Showing posts with label PS3. Show all posts

Watch Dogs- Game Play and Release

Watch Dogs is published by ubisoft which is developed by Ubisoft Montreal. The game was released on 27th may 2014 for  Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One.

Game Play

In Watch Dogs the player is plays as Aiden Pearce in Chicago. Aiden Pearce is a highly-competent hacker and former thug.The game story is a little bit similar to Max Payne the player is seeking for justice for a violent family tragedy and does so by monitoring and hacking those that surround him in the city. 

Player will need to manipulate Chicago’s Central Operating System, known as CTOS. CTOS controls the majority of the  city’s technology and information as well as holding data on all the city’s residents.

The player will have a smartphone which can manipulate CTOS this means that you can
security cameras, download personal data, control traffic lights and public transport from the palm of your hand to achieve your goals.

You can explore chicago from the rooftops down to the city’s dangerous underground system. You have to hack Control Centres in order to access citizen profiles and the CTOS in each district, similar to the towers you have to scale in Far Cry 3 and the Assassin’s Creed series. 


"You’re going to see mundance, funny situations, see very dark secrets, we really want to make sure we pay homage to humanity, and we’re not critiquing them 100 per cent of the time. That would be bad," explained Ubisoft’s Creative Director, Jonathan Morin.



Far Cry 4- Game Play and Release

Far Cry 4 is published by ubisoft and will release on November 18, 2014. It is the successor of Far Cry 3 which was a big hit in the last year. The game is developed by Ubisoft Montreal, Kiev, Toronto and Shanghai ; Red Storm Entertainment for PS4, XBox One, PC, PS3 and Xbox 360. 

Game Play

Far Cry 3 is a shooting game. The players will find themselves in a breathtaking, perilous, wild region of the Himalayas called Kyrat. The player will be struggling under the regime of a despotic self-appointed king.  Using a vast array of weapons, vehicles and animals, players will write their own story across an exotic open-world landscape.


Transformers Rise of the Dark Spark- Game Play, Characters and Release

Transformers Rise of the Dark Spark is a game created by Edge of Reality and published by Activision. It is developed by Edge of Reality and and the fourth installment in the movie game series. The game may release on June 24, 2014 for Microsoft Windows, Nintendo 3DS, PlayStation 3, PlayStation 4, Wii U, Xbox 360 and Xbox One.

Game Play

It will be a third person shooting game. The game will have a single-player campaign that will let players choose whether they would like to affiliate themselves with the Autobots, to protect the Earth, or the Decepticons, to destroy the Earth. The multiplayer mode is known as the escalation mode, you should work together as four players to fight waves of increasingly tough enemies returns with upgradable defenses being added.     

Characters  

Autobots

 

  • Air Raid
  • Arcee
  • Bumblebee
  • Cliffjumper
  • Crosshairs
  • Drift
  • Grimlock
  • Hound
  • Ironhide
  • Jazz
  • Jetfire
  • Optimus Prime
  • Ratchet
  • Sideswipe
  • Silverbolt
  • Slug
  • Snarl
  • Strafe
  • Swoop
  • Warpath

 Decepticons

 

  • Blast Off
  • Brawl
  • Bruticus
  • Galvatron
  • Hardshell
  • Kickback
  • Lockdown
  • Megatron
  • Onslaught
  • Sharpshot
  • Shockwave
  • Skywarp
  • Soundwave
  • Starscream
  • Stinger
  • Swindle
  • Thundercracker
  • Vortex





Trailer







Fuse - Game Play, Characters and Release

Fuse is a four player co-operative action game developed by Insomniac Games and published by Electronic Arts on May 28, 2013 (US) and May 31, 2013 (EU) for PS3 and Xbox 360.The game follows a misfit team of professional mercenary agent called Overstrike 9.







The team have four members:

Dalton Brooks



Jacob Kimble



Naya Deveraux 


Isabelle Sinclair


These members are assisted by Lyndon Burgess, who guides the team under the alias "Oculus".
Overstrike 9 are hired by a client to secure Hyperion Base, and quickly discover that they are testing weapons using an alien substance known as Fuse. Soon they also need to stop the exploits of a rogue paramilitary organization called Raven, who are attempting to steal the Xenotechnology for their own purposes. The team,s pursuit for Raven make them to travel around the globe.

Gameplay

Fuse is a cooperative online or offline four player game. The LEAP feature of the game allows them to switch between the four players while playing,  there must be an A.I. controlled character available.
The game is split into two modes. Campaign follows the story of Overstrike 9 as they try to stop Raven from exploiting Fuse, while Echelon is a wave-based mode made up of twelve rounds set in six arenas based on Campaign battleground. Instead of being defensively-based like most Horde modes, Echelong encourages aggressive gameplay through randomly chosen round types such as Carnage, Priority Target and Critical Drop. The exceptions are rounds 6 and 12, which are always boss battles.

Every agents have their own special weapons;Dalton the Magshield, Jacob the Arcshot, Naya the Warp Rifle and Izzy the Shattergun. Each ones weapon have unique funcions.
Each character has seperate skill trees which are powered by Skill Points that are acquired by earning Fuse Points through killing enemies and accomplishing objectives. Once a character reaches a new level, the Fuse Points are converted to a Skill Points which can be used to upgrade items in each character's skill tree.

