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#yuri lowenthal does such an incredible performance
martelldoran · 1 year
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look i know i've said it before but sony's ps peter parker truly is the best peter parker. he's such a sweetheart and his game really balances the scrungy little guy and genius aspects of his character perfectly. the dude spends most of the game couch surfing because he gets evicted from his apartment. he leaves tony stark on read. he has zero dollars to his name because he works for doc oc pursuing projects that have the chance of making a real difference to people's lives and not working for oscorp even tho he could get a job there in a heart beat. he's subscribed to j. jonah jamison's podcast and has his suit autoplay each episode. he gets miles a job at f.e.a.s.t after his dad dies because he knows the grief of losing a parent so acutely and knows he needs something to channel that into. and i'm not very far into the miles morales game but even tho he's not even there for most of it, you can tell he's loving having miles as a partner in spider crimes. he's been spider-man alone for 8 years and has clearly just jumped into having someone to mentor. he gives him a suit with knee and elbow pads which is the cutest thing ever. he sets up training sims while he's away to keep up with miles' training and fills them with puns and does silly vulture impressions during the final stage. like how can you not love him? he is the superior peter parker and that's a hill i'll die on.
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my beloved 💖
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snapscube · 4 years
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Thoughts on the spiderman face change?
It was weird at first but I genuinely really like it. I fully believe the reasoning Insomniac gave for the change and could not disagree more with the “he looks too young” sentiment.
In the full teaser clip shared by insomniac, he genuinely looks ABOUT 23, his canon age in game. At least to my eyes. Especially when you see his side profile. The one screencap going around the most makes him look particularly youthful but one frame alone is not going to represent the grander picture of a performance spanning hours upon hours upon hours. I swear the nature of Hollywood-style casting has completely tainted our standards of what people should look like at a certain age. The new face is taken from a REAL LIFE MODEL who is an ACTUAL GUY IN HIS TWENTIES.
As usual I think people are way too quick to jump the gun in to vilifying the studio over change simply for the sake of not wanting change at all. I also can’t stand this weird jump to shouting baseless conspiracies about how this is DEFINITELY a studio mandate from Sony just wanting a Peter Parker that looks like Tom Holland for marketing reasons. That does not add up to me whatsoever. They have never once shyed away from the fact that this is a separate canon with its own sense of identity. They have been ACTIVELY ENCOURAGED to create their own take on the character, and you can see that all throughout the game. And that was SUCCESSFUL for them! It’s like one of the best selling games PlayStation has EVER released! Insomniac is an incredibly trusted studio over at Sony and they GENERALLY seem pretty confident and consistent about communicating the creative freedom that they are allowed by Sony.
Now, of course, corporations are gonna be corporations and corporations are gonna be shitty. I believe healthy skepticism towards the game industry is an actively good thing. We should always be talking about the genuine greed, injustice, and exploitation that happens in games on a daily basis. What we SHOULDN’T be doing, imo, is throwing fits over things like this that truly do not matter in the long run and only serve to discredit and draw attention away from better and more important discussions. There are PLENTY of real problems in the game industry to make your voice heard about, why are we fabricating things simply to claim there’s justification for our messy gut reaction to change?
I just feel like this is the puddle fiasco all over again, yknow? Insomniac is obviously not a perfect studio but when it comes to the artistic decisions coming from the actual dev team, even just involving Spider-Man specifically, they have only ever shown an interest in communicating as upfront as possible about their intentions and belief that the choices they make better serve the style and quality of game they are trying to make. A difference in taste is one thing, but crying “I don’t like it and it makes me uncomfortable so YOU MUST BE LYING” when they give a, in my opinion, very believable explanation for a jarring decision like this is pretty unnecessary (in this case that reasoning being the new face model better suits the motion capture data from Yuri Lowenthal, which completely adds up based on their visible similarity in face structure compared to the old model)
This ended up being a longer rant than I intended it to be BUT to summarize:
- I think the face is going to look much better in the long run and I already have grown fond of it
- Criticism and scrutiny towards the often exploitative video games industry is an actively good thing, but the rabid response to this face change does not feel like that at all.
- Insomniac as a studio has earned at least a little bit of trust imo, they are clearly not perfect but their reasoning behind artistic decisions like this are usually very believable and this is no exception.
- I don’t buy the idea that they changed it just to make him look more like Tom Holland, I think that’s a pretty ridiculous idea.
I could eat my words on all of this someday, mind you, and I’m prepared to. But also if that day comes it will matter even less than it does now! Which is to say, less than not at all!
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demifiendrsa · 4 years
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Marvel's Spider-Man Remastered | Cutscene featuring new Peter Parker model.
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Performance Mode 60fps Footage
Overview via PlayStation Blog:
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We were so excited to announce that a voucher code for Marvel’s Spider-Man Remastered will be included* with the Marvel’s Spider-Man: Miles Morales: Ultimate Edition on the PlayStation 5 console. This is a full next-gen remastering of Marvel’s Spider-Man – the team has been carefully crafting the definitive version of the game with new assets, technology, and updates. We’re taking advantage of next-generation technologies that the PlayStation 5 console introduces, as well as bringing some additional features to the game, including three new suits.
Let’s talk about graphical updates. The team has done the painstaking work of updating the city’s environment to take advantage of the new console. Beyond improved models and materials, one of the biggest things we have brought to the game is ray-traced reflections and ambient shadows. We now have true reflections on the windows of buildings, and it looks stunning with our new skies and weather.
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This does bring us to one of the bigger changes. In order to bring the best performances to players with our next-generation Marvel’s Spider-Man games, we have recast the face of Peter Parker. We loved working with John Bubniak on the original game; however, to get a better match to Peter Parker/Spider-Man actor Yuri Lowenthal’s facial capture, we have cast Ben Jordan to be the face model for Peter Parker on the PS5 console. He looks incredible in-game, and Yuri’s moving performances take on a new life.
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Additionally, thanks to the power of the PS5 console, we’re now able to offer a high frame rate through Performance Mode, which targets a 60fps frame rate! This allows you to experience the beginning of the Marvel’s Spider-Man storyline like never before. It feels amazing to play.
That’s not all! We take full-advantage of other next-generation PlayStation features like near-instant loading (don’t worry, you can turn back on those humorous fast-travel animations if you miss them), Spatial 3D Audio on compatible headphones, and the revolutionary DualSense controller’s haptic feedback and adaptive triggers.  We’ve also brought new photo mode features to the game that we developed for Marvel’s Spider-Man: Miles Morales: you can now place lights in the environment and change your Spider-Suit after you’ve lined up your shot!
Oh, speaking of Spider Suits… here you go:
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That’s right, The Amazing Suit has arrived as one of three new suits in the game. It’s the perfect suit to wear as you attempt to earn the Platinum trophy in Marvel’s Spider-Man: Remastered.
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fatesdeepdive · 3 years
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Entry 1: Anticipation
Introduction
What is your most anticipated game? Not the upcoming game that you’re excited about, the game that, more than any other, made you count down the days until its release. No game has ever made me as excited for its release like Fire Emblem Fates did.
Fire Emblem Fates was first announced in January 2015. Back when that trailer was first released, I was still obsessively playing through Fire Emblem Awakening, the game Fire Emblem Fates was meant to be a successor for. The trailer hooked me and I eagerly waited for more information on this bold new entry into the Fire Emblem series. The trailer showed a battle between two armies, a monster destroying a castle, a woman dancing, and a duel between two swordsmen. Between these clips, the trailer showed a return of Awakening’s gameplay, the addictive gameplay that’d taken away hundreds of hours of my free time. This trailer told us nothing, leaving me eager to learn more about this new story.
