And that could make Ninja Gaiden 3 or Dead or Alive 5 the actual first effort, on their own, by the "new" Team Ninja.
All of that, at the end, was to ask the very same question: Do you think they'll be able to stay on par?
This car gets to 60 mph in 2.5 seconds.
It costs $1.4 million dollars before taxes.
Top speed: 254 mph.
And now you'll be able to race it, tune it, paint it, crash it with full damage during career, multiplayer and tournaments.
The Bugatti Veyron is currently the 6th fastest car on the Top Gear Power Lap Board and lapped the Nürburing in 7min40sec while overtaking other cars in the process.
Some quotes from three recognized auto journalists, about the Veyron:
"Yes, it really is quite unlike anything else on the planet. "
-Steve Sutcliff
"It is, I think, the most incredible motorcar ever made. "
-Chris Harris
"The greatest supercar of them all."
-Jeremy Clarkson
Forza Motorsports 3 is coming on October 27 for the US and 23 for Europe.
Fallout 3 is a game that is so big and open, that most of the time it cannot maintain its substance and style.
The grim post-apocalyptic world and the bizarre underground life presented during the first couple of hours of gameplay, where every choice seems to unveil more of the plot or change it to another direction, creates a very immersive experience. However, not long after you leave your underground life, the game becomes so big and loose that the core essence of the game dissipates and every choice you make is less relevant to the outcome of the game.
Fallout's 3 quests are trite, corny and sometimes simply boring and/or uninteresting. Having a whole world of monotonous errands, accompanied with slow and repetitive conversations with void characters doesn't really compel you to accept quests, which is what gives the game it's life length.
However, as an RPG, what really keeps you on playing is the compulsory urge to level up and improve your abilities and for that you need to kill things. That being said, the combat system in Fallout 3 is really fun thanks to the VATS system, the weapon repair system, the restriction of items to carry around, the health system which can get you sick with radiation or addicted to pills and other RPG mechanics, makes survival engaging.
But, since trying to avoid quests, that most of them take place inside dungeons (inside buildings, sewer systems, mines, etc) and not the wasteland, leaves only the quests that pertain to the core of the story, which renders the game very small and linear.
Big and open yet loose and trite or tight and small, but linear and short. It is up to you to follow the corny and weak side stories or adhere to the more concise and engaging central plot if you don't mind leaving the majority of the wasteland unexplored.
Was this fault of the writers and programmers or is it simply impossible to sustain the essence in a game this big?
Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press living the dream since March 16, 2006