Showing posts with label Game. Show all posts
Showing posts with label Game. Show all posts

Thursday, 7 August 2008

Take a look at Fallout 3

More than 10 years ago, serious computer role-playing game fans fell in love with a postapocalyptic role-playing game called Fallout, a game that offered deep role playing, dark humor, and a memorable adventure that was worth replaying. More than 10 years later, an entirely different studio is now working on the next game in the series, trying to stay true to the original vision of the first Fallout game from 1997 while also including all the improvements and open-ended exploration of its last game, The Elder Scrolls IV: Oblivion. Yes, Bethesda Softworks is working on Fallout 3. Yes, your adventure will take place in the postapocalyptic wasteland (in this case, the ruins of Washington DC); yes, you'll still start your adventure as a dweller in a vault (a colony living in a radiation shelter left over from the nuclear war); and yes, we had an opportunity to take an updated look at the game.



Main character creation occurs as the player experiences the character's childhood. The character's mother dies in labour in the Vault 101 hospital, immediately after which the player decides the character's general appearance through a DNA analysis conducted by the father. Afterwards, the father removes his surgeon's mask to reveal a face similar to the one chosen by the player for the character. As a child in the Vault, the character receives a book titled "Your Special" whereupon the player can set the character's seven Primary Aptitude The character receives training weapons and a PIP-Boy 3000 later on during childhood, and the player's performance in various tests determines the rest of the attributes. Additionally, several quests inside the Vault will be able to influence the player character's relationship with his or her father. Skills and Perks are similar to those in previous games: the player chooses three Tag Skills out of 14 to be the character's specialties. Four skills have been cut out from the game (Fallout and Fallout 2 had 18 skills) but it is unknown which skills have been removed. The maximum level the player can achieve is level 20. The Traits from the previous Fallout installments were combined with Perks in Fallout 3, and the player can choose a new Perk each time after gaining a level.


Another facet of gameplay is that firearms wear out over time: as a weapon degenerates, its rate of fire slows and it loses accuracy. However, worn out firearms can be combined to make more reliable and powerful weapons. Weapon schematics can also be found and used to create various devices such as the Rock-it Launcher, created by combining a leaf blower and a wood chipper, that can fire various items such as lunchboxes and stuffed animals, or the Clever Shrapnel Bomb, made out of a Vault-Tec lunchbox and bottlecaps. Along with equipping various weapons, the player can also utilize different armors and clothing that may have effects that can alter various skills. For example, a pair of mechanic's coveralls may boost the player's repair skill while it is worn. Armor and clothing come in two main parts for the head and body, allowing a player to wear different combinations of hats and armor. Also, a player's inventory has a specified weight limit, preventing a player from carrying too many items. Items like weapon ammo have no weight, due to the developer not wishing to bog down inventory management.

Dracula 3 Features

As you'd expect, Dracula 3 takes place in Eastern Europe, with locales that comes across as gloomy and deserted as you'd expect. You play a catholic priest investigating a candidate for beautification to sainthood only to discover that the subject may not be so admirable after all; in fact, she was apparently trying to become a vampire. That's not so great if you've got to report to the Holy See.
Fortunately, there's a mystery to solve first, with clues like dead bodies riddled with arrows, messages written in blood, and puzzles like one that has you try and reconstruct a library's catalog system after it has mysteriously burned to the ground. Now here comes the spoiler, so look away if you really like surprises: You also start turning into a vampire, which isn't too bad as things such as night vision are pretty handy when you're sealed inside a stone sarcophagus.

The mechanics in Dracula are simple: point and then click. You can also right-click to open a series of menus that handily point out your objectives, inventory, recent conversations, and documents recovered. And when in doubt, consult the bible. A bible written in Latin is included, and you can open it to random pages for verses that act as clues for what to do next.