As the months went on, it was announced that Fates would tell the story of two kingdoms at war. More interestingly, the player would be given the opportunity to choose which kingdom to support, adding a layer of moral ambiguity and complexity to the story. I loved this concept and had no doubts it would be executed perfectly. The game released in June 2015 in Japan, but American fans had to wait until January of the next year to play it.
I bought the game as soon as it came out.
And I loved it. I played through all three routes half a dozen times each. For about six months, Fire Emblem Fates was the main game I played.
I haven’t played Fates in four and a half years. I don’t know why I went from spending multiple hours each day playing it to dropping it and never going back. I’ve played Awakening about once a year since then, but I haven’t gone back to Fates for some reason.
Since its release, Fates has gained a certain...reputation among the Fire Emblem fanbase. Put bluntly, it’s widely considered to be the worst Fire Emblem game. And, to be honest...I can kinda see why. Looking back, the game’s writing was filled to the brim with problems. But still, I can’t bring myself to hate the game like other Fire Emblem fans. I still remember asking my mom to preorder it for my Christmas present when I was fifteen. I still remember devoting hours of my life to this game.
So, I’m left with this quandary. Who should I trust? Other fans, or the memories of my youth? Is Fates really as bad as people say? Well, I kinda want to figure that out for myself. And I think the only way to figure this out is to obsessively play the game.
Over the next few months, I’m going to do a deep dive through Fire Emblem Fates and post my thoughts on this blog. I’m going to go through every chapter, every support conversation, every part of this game to answer the question: is Fire Emblem Fates a good game?
Opening Cutscene
Booting up my copy of Birthright for the first time in years, I’m greeted with an opening cutscene containing much of the footage from the trailer. It’s worth noting that the two armies from the trailer have very different aesthetics, one being heavily influenced by feudal Japan and one being heavily influenced by medieval Europe. The transition from the battle to the woman dancing is done by zooming out, revealing that this battle is actually taking place inside a painting. I actually really like this, it shows that the hostilities that this game is centered on have been going on for a long time.
Another thing to note: the song the dancing woman is singing has been translated into English. I’ll be going through the Lost in Thoughts All Alone’s lyrics and analyzing them when they appear in the actual story. The dance scene leads into circling shots of two families; judging from their different styles and fancy clothing, they are presumably related to the two kingdoms at war. The eastern family has a red and white color scheme, while the western one has a black and purple color scheme.
After that, the camera pans into a deep chasm until it arrives in a land of floating castles and islands, which looks interesting. Next, the opening cutscene shows the dancer in a lake, being choked by a large dragon-like creature. As the creature pushes her further underwater, its scales turn into light and fade away, turning into a humanoid form. Finally, the trailer shows the two swordsmen clashing as the dancer freaks out, setting her up as being an in-between that doesn’t want this conflict to grow. Her necklace flies off as she panics and lands in a pool of dark blue water, bringing us to the main menu.
The opening cutscene, like the trailer, hooked me in and made me excited to play this game. Even though I know that the game is going to bungle the story beats it sets up, I’m still excited to dive right it.
While staring at the dark title screen, which features only the quiet sound of waves for background noise, I get a strange hint of nostalgia. It’s a weird type of nostalgia, though. When I replied Awakening last fall, it felt familiar and comforting. Coming back to Fates, it doesn’t feel familiar. I recognize it, and it’s nostalgic, but it isn’t comforting. It’s like nostalgia for something I’ve forgotten, if that makes sense.
Character Creation
Jumping in, I am presented with three settings each for two types of difficulty. Normal/Hard/Lunatic control the strength of enemies, while Phoenix/Casual/Classic determine whether or not units come back to life. I’ll be checking out the other difficulties in a later entry, but for now, I create a Normal/Casual save file. Yes, it’s taking the easy path. But I barely remember this game and am playing it on a deadline, I don’t have the time to restart every level multiple times.
Next comes the character creator. We’re shown the player Avatar standing at the bottom of a lake and given the ability to customize gender, build, hairstyle, hair decoration (if a girl), hair color, face, scars, and voice. None of the options look bad, but the fact that it’s just choosing from a set list of faces is a bit disappointing. Understandable, considering the fact that these assets are drawn in, but that just raises the question of why there needed to be customization in the first place.
A few oddities about the character creator: hairstyles are sorted on two axis chart of Stylish/Simple vs Wild/Slick for boys and Long/Short vs Cute/Wild for girls. I don’t have time to go into each hairstyle, some are better than the canon versions, some are absolutely ridiculous, some are just boring. The short build is the canon design for Male Corrin while the tall build is canon for Female Corrin. This is probably for the best, because Short Girl Corrin looks like she’s eight. Finally, while both choices have three voice choices, two of Male Corrin’s choices are played by Cam Clarke (Corrin’s other male voice is Yuri Lowenthal, while Female Corrin’s voices are performed by Danielle Judovits, Marcella Lentz-Pope, and Stephanie Lemelin). Later games featuring Corrin stick with Clarke and Lentz-Pope.
I flip a coin and end up deciding on Female Corrin. I go with the generic design, because I really don’t care enough to customize her. Speaking of design, Corrin’s design is a mixed bag. Regardless of player choice, Corrin always wears the same outfit: a grey, black, and white suit of armor with a blue cape. Corrin’s generic hair color is also grey, but like a pinkish grey. I do appreciate Corrin being associated with grey, gold, and blue, making them visually appear to be between worlds, but I personally think the armor looks too complicated, looking more like a striped suit than actual armor. I also don’t get why it has a neck cuff.
Also, Corrin is barefoot. Always. This does give Corrin a sort of animalistic appearance, but that design element isn’t present anywhere else in Corrin’s design. Fire Emblem Awakening was kinda infamous for the fact that none of its characters had feet on their models and I get the vague feeling this game is overcompensating.
Next, we get to the details that actually matter. Name (I went with Corrin, because it’s the canon name and I don’t relate to this character at all), Birthday, Boon, Bane, and Talent. Boon and Bane determine stat growths, but they are labeled by personality traits instead of the actual stars, which is both more immersive and slightly annoying. I made Corrin Quick and Unlucky. Talent determines what Classes are available to you. I didn’t care, so I spun it randomly. It landed on Mercenary.
Prologue: The Ties that Bind
Now that we have our character created, let’s start the game. The game starts with the dancer singing Lost in Thoughts All Alone at the shore of a lake before walking into the lake and sinking below the waves. The song continues as she goes underwater, which means she must be amazing at ventriloquism. As she goes deeper underwater, ruins start to appear, floating in the water. The dancer swims into a bright light and disappears.
Smash cut to the Western prince riding on a horse, commanding an army as they charge into battle. The Eastern prince charges through his army, wielding a sword surrounded by lightning. The anime cutscenes in this game are beautifully animated and incredibly cool to watch. The Eastern prince introduces himself as Ryoma of Hoshido and challenges the Western prince, Xander of Nohr, to a duel. Xander accepts and charges into battle, wielding a sword surrounded by shadowy purple fog. The two clash as the cutscene ends.
We then see Corrin and a Hoshidan Pegasus Rider named Hinoka fighting an enemy, This fight is rendered as an actual game cutscene. Side note, the fact that this scripted battle features Hinoka guarding an attack for Corrin is a great way to foreshadow that mechanic. Hinoka mentions that Corrin looks distracted and reassures her, pointing out that all of Corrin’s siblings are here.
The game then moves onto introducing basic mechanics. If you move your cursor away and look at the other units on the battlefield, you’ll notice that all of them have unique names and designs. Fire Emblem Fates shows both armies off to you during the prologue, which is really interesting. Still, it must be noted that the Nohrian Units are marked as enemies and the Hoshidan Units are marked as allies. This isn’t super important now, but keep it in mind.