Metal Gear Rising Revengeance- Game Play, System Requirements and Release

Metal Gear Rising: Revengeance is an action video game, developed by Platinum Games and produced by Kojima Productions for the PlayStation 3 and Xbox 360. It is the ninth game in the Metal Gear series, with a plot set four years after the events of Metal Gear Solid 4: Guns of the Patriots.

The game focuses on fighting enemies using a sword and multiple subweapons to perform combos and counterattacks. Through the use of Blade Mode, Raiden can dismember cyborgs in slow motion and steal parts stored in their bodies. The series' stealth elements are also optional to reduce combat. The game was originally announced in 2009 under the title of Metal Gear Solid: Rising, and was intended to act as an interquel between the events of Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 4: Guns of the Patriots. This form of the game was to be produced solely by Kojima Productions. However, the team met with difficulties in developing a game based on swordplay, so executive producer Hideo Kojima canceled it. A solution was found, in late 2011, with Platinum Games taking over development. Under the guidance of the new team, Metal Gear Rising: Revengeance was revealed, with a significant change in the play mechanics and storyline. Kojima Productions retained responsibility for the game's overall plot and Raiden's design.

This new PC version includes all three DLC missions: Blade Wolf, Jetstream, and VR Missions, in addition to all customized body upgrades for Raiden, including: White Armor, Inferno Armor, Commando Armor, Raiden’s MGS4 body, and the ever-popular Cyborg Ninja.

"CUTSCENES" option added to the Main Menu. Play any and all cutscenes.

"CODECS" option added to the Main Menu. Play all and any codec conversation scenes.

Menu option added to the CHAPTER Menu enabling user to play only the Boss battles.

"GRAPHIC OPTIONS" added to the OPTIONS Menu. Modify resolution, anti-aliasing, etc.
There is an option reading "ZANGEKI" that will modify the amount of cuts you can make.

System Requirements

Minimum:

OS: XP or Vista or 7 or 8
Processor: Intel Core i5 2400
Memory: 2 GB RAM
Graphics: Nvidia Geforce GTS 450
DirectX: Version 9.0c
Hard Drive: 25 GB available space
Sound Card: DirectX compatible sound card

Recommended:

OS: XP or Vista or 7 or 8
Processor: Intel Core i7 3770
Memory: 4 GB RAM
Graphics: Nvidia Geforce GTX 650
DirectX: Version 9.0c
Hard Drive: 25 GB available space
Sound Card: DirectX compatible sound card

Game Play

Raiden can make use of a variety of sub-weapons or items. These are included, but not limited to, Rocket Launchers, various grenade types including stun grenades and disguise items such as the cardboard box. These items are designed to be an aid to Raiden in certain situations. Clever use of these items is crucial to your success however.
The game's cutting system allows players to engage in melee combat, as well as to precisely slash enemies and objects at will along a geometrical plane using the "free slicing" Blade Mode. Virtually any object in the game can be cut, including vehicles and enemies, though elements of the environment were intentionally limited to structures such as pillars and walls to better facilitate the game. Entering Blade Mode produces a special targeting reticule in the form of a transparent blue plane which can be rotated and moved, tracing orange lines across the surfaces of objects to indicate exactly where they will be cut; it can also be used to enter a bullet time state, giving players the opportunity to precisely slash targets during moments of action, such as slicing through a falling target from multiple angles before it hits the ground. These features can be employed strategically, for example disabling opponents, finding weak points and gaps in armor, severing support columns to collapse ceilings or walls onto enemies, deflecting enemy fire, or cutting through objects to remove enemy cover. However, entering into Blade Mode reduces Raiden's energy to the point that if dropped to a certain level, it cannot be used. Across the story the player obtains the Ripper Mode, a state which enhances Raiden's power for a limited time facilitating the use of Blade Mode.

Raiden has the ability to parry attacks even when his back is turned, allowing him to counterattack enemies and perform multiple combos. The player also has access to a stealth mode called "Ninja Dash" which drastically increases Raiden's speed and allows him to climb certain areas. This allows him to strategically ambush an enemy rather than fighting head to head. Another key feature is called Zandatsu , and involves "cutting" through enemies and "taking" parts, energy, ammunition, items, and information from the bodies of dismembered cyborgs and robots. This maneuver can be employed when attacking an enemy during Blade Mode and helps Raiden gain energy. When completing a mission, the player will be rewarded with a specific amount of points depending on his or her performance and will receive a grade, with the highest being "S". These points allow them to buy upgrades for Raiden's equipment.

The player can carry out reconnaissance using a visor. Through this, the player can verify the areas and proceed to the objective avoiding contact with enemies. Hiding in a cardboard box makes sneaking easier for Raiden. Being spotted by an enemy triggers the "Alert Mode", in which Raiden is assaulted by multiple enemies for a determined time.The player also gains assistance from Bladewolf, a dog-like machine that gathers map information for Raiden.

