• High-End PC Gaming Already Next Gen? Don’t Make Me Laugh!

    High-End PC Gaming Already Next Gen? Don’t Make Me Laugh!

    Editorials, General, Z1G
    Posted on Monday, May 20th, 2013 at 8:00 AM by

    The games industry today is abuzz with talk of the next generation of gaming. With the WiiU already with us, the Playstation 4 having been announced a while ago and, by the time you read this, Microsoft being about to or having just announced the next Xbox unit, you can’t move around the gaming web without coming across some sort of discussion about the next gen. This is only to be expected of course; it’s an exciting time of promise and optimism, the culmination of one gaming era and the cusp of yet another; one which seems set to bring unprecedented gaming experiences. The gaming community is nothing if not willing to voice its varied opinions, so its unsurprising that there are as many views on offer as there are voices or keyboards with which to express them.

    Now, we’ve all heard most of the big things (probably on this very site if you’ve any sort of reading taste!): tales of always-online restrictions, specification layouts, persecution of second-hand games, augmented reality, 3d sound and many more facts, rumours and outright fabrications have done the rounds and purveyed as ‘fact’ by many.

    Thing is, even at times of relative serenity in the industry, trying to discern fact from fiction when it comes to gaming is often pretty hard. All it takes these days, it seems, is for one person to claim something with a measure of assumed authority and it can gain momentum rapidly, quickly becoming accepted as truth. It seems in the games industry the old adage of ‘if you repeat a lie often enough, it becomes the truth’ holds especially true (and that’s likely to be the last time I ever quote an old Nazi in one of my articles I hope!)

    Next--Gen graphics will admittedly be amazing

    Next–Gen graphics will admittedly be amazing

    I was given reason to reflect on this recently as I was reading up on the coverage of the PS4 release news and the speculation around the scheduled Xbox announcement. While the reports were fairly standard and seemed to convey much of the same official information, along with the standard speculation, my attention was drawn to a recurring theme in the comments sections of the articles. Curious as to whether the release news was acting as a light to the troll-moths, I took an excursion around various forums and boilerhouse websites to see if the situation was the same. What I found mirrored the comments I’d seen previously. All across the various discussion points of the web, when it came to the subject of next-gen, there was the same ‘fact’ being put forward:

    High-end PC gamers are already experiencing the next-gen today.

    This puzzled me, as its simply not true.

    Look at it this way; while high-end PC gaming has seen something of a resurgence in recent years, it still represents only a miniscule part of gaming companies’ demographic. For a game to be realistically next-gen, it stands to reason that it would have to be playable only on these new systems, as the hardware required would be only present on those systems. You name me one mainstream game that is only playable on next-gen equivalent technology!

    Go on… I’ll wait…

    Pretty, I'll grant you, but mechanically still current-gen

    Pretty, I’ll grant you, but mechanically still current-gen

    What’s that? Crysis 3? Ah, I think I may see the problem here. I fear people may be confusing graphical improvements with next-gen gaming. The fact is that while games like Crysis 3 are graphical powerhouses, wonders of visual design on high-end systems, they’re still designed at a base level to work on all reasonable mainstream systems and the current generation of consoles. This means that, while they look prettier on high-spec PC units, the core game remains the same. What many forget is that graphical quality, in this situation, is really no more than window dressing; graphical eye candy creating the illusion of being a step above the rest, when in actuality the base game runs on the same limitations as all the rest do. It’s the equivalent of putting flashy rims and a new paint job on your car; it’s still the same car as it was before; same speed, handling and feels as before, it just looks a bit flashier. The same is true of games like Crysis 3 and Far-Cry 3; they have all the graphical bells and whistles but under the hood they’re current-gen through and through.

    Where the next generation of gaming will prove its step up from today’s is in the behind the scenes aspects. The upgraded processor power, graphics engine and RAM will allow for the game to be doing much, much more in the background, allowing for more environmental and gameplay features. It’s hard to say exactly what, as games being developed now are unlikely to use this to its full potential; that takes time and practice. To use an example from the previous generation gap, Half-Life 2 demonstrated the progression from the old generation to the current with its previously unseen physics engine, which allowed a whole new way of designing and playing a game. While visually a treat, the real revolution there was in the background, contained within the upgraded grunt produced by the better hardware.

    Half-Life 2's real next-gen features were mechanical, not graphical.

    Half-Life 2′s real next-gen features were mechanical, not graphical.

    Yes Diablo 3 will look prettier on the PS4 and next Xbox than it would on the PS3 or 360, but this is a game that runs on standard, middle of the road PCs now. Unless some exclusive content is produced for the new consoles, the game is going to be the same as it is now, but with prettier graphics.

