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By N2H

Metal Gear Solid (PC) s EPSXE 1,7

Jun 19, 2008 u video igrama

(Ako ste novi ovdje, Vas svibanj želite pretplatiti na moj RSS / Atom feeda. Hvala na posjeti! - Michael)

(EPSXE je Playstation 1 emulator za PC, 1,7 nedavno je objavljena. Prije toga, ona nije imala novu verziju u mislim, više od 5 godina. Možete saznati više o tome ovdje: http://forums. ngemu.com / epsxe-diskusija /)

U nastavka mojih vožnji teme, ili možda bolje izražen kao "uživajući stare stvari opet", Ive 'isto tako bio igranje Metal Gear Solid, s namjerom da konačno svira 2 i 3 as well.

Kupio sam nedavno objavljena zbirka MGS (Play-Asia friknuto je fantastičan za kupovinu čitljiv igara u VN, btw), uglavnom za MGS1 od II've vlasništvo MGS2 za Xbox za skoro 5 godina nakon ludog prodaju na navedeni EBGames ga na $ 19.99 . Nikad ga igrao jednom.

Imam modded PS2 to je razlog zašto sam kupio zbirka-ja mogu dobiti kopiju MGS 3 lako, ali ja ne mislim da bi mogao pokrenuti MGS1 kopirane na mom PS2.

Ispada, ne mogu pokrenuti čitljiv kopije PS1 igre na mom PS2 oba. Ja zapravo vlastiti PC verziji MGS i imati ga sa mnom u VN, ali sam htio dual shock vibracija. Ispada, rješenje je da ide s EPSXE i XBCD * vozača da ide sa iso sliku sam MGS1 CD-a. Također možete igrati ravno s CD-a, ali je znatno sporiji, sa hrpe loading odgode.

(I još su Mike's hint knjizi vodič MGS2, također mi vjerojatno 5 godina, a opet, nikad je nekad igrao.)

Cjelokupni doživljaj igre je sasvim dobar.

20-30 fps, uz neke povremene dips na 10's, ali ne i za vrijeme igre. (Mislim PSX igre su izvorno 30 FPS anyway, barem MGS je bio, tako da za većinu stvari dijelu voľnji dobro, iako sam osjećala da vrsta kontrola je malo spor)

Imajte na umu da je pritom veći-end postavke na moj T61P laptop, ne prikazuju se kako je izgledao na Playstation, kada je prvi puta dosao van. Pogledajte screenshot na dnu post.

Analogna kontrola je bila dobra, i vibracija točni. Igra je zvuk, i uvijek jedan od najprepoznatljivijih nezaboravne stvari o MGS, još gore, nakon svih ovih godina, iako mislim da je David Hayter delujući je malo overrated. On je dobar, ali on nije fantastično. Ja vrstu put osjetiti oko ostatka se baci previše, ali mislim da dosta je skripta. Kad sam bila 18/19/20 to sounded odlično, sad da sam 27, ona dolazi malo off sirast.

* XBCD Vozači su 3rd Party drivere za Xbox 360 kontrolera. Puno bolje od one Microsoft, oni će vam se neka tutnjava u emulators kao EPSXE. Link na kojoj možete naći normalno im je otišao, pa sam ih učitana za download.

XBCD Installer 0.2.6.exe

(edit: June 23: htjeli dodati neke stvari. 1,7 verziju EPSXE ima problem kada se na disk 2 - nećete biti u mogućnosti to učitavanje Internet. Morat ćete dobiti stariju verziju EPSXE (1.5, 1.6), koristiti svoj spasiti, dobijte prošlošću greska bod, a za uvoz resave nazad u 1.7. Ovo je lako, samo pogledajte u desnoj direktorij u vaš program direktoriju. Također je imao problema s ISO image na kraju igre - PLAYSTATION (ne čiste emu software) izjavili da neće moći pročitati disk. Kad sam koristiti originalne igre na disk međutim, stvari su u redu)

Evo moje postavke sa EPSXE:

2008-06-18_01-02-56-831

Evo još jedan dobar vodič na EPSXE iz Racketboy: http://www.racketboy.com/retro/sony/ps1/2007/08/enhance-ps1-graphics-with-the-best-epsxe-plugin-settings.html

Screenshots od igre (kao i uvijek, svibanj imati Spoilers, kliknite na metak da vidim cijeli galerija):

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Half-Life (PC) [pregled] + protivničkim Force Blue Shift +

Jun 18, 2008 in Recenzije, Video igre

Half Life Cover Art

Mislim da sve muškarce je dobro na neki brojevi.

  • "34D" (žene)
  • "220HP V6" (Cars)
  • "1400 × 1050, 4x niskopropusni, 4x neizotropan Filtriranje, 60 okvira po sekundi" (Računalne igre)

Ja sam zadnji tip.

Ako sam morao igrati Half-Life sada kao što sam ga igrao 10 godina, ja bih vjerojatno opadanju. Ali sa svim tim sočan poboljšanja kvalitete slike mogu sada sa suvremenim PC, to je samo sooooo čist, tako hrskav. (Pogledajte screenshot na kraju post).

I sve sam morao učiniti je čekati 10 godina!

Ive 'bio dešava traje posljednjih 6 mjeseci, što radiš u skupove, kao što su promatranje Indiana Jones trilogija u pripremi za gledanje Crystal Lubanja, gledanjem originalnog Star Wars filmova u nizu, FFVII svira, a zatim gledate FFVII Advent Children, a tako dalje.

Moj trenutni je Half-Life. Ja vlasnik Orange Box s Half-Life 2 i sve druge epizode, ali želio ponovo originalne igre prije pokussavaju nastavak.

To je bilo najmanje 5 ili 6 godina otkad sam zadnji igrao Half-Life, i ja vjerojatno otišao putem proširenja, suprotstavljenih sila i Blue Shift (izvorno razvijena za nikad objavljeni Dreamcast version of Half-Life), prije nego što je ipak sam htio igrati sve igre Half-Life sequentially u kratko vrijeme na osnovi žive izvan jedan potpuni doživljaj.