Between turns, Ryoma asks Xander why he’s invading and mentions a cowardly attack. Xander tells him to surrender and the two fight some more, both doing decent damage. The camera pans over to Xander’s siblings. The youngest of them, Elise, mentions that, due to a bridge collapse, they can’t get over to Corrin. Her older sister, Camilla, tells her not to worry, because their royal blood allows them to manipulate dragon veins. Camilla moves over to the river and a fireball flies out of her, striking the river and evaporating it. The third of Xander’s siblings, Leo, tells Elise to stay back as they attack the Hoshidans. The Hoshidan royals remark that Camilla’s use of a dragon vein means she’s royalty and the Hoshidan prince Tamuki smirks, saying that he’s always wanted to use a Nohrian royal as target practice.
The two armies of named characters start fighting and a Nohrian general named Hans shows up with an army of reinforcements. He then refers to his own army as cannon fodder and says king Garon sent him to kill them all, because he’s very obviously an evil person. A Hoshidan general shows up and we get some more tutorials as Corrin and Takumi beat up a single redshirt. And then the level just ends.
Corrin and the Hoshidan royals run up to the bridge to help out Ryoma. Xander calls out to Corrin, happy to have found her alive and well. He beckons her to come back to her family, which angers Ryoma, who shouts that Corrin is his sister. Xander counters, saying that Corrin is HIS sister. The other royals argue over which family owns Corrin and Hinoka states that the Nohrians kidnapped her. Xander points out that the Nohrians raised Corrin since she was a child and are her real family. As the two families fight over Corrin, the screen fades to white and we hear voices yelling for Corrin to wake up.
The prologue features some good teaching of mechanics, some bad teaching of mechanics, and an introduction to the game’s plot. It introduces two countries at war and Corrin, a bridge between the two that is caught up in this war. I just have one question.
What even is this chapter? It isn’t in media res, the actual point in the game this chapter is playing off of happens differently. The fact that it cuts to Corrin waking up implies that it’s a premonition of the future, but Corrin can’t see the future in other parts of the game. At least, I don’t remember that ever happening. Sure, this chapter introduces the plot, but it does it in such a confusing way.
Awakening did something similar to this, admittedly, but Awakening is a game about time travel. That scene happened, just in a different timeline. Awakening’s use of media res both set up the plot and helped foreshadow the game’s main twist.
Also, the Hoshidans are allies and the Nohrians are enemies. In a game about a morally grey conflict between two sides made up of real, suffering people, it’s not great to start out by calling one of them evil.
These two traits, aping Awakening without knowing why it worked and failing to be a morally grey story, are going to become much more apparent as the game goes on...
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ultraericthered · 5 years
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1. Steve Blum - What Mark Hamill is to the Joker, Steve Blum is to the Green Goblin. He’s got the perfect pitch and raspy, snarly, devious tone in his voice, gives the most gleefully psychotic performance, and has the absolute best maniacal cackle out of all the Goblin VAs.
2 Wilem Dafoe - He might’ve had an inexpressive, dorky looking costume, but his wildly energized, ham-filled, deliciously evil performance as the Goblin is iconic, and he did just as good as the Goblin’s voice in the tie-in video game as he did in the film!
3. Nolan North - While I hear Blum’s voice in my head for most of the Goblin’s later comic appearances, Nolan’s voice and performance represents the sort of voice I hear when I read his original stories. Everything about his take just screams “Goblin!”
4. Neil Ross - Very close to Nolan’s take and also very appropriately Goblin-esque, with some memorably maniacal line delivery even in the face of poor voice direction. Where that direction failed him, however, was the inconsistent pitch of his voice and that cringe-worthy evil laugh, which can make him sound more annoying than entertaining to listen to at times.
5. Dennis Marks - His take on Gobby was clearly what Neil Ross (who voiced Norman in “Amazing Friends”) was emulating with his. For what it is, it’s alright. Appropriate for the look of the character and enjoyable in it’s goblin-ness and camp factor.
6. Roger Jackson - Obviously, he’s doing a Wilem Dafoe impersonation, but it’s not half bad a Wilem Dafoe impersonation, and I enjoy listening to it.
7. Jim Cummings - This version of Norman’s Goblin, the VA cast for him, and the vocal performance given is so untypical for the character but it works really, really well and is super chilling to listen to. This man’s not a legend in voice acting for nothing!
8. Neil Kaplan - It might be accidental, but he ended up sounding like a mixture of Dafoe and Ross. The voice itself is good, but something’s a bit awkward in the performance.
9. Len Carlson - The first ever Green Goblin voice. He’s okay, but I’m not particularly big fan of his version. It’s literally just his Professor Coldheart voice from Care Bears.
10. Yuri Lowenthal - Yuri does wonderful with his manic line delivery, but this sounds more like how Harry as the Green Goblin might sound rather than the original. 
11. Armin Shimmerman - Another decent vocal performance, but not the best voice fit for Norman Osborn’s Goblin.
12. Steven Weber - This flips around what I just said about Kaplan - Steve’s performance is incredibly solid, but the voice sucks. It’s just his Norman voice with a deep filter added!
13. Brandon James Winckler  - Not in the video. He does okay, but I can’t help but feel like he sounds more like a young Joker than the Green Goblin.
14. Phil LaMar - Voiced Gobby in this MMO before Yuri did, but his performance was really phoned in.
15. Peter Lurie - Barely counts as voice acting. He just had to snarl and roar a whole lot.
16. Travis Willingham - Huge miscast. This is not a role you cast Travis Willingham for.
17. Rino Romano - The voice, performance, character, and design of this one just annoy me.
0. Dane Dehaan - This one really IS just Harry as “the Goblin” and is so bad it’s not worth the effort of giving a proper number to.
While I’m at it, I’ll rank the Norman Osborn voices as well:
1. Alan Rachins - Just absolutely perfect. This is the go-to voice for Norman that I hear in my head whenever I read comics with him in it, even his oldest appearances.
2. Wilem Dafoe - For a live action film, this was ideal casting. Dafoe WAS Norman Osborn and if the character appears in the MCU eventually, those’ll be big shoes to fill.
3. Josh Keaton - The perfect Peter Parker is also a perfect Norman Osborn. Who’d have thunk it? Josh really turned in a great performance that is sorely missed in Season 2.
4. Steven Weber - His voice has a similar quality to Alan Rachins’ but the performance isn’t quite as strong, coming off a bit more “gentlemanly” than I’d expect Norman Osborn to be.
5. Mark Rolston - Another natural fit for Norman, but after you’ve heard him as Lex Luthor in Young Justice, it’s kind of hard to not hear it when you listen to Norman in this game.
6. Neil Kaplan - He did alright with what he had, but also wasn’t particularly memorable.
7. Neil Ross - His voice just never worked for Norman, not in “Amazing Friends” or the 90′s animated series. It sounds bland and generic at best, whiny and a bit posh at worst.
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rewindfrequency · 7 years
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Evil Within Review
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Developed by Tango Gameworks
Published by Bethesda Softworks
Played on: PS3
Also Available on: PS4, Xbox One, Xbox 360, and Microsoft Windows
Detective Sebastian Castellanos and his teammates Joseph Oda and Juil Kidman respond to a gruesome mass murder at the Beacon Mental Hospital. The security cameras show a mysterious hooded figure with supernatural powers quickly dispatching the security guards before moving to eliminate the patients and nurses. Who was that? Detective Castellanos is interrupted by an ear piercing noise before waking upside-down in a meat locker. After running for his life, Sebastian escapes the hospital. Sebastian and his teammates find each other and quickly escape in an ambulance with one surviving patient and caretaker as the entire city falls apart and reality itself seems to bend at someone's will. Find the truth, and discover who or what is truly in control.
