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Archive for the ‘PC Games’ Category

High-end gaming on just about any PC or Mac, all streamed to your system through a tiny desktop client? That’s the promise of OnLive, a remarkable but controversial new “in the cloud” gaming service that launched this month. I’ve been playing big-name titles like Batman: Arkham Asylum, Unreal Tournament III and Red Faction: Guerrilla on my middle-of-the road MacBook Pro for almost a week now and have some hands-on impressions.

I’ve been pretty jazzed about the idea behind OnLive ever since the service was first announced more than a year ago. The concept is ambitious. Using a backbone of server farms spread across the country, all armed with banks of ultra high-end gaming PCs, OnLive aims to stream the hottest PC games straight to your desktop or laptop, even on systems without souped-up graphics cards or bleeding-edge processors.

All you need on your system, in fact, is a client smaller than 10MB that streams video and audio to your desktop — think of it as playing high-end PC games remotely over YouTube — as well as a decent broadband connection (at least 5Mbps or so). A “micro-console” about the size of a paperback book will let you play OnLive over your HDTV; it’s due later this year.

Of course, the question hard-core gamers have been asking is: How in the world will OnLive be able to pull all that off? What about latency — won’t precise running-and-gunning be impossible if there’s, say, a one-second lag between the time you click your mouse and your game character pulls the trigger? And how could the sterling graphics on a top-of-the-line gaming PC possibly survive the compression involved in streaming video over the Internet?

I’ve been testing out OnLive on a 2007-era, Intel Core Duo 2-packing MacBook Pro with a midrange graphics card for a little over a week now. And no, the experience is not like what you’d get from a hot-rod gaming system sitting on your desk. But to my eyes and ears — not to mention my itchy trigger finger — it comes surprisingly close.

For now, access to OnLive is by invite only. But you can sign up as a “founding member,” and if you do so before July 15, you won’t have to pay the usual $15-a-month access fee for your first full year of membership. You’ll also get the option of a second year for just $5 a month.

Installing the small OnLive client — just 8.5MB for my Mac — took seconds, with the service firing up almost immediately after a quick check of my MacBook’s specs. (A dual-core CPU and screen resolution of at least 1280 by 720 is recommended.) There is one annoying catch to using OnLive: You must use a wired broadband connection — although OnLive says the no-Wi-Fi restriction may be lifted once the service is “better established.”

Once you’ve fired up the desktop client, a window pops open and the OnLive logo appears, accompanied by an unworldly hum and some cool-sounding swooshes and techno beats. Next, a globe twirls into view, eventually zooming into a grid of nine main menu options, surrounded by a frame of windows showing live “look-ins” to games in progress. Cool.

After you’ve created a profile, you can jump right into the Marketplace of available games, which unfortunately is somewhat limited for now. Among the 20-odd titles are the ones I mentioned above, plus Assassin’s Creed II, Borderlands, Dirt 2, F.E.A.R. 2: Project Origin, Just Cause 2, Prince of Persia: The Forgotten Sands and Tom Clancy’s Splinter Cell Conviction. Some casual games are also available, such as Brain Challenge, Lego Harry Potter and World of Goo. Titles on tap include Darksiders, F.E.A.R. 3, Warhammer 30000: Dawn of War, Deus Ex: Human Revolution and Red Faction: Armageddon.

Prices range anywhere from zilch for a 30-minute demo to $59 for a full “Play Pass,” which entitles you to play a given game for as long as it remains available through OnLive. (The full Play Pass for some older titles is often cheaper; last year’s Red Faction, for example, is just $19 for the full pass.)

These “full” passes have, naturally enough, sparked an uproar among gamers, who wonder why in the world you’d pay full price for a title that might disappear from the OnLive servers — and indeed, if and when you drop your OnLive subscription, you’ll lose access to your full Play Pass games as well. It’s a fair question, and anyone who signs up with OnLive should consider those restrictions carefully before coughing up $60 for Prince of Persia.