Half-Life je: (drumroll)

Stresnim. Srčani napad, hladni znoj stresnim.

Half-Life's grafiku, ako igrate s niskopropusni, nisu toliko loše. Također sam igrao sa na hi-res teksture paket koji Ventil razvijena za Half-Life igre u 2001, tako da mislim da sam zaista samo igranje 7 godina stara igra.

Danas, međutim, još uvijek možete biti impresioniran kako Half-Life izgled ovisno o vašem računalu video card postavke:

  • Visoke razlučivosti - dok PS3 i Xbox mislim 720p je tako divno, PC igračima može prijeći put veća. To znači, čišći, crisper grafika smanjenje razuđen ogib (jaggies)
  • Anti-poduzorkovanje - čini slike crisper čak i kada Kicks u vaš monitor nije dovoljno visoke rezolucije (1400 x1050 je moje, ali čak i tada, AA čini veliku razliku)
  • Neizotropan filtriranje - pogled na stare igre i najave specifično tlo teksture. Onda trčanje ravno i gledati kako se teren u pop teksturama ili tekstura jako daleko gledati fuzzy odnosu na one izbliza. Neizotropan filtriranje pomoći će tako sve svoje teksture prirodniji izgled, više reš.
  • 60 FPS - 60 FPS je način drugačiji od 30 FPS. U stvari 60 okvira u sekundi (fps), naročito u prva osoba pucač (koji se nazivaju fps) je važniji od rezolucije. Vi samo osjećaju više kontrole, a vi ćete osjećati kao da ste više vješt igrač as well.

Što se tiče igre, ono što je bilo revolucionarno tada, nije tako posebno, a ipak me osjećaj stres i napetost uključeni kada igrate još uvijek tamo. Nakon 10 godina ipak, to je još uvijek lako vidjeti zašto Half-Life je toliko visoko obzir. To je još uvijek vrlo ugodna, ali na mnogo načina, ona osjeća plitko.

Priča za igrice su svi rekli da ste na neki način, nikada ne slušaju i sami govore da ne interakciju s drugima. Ljudi razgovaraju na tebe, nego ti, i tako lik u igri zaista nije odraz vas, niti je to odraz je osoba koju bi trebalo da bude. Bilo da igrate Half-Life, opozicija Force ili Blue Shift, kad završi, ti ne bi mogla da mi reći nešto o likovima ste plying drugo nego jednostavna činjenica poput "he'sa solider", on je otišao u MIT ", i tako dalje.

In Half-Life, koju Gordon Freeman, znanstvenika na Black Mesa vlada istraživački pogon koji je nesretno dobiva poneseni na eksperiment nije uspio da se otvaraju portal u drugu dimenziju (to znači da stranci dolaze u vas naivčina!), Te zapravo samo trebaju da opstanu. Tko brine o spremanju u svijetu kada se lice huggers posvuda!

Čudovišta, dobili daleko od mene!

Stop gledajući vas weirdo freaks!

Glavni dio stres dolazi iz igre brzinu. Vi izvoditi brzo, ti pucaj brzo. Problem je, neprijatelji su prilično brzi sebe, posebno kad napadaju. Vi svibanj strijeljajte brzo, ali ne i moćno-a puška na glavu nije dovoljno da ubije najviše neprijatelja, dva, a ponekad nije dovoljno. Možete kladiti međutim, u vrijeme koje je potrebno da se vatra dva do tri kruga, koju su messed up na svom pravu. Dodaj sve to odličan događaj skriptiranje, i Half-Life čuva vam osjećaj uznemiren cijelo vrijeme.

Suprotstavljenih sila i Blue Shift, međutim, ne sasvim gore tako dobro kamara.

U protivničkih snaga, ti si pastir Adrian, jedan od vojnika koji je poslan na zataškavanje Black Mesa nered, uključujući "rukovanje" Freeman. Jedinstveni stvari oko ove kampanje je da se može boriti sa čitljiv pomogne u vašim kolegama vod prijateljima.

Suprotstavljene snage dobio stvarno dobar pregled bodova 10 godina, ali mislim to znak kako stvari su se promijenile. Što je jednom pozvao nepodmirene AI, pozivam retardirani AI budala danas.

Od Gamepsot gotovo deset godina:

Umjesto da se bori protiv ograničavanja zajedno nema više od dva i Half-Life's slabić znanstvenika ili sigurnost stražara, sada se možete zaposliti jednog odjeljenje do osam marinama. U marinama imaju isti naprednu umjetnu inteligenciju, kao kada su bili u svojim neprijateljima Half-Life, tako da su neke od velikih bitaka stupili u protivničkim snagama jednostavno fenomenalan. Iako igra ne zahtijeva li to učiniti, da ćete želite ponovno takve borbene sekvence samo da isprobate različite strategije kako bi se smanjila casualties.However prijateljski, iako se igra omogućuje Vam dovesti toliko drugama vas' ll vjerojatno nikada imati više od četiri istovremeno zahvaljujući AI's izbirljiv sljedeće ponašanje. Suprotstavljene snage samo značajan nedostatak je u tome da je često teško držati sljedbenike u retku. U nekim slučajevima oni ne izgleda da postanu zbunjeni, i na drugim puta postoji nevidljiva crta neće križ. To je obično nešto nije jasno koji od ova dva razloga čuva vaše patrole iz kretanje naprijed, tako da ćete potrošiti previše vremena uzalud pokušava da se skupi. To je šteta, kao i sve ostalo je igra takve visoke kvalitete.