Shinji Mikami returns to the triple A games industry with a new survival horror title. He already has great hits such as Resident Evil 1 and 4 as well Dino Crisis under his belt with this being his newest horror endeavor. The Evil Within was released in late 2014 in that odd coming-of-age period where 7th generation consoles still had large fan bases while 8th generation consoles were becoming popular but still lacked large, diverse buying groups. I thought I would review this game on the PS3 to see how the game holds up for those who never decided to upgrade or who find a good deal for an older device.
The Evil Within is a stealth-action horror game with many similarities to Resident Evil 4. Levels mainly consist of the player wandering through linear stages populated with enemies that are similar to zombies but aren’t zombies while in the third person camera view. These enemies tend to only have melee attacks but later in the game get guns and other weapons to attack the player. You in turn have access to a revolver, shotgun, sniper rifle, Magnum, and the Agony Crossbow which is a crossbow with custom arrows (i.e. ice, harpoon, explosive, electric, and flash arrows). You also have melee attacks but they don’t do much damage. You spend most levels taking out enemies with these weapons and slowly finding your way to the boss battle. The player can stealth kill an enemy by sneaking up behind them and performing a stealth kill. However, just stabbing the monster in the head won’t do the trick sometimes. To ensure that enemy doesn’t come creeping up on you in the next area you can burn bodies of the enemies you just “killed.” In addition to the regular shambling monsters you encounter in every level, you also have mini-boss opponents. These include massive, deformed beings with blades for arms that screech as they chase you around and masses of tissue with legs that lunge at you. These enemies may not sound scary now, but when you play the game they are absolutely terrifying.
The levels really compliment this by being claustrophobic and dark. Enemies lurk around every corner as they hit the walls and open doors to confuse you on where they are at. The real terror comes from two experiences in the game. Chase sequences and boss battles. I’ll talk about the chase sections first. These involve the player running away from some type of monster in cramped corridors. At first these sequences are heavily scripted but later in the game become far more user dependent. One time I was being chased by a humanoid spider through a factory and had to shoot valves to redirect flames to escape. This became incredibly frantic, as I had to aim carefully all the while avoiding this creature. Even after shooting the valve I had to wait 30 seconds for the flames to dissipate, making it a game of tag. Except if you lose you get your head ripped off.
Boss battles are probably the main selling point of this game however. Instead of the player simply running away from some horrible abomination now they have to fight it. Bosses are difficult but never feel unfair and always provide a unique challenge. Bosses in this game aren’t beaten through brute force, they are beaten through fast thinking and tactical decision making. For example, without giving spoilers, let me share one of my experiences. There is a boss that keeps coming alive after you kill him with traditional small arms. So how do you beat such a boss? You kill him by leading him towards a ceiling of spikes. You have to run through a disorienting, noxious gas room to get there however. As you navigate this room and try to turn off the gas, the boss chases you and strikes you down. It may be the scariest thing I’ve experienced in a video game having to deactivate a gas system as the camera angle turns to show the boss slowly walking up behind me just as I push through the last bit of resistance the gas valve is providing. These battles alone are the best reason to buy the game.
Now something that really shocked me about this game is that it lacks puzzles. This really caught me off-guard, as almost every relevant survival horror game has its fair share of puzzles. But after completing the game I feel this is a good thing, as it helps the game establish its own identity from horror games of the past and carve out a new realm in the survival horror matrix. Something else that may shock others is that this is a game where stealth, action, and running away from fights are all viable options. In most modern survival horror games stealth/running away or full on blockbuster action seem to be the only options the player has. But The Evil Within really blends these together allowing for all kinds of play. In the stealth sections you are given a small icon at the top of the screen. When the pupil moves back and forth and the eyelid is somewhat closed that means the enemy is nearby but hasn’t spotted you yet. When the eye is fully open that means the enemy has spotted you. In most horror games of our time you would either have to run and hide in the closest closet or pull out your fully automatic machine gun and mow down everything that moves. But with The Evil Within you can either pull out your gun and shoot the enemy or run away and find a place to hide and wait for them to stop searching to save ammunition. Both are viable options with pros and cons and you have the power to choose which tactic (at least most of the time).
During the game you will kill enemies and sometimes find piles of green gel you can collect. You can also find jars of green gel around the levels. You use this green gel to upgrade you weapons and abilities. You can upgrade the amount of health you have, how much health you get back from healing items, how many rounds your guns can hold, and so on. These upgrades are vital and are really the only way to beat the game without getting your ass handed to you every five minutes.
Graphically this game looks incredible, especially when you consider it is running on a PS3 and that the developers had to make the game on four other platforms. But when you look beyond the graphical detail the game starts to show cracks in its technical integrity. Textures can take up to 3 seconds to load even when staring directly at them up close. The load times are unbearable in this game. It takes an average of twenty seconds to load up the level after you have died. Even though the frame rate remains at a constant 30 FPS with six enemies on screen and with various actions going on in the background it drops considerably when nothing happens. Usually the frame drops occur when Sebastian is walking along a path as the wind blows leaves off a tree and there is a lighting effect from a nearby fire going on at the same time. I guess it's good that the frame rate stays steady during the action but why does it have to drop so often because of environmental effects? Something else that really pissed me off is that the game has lined up some great voice actors such as Anson Mount and Yuri Lowenthal but has each of them speak just a handful of lines. Most of the story is explained through in-game text but this is just stupid. Why hire top class talent and not use it?
As a tip to players let me remind you that this is a very, very hard game. Even while playing on easy mode I still got my ass kicked I died a total of 41 times. (I know because the game told me at the end). I would recommend playing on easy and unlocking new game plus before attempting any of the harder difficulties. When playing on easier modes you tend to find more green gel and ammo. You also take less damage from attacks and do more damage. But keep in mind that even on easy mode there are still multiple one-hit kill enemies and sections where one wrong turn could kill you. Once you have beaten the game on any difficulty you unlock new game plus. This lets you replay the game from the very beginning but with some new perks. You retain all the upgrades you got from your last playthrough in addition to two new weapons (machine gun and rocket launcher) and 50,000 in free green gel. You also unlock a model mode where you can look at the character models for every person in the game. This is cool but the ability to rotate the camera to see the full model would have been nice.
Overall The Evil Within is another great game from Shinji Mikami that will provide you with 10-15 hours of gameplay depending on skill level and difficulty. It brings all sorts of terrifying creatures into the fray and adds extra tension with its tight level design and ingenious boss battles. The gameplay is satisfying and always feels good no matter what section of the game you’re playing. But the game is held back by poor usage of the PS3’s CEL architecture. Even though I never encountered a bug in the game, I found all sorts of texture issues and infuriating load times.