Tom Clansys Splinter Cell Blacklist- Game Play, Characters and Release

Tom Clancy's Splinter Cell: Blacklist is an action-adventure stealth game published by Ubisoft. It is the sixth installment of Tom Clancy's Splinter Cell series and is the direct sequel to Splinter Cell: Conviction. It was released for Microsoft Windows, PlayStation 3, Wii U, and Xbox 360, in North America on August 20, 2013, Australia on August 22, 2013, Europe on August 23, 2013, and Japan on September 5, 2013.

The United States has a military presence in two-thirds of countries around the world. Some of them have had enough. A group of terrorists calling themselves The Engineers initiate a terror ultimatum called the Blacklist – a deadly countdown of escalating attacks on US interests at home and abroad.

Game Play

SINGLE-PLAYER

Splinter Cell Blacklist builds on the stealth roots of the franchise, while exploring new directions to embrace the realms of action and adventure. Players can define their personal play styles and be rewarded for those choices.

Ghost players want to remain undetected.
Assault players rely on instincts and firepower to deal with a situation.
Panther players strike lethally from the shadows in the most efficient and silent way.



CO-OP

Through the use of the Stategic Mission Interface (SMI), the lines between the Single-Player campaign and CO-OP are blurred as the narrative between Sam and Briggs is deepened. Earn in-game currency and unlock additional weapons or gadgets via specialized missions assigned by members of the Fourth Echelon.

Multiplayer

The "Spies vs. Mercs" competitive mode introduced in Splinter Cell: Pandora Tomorrow is again featured in Blacklist. The first look of this mode was announced to be presented on May 2, 2013 as seen in the puzzle reveal video.[6] Blacklist also features co-operative gameplay in which each mission can be accessed by talking with your crew inside the Paladin.


SPIES vs. MERCS (MULTIPLAYER)

Spies vs. Mercs is a unique multiplayer experience that innovates from the roots of the Splinter Cell franchise.

On one end, you have a team of agile, stealthy Spies looking to infiltrate a location and hack terminals to gather information, all while remaining undetected. On the other end, you have a team of heavily armed and powerful Mercs that must defend their terminals and stop the Spies from gathering the data by any means necessary.

Each team has different abilities and tools that they must leverage to outsmart their opponents, setting the tone for big rivalries and very fun competitive gameplay.


Character Bios

SAM FISHER

Sam Fisher knows exactly what he was made to be: a multimillion-dollar weapon developed by the US government to do what few others can do. Long before Third Echelon tapped him to be the first Splinter Cell agent, Sam was operating behind enemy lines, in situations where traditional rules of engagement didn’t apply. From Panama and the Persian Gulf to Bolivia, Columbia, Yugoslavia, and Kosovo, Fisher carried out missions which most American citizens would be horrified to learn about, should the US Government ever admit they occurred. A former Navy SEAL, Sam belonged to an elite brotherhood of warriors ready to sacrifice their lives in defense of America’s freedoms. Combat, espionage, and constant training have defined his adult life. His tactical experience has become part of his instinct.

Now, however, he stands alone, having rejected what his service had become and the mandates of those giving him orders. Having sacrificed everything for his country – his marriage, his daughter, his reputation, and his best friend – he finished his last assignment and walked away, a human weapon gone rog
ue. And the funny thing is, he almost didn’t become a soldier at all.


CHARLIE COLE

Equal parts brilliant and reckless (not on purpose – he just doesn’t think), Charlie has been getting himself in and out of trouble as a hacker since he was twelve. Far from a solitary introvert, Charlie enjoys a healthy social life and has a natural self-deprecating charm that he uses to defuse tension or make light of those who take things (and themselves too seriously).

Owing to his youth and focus on tech, Charlie hasn’t suffered many consequences in the real world so he’s pretty cavalier about the trouble he gets in. It’s hard to worry when you’ve been able to talk or tech your way out of any problem you’ve run into. It’s all just a game and Charlie always wins… well almost always. And when he doesn’t, well, Charlie will grow into a key member of the Fourth Echelon team but he’s got a lot to learn, including how to be calm under fire and how to keep focus when all breaks loose (especially when it just might be his fault).



GRIM

Anna Grímsdóttir (known as "Grim" to her friends in the NSA) is the technical operations manager at Third Echelon. Her role is to provide Sam Fisher with technical support in the field, as well as to analyze and interpret much of the electronic data. A skilled hacker, Grímsdóttir normally tries to remotely hack into an objective computer system before Fisher is inserted, or when not possible does it direct from Fisher's OPSAT connection to a computer terminal.

VIC


Victor "Vic" Anthony Christopher Coste is one of Sam Fisher's oldest friends. The two served together on SEAL Team Two in Iraq during the Gulf War in 1991. During their time in Iraq, Coste single-handedly rescued Sam from a hostage situation after he was captured by Iraqi forces during a disastrous mission. After leaving the Navy, Coste later became a private security consultant. He served as Sam's contact in Tom Clancy’s Splinter Cell Conviction®, giving him vital information and equipment during certain missions. Near the end of the game, Coste reunited Sam with his daughter Sarah. In Conviction, Coste also served as the game's narrator, retelling the story in a Black Arrow PMC interrogation room. The player also took control of Victor during a flashback to the mission where he saved Sam. Following Conviction, Vic and Sam are working together for Vic’s PMC, Paladin 9, taking contracts they believe in, as opposed to blindly following orders. That is, until the first Blacklist attack, where Vic is horrifically injured by a grenade when trying to protect Sam.