Ja, međutim, osjećao bolje svira sama-ja definitivno ne osjećate bilo kakve smislu "pravu" vojnici pomaže mi. Sveukupno, to je samo širenje čopora ok. To je zabavno u smislu da fleshes više od Half-Life svemira. Osim nekih lijepih novih oružja, međutim, ona se osjeća kao što se protivi Force i Blue Shift, samo su bonus nivoa za Half-Life, i mislim da to ne osjećate kao da ste stvarno radiš ništa drugačiji ili uzimanje uloge različitih znakova - To je više kao što je igranje kao Gordon Freeman novu kože.

Blue Shift je .... Dobro, bleh?

Ovo je definitivno najgori dio 3 igre. U protivničkih snaga, ti si vojnik koji pokušava stenografirati Gordon Freeman i svim ostalim Black Mesa osoblje nakon eksperimenta, ali u Blue Shift, ti si sigurnost straža (Barneya Calhoun) na Black Mesa tijekom tih događaja.

Zvuči uzbudljivo?

Mislio sam da ne.

I nije.

U misiji obuke za Blue Shift, vidjet ćete jednu od vaših prijatelja pružanje zaštitarskih jedući jedan prsten na strijeljanje. Naravno, to bi trebalo da bude smiješno, ali to je ono što ja mislim od kad mislim o tome kako opisati Blue Shift razinama.

Osjeća lijeni.

Na kraju, ekspanzija omot vrijede kroz ako završiti Half-Life i još uvijek želim više. Za one koji nisu ljudi, oni koji će zadovoljiti potrebe, ali ako ih se kao samostalan iskustva, na vlastitoj to nije vrijedi prolazi kroz.

Screenshots (klikom izbjeći da vidi galerije ako želite izbjeći screenshot Spoilers) iz Half-Life, Blue Shift i suprotstavljene snage. Provjerite high-res dobrote!

Half-Life:

Suprotstavljene snage:

Blue Shift:

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Final Fantasy VII / 7 (PC) [pregled]

Apr 30, 2008 in Recenzije, Video igre

FFVII Box Art Nije ni čudo ljudi vole ovu igru.

To je bilo najmanje 6 ili 7 godina, jer sam igrao FFVII po prvi put, izvorno igranje PC verzije, koji u to vrijeme nije stvarno izgleda da usporediti s izvornim Playstation jedan. U verziji PS-a low-res podrijetla i videa izgledao odlično na TV (TV barem iz tog doba), ali na višoj straąna res zaslon računala. Pa ipak, ja sjetio FF7 kao prekrasna igra i njezine vrijednosti na EBay danas potvrđuje koliko je ljudi i dalje njegovati ga kao jedan od Trga RPG-a da se, zajedno s Chrono Pokretačke i Tajna Mana za SNES.

You're Cloud (ili preimenujte ga u biti bilo ime koje želite), mlada osamljenik pank sa velikim, uh, mač. Ti si mlad, snažan, badass, i ti vlastitu stvar. Kako se igra počne, Cloud's teaming s pobunjenička grupa zove Avalanche koji pokušavate srušiti carstvo-like Shinra. Cloud u to za novac, što uzrokuje trenje sa neke grupe lidera Barret, koga bih opisati kao Mr. T sa minigun za rukom. Kao što napretka, što se odlučite da li možda treba držati oko, možda niste takav punk poslije svega. Možda su stvari koje je stalo u životu.

Kao Tifa, vruća djevojka koju odrastao sa. Ili Aeris, vruća djevojka sa tajanstvenom moći, koji je htio po Shinra više od njezina izgleda ... .. Oba kojima imaju interes u vama.

Vruće djevojke, poziv na avanturu, i samo vam mogu spasiti svijet?

An nevinosti bilo koji-ne-tako-kul u životu 17-godišnjaka (ili za mene, 27 godina) bi uživajte!

Oh yeah, jesam li spomenuo vam svibanj imati priliku da vozimo loš motor magarca i slatko malo žute konji / deva / stvari zove Chocobos?

Prijavi me!

Ako ste igrali neku od igara ili SNES FF nedavnog GBA remakes, pomislimo FF7 kao FF3 / 6 u 3D. I u osnovi znači, grad strukturu, sustav borbe, imate ga vidio prije. Način na koji u interakciji s drugim likovima (NPC), itd., nema ni bilo kakve promjene u gameplay. Umjesto 2D sprites, zamislite svijet sa CG oslikana pozadina i poligonalnom znakova.

10 godina, veliki se bave FF VII su bili grafike i priče. Priču, a velik, prije nego što je bio učinio, ali ne i grafika: Full motion video, likovi poligona, luda specijalni efekti! Opomena su polovina smiješan, pola Awesome. Očito je danas grafike nisu velika stvar, ali je još uvijek pokazuje smjer umjetnosti. Nacrtima i dalje izgledaju iznenađujuće, ako ne i super čisti, a to je još uvijek jedan svijet volio bih da bude dio danas.

Final Fantasy VII osjeća kao pravi pustolovina. Idete mjesta, upoznati ljude, tužni su trenuci su oni sretni, ja mislim da je više od vas osjećati kao da ste radili nešto, da ste dio je svijeta, ali ste u sebi nisu svijeta. Morate spasiti svijet, ali možete uživati u vožnju, život nije tako depresivno. To me podsjeća na izvornu Star Wars trilogije, u kojem je bilo teško depresivno prepreka na putu, Carstva, ali priče i likovi imati vremena za zabavu i komedija između trenucima blizu smrti.

Ipak, ono što je naoko posve krivu o FF, a ne samo s ovom FF igre, ali toliko u nizu, kao i drugi slični-styled RPGs je stalna potreba za borbu.

U mnogim japanskom stilu zauzvrat-based RPG-a, bitke, ne znači akciju.

