Saturday, December 8, 2012

The Daily Hotness: Haunted toast

The Daily Hotness: Haunted toast screenshot









































The Making of Warcraft's Multiplayer

ArenaNet co-founder and former Blizzard employee Patrick Wyatt tells the process chaotic, spectacular behind the original dev & nbsp;. Warcraft & nbsp; This is part 3 of the story, crossposted your blog. You can visit the blog for Wyatt read Part 1 and Part 2. The multiplayer game of Warcraft was a landslide victory, the abject defeat and a draw, while at the same time. Wait, how is this possible? Well, here's the story. This story is organic growth in ...


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Console versions of Devil May Cry will run at 30fps

... but insists developer can use various tricks to create a softer image.


Itsuno director Hideaki said that Devil May Cry on PS3 and Xbox 360 runs at 30 frames per second.


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Bioshock Infinite will not feature multiplayer

developer Ken Levine reveals that, unlike Bioshock 2, the last of the series will not Bioshock multiplayer options.

Bioshock Infinite will be arriving next year, but without multiplayer.

It was a period of six months for the Games Developer irrational and difficult their last game, Bioshock Infinite. In May, publisher Take-Two announced that the game was delayed beyond its scheduled release in October to arrive on February 26, 2013 instead. Then, in August, several staff members of the development team in place began to leave the company. The first was director of product development Tim Gerritsen and artistic director Nate Wells and director Clint battle Bundrick design and artificial intelligence lead Don Norbury went to Microsoft in October.

Bioshock Infinite happen next year, but without multiplayer.




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Sunday, December 2, 2012

F1 Race Stars

Ready to experience the Formula One cars, teams and tracks like never before with the stars of F1 Racing Codemasters, the home of the HD series official FORMULA ONE game. STARS F1 Race is a racing arcade game-to-the-fun courses offered Formula One official cars, teams and circuits as never seen before. The drivers Lewis Hamilton, Fernando Alonso and Sebastian Vettel were transformed into heroes full of personality, full of charm and character, and Formula One impressive places have become exciting theme parks designed for racing wheel to wheel speed and competition.


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Star Citizen</EM> Takes the Crowdfunding Crown, Raising More Than $4M


Zócalo writing "Star Citizen, Chris Roberts attempt" to restart the spacelike Sim, funding reached a milestone today, surpassing the previous record of $ 4,163,208 guaranteed for eternity game project and more than double the purpose of financing the initial configuration by the producer of the Wing Commander series. ambitious password now a few hours each bringing new features planned for the game, and David Braben announces a new version of the classic elite with a funding model similar to Kick it may be a warning to the big game publishers to take another look at sex? there are still two days left for funding Citizen Star, so if you want to participate, you can either chip in the main site or RSI kickstarter ".




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Saturday, December 1, 2012

Johann Sebastian Joust turns motion control into slapstick comedy

The fun part of making video games controlled movement do not feel their players as virtual heroes - it is to laugh at other people at the expense of players. In a speech GDC China, Die Gute Fabrik game designer and principal investigator Douglas Wilson explained the history of the Game Developers Choice Award winning innovation Johann Sebastian Joust, suggesting motion control is "playing slapstick comedy." Wilson showed Harry Potter inspired predecessor first agent ...


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Journey and the art of emotional game design

Codemasters

design director Nick Harper how a game can look like a Hollywood movie and a game of tennis Andy Murray

Travel

game is phenomenal. This mystical adventure, developed by Santa Monica studio thatgamecompany, is one of those rare moments that make us question everything related to the environment. I try to see things from a design perspective top-down and bottom-up.

am a design director and talk to game developers Codemasters here on these rather different approaches. In simple terms, the game design bottom-up has to do with experience fine mechanics, where the function is king and form follows later.

Codemasters is of great importance because of the need to make the driving experience of the car perfect for the user. Background game designer thinking in abstract terms: do not care one angry bird trying to get a pig wrong - it's just a box in front of the B box with a clear design levels teach the player where to direct.

Travel

If you look at what are the design elements from the bottom, up there in the game? The basic mechanic is the fluidity of movement of the main character. Mario in Mario games is easy to imagine a ball, how its abstract form - sphere collision if you want - "rolls" and leans on the environment. Nintendo animators then do an amazing job to a form appropriate to that function.