I am giving The Evil Within an 8 out of 10
Pros:
Awesome boss battles
Tense, tactical stealth sections
Well done chase sequences
Cool upgrade system
Great level layouts
Cons:
Some texture issues
Long load times
2 notes · View notes
mrhotmaster · 4 years
Text
Prince of Persia Behind Scenes: The Sands Of Time Remake, More
Prince of Persia Behind Scenes: The Sands of Time Remake, Premiere For Ubisoft India Studios
"The game is going to be top quality, the shine is going to be there," says Prince of Persia, director of the game. (adsbygoogle = window.adsbygoogle || []).push({}); Sovereign of Persia is moving back the clock, once more. Seventeen years on from the arrival of Prince of Persia: The Sands of Time, Ubisoft has reported its first-since forever undeniable change. Also, in a touch of unforeseen news, it's Ubisoft India Studios — the consolidated may of Ubisoft Pune and Ubisoft Mumbai — that is driving advancement on the revamp. Sovereign of Persia: The Sands of Time Remake — as it's authoritatively known — is the absolute first title made by Ubisoft India Studios. It's been produced using the ground up with another motor, re-recorded discourse, and new camera edges. (adsbygoogle = window.adsbygoogle || []).push({}); In excess of 170 representatives among Mumbai and Pune have gone through more than two years taking a shot at Prince of Persia: The Sands of Time Remake, with its scramble to the end goal falling under the COVID-19 cloud. Ubisoft's India workplaces have been closed since March when the cross country lockdown was declared, and the gaming goliath gave telecommute hardware and backing to the entirety of its representatives, to assist them with finishing the Prince of Persia revamp, in what are the key months paving the way to game's delivery. (adsbygoogle = window.adsbygoogle || []).push({}); Ubisoft India Studios overseeing chief Jean-Philippe Pieuchot claims it's the zenith of the primary start to finish reassure creation from India: "With this change, Ubisoft has spearheaded AAA mastery in India. [… ] This achievement clears the way to the eventual fate of the Indian gaming industry." (adsbygoogle = window.adsbygoogle || []).push({});
For what reason doesn't it look extraordinary?
While Pieuchot is promoting it as an AAA title, the main gander at the game — be it trailer or screen captures — isn't exceptionally encouraging, regarding designs. For a title that utilizes a similar motor (AnvilNext 2.0) as Assassin's Creed Origins, Prince of Persia: The Sands of Time Remake looks not at all like it. It looks like something that has a place with the past time. It's a worry shared by different distributions and numerous Prince of Persia fans on Twitter.
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"You can be certain that the game will be first-class [upon discharge in] January 2021," Ubisoft Mumbai and Prince of Persia: The Sands of Time Remake game chief Pierre-Sylvain Gires disclosed to our team. "You can be certain that the clean will be there. (adsbygoogle = window.adsbygoogle || []).push({});
youtube
"Indeed, we are utilizing Assassin's Creed Origins' Anvil motor, however, that was only a base and we uncovered a ton of things around this motor to suit Prince of Persia Sands of Time Remake. Not just the tech approach with the rewind highlights and everything those things that are required to be revised, however like the creative bearing is proposed to be not the same as Assassin's Creed Origins. (adsbygoogle = window.adsbygoogle || []).push({}); "We needed the game to have an interesting look that filled the need of the game. The portrayal and storyline [in Prince of Persia: The Sands of Time] is a dream. It's something that is near the [Middle Eastern people story collection] One Thousand and One Nights feel. In this way, it is deliberate to have an interesting look that fills the need of the game, with another lighting approach [and more] immersion of the hues to support the enchantment and the dream of the story to in reality fly from the screen." (adsbygoogle = window.adsbygoogle || []).push({}); Ubisoft Pune senior maker Annu Koul thinks the new Anvil motor permitted them to give a "cutting edge turn" to Prince of Persia, yet stay "consistent with what our game was previously."
(adsbygoogle = window.adsbygoogle || []).push({});
A white entertainer voicing a Middle Eastern sovereign
Talking about remaining consistent with the 2003 unique, Yuri Lowenthal returns as the voice and movement catch entertainer for the nominal Prince. That is an inquisitive projecting decision, particularly in a year where there has been recharged objection over white entertainers voicing non-white characters over the domains of amusement. It was inspired by The Simpsons, Family Guy, Netflix's Big Voice, and Apple TV+'s Central Park. Numerous shows and performers have now agreed that white entertainers would no longer have a face to non-white characters. (adsbygoogle = window.adsbygoogle || []).push({}); "It's an incredibly, acceptable inquiry that you are posing to me here," Gires said. "Also, I can reveal to you that when we deal with the projecting for our characters [… ] we paid a ton of consideration regarding the cause of our entertainers. We are projecting out of an exceptionally enormous board, and [… ] and we attempt to get as legitimate as could reasonably be expected. (adsbygoogle = window.adsbygoogle || []).push({}); "Be that as it may, with respect to the sovereign, Yuri Lowenthal, [… ] he [was cast] as some other entertainer. He was shortlisted and chosen in view of his voice. What's more, we took an assemble all, that since we needed to play on the sentimentality [of the original] — I believe Yuri's voice likewise hasn't matured — and he has such a vitality and his character resembled so much like the Prince, that we need to go with him." 
Moreover, Gires noticed that the female lead character of Farah, an Indian princess, was being voiced by Supinder Wraich, a Canadian entertainer of Indian starting point. (adsbygoogle = window.adsbygoogle || []).push({}); Furthermore, during an introduction to writers, Koul talked about the neighborhood information and social experience Ubisoft India Studios had the option to bring to Prince of Persia: The Sands of Time Remake that begins in the ninth century India at an anecdotal Maharaja's royal residence. She called it "an honor." (adsbygoogle = window.adsbygoogle || []).push({});
Why Prince of Persia change is an honor
Koul's group at Ubisoft Pune dealt with the more specialized viewpoints, taking a shot at the game motor, delivering, camera, controls, battle, missions, and AI and information the board. Ubisoft Mumbai took care of the imaginative side of Prince of Persia: The Sands of Time Remake, which included the craftsmanship (plan, idea, level, specialized and 3D workmanship), movement, mo-top, game and level plan, FX, and UI.
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It fit the group's qualities. Ubisoft Pune was set up in 2008 essentially for quality control (QC). Indeed, even as it's developed from 100 workers in 2009, 500 representatives in 2016, and 1300+ in 2020, quality control remains its essential beat. 70 percent of its workforce does QC, with the staying 30 percent dedicated to creation. (adsbygoogle = window.adsbygoogle || []).push({}); Then again, Ubisoft Mumbai — set up in 2018 to be committed to AAA titles — is altogether dedicated to creation, however it has just a hundred workers at present. Ubisoft likewise has an R&D unit set up at the IIT Bombay, one of the nation's top specialized colleges, with under 30 individuals taking a shot at AI, information, and AI. (adsbygoogle = window.adsbygoogle || []).push({}); Pieuchot commented that AAA game improvement isn't a short-term adventure. Prince of Persia: The Sands of Time Remake has been made conceivable on account of Ubisoft's ventures longer than 10 years prior.
When Ubisoft India Studios learned it would get the opportunity to deal with Prince of Persia, the groups were happy. Gires said: 'We are both excited and very happy that in this first update, we can take a shot from Ubisoft. As an establishment, Prince of Persia is dearest in the network, and for the studio in India also. To have the option to deal with such a game is an honor." (adsbygoogle = window.adsbygoogle || []).push({}); Koul included: "I'm certain, similar to us, you have grown up with this game. We have fully grown with this game, and for some colleagues, this game has given them that there can be a profession in the gaming industry. In this way, the game which has given us a vocation, it was consistently an honor to chip away at that game, and to exhibit that game to the world at this point." (adsbygoogle = window.adsbygoogle || []).push({});
Rewind the clock
First for the Game Boy Advance released at the end of 2003, then soon for PS2, Xbox, Window, and a mobile type, Prince of Persia: The Sands of Time is noted as one of the best computer games ever. It follows the nominal Prince, the child of Sharaman and beneficiary to a Persian realm, as he finds an hourglass and a blade as his dad sacks a Maharaja's city. The Maharaja's just little girl, Farah, is grabbed as a present for the Sultan of Azad. (adsbygoogle = window.adsbygoogle || []).push({}); At the point when they show up in Azad, the Prince's dad presents the hourglass as a blessing to the Sultan, yet a Vizier deceives the Prince and has him cut the hourglass with the blade, delivering the Sands of Time contained inside. They change the residents into savage beasts and the Prince should then work with Farah to fix the harm. The blade permits players to rewind time, kill, and freeze adversaries. (adsbygoogle = window.adsbygoogle || []).push({}); Presently, more than 17 years on, you can do every last bit of it once more. Koul noticed this is "a change, not a remaster nor a reboot. We needed to offer players the chance to encounter this game once more, or for the absolute first time however with an advanced wind." (adsbygoogle = window.adsbygoogle || []).push({}); Prince of Persia: The Sands of Time Remake will be accessible on January 21, 2021, on PC, PS4, and Xbox One. Despite the fact that the game won't have an appropriate dispatch on PS5 and the Xbox Series family, it will at present sudden spike in demand for cutting edge comforts on account of in reverse similarity, Koul guaranteed us. It will cost €40 (about Rs. 3,500) across stages.
