Games Review Thread

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F1 2015 is a Jekyll & Hyde of a video game. In many ways, it's the best Formula One title Codemasters has ever released. A complete overhaul of the series' driving physics, coupled with wonderfully fun and challenging AI competitors, makes wrestling your car around the game's tracks more fun than ever. But F1 2015 also has an ugly side. A shortage of game modes, numerous technical hiccups and reliability issues that would even make a Honda mechanic blush, make it a difficult game to recommend. There's no doubt that the on track action is far better than last year's game. But whether or not you enjoy F1 2015 rests more on if your favorite mode has been removed, and the frequency by which the game crashes to desktop.


Pro Seasons forces you into the helmet camera with no HUD
Let's focus on what works first. The driving in this year's game is the best it's ever been, and it's all down to the handling. While previous games were relatively forgiving when it came to traction control, this year's cars more accurately reflect the high-torque nature of modern F1. This means that you can't simply slam on the gas whenever you want to go fast. Feathering the accelerator is a must to ensure you make your way around the track without spinning. This makes for a far more engaging drive as you battle for position and manage your tire wear, while incoming rain showers that reduce grip are even more terrifying than in previous games.

A word of caution for those who play with an Xbox 360 pad on their PC, however: The triggers on the 360 controller are much shorter and lack the rumble feedback provided with the Xbox One pad. This means you're required to use incredible concentration and the deftest of touches to ensure you don't power out of a corner and spin your car. The game allows for unlimited flashbacks, and you can always turn traction control to full to mitigate this issue, but that removes the most challenging and enjoyable part of the game. Let's just say that it may be time to buy an Xbox One pad for your PC, or better still, a wheel and some pedals.


Marina Bay has never looked this good. As long as the game doesn't crash.
The race engineer in F1 2015 is a lot more talkative, providing a host of genuinely useful information during practice sessions, through qualifying, and throughout the race itself. During your time in the car, he keeps you up to speed on your strategy and on aspects of the track you should be focusing your attention on; he even notices if you're starting to struggle with tire wear. He's not the only one that feels a lot more realistic, either. The drivers in F1 2015 are both capable of defending and overtaking intelligently, and of making rash decisions that force you to take avoiding action. This makes defending your position as enjoyable as hunting down the car in front lap after lap. They are still capable of making dumb mistakes, and backmarkers don't always get out of the way properly, but all in all, they feel more human and provide more excitement than in previous games in the series. All these aspects of driving--wrestling the car, toying with race strategy, racing wheel to wheel against your foes--make F1 2015 a game that often delivers memorable racing moments.

Though Quick Race allows you to choose any track and driver to take part in everything from a full race weekend in Melbourne to a short three-lap spin around Yas Marina, the bulk of the games action takes place in Championship Season. Here, you take control of your favorite F1 driver, racing a full season with practice and qualifying lengths to your liking. F1 2015 also comes with all the drivers and tracks from last year's season, so you can go back in time from the options menu if you want to drive the Hockenheimring or pay your respects to Jules Bianchi.

All these aspects of driving--wrestling the car, toying with race strategy, racing wheel to wheel against your foes--make F1 2015 a game that often delivers memorable racing moments.
F1 2015
 
Cricket video games have had a chequered history. The Graham Gooch cricket titles during the Spectrum era were reasonably decent. EA sports took a couple of stabs (that were mostly rubbish) before giving up. Codemasters had the Brian Lara (or Shane Warne, depending on where you lived) games that were fun but not spectacular. The more recent Ashes games were pretty good without being fantastic. Footy fans have their FIFA. Tennis fans have Virtua Tennis and Top Spin. Racing fans have all sorts of great titles. But us cricket fans? Some middlingly entertaining titles at best.

The problem, at least for me, has always been the rather dodgy controls. Cricket has a strange problem - unlike football or tennis or racing - of three separate complex activities that need to be simulated. Coming up with convincing and usable control schemes on the PC or on consoles for batting, bowling and fielding has been a challenge that no cricket game design has been able to crack so far. It's always been a bunch of fiddly on-screen reticules, meters, dials and needles, and weird combinations of keystrokes and timed clicks.

And this is the problem that Big Ant Studios tries to solve with remarkable success with Don Bradman Cricket '14. But many caveats prevent it from being an outright classic.

Source- espncricinfo.com
 
Age of Empires : Warning ''Don't get addicted''

When you first play Age of Empires, a warm feeling develops in your gut. Warcraft meets Civilization! Real-time empire-building! And does it ever look sharp and feel right.

But an uneasy feeling builds as you get deeper into it, a sense that all is not quite right. This is not quite the game you hoped for. Even worse, it has some definite problems. The pitfall when you review a game as anticipated and debated as this one is to make sure you criticize it for what it is, not for what you wish it was. I wish that Age of Empires was what it claimed to be - Civilization with a Warcraft twist. Instead, it is Warcraft with a hint of Civilization. That's all well and good, but it places it firmly in the action-oriented real-time combat camp, rather than in the high-minded empire-building of Civilization. The result is Warcraft in togas, with slightly more depth but a familiar feel.

Age of Empires places you on a map in an unexplored world, provides a few starting units, and lets you begin building an empire. Each game unfolds the same way. You begin with a town center and some villagers. The villagers are the basic laborers, and the town center enables you to build more of them and expand your settlement. The villagers are central to AOE: they gather resources, build structures, and repair units and buildings. Resources come in four forms: wood, food, stone, and gold. A certain amount of each is consumed to build various units and buildings, research new technology, and advance a civ to the next age.