    While graphical improvements are always the most striking and obvious feature of the next generation of gaming when it arrives, in many ways it is a smokescreen, a visual sleight of hand used to impress the public and demonstrate in a easily recognised way the improvements over old technology. This causes many to mistakenly identify improved graphics as evidence of next-gen gaming. As with many things, the truth is really much more complicated. It’s going to be a while into the new generation before we start seeing true next-gen gaming, as it will take some time for developers to adapt to the improved technology available.

    In this case, beauty is only skin deep. For true next-gen gaming you have to dig a little bit deeper.

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  • Championship Manager Tales – Oh Ronaldinho why wont you love me?

    Championship Manager Tales – Oh Ronaldinho why wont you love me?

    Editorials, Z1G
    Posted on Saturday, May 18th, 2013 at 1:30 PM by

    In a building deep in a small French suburb, the press room was full to bursting. Hundreds of flash bulbs burst into dazzling light as I stood behind the desk, grinning a genuine and excited grin from ear to ear. ‘He’s finally here’ I thought to myself, and turned to look at my latest signing; the man who I knew would finally deliver us to the Promised Land. But Ronaldinho would not meet my gaze; indeed, throughout our discussions he would not make eye contact with me and as he stood, holding the white and blue number 44 shirt (bit of a theme for me; favourite player gets my lucky number) and smiling dutifully for the cameras, he seemed distant. I should have known then. I should have read the signs, but I didn’t want to believe. Looking back, I should have known that first press conference was the beginning of the end.

    I have two strategies when playing Championship Manager; the first and most frequently used is to take a lower league club with a budget of pocket fluff and some Orbit Spearmint gum and drag them, kicking and screaming to the heights of domestic and European glory. The second, for a slightly different type of challenge, is to take over at a dominant club in a mono or duopolistic league like those in Scotland or Russia, and the task would be to make them more than the sum of their parts on the continental stage. I have had fantastic success with the likes of CSKA Moscow and Celtic previously, but the most memorable of all these games was with Olympic Lyonnais, a club to whom I return time and time again across the various game iterations. This particular story however took place in Champ Manager 2006, and is a tale of unrequited love as I chased one man across Europe. I gave him everything but it was not enough, and he left me alone in a club full of French people and one very angry Mexican.

    Once again, a picture which has no relation to the article you're reading. Enjoy it for a moment then carry on.

    Once again, a picture which has no relation to the article you’re reading. Enjoy it for a moment then carry on.

     

    For those not acquainted with the great man, Ronaldinho was the most iconic footballer of his generation. He did things with a football that left Newton and Einstein quivering wrecks, the laws of physics torn asunder beneath his boots and a flurry of toothy magnificence. The first time I placed the disc into my PC, my only thought was that I would get him to sign for me and be the talismanic focal point of a dynasty of success. Not that I would start with Barcelona of course; that would be crass. Back to trusty Lyon it was, and to create a side worthy of the great man.

    First signing was a 16 year old Carlos Vela from Arsenal, years before his real world potential had turned to dust. Second in the door was another 16 year old, this time a centre back by the name of Raikovic who would go on to be the bedrock of my back line for the next twenty years. For those who aren’t familiar with Champ Manager tactics, there’s no need to go all operation yewtree here; it just these players can be signed very cheaply and provide years of success. A dependable Cris (got to love Brazilian names) at the back and Fred up front, I decided that I would chance my arm for my hero. Some astute sales (Sidney Govou for £29 million to Milan – Yoink!) had left me with a healthy £50 million transfer budget, all of which I offered to Barcelona. With a Catalan shrug the response was ‘no dice Frenchy’, so I had to console myself with destroying League Un at a canter and a semi-final loss on penalties to Chelsea. The next summer I was knocked back once more, so killed time with the additions of Theo Walcott, Samir Nasri and Hatem Ben Arfa. I knew though that the real work would come at Christmas; Ronaldinho was only under contract for another year and was unhappy with the sale of Iniesta to Bayern Munich. He probably wouldn’t re-sign and I could snatch him up on huge wages.