Assasin's Creed IV Black Flag- Game Play and Release

Assassin's Creed is a historical fiction action-adventure open world stealth video game series that consists of six main games and a number of supporting materials, as of 2013. The games have appeared on the PlayStation 3, Xbox 360, Microsoft Windows, Mac OS X, Nintendo DS, PlayStation Portable, PlayStation Vita, iOS, HP webOS, Android, Nokia Symbian Windows Phone platforms, and the Wii U.
Assassin's Creed IV: Black Flag is set primarily on and around the islands in the Caribbean Sea during the Golden Age of Piracy in the early 18th century, with the three major cities consisting of Havana, Nassau and Kingston.

Development

Assassin's Creed IV: Black Flag producer Martin Schelling and Mission Director Ashraf Ismail both stated that they began the project in the summer of 2011, with a pirate game as their focus. Ismail also stressed that they aimed towards a more historically accurate take on the era, including staying away from the stereotypical image associated with pirates, such as parrots, Krakens and plank-walking. The pair also explained that because the game was so radically different from its predecessor and that the scope and open-world gameplay was so different from the previous game, they opted for the project to be a numbered sequel as opposed to a spin-off that followed in the footsteps of the last numbered game, Assassin's Creed III. 

Gameplay



While the game is presented through protagonist Desmond Miles, the bulk of the game is played as Desmond experiences the memories of either Altaïr, Ezio, or Connor through the Animus. This provides a means of a diegetic interface for the player, showing Altaïr, Ezio, or Connor's health, equipment, goals, and other features as part of the Animus interface. The Animus is based on the player controlling the assassin to maintain the synchronization between Desmond and his ancestor's memories. Performing actions that go against the Assassin's way or dying breaks the synchronization, effectively requiring the player to restart at a previous checkpoint. Furthermore, the player cannot explore outside of areas that the assassin has not experienced yet. There are also abnormalities within the Animus from previous users of the device.

While playing as the Assassin characters, the games are generally presented as third-person in an open world, focusing on stealth and free-running. The games use a mission structure to follow the main story, generally assigning the player to complete an assassination of public figureheads or a covert mission. Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a "leap of faith" into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features. At times, the player is in direct control of Desmond, who by nature of the Animus use has learned Assassin techniques through the bleeding effect, as well as their genetic ability of Eagle Vision, which separates friend, foe and assassination targets by illuminating people in different colors. Through the Animus interface, the player can go back to retry any past mission already completed; for example, in Assassin's Creed: Brotherhood, the player achieves better synchronization results by performing the mission in a specific manner such as by only killing the mission's target.

The games use the concept of "active" versus "passive" moves, with "active" moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert the attention of nearby guards. When the guards become alerted, the player must either fight them or break their line of sight and locate a hiding place, such as a haystack or a well, and wait until the guards' alert is reduced. The combat system allows for a number of unique weapons, armor, and moves, including the use of a hidden blade set in a bracer on the Assassin's arm, and which also can be used to quietly assassinate targets.

Dirt 3- Game Play and Release

Dirt 3 (stylised DiRT 3) is a rallying video game and the third in the Dirt series of the Colin McRae Rally series, developed and published by Codemasters. However, the "Colin McRae" tag has been completely removed from this iteration (having previously been removed from only American versions of previous games in the series). The game was released in Europe and North America on 24 May 2011, and two days later in Australia for Microsoft Windows, PlayStation 3 and Xbox 360. The Japanese version of Dirt 3 was released on 25 August 2011. In September 2011, there were reports that a network security problem on the website of an AMD promo had resulted in the loss of 3 million Dirt 3 keys to the public for use via the Steam platform that have then been posted in various places around the internet.


 DiRT 3 will boast more cars, more locations, more routes and more events than any other game in the series, including over 50 rally cars representing the very best from five decades of the sport. DiRT 3 delivers mud, sweat and gears world over: from the intense weather-beaten rally stages of Europe, Africa and the US, to executing performance driving showcases and career challenges where car control is pushed to spectacular limits.



Game Play

DiRT 3 has abandoned the whole “the entire game is a career mode” approach that DiRT 2 featured in favour of a more traditional presentation similar to what was found in the first DiRT. The game is no longer centered within a three dimensional motorhome and the career mode is an actual selectable game mode from the main menu once more, and I couldn’t be happier with this. The previous game focused too much on trying to drag the player along a silly career mode and not straying from that path much, which made the rest of the game feel a little weak. DiRT 3 gives ample attention to everything in the game, and it makes for a far better experience than DiRT 2.