Ja osobno ne mislim bitke su zabavne. Niveliranje gore, uzimajući jači, siguran da je važno i nagrađivanja. Tko ne želi napredovati, dobiti više vještina? Ali slučajnim bitkama? Im 'pravedan trčanje zajedno pokušavaju doći do sljedećeg gradu, a onda sam dobiti udarac nasumi 20 puta na mom putu tamo, prisiljena da se bori? I kad sam to borba, ne smatram da je čin sve apelujuchi. Naravno, možda gazda za borbu, koje mogu biti i stresnog, uzbudljivog, napetost ispunjen, ali u borbi protiv jednog šišmiša 30 puta u sat vremena? Sve mi je to držati pritiskom napada kada navrši iskrsnuti jer ne želim da se moje otpada čarobnu bodova, u slučaju da trebam ih kasnije.

To nije zabava. I slučajnim bitkama je veliki razlog zašto nisam nisu igrali mnogo RPG-ove. Square Soft igre su zloglasne za njih, i dok niveliranje može biti zabavno vrijeme, znajući postoji 30 sati vrijedi niveliranje da je ne pristaje mojoj raspored više sada kada sam starija.

Znam najnoviju Final Fantasy igre, FFXII, čini još zabavnijom bitku, ali ne vidim razlog borbe je tako važno. Za mene, to je više o avanturi, priča, likovi vas zadovoljiti. Tu se može borbe, ali moj guess je da je možete lako ukloniti najmanje 70% od borbe, a koje biste uživali u igri mnogo više i ne osjećam se tako porobila monotoni dirinčenje razini.

Pa natrag u FFVII ponovno. To je dobra igra. JA dont 'misliti svoj' igra za početak igre igrača, to je samo zato pomalo dosadan u odnosu na razinu mljevenje. JA pogodak u ovoj fazi u mom životu, koja se uglavnom konzumira raditi, ja sam još u neposrednoj korist, linear gameplay. Što god da sam radiš, želim da instant feedback, hej ovo je zabavno, želim zadržati to. Bitaka otmeš da konstanta povratne / zabava za mene. Ja

Ako imate gamepad, ja svakako preporučam koristeći Internet. JA iskorišten moj Xbox 360 kontroler, ali kad ste igrajući igru svakako razmišljajte o tome kao konzola iskustvo, kao što nije mnogo je učinjeno kako bi iskoristili računala u smislu igre sučelje.

Za PC verziju, fanovi su radili na različitim projektima ažuriranju grafike (1280 x 1024 res, novi lik modeli) popraviti i druga pitanja koja se nisu tako dobro u dobi vremenom (razni bugovi).

Za informacije o nadogradnji, probajte:

(Edit: 06/01/2008) Added Screenshots je igra sa zakrpe pojašnjenje:

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Bioshock (PC) [pregled]

Apr 29, 2008 in Recenzije, Video igre

cover_bioshock

Nedostaju li Bioshock.

Zašto sam ostaviti?

Ne ostavljajte me.

Moj odnos s Bioshock počeli polako. Ja booted ga na moj novi laptop Lenovo u siječnju. Htio čuli priče o velikom Tata. Amazingness. Kad sam je uzeo zaviriti, bio sam u avion srušiti, pad sustava u ocean, uspomene roditelja pripovijedao mi je trebalo da bude nešto.

Ispred mene u sredini oceana bio nekakav lagani kulu. JA je otišao unutra, idući dubokim podvodnim na Atlantean-styled grad zvani oduševljenje. I onda sam prestala.

2 mjeseca kasnije u ozujku vratila sam se na njega, spreman za borbu.

2 dana kasnije, uključujući Nedjelja svira 10-3 Ponedjeljak, to je bio završen.

JA je otišao vanjska strana za cigarete i izbrisane u igri. Htjela sam ići dalje, ja mislio to je bio samo noći strast.

Ali u to vrijeme jer sam razmišljati o tebi Bioshock. Ja nikad ne bi trebali imati slijeva vas.

--

Na moj laptop, Bioshock nije previše trčanje glatko (30 fps), ali čak i na 800 × 600, Bioshock je neporeciv estetičan što ti misliš kako doći života u 1920-a nije ići na zauvijek. Iako se igra odvija u 1960-ima osjećaj da je klasični dizajn i stil koji ste vidjeli u onim starim filmovima kao što su zvučni film i Timecop (čudne usporedbe, znam).

Volim westerns i oni izgledaju zanimljivo na svoj način, ali ja nikad ne mislim, "želim sam živio tada." Ali s tom starom-škola Bioshock/1920 's estetskom, nekako da se svijet mora biti mnogo bolji nego danas. Zanešenost je podvodni grad, jedan Andrew Ryan osnovan da dobije slobodu od ograničenja iz "civilizovano" drustvo. S neograničenim sloboda, međutim, nema rizika, a kad stignete u zanos, otkrit grad iskidan najviše zbog nedostatka etičkih odmjerenost. Genetska modifikacija.

A svijet neograničenog snaga (pomislimo Neo u The Matrix), neograničene mogućnosti, ali i svijet zastraąujuće vrijednosti. Promijeniti sebe dok niste ljudskih više, promijenite drugima pa to nije ljudski više.

Pa ipak, JA pa ipak ištanje to da tamo žive.

Kao što istražite podmorski svijet, to je nevjerojatna paziti na onu stranu stakla i vidjeti pravi ocean grad. Razmislite o tome kako Blade Runner je linija horizonta izgledao vas prvi put vidjela film, to je kako sam se osjećao gledajući duboko u oceanu.

Kao što sam spomenuo prije, kada pokrenete igru, možete pronaći sebe u sredini oceana nakon plane crash, i polako otkrivati zanešenost, podvodni grad. You're gledajući stvari iz prve osobe pogled, a zbog načina na svijetu jest genetička modifikacija nije samo opciju ali je to potrebno. Možete birati tko ste međutim, hacker, psihičke napadač, borac. Ovo me podsjeća na Deus Ex, u smislu otvorenosti gameplay, ali je doista nigdje u blizini da se stupanj otvorenosti. Vi svibanj imati slične vještine kao JC Denton u Deus Ex, ali u konačnici, od vas će se boriti putu kroz zanešenost češće nego ne. Ovo je strijelac.