    Through autumn and winter I waited; barely noticing the dominance of my current players, most notably Carlos Vela who was tearing the league to pieces. Twenty goals by Christmas barely even caught my attention as the slow and agonising wait for January 1st to arrive. But arrive it did, and I was straight in with an offer of £100,000 a week, Jean Michel Aulas refusing to up the wage cap for this one special case. Rejected. Back I went with the offer of a £5,000 bonus every time he scored and £5 million signing on fee, but again I was knocked back. Curse you Iniesta! What must have been the most outrageous case of tapping up since Harry Redknapp signed his son for Southampton occurred as Ronaldinho loaded his brilliance into the back of a removal van and crossed Europe to Germany to join his buddy at Bayern. I’d forgotten about my team, and neglected to sign anyone else in the transfer window. Fortunately, the 12 point cushion I’d already achieved was enough to see us through to retain the league title, with a disappointing exit in the quarter finals to Galatasaray the prompt to invest in the summer.

    Stat-fest!

    Stat-fest!

    Following the inevitable “Nein!” in response to a £55 million offer, I turned my attentions away and picked up an unhappy Robinho from Madrid, followed by a young Vincent Kompany and the re-signing of Govou for £10 million following a disastrous time in Italy. The next three seasons brought further glory, my dominance in the French league and cup matched only by the exploits of the Lyon team in real life. This period also brought me Champions League, Super Cup and World Club Cup glories, and a loss on penalties the year after in the final against Madrid the only thing to stop me being the first to retain the Champions League.

    Fast forward and it’s the January transfer window in 2012. I had waited for this moment for four years, and I wasn’t going to miss this time. Following complaints to the board I was granted special dispensation to offer £160,000 a week, £10,000 per goal, £6 million up front and £2,500 per assist. Music played and people sang as the ink dried on the contract, and I took a six month holiday from the game until the summer when finally, after six years, Ronaldinho came home to France.

    First game up is the now traditional friendly against Chelmsford FC. 24 minutes in, and Ronaldinho is carried off on a stretcher. I fast forward the game to see what the damage is, and I find that the irony fairy has been to visit, and he’s been carted off to hospital carrying his cruciate ligaments in a bucket. A conservative estimate is 18 months out, and I’m forced to watch a season and a half drag by with his name sitting on my team sheet; unavailable for selection. So distracted was I by that red INJ button, a polyp on the face of my team, that I barely noticed the little green UNH next to Carlos Vela’s ever increasingly goal laden name.

    Eventually Ronaldinho returns to training and, after an eternity, full match fitness. I had not won anything the previous season and I was trailing a rejuvenated Marseille side by 6 points in February, but I was sure everything would be better now. His first seven games produced six scores of 5 and one of 4, but I dared not criticise; he’d come good, I knew it. The next game we trailed to Bastia, Ronaldinho continuing his new found hobby of throwing banjo’s wildly into the field next to the barn he was aiming at when once again, he was taken off on a stretcher, this time with his leg having acquired an additional knee. Three days passed and I received an email; in light of his most recent injury, Ronaldinho has decided to call time on his career and retire at the end of the season. Oh thanks! You’ve decided that you’ll let me continue to pay you until the end of the season have you! How bloody considerate! In temper, I click through my emails. I suddenly realise that I may have clicked something important, and look back to see what the damage was. Sure enough, Carlos Vela, unhappy with his contract and the feeling of favouritism to other players, had handed in a transfer request and like a chump I had accepted. No amount of throwing money at the problem fixed it and, having had his £35 million release clause met, I lost the man who I had pinned my dreams on and the man who had given me 30 goals a season for the past 4 years in a miserable summer to forget.

    This signalled the end of my time with Lyon, and my love for Ronaldinho. He never played for one of my teams again, but I chose in future to build my teams around Carlos Vela; good dependable Carlos, I’m sorry I treated you so badly, please let’s not fight any more.

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  • Fuse Demo Roundup

    Fuse Demo Roundup

    Previews, Reviews, Z1G
    Posted on Saturday, May 18th, 2013 at 10:16 AM by

    Fuse is a third person squad based shooter developed by Insomniac Games and published by EA. Fuse is to be released on Xbox 360 and Playstation 3 on the 28th of May. Insomniac Games are well known for their previous franchise, the wildly successful Ratchett and Clank games, as well as the original Spyro games, before it got all Skylander-y.

    Not counting Outernauts, the Facebook game inspired by the Pokémon franchise, Fuse is Insomniacs first new IP in seven years, since the first Resistance game.

    The demo for Fuse happens to be available on the Playstation Store for Playstation Plus subscribers.

    I have literally no idea what is happening here.

    Fuse is “living matter” (read: magical maguffin) which was “recovered from an L-6 classified event” in the early 20th Century (yes this is literally all the explanation you’re going to get), which is very clever and makes your weapons super good. A ‘rogue military contractor’ (because we’ve never heard that one before) has stolen it and is (apparently) doing or going to do bad things. First of all, as a nerd, I want to call Insomniac out on something, here’s a quote from the cinematic at the beginning of the demo:

    “Raven [the rogue military contractor] is in possession of technology light years ahead of the rest of the world. And they wouldn’t have stolen it without a plan.”