From the main menu, there is of course the career mode, but several other choices are present as well such as the single race mode that lets you set up a specific race or rally to compete in. There’s a good number of options here, but I did not seem to see any option that let me make a custom championship or even a custom rally that would let me play consecutive point-to-point stages. This was a bummer for me, and it seems that to access any form of championship gameplay, you will have to venture into career mode and select a pre-made championship. This can be a little upsetting since individual rally stages aren’t very long in DiRT 3. The longer stages will probably take most players about three minutes to finish which is, once you get driving and into your groove, painfully short.
There are a variety of ways to go driving in DiRT 3. Typical point-to-point rally racing is of course present, which is a relief since it is indeed true rally racing. Other mainstay modes such as circuit racing and rally cross are there while a new mode tries to establish itself. The new mode in question is gymkhana. Many people have probably seen videos of Ken Block doing all kinds of impressive stunts and tricks in a rally car on YouTube. These videos are in fact gymkhana, which Block seems to be popularizing quite a bit. While gymkhana videos are pretty cool and entertaining to watch, the actual game mode in DiRT 3 is not nearly as impressive. While the controls are certainly responsive, the challenges presented in the gymkhana mode are extremely dull. You’ll be asked to drift around poles, break through obstacles, and even collect tokens. While this doesn’t sound so bad, it is all executed pretty poorly and is not a very replayable game mode. It all feels very gimmicky and out of place, especially when you are forced to compete in mandatory gymkhana events in the career mode.

A lot of lame tacked on features from DiRT 2 have been removed to deliver a slightly more

realistic gameplay experience. No more will you have to forge friendships with fictional female rally drivers. In the career mode, you only have one objective… Do better than your competitors! By doing so, you will level up every now and then which now serves a much better purpose than it did in DiRT 2. In the previous game, gain levels would give you pretty useless things like dashboard decorations for your car. DiRT 3 understood that this was pretty stupid, so now gaining levels will instead increase your popularity and recognition in the rally scene. Get enough recognition by leveling and new rally teams will be interested in offering you a drive. The career mode is also narrated by a few different characters who serve as your staff (mechanic, etc.). They are a breath of fresh air compared to the hopelessly bad narration by Block and Pastrana. While they never say anything particularly important or useful, they will crack a few jokes or say funny things from time to time, and this helps break up the mononotous nature of the game’s menus.

As far as gameplay is concerned, there’s a definite step up from the previous two games. In the first DiRT, games felt very floaty and gave the impression that they were hovering above the ground. DiRT 2 tried to address this issue and did indeed make the cars feel slightly grounded, but the controls were still incredibly forgiving and cars still felt a little floaty. DiRT 3 has eliminated all previous issues with controls, with cars that now feel completely grounded and respond brilliantly to your inputs.

Need For Speed Rivals- Game Play and Release

Welcome to Redview County, where a street-racing rivalry between cops and racers never stops as both sides compete in an all-out war to take over the social, local and national media and earn the best cars, mods and technology.

Need for Speed: Rivals is the twentieth title in the Need for Speed series. All releases are being rendered using Frostbite 3 engine developed by Digital Illusions Creative Entertainment (DICE).
It was released on November 19th, 2013 release for PC, PlayStation 3 and Xbox 360. The PlayStation 4 release was on November 15th, 2013 in North America and November 29th, 2013 in Europe. The Xbox One release was on November 22nd, 2013.

Need for Speed: Rivals has been in development at Ghost Games, a new studio in Sweden staffed by developers from DICE. The title is being developed in collaboration with Criterion Games as the studio's former director - Craig Sullivan - has been part of the team alongside executive producer Marcus Nilsson.




Game Play



Rivals features gameplay somewhat similar to the earlier Hot Pursuit, with exotic cars and high-speed police chases. Players take on the role of a Racer or a Cop, with each side of the law offering its own set of challenges, risks and rewards. Rivals features eleven upgradeable gadgets such as EMPs, shockwaves and the ability to call in roadblocks. The game takes place in a fictional location known as Redview County. It's an open world and features over 100 miles (160 km) of open road, larger than that of 2012's Need for Speed: Most Wanted, but on the same size as Criterion's Hot Pursuit.[8] The open world features a similar set-up to Most Wanted, with several jumps, speed traps and unlockable cars, as well as shortcuts that are not shown on the map.



Rivals features a full career progression for both Cop and Racer. When playing as a Cop, there are three types of career that can be followed - patrol, enforcer, and undercover.Progression is by means of Speedlists for Racer and Assignments for Cop, which are sets of objectives which involve dangerous driving, maneuvers, and race standings. When the player completes a set of objectives, the player levels up and unlocks items, and is presented with another set of objectives to choose from. The Autolog system, a competition-between-friends system developed by Criterion for Hot Pursuit and since used in other titles in the Need for Speed series, factors into the progression system, comparing how quickly the player complete an Assignment or Speedlist to other players' times and posts them to a Speed Wall for local and global leaderboards.


Rivals features a new social system called the AllDrive, which allow players to seamlessly transition from playing alone, to playing with friends, described as "destroying the line between single player and multiplayer". This allows players to in engage co-op gameplay as well as play against each other. The game also features a dynamic weather system, which makes "the world feel alive in a much bigger sense than any other Need for Speed game."