Mario

original form as many characters of the 8-bit era, was designed to fit within a limit of 32 pixels, resulting in a stocky guy with arms and legs apart away. In fact, the evolved form of Staff trackball while remaining faithful to the original character design - a bottom-up approach. Journey has a similar feel to me. To give the reader an incredible natural movement, accessible, artists are not bound by a typical form of man, which requires certain behaviors. Work slips and floating mechanical because the hooded figure, with legs that end in a place is as fluid as the movement itself.

Another key element of the design is the use of signs and feedback to help the player understand the game systems The clearest evidence of signs within Journey are milestones and objects collection. It speak for themselves: is white, glow, are placed on a contrasting background for the player clarity.

reference points are more interesting. I think a little known aspect of the trip is the brightness in the simplicity of the design levels. The first scene presents the player with a barren landscape. The player must rotate the camera to see something, then teaching a basic input through a natural process. The only point of interest is a hill topped by two flags our attention. Come on, then.

sounds ridiculous, but how many games have started with a beautiful resort where you sit there and wonder "uh, where do I go?" Then, guided by a delay element HUD or a large arrow pointing in the right direction. Upon receipt of this trip is so good with the surrounding architecture. The world

told where to go. Even if the player does not play directed through the use of walls the wind blows again. As there is a clear design intent - that has reached the end of the road, but a dominant player in the form of feedback is subtle and believable -. No glass ceiling, but a mild sandstorm that is built to prevent progression

So you head towards the flags. Upon arrival, the camera rises to reveal the mountain. No need for an update of the target, or a character who tells me what to do - messaging and motivation is implicit in the design of architecture levels: I must go to the mountain. The game is filled with these benchmarks, and shows the bravery of the team that ruined everything to keep the player without compromising eye candy irrelevant.

feedback

The best way to think of nature scarf is power. In the development of games, designers often think loops games - cycles that involve the establishment of a target player, offering a challenge to be overcome to achieve this goal, and reward the player for his triumph. A good reward game loop allows the player to meet the toughest challenges (where the loop is finished).

atomic Journey has a micro-loop simple: find material (objective), pick the product (challenge), the ability to increase (reward). Importantly, the reward is directly linked to the challenge, but in general terms as the design requires achievable goals, but a jump / float ability allows the player to more easily reach the items to collect. And of course, this increase in capacity is connected to the main mechanics (movement) and a player with a long scarf is more manageable in the game world

This scarf, the wind walls that prevent players going in the wrong direction, is an implementation of a simple feedback elegant. The scarf could be simply an HUD - a bar that grows and flows into use, to be restored to the land. I guess that's how the team tested the mechanic, but the art direction, the top-down approach, has demanded something more elegant.

Therefore, the fluidity of the character is wonderful, the game shows strong signs and returns, the motivation is implicit in the game world These are all great features of a great game, players take things and things designers are constantly looking to implement to drive. In my view, however, is how these bottom-up elements fuse with trip-down design that elevates the game.

down design is to create a game that has a message, a way to communicate to the reader. I do not say things like "kill the demon lord" or "save the princess", but something that makes us question an aspect of our life, or society, or the status quo. Games like Ico, Shadow of the Colossus, and the recent re-boot of Prince of Persia on themes related to love and sacrifice, but the game rather than cut scenes.

[Prince of Persia Spoiler Alert!]

The end of PoP

deliberately forcing the player to take the body of Elika by a huge corridor, powerless to perform his own stunts (as it has). This gives the player time to think about the situation: have spent the last hours of jumping hand in hand with this girl often be saved by it after making a mistake - without it, it could have ended the match . Here, however, she died in the arms of the prince, as the player progresses in the corridor with the credits rolling.

throughout the game, the altar of resurrection was returned, and soon realizes that the choice of the player will have to do: I will raise him up and suffer the consequences of the resurrection of the Aruhman evil spirit, or I'll ... , Turn off the console? This is where I think the game is a success - which makes me question my relationship with a virtual character: I want to save or not? I was not worried about the prince buffoon, but my connection.

[Prince of Persia ending spoiler]

What is the meaning behind Travel? Well, the smartest thatgamecompany team and university that I can probably tell you exactly, but for me, the message is: ". It is only by understanding our past mistakes, we can prepare for the future "We have come a culture so powerful, now decimated by the greed and arrogance. It is a dark world in the first place, dotted with gravestones symbolic in a desert of ruins, which represents a catastrophic event of the past. gameplay scarf growth, while a nice touch to the signs and reactions, also connect the player to the preparation of the future - they are comfortable with a longer scarf, so when you replay the game pieces look scarf in the past, you ignored.