Vi polako otkriti tko ste i zašto ste u zanos, i što je događa. Imate prijatelja ili dva vodiča vama, i dok se čini da većina ljudi su se pretvorile u čudovišta genetic ćete meso polako vanjska detalje, ne samo u svijetu u kojoj se nalazite, ali svojim glavnim igračima, čak i ako 'll rijetko naići na bilo koji od tih drugih glavnih likova.

Što čini Bioshock ipak stvarno rade, je da sve komponente igre, grafika, zvuk, gameplay, izrađeni su za rad s pričom. Što hoću reći je da kada se igrate, znate što radite, što ćete vidjeti, čuti ili iskustvu, to je zbog priča. Ono mora biti tako, jer u svijetu u kojem živite kad igra. Nitko nije ništa, jer bi to bilo kul, jer oni koji je u svijetu. To je uistinu immersive iskustvo.

Kao Mike rekao, on je osjećao kao da je čitanje knjiga. Slažem se u smislu, ali sam mislio da je dobra stvar. Razini i dubini detalj knjige, ali vam se ne čita. It's vizualni, mnogo više nego bilo koji film može biti s ograničenim dužini. Ima čarobnu da se ne može se objasniti jednostavno.

Priča sama po sebi, od parcele pregled, nije da je poseban. Nije mutav, ali ne startlingly impresivan. Kako si postao lik u toj priči, međutim, kako je sama po sebi postavlja Bioshock osim gotovo sve ostalo što ste ikad igrali.

Kad sam završio Bioshock, ja mislio da bi bilo to. A tonu zabave dok je trajalo, ali bez stvarne brige za ponovno. Ipak, u 5 tjedana jer sam ga tukli, mislim da ja razmišljam hoću da se vrati u zanos, a ne da postoji nešto što te nema, ali ja samo želim biti tu ponovo. Dovoljno je da se u tom divnom, nezdrav svijet ponovno.

Ako igre mogu biti umjetnosti, Bioshock je to.

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Virtua Tennis 3 (PC) [pregled]

Mar 09, 2008 in Recenzije, Video igre

Povratak na 90's, EA Sports igre bi čizma gore sa: "Ako je u igri, to je u igri", govoreći da ništa što je u stvarnom životu sportova bi prikazati u video igri verziju.

Ne mislim da oni više koristiti, ali to je dobar način da pogledamo Virtua Tennis.

Kao u, niposto Rafael Nadal protrčati po cijelom mjestu? Provjera.

Roger Federer insanely je dobra? Kad sam bio Federer igrao za dobitak na # 1 ranking u karijeri način po prvi put, on whooped me 6-0, 6-0, 6-0, 6-0, 6-0, 6-0. Lud metak koji je napravio mene misliti, F * CK li Roger Federer, vi glupi ludi varanje kopile!

Dakle, to je stvarno u igri. Osim Martina Hingis i njezin kokain naviku (ali vjerujem ti Martina!).

Bio sam veliki obožavatelj Virtua Tennis za Dreamcast. Tada sam igrao je još na PC. Kada Virtua Tennis 2, izašao, nisam to play toliko, preferiraju izvornika. Sam bio idući u vratiti moj Dreamcast u Vijetnamu sa mnom, samo da ostavite iza sebe jer sam se preko weight limit za let. Ali kada sam primjetio je bilo VT3 za PC ... .. zlato!

I’ve played Top Spin for the XBox, and although I liked it, I was never that big a fan of it. Maybe the controls were too difficult for my weak-sauce hands, but I never really got used to the risk shots, and I liked the hold-button-for-better-shot style in VT. Top Spin uses the XBox’s left and right triggers so you can govern the risk and skill in your shots.VT is geared towards getting in position, and holding a shot button down to govern how effective your shot is. VT is much easier in terms of unforced errors; it’s very difficult to hit errors, but this makes it easier for you to focus on just playing and locating your shots.

I once heard that Virtua Tennis described as Ping Pong with better graphics. The original Virtua Tennis stood out because of great graphics, (the Dreamcast was the first generation of video gaming in which someone glancing at the system might think they were watching a real game), easy to pick up gameplay (again, Pong), and addictive career mode.

I’ve read reviewers say that VT3 is no different from VT 1 and 2. That’s true to an extent. The gameplay isn’t the exact same; the tactics and balance are different, but if you have the feel from VT1, VT3 replicates most of its great feel.

In terms of game modes, there are a few options. Multiplayer, Career Mode and Tournament Mode, and Exhibition Mode (quick-play) are menu options, everything you might expect normally. Career Mode is RPG Tennis Player, and could take a good 15-20 hours of your time. It’s damn fun and addicting. The Minigames that have been a core part of the VT experience are also in the game, and really are probably the most enjoyable part of the game, helping you learn how to play better as well as boosting your attributes when you succeed. Tournament Mode is straight tennis, but you can import your created player from Career Mode.

I really liked VT3’s graphics, playing in 1400 x 1050 resolution. The animation and courts are outstanding, and it runs fluidly (at least it did on my computer). I played with a XBox 360 controller that performed well and I think having analog control does make a difference, especially in serving.

Overall, VT3 is a really great game to always have around. You can definitely go too crazy with it in insane mini-game binges and tire of it, but you’ll always want to return to it later.

Here’s footage from the final match in the game (don’t worry, not really a spoiler), and yes, the image above is my created player, victorious. Also, gameplay is much faster than shown in the video. Video capture slowed the game a little because it’s CPU intensive.

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YES! New Laptop!