Rivals also takes on some gameplay styles of earlier Underground titles in the franchise with cues on aesthetic vehicle personalization, as paint jobs, decals, rims and license plates and liveries can be modified, as well as vehicle performance, and various Pursuit Tech gadgets. With the exception of the Aston Martin Vanquish, other vehicles are only available in either racer or police variant. Ferrari officially return to the franchise in full form for the first time in eleven years since Hot Pursuit 2 in 2002 (although they have appeared in 2009's Shift as Xbox 360-exclusive downloadable content) with the F12berlinetta, 458 Spider, 458 Italia, FF, Enzo, and 599 GTO being the Ferrari vehicles featured.


Battlefield 4- Game Play and Release



Battlefield 4 is a first-person shooter video game developed by EA Digital Illusions CE (DICE) and published by Electronic Arts. It is a sequel to 2011's Battlefield 3. It was released on October 29, 2013 in North America, October 31, 2013 in Australia, November 1, 2013 in Europe and New Zealand and November 7, 2013 in Japan for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One.

Battlefield 4 is a military blockbuster that aims for unrivaled destruction. Fueled by Frostbite 3, Battlefield 4 allows you to demolish the buildings shielding your enemy. You will lead an assault from the back of a gun boat. Battlefield grants you the freedom to do more and be more while playing to your strengths and carving your own path to victory. Beyond its hallmark multiplayer, Battlefield 4 features an intense, dramatic character-driven campaign that starts with the evacuation of American VIPs from Shanghai and follows your squad's struggle to find its way home. Change the landscape in real-time with interactive environments that react to your every move. Dominate land, air and sea with all-new, intense water-based vehicular combat.



Game Play 

One of the more interesting features of the BF4 engine is the ability to scale resolution upwards or downwards. Let us explain what this means, since the slider sits apart from all other graphics options. If you change the resolution scaling, you change the resolution that the GPU renders internally as opposed to the displayed resolution. Most of the time, these numbers are identical -- but let's say you've got a GPU with really limited VRAM. How do you deal with that? You render at a low resolution internally, then scale up. 


But the problem with this method is essentially the same issue that can limit FXAA's ability to replace MSAA as an antialiasing method. You're working with an output stream rather than the underlying data, and upscaling to 1920x1080 never looks as good as natively rendering the same image. It's a fundamental limitation of the technology, and so we're not surprised that the game engine struggles. But the comparison, for all that, isn't very good. Here's a pair of screenshots that illustrate the difference. First, on the left, is a screenshot from 1366x768 set as the native resolution, with 100% scaling. On the right, here's 1920x1080, set for 70% scaling (to achieve roughly the same resolution).


Players can use dual-scoped weapons, including weapons with different firing modes (e.g. single shots, automatic fire). They can "spot" targets—marking their positions to the player's squad— in the single player campaign (a first in the Battlefield franchise) as well as in multiplayer, allowing teammates to either suppress or eliminate them. In addition, players will have more survival capabilities, such as countering melee attacks from the front while standing or crouching, shooting with their sidearm while swimming, and diving underwater to avoid enemy detection. The single-player campaign will see the player using vehicles to quickly traverse mini-sandbox-style levels.

L.A. Noire- Game Play and Release

L.A. Noire is a 2011 action-adventure neo-noir crime video game developed by Team Bondi and published by Rockstar Games. It was released for PlayStation 3, Xbox 360 and Microsoft Windows.L.A. Noire is set in Los Angeles in 1947 and challenges the player, controlling a Los Angeles Police Department (LAPD) officer, to solve a range of cases across five departments. Players must investigate crime scenes for clues, follow up leads, and interrogate suspects, and the players' success at these activities will impact how much of the cases' stories are revealed.

Amid the post-war boom of Hollywood's Golden Age, Cole Phelps is an LAPD detective thrown headfirst into a city drowning in its own success. Corruption is rampant, the drug trade is exploding, and murder rates are at an all-time high. In his fight to climb the ranks and do what's right, Phelps must unravel the truth behind a string of arson attacks, racketeering conspiracies and brutal murders, battling the L.A. underworld and even members of his own department to uncover a secret that could shake the city to its rotten core. 