Luckily, between the free demos and pricey “full” options lie some cheaper alternatives. For games such as Batman: Arkham Asylum and Unreal Tournament III, you can opt for a three-day pass ($4.99) or a five-day pass ($6.99), a handy option for those who aren’t necessarily interested in owning a game once they’ve beaten it. (Personally, I loved the Xbox 360 version of Arkham Asylum for the week it took me to finish it, but once I’d beaten the game, I sent it back to my Gamefly rental service without regret.) You can always extend a Play Pass if you want to keep fragging — and yes, your game saves will be preserved even after you let your Play Pass expire.

Besides the marketplace, OnLive also offers something called the Arena: a virtual peanut gallery that lets you watch in-progress games of other OnLive players, and you can even “jeer” or “cheer” their performance. You can also add and message with your OnLive “friends,” or shoot and upload “Brag Clips” of your greatest kills.

As far as how these games look and play, streamed over the Internet: That depends on your expectations and needs.

If you have a high-end gaming PC at home, you’re going to be disappointed by OnLive’s graphics performance, no question. Overall, OnLive’s visuals look a bit soft, and blocky, murky compression artifacts are clearly visible during moments of intense action like a huge explosion or bad guys swarming on-screen.

Looked at from the perspective of a mid- to low-end system, though, OnLive’s visual performance is a revelation. I’ve tried installing cutting-edge games on my 3-year-old MacBook Pro before, and I’ve consistently had to dial down the graphics to get anything approaching decent gaming performance. But with OnLive on my MacBook, I managed to get some pretty stellar-looking graphics with speedy, jitter-free frame rates. Batman: Arkham Asylum, Red Faction: Guerrilla, F.E.A.R. 2 and Dirt 2 looked far better on my aging MacBook than I ever would have imagined, making the occasional compression artifacts more than acceptable to my eyes. I even tried Red Faction on my super-light but graphically wimpy MacBook Air, which is most definitely not a gaming machine. Again, the graphics looked far better than I would ever have expected.

All right, so what about latency?

I tried OnLive using a wired Road Runner broadband connection, and even with my speedy throughput, I did notice a tiny bit of lag — maybe a fraction of a second or so, which was most noticeable as a slight “waggle” when I was navigating a game menu with a cursor.

Surprisingly, though, the ever-so-slight latency didn’t really bother me during gameplay. Punching villains in the face with the back of my Bat glove wasn’t a problem, nor was destroying buildings with my sledge in Red Faction. Yes, I crashed and burned quite a bit in Dirt 2, but I’d blame my performance more on my poor mastery of keyboard steering than on any lag.

The one time I did have a clear problem with latency was while sniping enemies in Unreal Tournament III. The slight waggle I mentioned made it tough to get a bead on baddies in my viewfinder, particularly when they were in motion.

Is OnLive a substitute for a high-end PC or a gaming console?

At this point, definitely not. If you’re a hard-core gamer and you expect the ultimate in graphics, plus pinpoint precision, you should stick with your souped-up $4,000 machine. And if you’ve got an Xbox 360 or a PS3 at home, you’ll probably want to double down on them rather than sink money in an online gaming service.

Other factors to consider include the sparse selection of titles available on OnLive (although the service plans to expand its roster rapidly in the coming months), as well as the fact that paying full price for an OnLive games doesn’t mean you “own” the title. You’re merely buying the right to play the game as long as OnLive supports it, and only so long as you keep paying your membership dues. If that limitation bothers or offends you, then by all means, stay far away form OnLive.

But if you don’t have a game console and you’re stuck with a somewhat middling PC or Mac at home, yet you still have a hunger to play the latest cutting-edge games, OnLive might be just the ticket. You’ll get graphics and performance that aren’t possible on entry- or mid-level systems, plus you don’t have to deal with the hassle of installing a game on your PC or blowing several gigs of storage on your hard drive (which you’ll have to do even with online game distribution services like Steam). Instead, games fire up almost instantly, and any updates and/or hardware upgrades are handled on OnLive’s end.

I’m curious to see how OnLive (as well as Gaikai, its yet-to-be-launched cloud-based competitor) evolves. From what I’ve seen, there’s a lot of potential here.

I hope the company will continue to improve its streaming and latency performance, especially as it gradually adds more players to the mix. I also hope OnLive considers lowering its $15-a-month membership fee to, say, $5 a month, or simply eliminate it altogether.