Oct 31, 2007 in Tech

Lenovo T61P ! (Now I just need to get back to the US to pick it up. Can’t wait! Been using a HP Pavilion ZT3000 for four years, even though I still love it- the 1680×1050 Widescreen on it is fabulous.) I got the fingerprint reader, Turbo Memory (I hope Vista XP1 comes out sooner rather than later, I hear TM isn’t that great right now in its current state), and Vista Home Premium. Click on the picture to see the full order specs:

Lenovo Order

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Halo (PC)

Jul 02, 2007 in Articles , Reviews , Video Games

While I was busy saving the universe at 15 frames per second, I wondered why anyone would even care to attempt to do so, especially on a world as ugly as the one I was on. But when I found myself sitting back and watching the credits roll for Gearbox’s PC port of Halo, I realized that, despite whatever sluggish graphical performance the port suffers on its introduction to PC gamers, Halo for the PC still retains its original magic that made the Xbox version quite possibly the best first person shooter of all time.

In Halo, you are Master Chief, the last surviving member of a group of super soldiers the human race developed to help fight off the Covenant, an alien species attempting to destroy humanity. You are resting in a hibernation-like state on the starship Pillar of Autumn when the Covenant catch up to your ship and prepare to board it. Captain Keyes, the captain of the Autumn, has you woken up so that you can help the ship fight off the Covenant boarding parties and prevent them from grabbing Cortana, the ship’s AI. And so as you wake up, your adventure in Halo begins.

Halo is a direct port of its Xbox counterpart. While multiplayer now supports online play, and the control system is now mouse-driven (though the game supports game pads and joysticks as well), the game is essentially the same. This, as with most ports, is both good and bad.

Halo run at its highest detail settings looks the same as the Xbox version other than for the fact that PC Halo at high resolution looks extremely crisp. You won’t find, however, anything like improved textures or better special effects. Fortunately, that doesn’t mean Halo looks like trash. But while Halo was the best looking FPS ever upon its release for the Xbox, it now ranks only slightly above average for a PC FPS.

The real issue with I had with Halo is on a performance level. I don’t have a strong gaming PC, but I can run most games moderately well. For me, Halo, despite it being released close to a year ago, runs on par with games that were just released (Doom 3). I ran the game at the worst possible detail settings at 1024×768 (with low sound quality as well), and I averaged 15 fps (for comparison, gamers consider 30 FPS playable with 60 FPS being optimal) throughout the game. While I found that I could play through the game at that rate even though I was playing at a harder difficulty level, this may have been because I know the levels of the game well. The loss in visual quality for me was quite significant as well. The game at its lowest settings often looked like an early Quake 3-engine game, which is to say that it can look like a 4-5 year old game at times.

The visual quality settings actually have a significant impact on gameplay. On high settings, in a situation where you have a Covenant who is partially invisible and difficult to fight, on low settings, that same Covenant becomes gray and easily dispatched of. Lighting and special effects are affected so drastically that explosions don’t really explode (you cannot see explosions or fire) and the flashlight, which is supposed to be absolutely necessary in some levels, becomes an afterthought. Halo actually becomes easier on its low detail settings. Some might say these types of issues occur with all PC games; if you don’t have the power to run a game, you’ll have to sacrifice certain things in order to play it. I would argue, however, that because Halo runs much more sluggishly than it should in terms of its ratio of performance to visual quality, this is an important issue that needs to be voiced. If you have a slower PC, the performance is definitely something you should consider because it may really damper your enjoyment of the game.

Unlike Halo’s graphics, its music, sound effects, and voice acting don’t suffer in the transition to the PC. While Halo supports surround sound, I ran the game in stereo and found the sound positioning to be very strong. I actually heard a lot of sounds I had never noticed in the Xbox version as well. Sound effects and voices are crisp, in sync, and distinct.

Having mouse control, as you might expect, is a huge advantage over the analog sticks of a gamepad. In the Xbox version, the aiming reticle was slightly magnetized; as you got closer to placing your reticle over the enemy, your aiming sensitivity would get slower. Therefore, it was easier to “lock on” to an enemy once you got your aim onto him. For mouse control, Gearbox just removed this aiming help. I did notice that when you’re manning a turret, you’ll still get a little bit of help, however, and so I’m not sure how much exists (if any) in other situations. Mouse aiming controls well as you might expect for any PC FPS. An odd thing is that the maximum mouse sensitivity that you can set through the game menu will likely be too low for the experienced PC gamer. This, however, can be tweaked externally through information you can find on the Internet. If you’re migrating from the Xbox version, you’ll find that sniping and grenade throwing is significantly easier with a mouse despite how well the Xbox version controlled.

Halo separates itself from other games due to the level it immerses the player in. From the start when you wake up on the Autumn, the game setting almost seems realistic, or at least plausible. You can only carry two weapons, just like a normal person might. You’re a super soldier, part man, part machine, so it’s no wonder you’re stronger than everyone else. You have a rechargeable shield which allows you to survive encounters that would normally wipe out an entire human squad. The characters around you act real and treat you like you would expect for a person of your stature. If humans are fighting around you, you’ll notice that their mood picks up when you arrive. They recognize who you are and what you’re capable of. They’ll chatter during fights and you’ll know it when they’re scared or confident about the current situation. They’re human.

Enemies are no different. There is a hierarchy system where if you show the lower grunts that you can defeat their higher ranked warriors, they’ll become scared of you and try to run. If you throw a grenade at them, they’ll panic in an attempt to escape from it. You’ll always feel that you’re powerful, but that doesn’t mean you can just walk in and kill everyone Rambo-style. The enemy fights you together as a coordinated team, not just a bunch of AI bots trying to kill you on their own. It’s hard to understand what this means until you play Halo. In other games, it seems that characters fight you the same no matter what happens around them. In Halo, however, the environment and situation always dictate how the other soldiers and enemies fight.

The sci-fi storyline is great, and the dialogue is consistently good as well. The voice acting is never cheesy, and the music always creates a great sense of atmosphere. The soundtrack picks its spots; it’s not just always looping in the background. Instead, it always seems that, at the game’s most exciting moments, that’s when the soundtrack is primed and getting you ready for what’s coming.