In the game, players learn from other more experienced players through innovative cooperation mechanical limited, which combines randomly to participants so that they can explore together. I remember the first time I met a "white" player. Immediately, I was inspired and fascinated - how are targeted? What have they achieved? And most importantly, what I can learn from them? Purity of character to match the white color of the gods are on the spiritual path, provides a state aspiring to the players, but also a source of inspiration for the less experienced participants - who are a guide, expert, assistant. They had the experience and learned from past mistakes, as the game asks you to do the same.

The last thing I want to talk about is the emotional curve of the trip, the peaks and valleys are used to control the emotions of the player, like a movie. Curve emotional classic Hollywood looks something like this ...



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Wednesday, November 28, 2012

Halo 4's Multiplayer Is At Its Best When Players Break the Rules




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Molyneux's Curiosity getting six new, big features

Curiosity getting six new features, says Molyneux


Curiosity: Inside the cube
Peter Molyneux first experience with 22 boxes will be updated with six broadly, the new additions, perhaps next week.


Curiosity

have players in the mobile chip layers of a gigantic cube, hoping to discover what which is in the center. Apparently, this is something very special. Starting today, players have retired 30 layers, but it seems there is still much to do. Joystiq

Updates
are designed "to see how people interact with

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Tuesday, November 27, 2012

Nintendo Direct covers Wii U USB storage, Wii backward compatibility








Surprise! Nintendo of Japan escaped with another Nintendo Direct presentation, with a variety of information about the Wii U explained by the president Satoru Iwata.

parental controls detailed video, but more importantly, has details on USB storage, backward compatibility, and network Nintendo bonus offer (called Digital Deluxe Promotion States USA). USB hard drives up to 2 terabytes work with the Wii U, but it must be formatted specifically for the system. Driving discs (plugged into the wall) or using a Y cable (connected to two USB ports) will work with the system. You want to use an external hard drive as the system software, etc. The internal memory of the Wii U is actually 7.45GB 8GB, 32GB and Wii U 29.8GB of usable space. At 5:53, you can see the available space is explained in vases filled with colored stones.

on the Virtual Console, Nintendo Wii games yet, VC, WiiWare and content of TV mode only, not the GamePad. Nintendo has plans for a "U Wii Virtual Console" support gamepad, but no details were given, so we do not know if they are the same or buy games from the Wii Virtual Console. Joystiq

Finally, the big news is that the bonus points earned to buy eShop will be used not only in the Wii U and 3DS eShops, but also DSi and Wii.

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Monday, November 26, 2012

OXM Breakdown and the rise of gamer comedy

released this week, the latest issue of OXM Breakdown is a hilarious take on the issue of sexism in games. So how is this an official magazine?

For entertainment media is actually dominated by the military, space heroes macho and plumbers robust with terrible Italian accents, the video game industry can be very serious at times. New sites speculate endlessly - and seriously dark - in recent chauvinistic military shooters, while video reports usually consist of game trailers and interviews packed flattering for developers. Believe me, once you've seen a clip of an executive producer dead to chanting "We are not talking of several players at this time" until the camera swoons, you've seen them all.

But OXM Breakdown is different.

This irregular series of videos created by the Official Xbox Magazine (full disclosure: occasional freelance writer for OXM, future), provides comments odd, bawdy and fun in the games and the players game. The last episode aired last week, addresses the eternal question of women in games, but instead a serious debate on the issues endlessly regurgitated, writer Jon Blyth must wear a dress and brutally parodying a horrible sexist nonsense games makes us suffer. It ends with him shouting: "Oh, shut up and let me save it, woman!" Perplexed female colleague. This is the funniest thing and the smartest I've seen on YouTube since eh Well, since the past OXM break. "There are many serious analysis of games there," says the editor of the magazine, Jon Hicks. "But we thought there was room for a little comedy."

And Blyth form. A few years ago I was brilliant satirical videos Blyth IGN that the report, but the series is retained and joined the staff of OXM. Hicks has decided to launch a series of videos on the same line and the first episode, an incisive analysis of the ridiculously macho coach THQ UFC Personal occurred last September.

This is not the kind of content you'd expect from an official magazine of the game, but tend to be easily accessible and well produced, but more often afraid of video content involving staff members said, criticizing Skyrim behind the counter in a store porn. Yet this is exactly the kind of thing that happens in OXM Breakdown.