    Light years, as I’m sure we’re all aware, is a measure of distance and not time.

    In Fuse, you take control of one member of a four man squad, each with a different ‘Fuse weapon’, all of which have different effects and secondary fire modes. Although quite how the Fuse-weapons give you a secondary fire is not made clear, which is especially confusing when you consider that the secondary ‘fire’ modes include, a shield, invisibility and a healing field.

    Naya’s assault rifle creates miniature supernovas which can cause chain reactions.

    That being said all of the weapons feel very different to use, force you to play differently and are nicely varied. However, the characters feel quite empty, they seem to be entirely defined by their weapons, although this is only based on a demo which doesn’t even span a whole level. So the characters may end up being more defined in the full game, although there were a few of the stereotypical wisecracks that put me off.

    In addition to a unique weapon, each character, or Agent, as the game calls them, has a skill tree, which you can put points into as you level up. Experience points are gained in the normal way, by killing enemies and completing objectives, with bonus experience if you kill them using your Fuse ability. The skill trees are nothing which we haven’t seen before. A combination of generic skills to boost your utility (grenade upgrades, health upgrades) and unique skills boosting the effectiveness of your Fuse weapon and it’s ability. Overall, the skill trees give you a useful amount of control over the specialisation of your characters, although quite how far that can be taken remains to be seen, and will only be fully explored once we have access to a full playthrough of the game.

    The demo level starts you off with a short cutscene showing you and your squad on what is possibly the worlds most unsafe cable-car on a snowy mountain. You watch as the cable-car disintergrates around you and the characters leap to safety (just barely of course) on a convenient mountain ledge. The problem with this for me is that it’s delivered entirely without context. Later in the demo level, the characters remark “So that’s what happened to the Strike Teams…” yet we have no mention of any strike teams, or any context for the level at all.

    This was a problem which occurred throughout the demo. I found myself constantly confused as to exactly what was happening and why it was relevant. This isn’t helped by Insomniac taking a chunk of gameplay out of the center of the demo. After you complete an objective, you get a loading screen telling you that you’re not allowed to play the next bit, so they’re just going to fast-forward you to the bit afterwards.

    Fuse also implements a Leap system, which allows you to switch which Agent you are currently controlling if you’re playing the game alone, although, on Playstation at least, this feels awkward, and not something which could easily be accomplished in the heat of battle. Playing alone though, is clearly not what Fuse is intended for. The multiplayer is very accessible, and enhances the gameplay experience even when you’re not playing with your friends, and you’re without a headset.

    Fuse feels like it’s channeling the old Conflict games, specifically, Conflict: Desert Storm, and this is by no means a bad thing although, whether emulating a game released 11 years ago is something to be aspired to is debatable. Regardless, I can imagine that Fuse is vastly improved when played with a group of friends, although that should be true of any multiplayer game.

    The aesthetic of Fuse is pulled off with reasonable competence. Whilst the near-future sci-fi setting is one which has received rather a lot of attention in recent years, Fuse seems to combine the usual tropes in an interesting enough way without them seeming entirely lifted from other franchises. Expect to see a lot of full-face helmets, armoured fighting suits with big guns, vehicles reminiscent of Deus Ex: Human Revolution and thousands more references from other sci-fi franchises, each of whom stole those elements from earlier franchises.

    Overall, I’d like to say that Fuse seems to be really breaking new ground in the squad-based, third-person shooter genre. Unfortunately, that’s a lie. This game isn’t terrible, it won’t offend the senses when you play it. If you’ve got a few friends with it, it should even be fun, for a while. But Fuse doesn’t do anything special. At points, it feels as though not enough thought has been put into its creation. Fuse, the ‘living matter’ is just another name for magic and there really is no excuse for not knowing what a light year is. Fuse brings together elements which have been part of third-person and squad based shooters for a long time, and manages to do them all adequately, but excel in none.

    Pros:

    • Functionally not a bad game.
    • Each character feels and plays differently.
    • Depth for limited creativity in skill trees.

    Cons:

    • Lacking originality in almost all aspects.
    • Almost no personality in the characters.
    • No exposition or explanation of events.
    • Very generic.

     

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  • Sonic in the News

    Sonic in the News

    News, Z1G
    Posted on Friday, May 17th, 2013 at 8:30 AM by

    Two big pieces of Sonic the Hedgehog news have emerged this week from Sega, but not both were explicitly detailed.