There is no complex resource management or intricate economic model at work here. What you have is the same old real-time resource-gathering in period garb, with four resources instead of one or two. As your civ advances, you develop greater needs for these resources, but the way in which they are gathered and used becomes only marginally more complex (certain research can cause faster harvesting or more production). It appears on the surface to be a complex evocation of the way early civs gathered and used materials, but beneath the hood is the same old "mine tiberium, buy more stuff than the other guys" model. It is the first hint that AOE is a simple combat game rather than a glorious empire-builder.

There's no denying the thrill the first time a villager chucks a spear at an antelope and spends several minutes hacking meat from its flank with a stone tool. This is the level of detail that brings an empire-building game to life. If only those villagers would grow and develop over the course of the game, it would make it so much more interesting. If only they would trade in their loincloths for some britches and maybe some orange camouflage, and switch from spears to arrows and rifles. Yes, that's another game, but it could easily have been done in AOE, and why it wasn't is a mystery.

The overall impression of AOE dips further with the prickly issue of unit control and AI. As you expand your city with new and improved buildings, you develop the ability to produce new and better military units. These fall into several categories: Infantry (Clubman, Axeman, Short Swordsman, Broad Swordsman, Long Swordsman, Legion, Hoplite, Phalanx, and Centurion), Archers (Bowman, Improved Bowman, Composite Bowman, Chariot Archer, Elephant Archer, Horse Archer, and Heavy Horse Archer), Cavalry (Scout, Chariot, Cavalry, Heavy Cavalry, Cataphract, and War Elephant), and Siege Weapons (Stone Thrower, Catapult, Heavy Catapult, Ballista, and Helepolis). With the completion of a temple, a priest becomes available that can heal friendly units and convert enemy units. Naval units come in the form of fishing, trade, transport, and war.

Read more ...
http://www.gamespot.com/reviews/age-of-empires-review/1900-2537895/
 
Guild of Dungeoneering

Guild of Dungeoneering is not a story of heroes. It is not a tale of bravery. It is not a tale of gods and demons and the men caught in the wake of their eternal struggle. It is the story of petty street trash looking to die an ignoble death to buy a better bedroom. It is the story of anonymous, disposable failures casually flitting through a death maze of your making towards dubious fame. It is a game for losers. And that is what makes it great.

On the surface, it's pretty simple. You're presented with the journal of a douchebag: A guy who was kicked out of the world's premier guild of heroes before deciding, out of spite, to start his own guild of famed adventurers. Having neither fame nor adventurers, he settles on your first character after he answers an ad on a poster: The Chump.

No, really, his class is Chump. He fights like a chump. He defends like a chump. The narrator sings ballads of his chumpery. And the chump has been chosen to conquer a dungeon full of rats, zombies, and goblins.

The gameplay exists in some beautiful nexus of all RPG styles, flitting between being a card-combat title, a turn-based system, and good old-fashioned Dungeons & Dragons. The format, with its focus on leveling up fast in quick bursts of gameplay to survive the ultimate challenges, pleasantly recalls Half-Minute Hero, albeit stripped of that game's 8-bit flair. You start with the Chump, but eventually earn enough gold to hire one of several classes of useless adventurer: Apprentice, Cat Burglar, Bruiser, Mime--you read that right--before choosing which dungeon to raid.

Read more...
Guild of Dungeoneering Review - GameSpot
 
Legends of Eisenwald

Legends of Eisenwald has just about everything except Martin Luther nailing his 95 Theses on a church door. Developer Aterdux Entertainment has traded in the usual Dungeons & Dragons-influenced fantasy realm common to tactical role playing for a more realistic story and setting based on medieval Germany at around the time the Reformation was starting to annoy the popes. The concept brings a unique feel and an absorbing (if occasionally workmanlike) campaign to a been-there, done-that genre.

Nevertheless, the heart of Legends of Eisenwald is based on the same structure that has powered fantasy role-playing/tactical combat since the glory days of Heroes of Might and Magic. Differences between this game and traditional tactical fantasy role players seem rather superficial, at least at first. The three available Knight, Baroness, and Mystic character classes match up almost perfectly with the standard Warrior, Ranger, and Mage/Cleric found in standard swords-and-sorcery gaming. Both heroes and the mercenaries you employ level up and come with assorted skills, special upgrades, slots for a full range of gear and armor and weapons, and a range of stats for hit points, attack, willpower, and so forth.

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Read more...
http://www.gamespot.com/reviews/legends-of-eisenwald-review/1900-6416187/
 
I am actually a gaming enthusiast who loves playing games in my leisure time.

At present I am playing Witcher 3 Wild Hunt on PC, Infamous second son on PS4, Mass effect 3 and WWE2K14 on XBOX360 and Watch dogs on PS3.

Here is Witcher 3 review.

Unlike its predecessor, The Witcher 3: Wild Hunt doesn't exactly come screaming off the starting line. Compared to The Witcher 2, where you're immediately plunged headlong into a sexy story of intrigue and betrayal, this main quest can seem mundane, even perfunctory at times. But each time I stepped off the well-beaten path to blaze my own trail, it turned into a wild, open, exhilarating fantasy roleplaying experience, rife with opportunities to make use of its excellent combat. Even after over 100 hours with The Witcher 3, it still tempts me to press on – there’s so much more I want to learn, and hunt.

The Witcher 3 Review - IGN
 
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