"The concept behind the series evolved very organic," says Hicks. "We episodes based on simple games that seemed interesting and we had something to say about it, and went from there to cover issues that are talked about in the industry. episode with "Women", I was worried one of the early edition, but it is good to address a serious matter of in a way that is not terribly arrogant or po-faced, which is how this argument tends to come out. "

From there, everybody in the editorial team of the magazine tends to be roped into the shooting. "The time it takes to make each episode varies greatly," says Hicks. "The slowest part of the process is to find archival images to illustrate the jokes; Gav must spend hours reading through the RF file to find something relevant, then the process to make it work with HD material that grows. "



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How Dan Houser helped turn Grand Theft Auto into a cultural phenomenon

Dan Houser and his brother Sam is responsible for some of the most fascinating games (and controversial) never

No other company in the video gaming world as Rockstar Games. Founded in 1998 by Dan Houser and his brother Sam, who has been responsible for some of the games most exciting, effective and controversial, including the Grand Theft Auto series revolutionary (120 million in sales and counting), and adventure west wilderness, Red Dead Redemption.

However, little is known about the inner workings of this advertiser multinational developer. The company has not attended industry events such as E3 in Los Angeles huge, and unlike most of the leaders of this industry, advertising rarely Housers court themselves.

I find Dan in New York, in a beautiful apartment in the Lower East Side landlords and tenants by horror director Marcus Nispel. Rockstar is in the process of introducing the press for his latest title Grand Theft Auto V, and clearly wants to make a good impression - so the place, and therefore the presence of Dan Houser for a handful of interviews. It is she, kind, passionate and eloquent on the game design and culture. It also seems tired. When I ask how old the team begins to plan their upcoming games, laughs wearily. "We did not begin until the end of a project for the moment, the very idea of ??another Grand Theft Auto is so terrible. - We have a lot of work to do to finish this is overwhelming."

was Sam who began the history of Rockstar. In 1996, he was head of the division of Interactive BMG label, he lived in the area of ??new-style games. Sam had heard developer DMA Design, based in Dundee, working on an action game of crazy crime called Grand Theft Auto, in which players toured the city, robbing banks and police fighting. 2D and had looked over everything else. "This happened to me when I first saw it?" Dan said. "Well, first I had the natural reaction -. Code literally a 10 second duration and sleep, but when he started to play magic including "Talk What Sat.?"

launch in 1997, Grand Theft Auto was a modest success, but BMG losing money and desperate to get out of games, so he sold his division of Take Two Interactive for. Take Two measly $ 9,000,000 Sam Houser invited to launch a new publishing division in New York, Sam accepted, provided he can do under its brand, Rockstar. The next version is the founder of Grand Theft Auto III, which connects to modern 3D line graphs, added a soundtrack CD with license and became the biggest game of the year 2001. Sequelae, 80 obsessed with GTA: Vice City and GTA IV darkest, pushed the boundaries of game design and structure

writer Dan Houser is a leader in all Rockstar titles. Working with a small team, including Rupert Humphries (the son of actor Barry Humphries), to create scripts and stories interwoven huge giants that shape global securities companies. Initially, the study was greatly influenced by films such as Brian De Palma's Scarface, Reservoir Dogs and Boyz N the Hood, but the GTA series has continued, Houser said he began to find his own voice.


For Dan, the current direction is into something completely new. We talked a bit about how, in the digital age, interactive and linear merge: families and couples now share the games the same way they once shared television. He sees GTA V as in the vanguard of a new era of entertainment. "This game, if we do, will be a step towards a kind of organic life soap opera," said Houser. "You have these three characters and all are alive when you are with them. What that means, we do not know yet, we are to get their first job. But we feel something powerful. "



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Wednesday, November 21, 2012

Grand Theft Auto V's character Switch system is nuts

Grand Theft Auto V's character Switch system is nuts screenshot

Earlier this week, we learned that

Grand Theft Auto V

three characters playable. Knowing Rockstar, things may not be that simple.

VSWG

have a switching system that gives each character their own routine of AI and the player can interrupt and jump to each character in the time indicated.

When you are roaming the Meth-pourri Lowland Blaine County Trevor as strong mentally problems, you can decide to jump into the role of the rooster, Michael resisted. The camera zooms out, showing a Google Earth display style of the city, then go to perfection the role of another character. Depending on your time, you can find Michael in the middle of a police chase or daily walks around her house in the hills of Rockford.



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Tuesday, November 20, 2012

US Navy Seals punished for giving secrets to Medal of Honor game

Seals accused of disclosing classified information to the creator of a video game called Medal of Honor: Warfighter

Seven members of Navy Seal Team 6 secret that a participant in the mission to get Osama bin Laden, were punished for revealing classified information, senior Navy officials said.