If access to OnLive were free for all (as opposed to just its “founding members”), it would be hard to see the downside of at least giving this “in the cloud” gaming upstart a try.

— Ben Patterson is a technology writer for Yahoo! News.

Storm Over The Pacific

Posted by admin On Haziran - 27 - 2010

Storm over the Pacific is a game depicting the Pacific War in a wide historical context. The gameplay is similar to that of the Grand Strategy classics. A good variety of scenarios provides several hours of exciting gameplay. Players can enjoy battles on land and sea with realistic historical units. It’s up to you to decide who will be the great victor, the fate of the world during the Pacific War is in your hands. The whole area of the Pacific is included in the campaign.

This game from Wastelands Interactive is a great example, that classic strategies are still an attractive position for gamers of all ages, both for beginners and experienced veterans that expect a highly realistic gameplay. Storm over the Pacific is a perfect game for anyone looking for absorbing entertainment and a challenge for the mind. It’s worth mentioning, that this title puts together classical game principles with an excellent audio-visual experience.

MAKING HISTORY II: The War of the World

Posted by admin On Haziran - 27 - 2010

 

MAKING HISTORY II: The War of the World marks a dramatic step forward in the MAKING HISTORY series. From the factories and shipyards on the homefront, to epic battles across the globe, MHII gives WWII grand strategy gamers the opportunity to lead a nation and remake history. MHII reflects the reality that economics win wars as much as combat, so players can customize the development of specific cities, regions and units to support their objectives. Along the way they will face rival political factions both domestic and international, diplomatic choices that affect their nation’s status and reputation, and a reactive artificial intelligence that alters its strategy based on player actions. The detailed 3-D map creates an immersive environment that lets players spend more time on the map building their cities and planning battles.

Transformers: War for Cybertron

Posted by admin On Haziran - 27 - 2010

Transformers: War for Cybertron challenges players to become the ultimate weapon as a TRANSFORMERS character in the final, epic war that will determine the survival of their entire race. Armed with a diverse arsenal of lethal, high-tech weaponry and the ability to instantly convert from robot to vehicle at any time, players will engage in heart-pounding battles on land and in the air in this gripping, 3rd person action shooter set in the TRANSFORMERS’ war-ravaged homeland. Complete with several multiplayer modes, Transformers: War for Cybertron allows gamers to play through story missions with their friends in drop in/drop out online co-op, and also create their own TRANSFORMERS character for competitive head-to-head multiplayer modes, choosing among four distinct character classes, personalizing its look and selecting from a huge variety of weapons, skills and abilities.

Nintendo Slashing DSi Price By 21% in Japan

Posted by admin On Haziran - 6 - 2010

Nintendo may be the reigning video game hardware sales champ, but you may be surprised to learn it’s also the record-holder for longest rock steady pricing.

That’s about to change, at least in Japan. Nintendo says it plans to slash the price of the DSi by one fifth on June 19, according to Bloomberg, to revive sagging domestic sales.

Expect a DSi price drop from 18,900 yen ($205) to 15,000 yen ($163), or 21 percent, reports Bloomberg, adding that the Japanese DSi LL–equivalent to the U.S. extra-large DSi XL (PCW Rating: 3 out of 5)–should see a price cut of 10 percent, landing at 18,000 yen ($196). Sales of the DS have fallen in Japan since last year, down 1.5 percent to 4 million for the 12 month period ending March 31.

The original Nintendo DS launched in the U.S. back in November 2004 for $150, then dropped to $130 in August 2005. It’s held there since, even after the slimmed down, camera-clad DSi launched at $170 in April 2009.

Analysts expect Nintendo to follow suit in overseas markets, e.g. the U.S., in anticipation of Nintendo’s next generation 3D model, expected in Japan by early next year and elsewhere shortly thereafter. Nintendo’s declining comment on followup international price relief, but DS sales are down in all markets, so the writing’s more or less on the wall. In fact with E3 around the corner, I’m betting Nintendo drops the bomb at its June 18th press show.

The company says it wants to put “a DS in every home.” It’s certainly nearing its goal, with roughly 130 million DS handhelds sold worldwide and 30 million of those in Japan alone. According to a 2003 Japanese Statistics Bureau estimate, the number of households in Japan is around 47 million.