The magic of Halo is that it never lets you break from its grip. There’s nothing that reminds you that you’re just playing a game. From beginning moment to end, you are Master Chief, the super soldier. You’re fighting an alien species for the survival of all mankind. It’s all perfectly normal, perfectly natural. When you die, you won’t think “Hey! That’s CHEAP!” Instead, and even at the hardest difficulties, you’ll always know you can beat a particular section- you just need to limit your mistakes. And as a super soldier, that’s all you’ll ever want because, after all, you can only control what you do.

What makes Halo such a great game is that it is the closest thing to a cinematic experience in gaming. Usually, a “cinematic experience” means heavy use of beautiful pre-rendered cut scenes and high production values, such as what you’ll see in the Final Fantasy and Lord of the Rings games. In Halo, however, you’re not playing the movie or reliving the movie, you are the movie. If you’ve ever watched movies like Predator, or Aliens, or even Starship Troopers, the pure adrenaline rush you feel in the best moments of those movies is what the entire Halo game creates. In Halo, there are no puzzles or slow moments- Halo is pure action (without boring repetition) mixed in with a fantastic storyline, strong AI, excellent voice acting, and an epic score. Like Half-Life and Goldeneye (N64), Halo will always be considered one of the true classics of the genre.

Test System: Windows XP SP1, Intel M 1.5MHZ (approximately equivalent to a P4 2.0-2.2), 512MB, Radeon 9200 (64MB).

Note: Multiplayer was not tested

(originally published in GamersInfo.net )

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Bone (PC)

Jul 02, 2007 in Articles , Reviews , Video Games

Jeff Smith’s Bone comic book epic is a fantasy story for all ages starring the Bone cousins, Phone, Fone, and Smiley, who find themselves lost after being run of out of their native Boneville. Although the Bones themselves look sort of like Snoopy from Peanuts, the stories also involve humans, insects, dragons, and “stupid, stupid, rat creatures”, all of whom can talk to each other. The comic is a great read, how I would describe the comic if recommending it to others is that Bone is “cute, funny, and charming”.

Bone: Out from Boneville (Bone) is an adventure game that retells the events of the first compilation of the comic book series, also titled Out from Boneville.

Bone uses the normal point and click scheme found in most traditional adventure games. Control, as you would expect then, is easy to learn, though I did notice that to get a sensor that something can be interacted with, your character actually has to be close to it. Therefore, when you first enter a screen, you can’t simply move your cursor around to assess what’s available. This made me wonder if I was missing stuff because I didn’t want to move my character to every single part of the screen and scan.

I’m fairly sure I didn’t miss anything, however, which leads to another problem: there is very little actual gameplay. The game is very short- Bone should take most gamers two to three hours to complete. There aren’t too many items to interact with, and while there are some puzzles and mini games (with chase action scenes standing out in particular), most of the game is spent listening to dialogue. The game does cover material from the first book accurately, however, including quoting many of its lines, but it still leaves significant chunks of the story out, and in the end, it doesn’t feel like you’ve done or seen a lot by the time you beat the game.

My feeling is that this will be okay for Bone fans, since they’ll already know and understand the background behind the series, but for new fans, the game may be disappointing. While the $20 price point would usually be great for a game, in this case, it probably isn’ta good value for gamers who aren’t already familiar with the comic.

Graphically, Bone reflects the comic well. While Bone is by no means a technical achievement, this is probably for the better, as Bone will run well on most casual gamers’ computers, and that’s the kind of audience the game fits best.

Bone features solid voice acting and a good soundtrack as well. If you’re familiar with the comic, whether the voice actors chosen will fit your own interpretation of them is, of course, unknown, but for me, I warmed to the selections gradually, and when I read the comics again, I’m sure the game’s voices will be imprinted in my mind as the true voices of the characters.

A lot of the comic’s charm holds up well in this conversion to video game, but there simply isn’t enough gameplay or story depth to satisfy most gamers for $20. Hardcore Bone fans probably won’t care, however, and won’t be disappointed. For everyone else, I recommend waiting until the second chapter comes out, and paying closer to the full price of a normal game for perhaps, what will be overall, a more fulfilling experience.

(originally published in GamersInfo.net )

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Evil Genius (PC Preview)

Jul 02, 2007 in Articles , Reviews , Video Games

Where a game demo can fail relative to a movie preview is that some demos will tell you what you’re missing in the demo version in a way that obstructs with the enjoyment of the demo. Instead of including a few fully featured levels throughout the game for the player to try out, the demo will instead include a few levels but lock out key features of the game that would normally be part of that level. It is one thing to allow a player to play certain levels, with the levels themselves not having access to all the features of the game. After all, this is natural- progression in a game is usually accompanied by the unveiling of more features to keep the game interesting. It is another thing, however, to let the player have access to a level, and then tell him that he can’t do something simply because they are playing a demo. Where a movie preview will attempt to show a glimpse into all the best scenes of the movie, this type of game demo lets you look at its basics and then hints at its better features- leaving you wishing that you could try some of them out to see why a game might be special. Instead of being excited about a game from his own experience of it, the player has to still rely on press previews and the game’s official website to see if a game might be good or bad– which goes against the entire reason for releasing a demo in the first place. Unfortunately, the demo for Evil Genius suffers from the flaw I have just discussed, and consequently, along with a muddled interface, Evil Genius doesn’t really distinguish itself as a must-play title despite its intriguing premise.