Game Play 


The game takes place in the year 1947, in the city of Los Angeles, a city of glamour, fame, and wealth, but also where crime, vice, and corruption are rife. The player assumes the role of Los Angeles Police Department Officer, and later Detective, Cole Phelps.The game starts with Phelps as a uniformed patrolman, and follows his career as he advances through the police department bureaus (desks) of Traffic, Homicide, Vice and Arson. Two more desks, Bunco and Burglary, were cut from the final version of the game as the game would not have fit on one Blu-ray Disc. This decision caused the removal of 11 more cases.Instead of missions or levels, the game assigns the player with cases. Each desk gives the player a new partner who will help Phelps in his investigations. After each case, the player will receive a rating of 1–5 stars depending on their performance in both interrogations and searching for clues. In some cases, when searching an area for clues to the crime, players can also find newspapers. Besides reading the story, the newspapers give access to a short cinematic that either covers a part of the game's overarching plot or a flashback to Phelps' war memories. Near the end of the final desk, Arson, the player assumes control of Phelps's old Marine comrade Jack Kelso, who becomes the protagonist for most of the rest of the game; although different in appearance and personality, he controls identically to Phelps
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The game blends investigative elements such as mystery and crime solving, with fast-paced action sequences, including on-foot and car chases, hand-to-hand combat, interrogations and gunfights.In addition to the storyline cases, the player can work on optional side-investigations known as Street Crimes, which are 40 unassigned cases that are not related to the case that they are working on. In some street crimes, the suspects are people that the player has met in previous cases. The player can travel on foot, as well as in various vehicles. When driving vehicles, the player may drive the full route to the next location, or have their partner drive instead (if the partner drives, the game will automatically skip to the destination). The player can also ask the partner for directions. During the trip to the destination, the player and the partner will have a conversation involving the case or other topics. The player also has a total of ten detective suits available; an initial six, plus four downloadable ones. The suits are equipped with special abilities, such as increased damage protection.

Killzone 3-Game Play, Story, New Features and Release

Killzone 3 is a 2011 first-person shooter video game for the PlayStation 3, developed by Guerrilla Games and published by Sony Computer Entertainment. It is the fourth installment in the Killzone series, the first game in the series to be presented in stereoscopic 3D and the first to include motion controls using thePlayStation Move. It was released worldwide in February 2011.
 In it players continue the fight by a futuristic special ops team against the seemingly unstoppable Helghast Empire. Along the way players will learn more than ever before about the rabid Helghan culture, as well as become aware of an internal struggle in their ranks that may prove to be an important weakness. The game features full Playstation Move system integration throughout the game -- including the Move and Navigational controllers. Additional features include: the ability to carry two primary weapons, new melee and jet pack functionality and online multiplayer support.
StoryNew Features 
  • Revamp of controller input responsiveness - The "weighty" control issues of Killzone 2 have been addressed, allowing for faster movements without sacrificing precision.
  • Brutal Melee - Players will now be able to violently melee their opponents, similarly to Halo: Reach's Assassination system. The melee is also context sensitive allowing various executions depending on the location and status of both the attacker and victim.
  • Full 3D and PS Move support - The game features Playstation Move controls, as well as full support for 3D viewing.
  • Jet Packs - These new modes of transport allow for new levels of tactics on the battlefield.
  • Sliding into cover- This allows for a faster means of reaching cover, which may be vital for survival, and can be used to close the gap between you and the enemy.
  • Co-Op Campaign - Two players can play through the story at the same time locally.
  • Operations - A new multiplayer mode in which teams attempt to breach/defend objectives in various stages in a similar fashion to the campaign mode. at the end of each stage the highest ranked players are featured in cut scenes.
  • Class based multiplayer - These are determined by Experience Points gained from online battles.
  • Clan Squad based online multiplayer - Players can form clans online and battle together.
  • 24 player online - Online matches have been reduced from 32 to 24 players per match.





Visari, the leader of the Helghast, is dead, but the war is far from over. Helghast forces have mounted a devastating counterattack, prompting the ISA (Interplanetary Strategic Alliance) to smoke out evacuation of planet Helghan. As new Helghast battalions appear, armed with more powerful weapons, ISA forces find themselves outmanned, outgunned and surrounded. Players of Killzone 3 will need to learn more about their enemy and use new tools to continue the fight.


The game starts with the disguised Sev and Rico rescuing Captain Narville from execution by Jorhan Stahl, the main antagonist of the game. It then flashes six months back to right after the end of Killzone 2 with Sev sitting on the steps of the palace that belonged to the now dead Visari. A resurgent Helghast army, which appears to have received massive reinforcements, begins to decimate the remaining ISA forces. The ISA is now desperately trying to regroup and withdraw from the planet Helghan due to the imminent threat of defeat and annihilation.

Medal Of Honor 2010-Game Play and Release



Medal of Honor 2010  is the 13th first-person shooter video game in the Medal of Honor series, developed by Danger Close studios and Digital Illusions Creative Entertainment (DICE), released on Microsoft Windows, PlayStation 3 and Xbox 360 on October 9, 2010. The game is a reboot of the series, set in modern-day Afghanistan. Medal of Honor's single-player campaign uses a heavily modified version of Unreal Engine 3, and its multiplayer uses the Frostbite engine. The game uses dedicated servers.

In addition to the regular version of the game you can buy a Limited Edition. The Limited Edition costs the same amount but is limited obviously. What's different? The Limited Edition has includes a code that allows you to join the Battlefield 3 BETA when it opens up. You are also given a special weapon, the MP7 Personal Defense Weapon, which can only be used in the campaign unless you have this code. Lastly you are given early access to the TOZ-194 and 870MCS which you normally have to unlock. The PS3's limited edition also comes with a code to download the HD edition of Medal of Honor Frontline in the Playstation Store. If you preorder the game you may get a code for the Light Machine Gun the M60 which is useable only in the campaign unless you have this code.