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  • The Injustice Diaries Part 2: Story mode and Beyond

    The Injustice Diaries Part 2: Story mode and Beyond

    Editorials
    Posted on Friday, May 17th, 2013 at 12:37 AM by

    The weather in my state more closely resembles the symptoms of the flu than anything else. The last couple weeks have been rapid fluctuations between freezing temperatures to mid 90′s have certainly taken their toll on me. Granted I stay in my cold dark room and play video games regardless of the weather but people who DO venture out into the wilderness post about it constantly on Facebook and if theres one thing we love around here its complaining about the weather, and the sports teams, and the government, and road construction, and pretty much everything when you really think about it, we are an unhappy bunch. So while the local climate was falling victim to multiple personality disorder I chugged my way through the story mode of Injustice: Gods Among Us. Having trained enough for me to feel confident I felt it was time to venture forth into story mode. That, and I was trying to avoid too many story mode spoilers online and that was getting more difficult as time went on.

    Harley also probably wants pants.

    Harley also probably wants pants.

    In the grand tradition of comic books the story is terrible from a literary standpoint but enjoyable enough as is. The game seems to have you fight everyone through the course of the story which sometimes feels a bit contrived and forced. The story was still amusing enough though, plenty of fan service moments and twists that are to be expected from DC at this point. And since it takes place on an alternate Earth thanks to DC’s Infinite Earth concept they are free to kill whomever they want. Really though the biggest problem with the story is that you change character every 4 matches or so, meaning that just by the time you are used to someone its time to change. You don’t play as EVERY character though and of course you are made to play as Batman most of the time as Batman is the most popular and most profitable character for DC currently. I’m not trying to sound annoyed and while I love Kevin Conroy and Batmans character gallery DC is risking overexposure. I don’t care if it makes me the hippest of hipsters but the popularity is starting to wear on Batman, also Doctor Who. One possible downside for the more hardcore people is that in the later half of the story when the computer starts to pull out the ultra-cheap moves and promptly stomps you into the ground, each successive loss will tone down the computer. On the cheaper fights, particularly the final one, I was able to win by the third or fourth rematch when the computer was practically inert. I’m glad I got through it since There were some story characters who I was just not able to figure out how to be effective, but its a more hollow victory than with someone I liked using. The fights in the home stretch were not the time to learn how to use Wonder Woman.

    NO BLOOD HERE!

    NO BLOOD HERE!

    But Overall I enjoyed the story and got to try out some new characters and learn some things along the way. That and as the computer dialed up the difficulty they initiated the Clash’s more so you get to experience some great one-liner exchanges between characters which are pure gold. Once you join the online fights you will be immediately saddned because nobody clash’s online. It took me six fights to finally win a match online as my noobishness was truly blood in the water. I was frequently kept pinned down by people exploiting spammable moves as well as my own imcompetence and fumbling of powers. Aquaman however was a lot of fun still to play as and had a nice range of powers that finally helped me squeek out that victory. The entry level for this and most other fighting games is pretty high, even with Injustice’s easy to use Dial-A-Combo fighting setup, as opposed to Marvel Vs Capcom 3′s lengthy combos that resemble Linux code. The only fighting game I can think of that had a low entry level was Smash Bros, but even that is heavily dominated by the pros so be prepared to get beaten for a while.

    Fun for all ages!

    Fun for all ages!

    After Story and Online mode all thats really left is the S.T.A.R. Labs missions which theoretically are there to make you better by making you play in gimmicky ways, or let you replay the mini-games from the story mode. The mini games aren’t that fun to begin with and the gimmick levels are more mysterious and annoying than helpful in learning new ways to play. I’ve said it before how games need more dynamic training modes and this game could really have used one. But of course such a demand really just means im the noobiest scrublord to ever casual up a good game by disapproving of pain. I will not argue with that point I do suck at fighting games, and many others! However I don’t want to see any genre disappear. Most won’t and will just decline in budget and production value as they stick with their niche, but I’d like to see big budget games have some more variety and the only way to keep something big budget it for it to be profitable and therefore accessible. Not everything needs to be Call of Duty and have their sized audience, but I feel some changes here and there to the fighting genre to bring in some new blood would do it some good and breathe some new life into it.

    Now were talkin'

    Now were talkin’

    Injustice is still an enjoyable experience that I’d recommend to DC comic fans and people who are semi-new to the fighting game genre. It’s not as technical or demanding as some of the others so its definitely something you could learn with some time and effort. Also they just added Lobo to the roster and hes a joy to play, but tragically he is not voiced by Brad Garrett like he was in the cartoons.

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