17 million to go? Should be a snap, once the Nintendo 3DS arrives.

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Review: In Sega’s `Alpha Protocol,’ spy vs. sigh

Posted by admin On Haziran - 6 - 2010

Video-gamers know about heartbreak.

You finally get your hands on that game you’ve been hearing about for years. You dive in and … well, sure, the beginning’s a little slow, but it’ll heat up. But as you dig further in, it slowly dawns on you that the more you play, the worse it gets. And in just a few hours, excitement turns to despair — not just over the $60 you wasted, but also the idea that something so promising could turn out to be so worthless.

Last year, “Brutal Legend” nearly destroyed my faith in everything I thought I liked about games. Earlier this year, my Twitter feed exploded with the howls of angry “Final Fantasy” fans who felt betrayed by the radical changes in that series’ latest installment.

The failure of “Alpha Protocol” (Sega, for the Xbox 360, PlayStation 3, $59.99) is nearly as crushing. It combines two of my favorite genres — role-playing game and spy thriller — and the developers at Obsidian Entertainment have contributed to some of the best-loved RPGs of the last 20 years.

What could go wrong? Nearly everything.

The titular Alpha Protocol is one of those top-secret government agencies that takes on the jobs that are too hot for anyone else to handle. Its current goal is the assassination of a Middle Eastern terrorist, and the agent on the case is a cocky recruit named Michael Thorton. You can adjust some of Thorton’s traits at the start — you can make him a gunslinger or a tech expert, or give him a beard and glasses — but he’s essentially a charmless creep.

You’d think contemporary spy craft would put a premium on stealth, but most of the missions in “Alpha Protocol” devolve into mindless shooting. That might be tolerable if the shootouts were well-executed; instead, they’re bogged down by glitches, from sloppily programmed opponents to an inconsistent cover system that leaves you all too open to enemy fire.

Early in the game, Michael isn’t supposed to be that sharp a marksman, which leads to one weird effect: Even if you shoot a villain in the head at close range, it takes four or five bullets to bring him down. It’s easier to kill an enemy by running straight at him — even if he’s armed — and punching him.

That doesn’t mean the hand-to-hand combat is satisfying, since it consists of simply pounding one button as quickly as possible. And “Alpha Protocol” is further bogged down by hacking and lock-picking minigames that seem designed for maximum tedium.

“Alpha Protocol” does live up to its promise of giving you choices that have substantial impact on the rest of the game. For example, early on you have the choice of killing an arms dealer or letting him escape, in the hope that he’ll lead you to bigger fish, and either option leads to surprising consequences.

But that’s about all “Alpha Protocol” gets right. From its dated graphics to its confused story to its two-dimensional characters, it bears all the signs of a project that never had a strong guiding hand. The Read the rest of this entry »

Video game group spent $1.2M lobbying in 1Q

Posted by admin On Haziran - 6 - 2010

WASHINGTON – The Entertainment Software Association, a trade group for video game companies, spent $1.2 million during the first quarter to lobby on the regulation of video game content, First Amendment protection, copyright enforcement and other issues, according to a recent disclosure report.

This is up 23 percent from $980,000 spent in the same quarter a year earlier and even with the amount it spent in the fourth quarter of 2009.

The group, whose members include Microsoft Corp., Disney Interactive Studios Inc., Electronic Arts Inc., Sony Computer Entertainment America, and Nintendo of America, among others, also lobbied on piracy, industry ratings and immigration.

The ESA opposes efforts to regulate the content of entertainment media, including the creation of government-sanctioned ratings systems. The video game industry has its own ratings system run by the nonprofit Entertainment Software Rating Board, which was established in 1994 by the ESA.

Earlier this year, the U.S. Supreme Court agreed to hear a California case that pits free speech rights against a state law, which never took effect, banning the sale or rental of violent video games to minors.

In the January-March period, the ESA also lobbied on broadband deployment, green cards for skilled foreign workers and the H1-B visa program, which allows temporary employment of foreign workers in specialized and advanced-degree positions. Read the rest of this entry »


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