In Evil Genius, you’re Maximillian, an evil genius (of course), and you’re looking to build a secret lair and develop your own underground evil society to, one would assume, take over the world. If you’ve watched any of the Austin Powers movies, the atmosphere of Evil Genius will be immediately familiar to you. The game has that same 60’s look and (in this game, attempt at) humor of the movies, and that is to say, while you may be evil, that doesn’t mean you’re seriously evil (bad pun). The game itself is at its core a real-time strategy game. While you’re building your organization, you’ll constantly have objectives which you need to fill. These may vary from capturing a secret agent and interrogating him, to simply building your lair to a specific level. You’ll need to recruit workers (referred to in the game as minions) and train them to fulfill various roles in your organization. You’ll also get your own evil henchmen who are basically stronger, more loyal versions of your workers. The basic worker is the construction worker- these are automatically recruited for you and you can set the pace at which they’re recruited. To train soldiers to protect your base, or to train any other type of employees, you’ll have to build a training room. You can build other types of rooms in the game as well- among the rooms are Barracks (sleeping quarters for your minions), Corridors (hallways), and Freezer (holds dead bodies). Each room has its own set of items you can populate the room with- for example, in the Barracks you can furnish the room with bunk beds and closets.

I liked that you can customize where and how big each room is, and what items and how many of them you place in that room. In a way, it’s like building your own crib. Each item does have its own significance, however, so it seems like you actually need to get at least 1 of everything you’re given the option of buying. At least in the demo, there is nothing you can purchase just for pure decoration purposes. The problem is that, while you can read about what each thing does, it’s not always clear how many you need to put in a room or how big a room should be. In the demo, you’re given a large amount of money (perhaps to freely build in the demo), something that has to be earned in the actual game, and a drawback of this is that it doesn’t give you a sense of how you’re supposed to balance your money, workers, and items.

Questions about balance seem to raise a bigger one about the game’s interface. While the tutorial does a decent job of getting you started, I frequently found myself frustrated with figuring out how to do something. I ended up reading the entire help section, which gives good background information on the various aspects of the game. My frustration with the interface is that when I had an idea of what I wanted to do something, I could never do it intuitively. Often, if something significant happened (like an invasion into the base), I found myself helpless and not sure what to do. For example, the first time I went through the demo, I had objects constantly explode on me. Sometimes, it would be an enemy agent who had snuck in and committed sabotage, but other times, it seemed like things were blowing up on their own. I was never able to figure out what exactly had happened and how I could prevent it. Another thing that happened would be that I would click on an item to place it somewhere in a room, but when I changed my mind, I couldn’t figure out how to cancel my action. I would have to exit the item menu completely and then return.

Graphically, the game is simplistic but colorful. One thing I noticed immediately is that the game will run well even on older, lower performing machines. There is nothing that would qualify as eye candy, but the visuals represent the Austin Powers-ish atmosphere well. Maximillian himself looks like a fatter version of Dr. Evil. Voice acting, which was generally limited to your female “#2” (right hand man, second in command) in the demo, was well done. Like the graphics, in the sound, there’s nothing fancy, but it all integrates smoothly into the gameplay.

Combat is fairly simple. It’s run on the tag system like everything else in the game. With the tag system, everything that you command to be done is given a tag (think of it as a queue command system). As time passes, each tag will eventually be taken care of. If you click on a certain person, you can select whether to kill a person, ignore them, harm them mentally, or capture them. A visible tag is placed on the person and your minions will go out and attempt to execute your tag. As far as I could tell, there’s no way to group a bunch of enemies (to select them all to be attacked instead of individually placing tags on each person) or even your minions so you can move them in unison or plan some sort of attack strategy. This may be due to the fact that your minions are normally not supposed to be directly controlled by you- you only help guide their actions. In general, though, while I feel there is a high level of detail (many aspects have to be considered with each decision) with every single object in the game, I think navigating through it all and being able to understand how everything relates to each other is more annoying than enjoyable, and will likely cause most players to rely on trial and error and replay before they can get a firm grasp on the game’s play system and interface.

Going back to my original gripe about hiding features in a demo, Evil Genius hides certain types of buildings and items that it seems you would have access to if this were the regular version of the game. For one thing, the demo doesn’t let you know what these things are, so you have no idea what you’re missing out on. The interface simply grays them out and says “Demo” over them. To find out what I could be missing, I’d have to go read more about the game. Therefore, what I found with the demo is that I never really got hooked into it especially because of my difficulties with the interface, and I’m not particular enthused about playing the retail version of the game. Sure, it seems like there could be a lot of great things in the game, but I never got to really have fun with the demo, and the demo is really is supposed to be quick, but a highly enjoyable preview into the game isn’t it? There is nothing I can point to and say, “Wow, that was really cool!” The game seems like it has potential- if done right, the game could be like No One Lives Forever in terms of atmosphere and story, with nice lair building and evil organization building aspects. Austin Powers’ obvious influence on Evil Genius’ suggests that game could be funny as well. The demo, however, doesn’t showcase what the game intends to be.

(originally published in GamersInfo.net )

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Bone - The Great Cow Race (PC)

Jul 02, 2007 in Articles , Reviews , Video Games

When I looked at Bone: Out from Boneville (OB) last fall, I wrapped up the review with the following:

“A lot of the comic’s charm holds up well in this conversion to video game, but there simply isn’t enough gameplay or story depth to satisfy most gamers for $20. Hardcore Bone fans probably won’t care, however, and won’t be disappointed. For everyone else, I recommend waiting until the second chapter comes out, and paying closer to the full price of a normal game for perhaps, what will be overall, a more fulfilling experience.”

For those familiar with the first game or my first review, I will go into background of the game last, using the same text from the first review, simply because the game is considered a continuation of the first game, rather than a sequel.

As the second Bone chapter starts, the story is set around the Great Cow Race (GCR), a race the local town celebrates each year. Grandma Bone is, as usual, the heavy favorite, running against the best of the town’s cows. Phone Bone sees an opportunity to make money, but he and Smiley quickly find themselves in trouble, forced to pay off a debt they have incurred to Lucious Down, the owner of the Barrel Haven. Grandma has just arrived in town with Fone Bone and her granddaughter Thorn after they were attacked in their home one night by Rat Creatures.

The biggest flaws I found with the first chapter were its length and the level of interactivity users had with the game. These ha