Wednesday, 6 August 2008

Spore

Spore the new Real Time Strategy from Electronic Arts is set to be released on the 5th
September 2008. One of the most anticipated games of 2008, Spore lets you customize and create you're own Species. You start of as a tiny micro-organism and have to work and evolve your creature to the end of space
You start of as a tiny cell and begin you're galactic adventure, from there you will need to evolve your creature so they will survive the harsh planes of the universe. You can Battle, Talk or Sneak you're way through civilization.


You're Species go through many phases in there life.

Phases-

The first phase of existence, the cell phase, is sometimes referred to as the tide pool, cellular, or microbial phase. The player guides simple protean microbes around in a 2D environment where it must deal with fluid dynamics and predators, while eating weaker microbes or plants. The player may choose whether the creature is an herbivore or a carnivore prior to starting the phase. Once the microbe has eaten several cells, the player can enter an editor in which they can modify the appearance, shape, and abilities of the microbe by spending "DNA points". A player may choose to remove some part from the microbe, which will refund some DNA points. If the creature dies, the player may restart from an earlier phase or point in the game. The player must also seek out special "golden shields" from meteor fragments that provide new parts for the player to use in the editor, such as spikes, mouths or limbs.


The creature phase is similar to the cell phase, but with several important differences. Principally, the environment is now truly 3D. Other creatures will inhabit the world, and most of them will have been created by other players. Creatures will automatically be introduced into the environment to maintain a balanced ecosystem. If the player creates a bigger, tougher creature, the predators that are downloaded will likewise be stronger than average.
In this stage, the basic goal is the same: hunt food to earn DNA points, reproduce, and avoid being eaten by predators. Unlike the asexual reproduction of the cell phase, the player must now locate a mate. Once the creature has laid an egg, scavengers will attempt to steal the eggs and the player must defend them (conversely, the player may eat other creatures' eggs as well). Before the egg hatches, the player will have the opportunity to 'evolve' their creature via the creature editor, spending DNA points to buy body parts. When the egg hatches, the player controls a baby version of the creature. "The Science Behind Spore" video featured a non-player controlled creature taller than a tree threatening a city, indicating the size possibilities at the other end of the scale.

After the player's species evolves its brain far enough, it enters the tribal phase. Physical development ceases, as does the player's exclusive control over an individual creature. The player is given a hut, a group of fully evolved creatures, a mini-map of the world for the first time, as well as two of six possible "super powers". These are unlocked depending on the species' behavior in the previous phases.
In this phase the game is similar to an real-time strategy game. The player may give the tribe tools such as weapons, musical instruments, and campfires. Food now replaces "DNA points" as the player's currency, which the player can spend on items and structures, or use to barter with other tribes. Creatures also gain the option to wear clothes that demarcate their professions. The player may also tame other creatures, and even use them as livestock.


When entering the civilization phase, the player's tribal camp is now a city. Players now have two new editors: the building and vehicle editors. The game will attempt to detect what style of content the player prefers, download similar content created by other players and add it to the buy menu. Players can now construct a variety of land vehicles, aircraft, ships and submersibles. If players start at the Civilization phase, they may assign one of three civilization types: militaristic, economic or religious.
In constructing vehicles and buildings, as with most real-time strategy games, there is a capacity limit; building factories will increase the cap, additionally, constructing them adjacent to one another will provide a productivity bonus.


The space phase provides new goals and paths to follow as the player begins to spread through the universe.
The player may now terraform and colonize neighboring uninhabitable planets with special tools (water tool, volcano tool, etc). The ultimate tool is a technology which Wright dubbed the Genesis device, named after the device in Star Trek II: The Wrath of Khan. Terraforming tools include pumping carbon dioxide into the atmosphere to act as a greenhouse gas. Left unchecked this can cause oceans to rise, then eventually to evaporate and transform the world into a desert planet, followed by a molten rock in space.
The player may cause comets to crash into a planet to create water, or force volcanoes to erupt to increase atmosphere. Players may build cities on the surface of an inhospitable planet once they gain the ability to create bubbled cities, similar in function to self-sustaining arcologies