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williamsjoan · 5 years
Text
DualShockers’ Game of the Year 2018 Staff Lists — Grant’s Top 10
As 2018 comes to a close, DualShockers and our staff are reflecting on this year’s batch of games and what were their personal highlights within the last year. Unlike the official Game of the Year 2018 awards for DualShockers, there are little-to-no-rules on our individual Top 10 posts. For instance, any game — not just 2018 releases — can be considered.
After the absolutely monstrous year of video games that 2017 had, I don’t think that we are going to see a year similar to that one in a long time. Hell, I thought that last year’s excellent lineup would put a damper on this year’s games no matter how good it was. However, boy was I wrong: 2018 straight up told everyone to put a sock in it.
What most surprised me about this year was the variety of games I thoroughly enjoyed. Throw in some indie titles, your typical single-player AAA experience, multiplayer shooters, VR titles, and you are left with a something to play for whatever mood you are in. Sadly, there are plenty of games that I need to get to that could have possibly made this list such as Astro Bot Rescue Mission, Hitman 2, and Monster Hunter: World. However, I plan on getting to them as soon as the holiday ends.
That being said, here are my top 10 favorite games from 2018:
10. Mario Tennis Aces
To start the list off, let’s discuss the best Mario Tennis game yet. Yeah, I said it! Mario Tennis Aces had a forgettable and easy single-player mode. But let’s forget all about that and talk about what really matters, the online mode.
Oh my god did I play so many Mario Tennis Aces multiplayer matches. The game didn’t have all too much content, but damn was that multiplayer addicting! The tournament system was genius; even though the scoring system doesn’t mean much, there was a two-week window where winning a tournament meant everything to me.
What was surprising was the vast difference in gameplay when playing as different characters. Playing as Boo had me curving tennis balls all across the court. If I wanted to just blast some tennis balls down the other player’s throat, Bowser was the right guy for the job. Yoshi could probably return almost every ball hit his way and I can only imagine the player on the other side throwing his Switch into the wall when I won a rally of 50 or more hits. Mario Tennis Aces was excellent, but it makes me want the one true king in Mario sports titles back, Mario Golf. In due time my friends. In due time.
Check out the DualShockers review of Mario Tennis Aces.
9. Moss
In a year full of wonderful PSVR experiences, Moss was one of the standouts. It showed me how clever level design can be in virtual reality and how many different ways that the new tech can be utilized. Rather than being in the typical first-person perspective, the all-seer perspective–as I like to call it–was such a unique way to solve puzzles and control the adorable Quill.
If I could describe Moss in one word, it would be “magical.” Playing the game was similar to being at Disney; everything just felt so wondrous. The storybook narrative, the incredible environments, and unique level design had me enthralled. Polyarc created one of the best VR games on the market, and I can’t wait to see what they have planned next.
Check out the DualShockers review of Moss.
8. The Legend of Zelda: Breath of the Wild — The Champions’ Ballad
The Legend of Zelda: Breath of the Wild is my favorite game of all time. I have had the time to reflect on it, and I can say that without a doubt is, as no other game has captivated me like it. So, of course, I was happy to jump back into Hyrule with the game’s second DLC expansion, The Champions’ Ballad.
I know that The Champions’ Ballad released last December, however, I didn’t get to it until January of this year, so it still counts! Even though the second expansion pass didn’t live up to some fans’ expectations, I still believe that it provides some of the best shrines and I would say the best boss battle in the game.
What might have helped was that I had not popped back into the game in a while. I beat it at launch and beat it a second time on Master Mode when the first DLC launched, so it had been a while since I had popped back in. It might be a short time for some, but for my favorite game of all time, it was a while for me. Revisiting my favorite open world was like going back home and having that favorite dish your mom makes.
The Champions’ Ballad provided me with new content to the most memorable, fascinating, and wondrous game I have played, and that might be all it needed to do to make me love it. Does that make me biased? Probably.
7. Marvel’s Spider-Man
I am not as high on Marvel’s Spider-Man as many of my colleagues: I found the missions to be repetitive and not many of the side missions stood out to me. However, swinging through New York City was so damn fun. I don’t think I had ever used the fast travel mechanic just because I would much rather swing my way around and over buildings. I am not sure how Insomniac Games made it so damn easy and intuitive, but they did a phenomenal job on not only the movement but combat mechanics. Combining brutal kicks and punches along with web attacks was fast, fluid, and surprisingly easy to get a grasp of after only an hour of playtime.
Insomniac also compiled a wonderful narrative, and much of that was due to Yuri Lowenthal’s performance as Spider-Man/Peter Parker. If it wasn’t for Red Dead Redemption 2 and God of War, he would have been a shoo-in for the performance of the year.
I am personally not that big of a comic book/Marvel fan. Woah, whoah, whoah, before you raise your pitchforks: I do enjoy all the movies, I am just not as into them as others. However, I was incredibly invested in the story of Marvel’s Spider-Man, and I am eagerly anticipating the second entry into the series.
Check out the DualShockers review of Marvel’s Spider-Man.
6. PlayerUnknown’s Battlegrounds
It almost became just a part of my nightly routine. Around 8:30 every night at the beginning of the year, a couple of my buddies and I would hop on the Xbox One version of PUBG and try to win a few chicken dinners before bed. Even though it was frustrating as all hell to play sometimes at launch due to frequent crashes, terrible framerate, and entire buildings taking forever to just render, PlayerUnknown’s Battlegrounds was probably the game I played the most this year. Despite its hiccups, and it had a whole lot at launch, the game is still an experience unmatched by other Battle Royal shooters.
PUBG provides some of the most suspenseful multiplayer gameplay on the market right now. You could run into ten other players depending on where you drop, or you could possibly get run into one other player and somehow get that sweet chicken dinner. I know that the game still has a multitude of issues that still are not fixed, but PlayerUnknown’s Battlegrounds is still an experience like no other. Just one match sucks me right back in.
Check out the DualShockers reviews of PlayerUnknown’s Battlegrounds on PS4 and PC.
5. Firewall: Zero Hour
Firewall: Zero Hour, developed by First Contact Entertainment, is the game we all dreamed of when we were kids. With the power of PSVR, rather than just controlling the first-person shooter, you are now inside the first-shooter. I am still blown away by how well everything worked. Using the PS Aim controller to, well, aim of course, is incredibly intuitive and fluid. Besides learning how to move with the thumbstick on the aim controller, it is as simple as just pointing and shooting, and boy is it fun.