Operating directly under the National Command Authority, a relatively unknown entity of handpicked warriors are called on when the mission must not fail. They are the Tier 1 Operators.

Over 2 million Soldiers, Sailors, Airmen and Marines wear the uniform. Of those, approximately 50 thousand fall under the direct control of the Special Operations Command. The Tier 1 Operator functions on a plane of existence above and beyond even the most highly trained Special Operations Forces. Their exact numbers, while classified, hover in the low hundreds. They are living, breathing, precision instruments of war. They are experts in the application of violence. The new Medal of Honor is inspired by and has been developed with Tier 1 Operators from this elite community. Players will step into the boots of these warriors and apply their unique skill sets to a new enemy in the most unforgiving and hostile battlefield conditions of present day Afghanistan.




Game Play


Medal of Honor differs from the rest of the Medal of Honor installments. The game breaks away from the World War II setting of previous games in the series and is instead set in ongoing War in Afghanistan. The emphasis is on realism, with EA going as far as to bring in real Tier 1 Operators from the United States military as consultants. It includes the kinds of objectives and tasks issued in real life such as raiding terrorist hideouts, hostage rescues and undercover operations. The game introduces new weapons and technology to the Medal Of Honor franchise, including the M4A1 carbine, M16A4 assault rifle, the M110 Semi-Automatic Sniper System, AN/PEQ side rail-mounted laser pointer, the MP7A1 Submachine gun, and the AT4. The single player includes some drivable vehicles such as helicopters, jeeps and a quad bike.
A player can be positioned in one of three stances: standing, crouching, or prone; each affecting the character's


rate of movement, accuracy, and stealth. Using cover helps the player avoid enemy fire or recover health after taking significant damage, as there are no armor or health power ups. The player can also slide along cover. When the player has taken damage, the edges of the screen glow red. If the player stays out of fire, the player can recover. If the player get a headshot an icon will appear to the screen. When the character is within the blast radius of a live grenade, a marker indicates the direction of the grenade, helping the player to flee from the frag grenade.


Far Cry 3-Game Play and Release

Far Cry 3 is an open world first-person shooter video game developed mainly by Ubisoft Montreal in conjunction with Ubisoft Massive, Ubisoft Red Storm, Ubisoft Shanghai, published by Ubisoft for Microsoft Windows, Xbox 360 and PlayStation 3. The game was released on November 29, 2012 in Australia, November 30 in Europe, and December 4 in North America. A stand-alone expansion titled Far Cry 3: Blood Dragon was released on April 30, 2013.

The game kicks off with its protagonist, a blue-eyed American boy called Jason, being shown having the time off his life with his mates and his two brothers on holiday in an island paradise. In montage the player sees them doing shots, leaping into rock pools and skydiving.

The camera then pans back to show this montage is being shown on a camera phone that’s being held by the group’s captor, a twitchy, erudite psycho called Vaas Montenegro, who has a smile similar to that of a boa constrictor before it swallows its prey.

Vaas, by the way, is one of the best villains created in gaming in the last few years. Intelligent, charming and utterly insane, he’s as likely to casually stab a helpless captive through the heart as he is to wax philosophical on the nature of madness.

Vaas heads up a colourful list of slavers, pirates, criminals, perverts and nutcases who Jason finds himself ranged against in his search for his friends, once he escapes Montenegro’s clutches in the early stages of the game.

As Jason explores the tropical island environments, racking up an impressive number of corpses, he transforms from scared First World brat into an unhinged killing machine, tossing vestiges of his humanity to the four winds in his quest for alpha male supremacy. 


Game Play

Far Cry 3 is a first-person shooter, which also features role-playing game elements including experience points, skill trees, and a crafting system. The player has the ability to take cover behind objects to break enemies' lines of sight and to peek around and over cover and blindfire. The player has the ability to perform silent takedowns by performing melee attacks from above, below, or close behind. The game's narrative director, Jason Vandenberghe, said that the story mode map is around ten times larger than the game's previous installments. Players are given the ability to survey and plan out their attacks with stealth takedown combinations and tag enemies with the camera in order to track their movement once they break the player's line of sight.


Equipment is controlled by a simple system. As missions are completed, new items are unlocked to be purchased or crafted by Jason, using the pelts of various animals found around the island. When scramblers on radio towers are removed, areas of the map are opened and weapons in the shop are made free. As outposts of Vaas' pirate group are attacked and retaken, the vicinity around the outpost becomes safer, it unlocks new side quests for that area.

Skills are collected by gaining experience from completing missions and killing enemies, and are unlocked in three skill trees, which correspond to the Spider, the Heron, and the Shark. Each skill tree upgrades different aspects of Jason's abilities, with the Spider upgrading his stealth takedowns and hunting skills, Shark for assault takedowns and health, with the Heron upgrading his long-range takedowns and mobility. As skills are collected, the tattoo on Jason's forearm grows which is made up of several different tribal designs resembling the three animal skill trees.

The game also includes a variety of side-quests. One such side-quest involves the player hunting the many different wildlife species on the island for upgrading purposes. There are some rare hunts that the player must undertake to reach the highest level hunt upgrades.