Stamps Four others are under investigation for alleged similar violations, an official said.

They are accused of disclosing classified information to the manufacturer of a video game called Medal of Honor. Warfighter

Each of the seven received a letter of reprimand and a partial loss of salary for two months. These measures generally hinder the career of a soldier.

The deputy commander of the Naval Special Warfare, Admiral Gary Bonelli, issued a statement acknowledging that non-judicial punishment had been awarded for misconduct, but did not elaborate.

"not tolerate deviations from policies that govern what we are and what we do as the sailors of the U.S. Navy," said Bonelli. He spoke about the importance of honoring the non-disclosure agreements showing stamps.


closures, including some of those involved in the attack on bin Laden in May 2011, were particularly important in this new year.



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LA Game Space to unite art and research under one roof

LA Game Space to unite art and research under one roof screenshot

attraction object mode collective dissemination of culture and knowledge of the game by selling equipment in hand, art galleries housing / festivals and similar events. Two key members of the group - Attract mode Robezzoli Adam co-founder and artist Daniel Rehn - have worked for three years in an ambitious new hoping that contains all aspects of game development, study and celebration in one place.



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J.S. Joust and three others team up for Sportsfriends

J.S. Joust and three others team up for Sportsfriends screenshot

Johann Sebastian Joust so much about that, more than anything, I'm glad to see you find a reasonable way to our homes. The game - more BaraBariBall

Hokra

and Riders Super Pole


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J.S. Joust, Hokra, Pole Riders, and BaraBariBall unite as 'Sportsfriends' on PS3 and computers

Sportsfriends


Johann Sebastian Joust , play duel motion controller can be seen in events industry, has officially arrived on PlayStation 3 and PC. And make friends.

Sportsfriends is a collection of four games that share a focus on local multiplayer and the ability to attract crowds viewers. Producer Doug Wilson, who also created

JS Joust Joystiq
told Joystiq thinks downloadable collection as "a reincarnation of the 21st century

Summer Games


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Sunday, November 18, 2012

'Resident Evil: Retribution' Dated For DVD and Blu-ray In December


Thursday, November 15, 2012

Environment Artist - Toys for Bob / Activision Novato, CA, USA

owned by Activision. We've been together for 20 years, did a lot of games, many of which are really funny. Our office and work style are pretty damn awesome. We advocate the relocation of polar bear tribes to Antarctica. We have the best design tools around.

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Review: Call of Duty: Black Ops II

Review: Call of Duty: Black Ops II screenshot

Call of Duty later became "no-win" for examiners. What was once perhaps the most important work of the year, critical game is now an annual exercise taking place between the hammer and the anvil. Love it or hate it, the result will never be enough.

Since intense reaction against

Call of Duty

last year, those who commit crime to enjoy the series are subject to value judgments bitter indignation, while those who do not are very familiar with the army

COD

fans that would eliminate the fools dare blame her selection handle .

Call
of Duty: Black Ops II seeks to change many things. It adds a bit of science fiction, a campaign of great expansion, and all sorts of gadgets. Should be a reinvention of the franchise that hardcore gamers have claimed. One thing, however, you can not change ...

... The fact that we are all screwed no matter this
think.

Call of Duty: Black Ops II

(PC, PlayStation 3, Xbox 360 [reviewed])

Developer: Treyarch Publisher: Activision Release: November 13, 2012 MSRP: $ 59.99 Call of Duty: Black Ops II continues from 2010, unfortunately, the Cold War, this time to make a breakthrough in 2025, giving the series its first taste of post-modern warfare. The value given in the near future

Black Ops

much more creative freedom, while linking familiar contexts. Although no jetpacks or trips to the moon, there

are attack aircraft, grenades mounted on the wrist, and cloaking devices. Oh, and electric glove.

The single player campaign is where these changes are easier to feel and that is where Treyarch has really emerged from the shadow of Infinity Ward to develop

COD

That's all alone.

BOII

the story takes place in two time periods, which revolves around the search for a charismatic and dangerous enemy, the messianic Raul Menendez. In a flashback to the 1980s, players follow Woods, Alex Mason and Frank in the pursuit of evil across the land devastated by war and learn their motivations. In 2025, David played his son Alex, as his team tries to stop Menendez plans to cripple the United States.