As a competitive tactical shooter, Firewall: Zero Hour is a mind-blowing experience and shows how limitless the possibilities are for PSVR. When an enemy was around the corner, I would peek my gun barrel around the corner and take them out. If I got pinned down behind cover, I could stick my gun over and blind fire to give myself an opportunity to get to safety. My only issues with the game were that it had some annoying quality-of-life issues at launch when it came to matchmaking, and how long it would take to start a new match.
Firewall: Zero Hour was my favorite VR experience this year, in a year that was absolutely packed with some of the best games that PSVR has to offer. Now, all the game needs is a rounds system like Rainbow Six Siege. Please, First Contact! I am begging you!
Check out the DualShockers review of Firewall: Zero Hour.
4. Super Smash Bros. Ultimate
Super Smash Bros. Ultimate lives up to the Ultimate name. It is the definitive Smash experience and even though it released just a couple weeks ago, it has provided me with some of the most fun I have had all year. I mean, what did you expect? It’s Smash Bros. except, this time around, there is much more content to enjoy rather than just regular Smash battles with your friends.
World of Light, Super Smash Bros. Ultimate‘s single-player/adventure mode, has had some mixed reactions across the internet. However, I am a firm believer that it is the best single player offering in any of the games in the series. Running into familiar and new faces while collecting Spirits has provided me with hours upon hours of enjoyment. Collecting and switching different Spirits in and out might sound tedious to some, but I have enjoyed every second of it. With a stellar single-player mode, the biggest roster in the series by far, a knockout soundtrack, and that same old, yet refined Smash gameplay, Ultimate is the best in the series and a must-buy for Switch owners.
Check out the DualShockers review of Super Smash Bros. Ultimate.
3. Celeste
Talk about a game that caught me off-guard. Celeste was not only a great platformer, but also had a very emotional story that impacted me in an unexpected way. Here I was thinking that I was just booting up a new, retro-style platformer. But next thing I knew, I was up at 3 AM, captivated by Madeline’s conflict with her own inner demons and also torturing myself to find strawberries. Celeste is the best platformer of the year, and I don’t think it is even close. (I haven’t played The Messenger or Guacamelee! 2 or many other of those types of games yet, but it just sounded cool to say)
I think what stood out to me the most, along with other many other players, was how unexpected of an experience that Celeste was. When I first started, I was thinking I was going to get a fun and challenging platformer, but that was going to be most of the experience. I never would have guessed how impactful the narrative was going to be and how it tackles deeper subjects such as mental health issues. At the time, I was going through some personal problems and this game helped me to cope with those emotions, as well as tackle them head-on. Maybe in a lesser year, Celeste would have taken my personal top spot.
Check out the DualShockers review of Celeste.
2.  Red Dead Redemption 2
It seems crazy that Red Dead Redemption 2 isn’t the definitive game of the year for everyone’s list. After the excellent Grand Theft Auto V and the almost infinite amount of money that Grand Theft Auto Online continuously makes even to this day, the sequel to Rockstar’s classic Western seemed like it was going to be the most ambitious game ever made, and I think it just might be.
Red Dead Redemption 2 had an absolutely phenomenal and heart-wrenching story; the downfall of the Van der Linde gang was a beautiful mess, even though we all know where it was heading. The world is by far the most immerse open world ever created. Roger Clark captured Arthur Morgan and his enlightenment so well, and these are only just a few parts of why I enjoyed the game so much.
While the game is groundbreaking in many aspects, there are still some little nitpicky things that I can point out that bug me, such as the lack of traditional fast travel systems, clunky gameplay, and that it might go on just a tad too long. However, Red Dead Redemption 2, despite its minuscule flaws, is one of the best open world games ever created.
Check out the DualShockers review of Red Dead Redemption 2.
1. God of War
To me, God of War might be the closest the closest thing to a perfect video game. In my opinion, there is not one flaw that I can point out. In fact, I think that most aspects of the game can be considered as the best we have ever seen from the medium.
The narrative in God of War reached a level of storytelling that I have didn’t think the industry could reach. The simple, yet extremely detailed story left me captivated. Christopher Judge made Kratos into a purposeful character and gave one of the best performances I have ever seen. The Leviathan Axe is my favorite video game weapon I have ever used, and it was just so damn satisfying to play with.
Cory Barlog and Sony Santa Monica created an absolute masterpiece that other developers will be studying for a long time to come. God of War set the bar so freaking high that it will be hard for any game to follow this up next year. It is the pinnacle for storytelling, gameplay, level design, world building, and artistry, and because of that, God of War is absolutely one of my favorite games of all time.
Check out the DualShockers review of God of War.
Check out the other DualShockers’ staff Top 10 lists and our official Game of the Year Awards:
December 17: DualShockers Game of the Year Awards 2018 December 18: Lou Contaldi, Editor in Chief // Logan Moore, Reviews Editor December 19: Ryan Meitzler, Features Editor // Tomas Franzese, News Editor December 20: Scott Meaney, Community Director December 21: Reinhold Hoffmann, Community Manager // Ben Bayliss, Staff Writer December 22: Ben Walker, Staff Writer // Chris Compendio, Staff Writer December 23: Eoghan Murphy, Staff Writer // Grant Huff, Staff Writer December 26: Iyane Agossah, Staff Writer // Jordan Boyd, Staff Writer December 27: Max Roberts, Staff Writer // Michael Ruiz, Staff Writer  December 28: Noah Buttner, Staff Writer // Rachael Fiddis, Staff Writer  December 29: Steven Santana, Staff Writer // Tanner Pierce, Staff Writer December 30: Travis Verbil, Staff Writer // Zack Potter, Staff Writer
The post DualShockers’ Game of the Year 2018 Staff Lists — Grant’s Top 10 by Grant Huff appeared first on DualShockers.
DualShockers’ Game of the Year 2018 Staff Lists — Grant’s Top 10 published first on https://timloewe.tumblr.com/
0 notes
mrhotmaster · 4 years
Quote
Prince of Persia Behind Scenes: The Sands of Time Remake, Premiere For Ubisoft India Studios "The game is going to be top quality, the shine is going to be there," says Prince of Persia, director of the game. (adsbygoogle = window.adsbygoogle || []).push({}); Sovereign of Persia is moving back the clock, once more. Seventeen years on from the arrival of Prince of Persia: The Sands of Time, Ubisoft has reported its first-since forever undeniable change. Also, in a touch of unforeseen news, it's Ubisoft India Studios — the consolidated may of Ubisoft Pune and Ubisoft Mumbai — that is driving advancement on the revamp. Sovereign of Persia: The Sands of Time Remake — as it's authoritatively known — is the absolute first title made by Ubisoft India Studios. It's been produced using the ground up with another motor, re-recorded discourse, and new camera edges. (adsbygoogle = window.adsbygoogle || []).push({}); In excess of 170 representatives among Mumbai and Pune have gone through more than two years taking a shot at Prince of Persia: The Sands of Time Remake, with its scramble to the end goal falling under the COVID-19 cloud. Ubisoft's India workplaces have been closed since March when the cross country lockdown was declared, and the gaming goliath gave telecommute hardware and backing to the entirety of its representatives, to assist them with finishing the Prince of Persia revamp, in what are the key months paving the way to game's delivery. (adsbygoogle = window.adsbygoogle || []).push({}); Ubisoft India Studios overseeing chief Jean-Philippe Pieuchot claims it's the zenith of the primary start to finish reassure creation from India: "With this change, Ubisoft has spearheaded AAA mastery in India. [… ] This achievement clears the way to the eventual fate of the Indian gaming industry." (adsbygoogle = window.adsbygoogle || []).push({}); For what reason doesn't it look extraordinary? While Pieuchot is promoting it as an AAA title, the main gander at the game — be it trailer or screen captures — isn't exceptionally encouraging, regarding designs. For a title that utilizes a similar motor (AnvilNext 2.0) as Assassin's Creed Origins, Prince of Persia: The Sands of Time Remake looks not at all like it. It looks like something that has a place with the past time. It's a worry shared by different distributions and numerous Prince of Persia fans on Twitter. (adsbygoogle = window.adsbygoogle || []).push({}); "You can be certain that the game will be first-class [upon discharge in] January 2021," Ubisoft Mumbai and Prince of Persia: The Sands of Time Remake game chief Pierre-Sylvain Gires disclosed to our team. "You can be certain that the clean will be there. (adsbygoogle = window.adsbygoogle || []).push({}); "Indeed, we are utilizing Assassin's Creed Origins' Anvil motor, however, that was only a base and we uncovered a ton of things around this motor to suit Prince of Persia Sands of Time Remake. Not just the tech approach with the rewind highlights and everything those things that are required to be revised, however like the creative bearing is proposed to be not the same as Assassin's Creed Origins. (adsbygoogle = window.adsbygoogle || []).push({}); "We needed the game to have an interesting look that filled the need of the game. The portrayal and storyline [in Prince of Persia: The Sands of Time] is a dream. It's something that is near the [Middle Eastern people story collection] One Thousand and One Nights feel. In this way, it is deliberate to have an interesting look that fills the need of the game, with another lighting approach [and more] immersion of the hues to support the enchantment and the dream of the story to in reality fly from the screen." (adsbygoogle = window.adsbygoogle || []).push({}); Ubisoft Pune senior maker Annu Koul thinks the new Anvil motor permitted them to give a "cutting edge turn" to Prince of Persia, yet stay "consistent with what our game was previously." (adsbygoogle = window.adsbygoogle || []).push({}); A white entertainer voicing a Middle Eastern sovereign Talking about remaining consistent with the 2003 unique, Yuri Lowenthal returns as the voice and movement catch entertainer for the nominal Prince. That is an inquisitive projecting decision, particularly in a year where there has been recharged objection over white entertainers voicing non-white characters over the domains of amusement. It was inspired by The Simpsons, Family Guy, Netflix's Big Voice, and Apple TV+'s Central Park. Numerous shows and performers have now agreed that white entertainers would no longer have a face to non-white characters. (adsbygoogle = window.adsbygoogle || []).push({}); "It's an incredibly, acceptable inquiry that you are posing to me here," Gires said. "Also, I can reveal to you that when we deal with the projecting for our characters [… ] we paid a ton of consideration regarding the cause of our entertainers. We are projecting out of an exceptionally enormous board, and [… ] and we attempt to get as legitimate as could reasonably be expected. (adsbygoogle = window.adsbygoogle || []).push({}); "Be that as it may, with respect to the sovereign, Yuri Lowenthal, [… ] he [was cast] as some other entertainer. He was shortlisted and chosen in view of his voice. What's more, we took an assemble all, that since we needed to play on the sentimentality [of the original] — I believe Yuri's voice likewise hasn't matured — and he has such a vitality and his character resembled so much like the Prince, that we need to go with him."  Moreover, Gires noticed that the female lead character of Farah, an Indian princess, was being voiced by Supinder Wraich, a Canadian entertainer of Indian starting point. (adsbygoogle = window.adsbygoogle || []).push({}); Furthermore, during an introduction to writers, Koul talked about the neighborhood information and social experience Ubisoft India Studios had the option to bring to Prince of Persia: The Sands of Time Remake that begins in the ninth century India at an anecdotal Maharaja's royal residence. She called it "an honor." (adsbygoogle = window.adsbygoogle || []).push({}); Why Prince of Persia change is an honor Koul's group at Ubisoft Pune dealt with the more specialized viewpoints, taking a shot at the game motor, delivering, camera, controls, battle, missions, and AI and information the board. Ubisoft Mumbai took care of the imaginative side of Prince of Persia: The Sands of Time Remake, which included the craftsmanship (plan, idea, level, specialized and 3D workmanship), movement, mo-top, game and level plan, FX, and UI. (adsbygoogle = window.adsbygoogle || []).push({}); It fit the group's qualities. Ubisoft Pune was set up in 2008 essentially for quality control (QC). Indeed, even as it's developed from 100 workers in 2009, 500 representatives in 2016, and 1300+ in 2020, quality control remains its essential beat. 70 percent of its workforce does QC, with the staying 30 percent dedicated to creation. (adsbygoogle = window.adsbygoogle || []).push({}); Then again, Ubisoft Mumbai — set up in 2018 to be committed to AAA titles — is altogether dedicated to creation, however it has just a hundred workers at present. Ubisoft likewise has an R&D unit set up at the IIT Bombay, one of the nation's top specialized colleges, with under 30 individuals taking a shot at AI, information, and AI. (adsbygoogle = window.adsbygoogle || []).push({}); Pieuchot commented that AAA game improvement isn't a short-term adventure. Prince of Persia: The Sands of Time Remake has been made conceivable on account of Ubisoft's ventures longer than 10 years prior. When Ubisoft India Studios learned it would get the opportunity to deal with Prince of Persia, the groups were happy. Gires said: 'We are both excited and very happy that in this first update, we can take a shot from Ubisoft. As an establishment, Prince of Persia is dearest in the network, and for the studio in India also. To have the option to deal with such a game is an honor." (adsbygoogle = window.adsbygoogle || []).push({}); Koul included: "I'm certain, similar to us, you have grown up with this game. We have fully grown with this game, and for some colleagues, this game has given them that there can be a profession in the gaming industry. In this way, the game which has given us a vocation, it was consistently an honor to chip away at that game, and to exhibit that game to the world at this point." (adsbygoogle = window.adsbygoogle || []).push({}); Rewind the clock First for the Game Boy Advance released at the end of 2003, then soon for PS2, Xbox, Window, and a mobile type, Prince of Persia: The Sands of Time is noted as one of the best computer games ever. It follows the nominal Prince, the child of Sharaman and beneficiary to a Persian realm, as he finds an hourglass and a blade as his dad sacks a Maharaja's city. The Maharaja's just little girl, Farah, is grabbed as a present for the Sultan of Azad. (adsbygoogle = window.adsbygoogle || []).push({}); At the point when they show up in Azad, the Prince's dad presents the hourglass as a blessing to the Sultan, yet a Vizier deceives the Prince and has him cut the hourglass with the blade, delivering the Sands of Time contained inside. They change the residents into savage beasts and the Prince should then work with Farah to fix the harm. The blade permits players to rewind time, kill, and freeze adversaries. (adsbygoogle = window.adsbygoogle || []).push({}); Presently, more than 17 years on, you can do every last bit of it once more. Koul noticed this is "a change, not a remaster nor a reboot. We needed to offer players the chance to encounter this game once more, or for the absolute first time however with an advanced wind." (adsbygoogle = window.adsbygoogle || []).push({}); Prince of Persia: The Sands of Time Remake will be accessible on January 21, 2021, on PC, PS4, and Xbox One. Despite the fact that the game won't have an appropriate dispatch on PS5 and the Xbox Series family, it will at present sudden spike in demand for cutting edge comforts on account of in reverse similarity, Koul guaranteed us. It will cost €40 (about Rs. 3,500) across stages.  For Regular & Fastest Tech News and Reviews, Follow TECHNOXMART on Twitter, Facebook, Instagram, Google News and Subscribe Here Now. By Subscribing You Will Get Our Daily Digest Headlines Every Morning Directly In Your Email Inbox.             【Join Our Whatsapp Group Here】 (adsbygoogle = window.adsbygoogle || []).push({});
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