Although random starts to be little to digest

Black Ops

history of finally calms and sits on a fascinating history revenge (and an admiral who has a fascination with the word "son of a bitch.") In Menendez, Treyarch has created a charismatic enemy aversion remains difficult, even in the face of atrocities, while his plot to wreak havoc across the world turns slowly with a great sense of rhythm and drama. Location The variety is also an important part of the campaign, players move from poverty and luxury cruises countries affected by urban cities, in a sad more colorful and interesting than the normal brown military shooters.

Although the fight is still fairly linear corridors and spaces were enlarged and appear to be much more energy. The battle is not to hide behind the boxes and pop enemies in the distance, it is not a case of rolling checkpoint checkpoint. Enemy soldiers can flood in any direction, in large battlefields finally start pulling claws robotic units, armed drones and mercenaries Quad camouflage clothing. During the game, players can also access the optional toys unique rooms inside as its own camouflage uniforms or animal traps. Personal Loadouts can be created before each mission, giving many things

to play - and that's before the vehicle sections, mounted combat, and air guided missiles come in.

During each mission, the player's actions can have an effect on history, determining when certain characters live or die, even for different purposes. During a mission, for example, you are driving with your partner while enemies are in pursuit. At any given time, depending on the speed of the explosion of a gas pipeline that claims the name - whether or not you keep the flame determines what happens on the face of your partner, and if it passes the rest of the game disfigured. This is just a small example, with options most dramatic spoiler flavored and available throughout the game.

more story levels, players will Strikeforce optional missions that revolve around a group of soldiers and their attempts to overthrow the Asian continent. Measures in Strikeforce may affect the Cold War between the United States and China, and whether the two nations to be allies or enemies. The choice not to do, or fail, can have a negative impact on the narrative, but the failure is not death itself. There is no control of Strikeforce - if you can not reach the goal, the game continues and the results are saved

Strikeforce is a very different story missions beast, giving players control of a battlefield composed of several units, which can be ordered in the raised position and controlled directly. Objectives ranging from defense to attack and kill or rescue, and players can try the mission as a strategy game in real time, a straight shooter challenge, or a mixture of both. In addition to regular infantry, here players directly control clutches, drones and other machines, leaping from one unit to fight where the action is fierce. The action certainly

ago get fierce with enemies pouring aggressively and victory often comes over the wire when closing forces and threaten to destroy targets key or push their units without mercy. It is an intense experience, but an exciting anyway.

Strikeforce is great, and my only complaint is that there are many tasks to complete Strikeforce. Undoubtedly help Black Ops campaign one of (the longest and deepest of the series and really, all the military FPS genre at this stage ), but I really wanted more. A critique of the entire campaign is shifting strangely loadout screen. For some reason, sending new weapons, skins, and benefits for the solo missions are terribly slow at random points with selecting an item remains smooth for a while before taking a number of seconds (and multiple attempts) for the game to recognize your commands. The game itself works perfectly smooth, but I got to a point where I felt discouraged to change the preset loadouts for the hassle involved. said, I'm sure this is the best Call of Duty

solo experience supply, and although many fans will cancel campaign and look only to the multiplayer, I argue that it is a greater evil for all parties involved - both player and developer alike. In addition to developing a really interesting story, Black Ops action rhythm provides elegant and pure type

enthusiasm

that has been absent from many shooters afternoon without a soul. At its core, provides the type of

COD action that will be immediately familiar with a new injection of vitality that permeates the whole thing.

Similar efforts have been made to Treyarch own unique contribution to the series,

Service Call Zombies . This mode has been given a major boost with a campaign game as closer to Left 4 Dead

. In

Zombies Master Mode

Tranzit ', players build energy sources and open the doors to access a bus tour automated leads from one place to other, eventually leading to an underground base and beyond. This attempt at a story mode is certainly interesting, and offers something that feels more dynamic, but I must say that I'm not too fond of.

The biggest problem is that arms and ammunition are limited. There are a few professional fields that are completely unarmed Tranzit to buy, even if you're

Photo swimming Photo Photo currency points that could be spent on essential supplies. It is very possible to get stuck in a dead end because you're shot and trapped in a basement with no way to fight. Zombies, in addition to being incredibly resistant to bullets from the beginning, to combat multiple attempts to quit, and the player feels powerless most cases - not fun and survival horror. No more hassle and waste of time. Photo Photo Photo Photo Tranzit is a pity that it is so disappointing, because I really appreciate what you're trying to do, and I like the idea of ??a bus lanterns tirelessly through the desert, beset on all sides by the horde of undead. Sometimes the threat of fun, especially if you have a good team and have the chance to Article maximum ammo drops, but I fear that this particular twist Photo



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