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Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Monday, December 5, 2016

Look back The Lost Vikings, Blizzard game

Now right in this article, let's look back The Lost Vikings, Blizzard game

Three’s company
System requirements: DOS 3.1, Intel 80386SX CPU, 640KB RAM

The Lost Vikings wasn’t the start of Blizzard as a company, but it was the first game Blizzard released on PC. Blizzard was still called Silicon & Synapse for its first three games, and it wasn’t until Warcraft: Orcs & Humans that the company really went all-in on developing for the PC, though Lost vikings helped lay the groundwork for that. The game’s levels were created using a program called CED, a cell editor made by CEO Mike Morhaime that Blizzard used to lay out levels, which later went on to be the basis of the Warcraft and StarCraft map editor. Take a quick look at funny pictures with captions that can help you reduce stress quickly.


Blizzard was also hired by Interplay Productions to create a scripting engine for developing platformers, which it then used for nearly all of its SNES games. But Morhaime recalled to us that Blizzard got much more use out of it than Interplay. “I think in the amount of time we did all those games, maybe they did one or two,” Morhaime said. “We were a lot faster with it.” But having a larger company help fund their engine development boosted the still relatively small team, at that point only a dozen or so people total.

Even if the studio wasn’t under a different name at the time, it would be easy to forget that Blizzard made The Lost Vikings. Its sequel in 1997 was the last platformer the studio ever made, and I only realized the connection when the game’s bumblingly heroic trio was resurrected for Heroes of the Storm. But even this early on, you can see traces of that distinct Blizzard style peek through. The bright colors and exaggerated proportions would let its characters fit right in with the Warcraft series, and the contrast of ye olden swords and shields with a sci-fi setting is oddly prophetic of Blizzard’s future ventures.


Samwise Didier, art director of Blizzard, in Blizzard 20th anniversary video

“When I started on Lost Vikings, there were about 100 vikings you could control. Some that would raise up ladders, some that would throw torches, all that sort of thing. It was very PC game oriented. … We decided to make it a little more friendly for the Super Nintendo, so we dropped it down to five characters, then to four, then to three.” Check out my list of fun, weird and just plain amazing fact of life I have found.

Michael Morhaime, in a Blizzard Insider interview:

"I think we learned some important design lessons that have become sort of part of the Blizzard culture now. Everyone at the company played The Lost Vikings over and over to help test and polish it. We saw what a huge impact that such attention to detail had on the game. We also learned that the people who program and design a game aren't the best judges of how difficult it is to play; they know the game too well. We had to constantly bring new people in and watch them play, especially with the early levels, to make sure they weren't too hard. Working on Vikings helped us remember the big picture: that a game, first and foremost, should be fun to play…that it should feel good and look good. The Lost Vikings was also our first attempt at adding a bit of humor to a game. We wanted each Viking to have some charm, so we came up with funny animations and interesting dialogue to give each character his own unique personality. By the time Warcraft II came along, we had refined the concept a little more, but Blizzard's first attempts at humor began with The Lost Vikings." Would you like to get app, device and game reviews?

Friday, September 23, 2016

iRacing Showed Up Before Le Mans So You Can Drive It In Your Living Room

Nothing’s better than getting home, saying auf pantsdersehen to anything more substantial than a pair of gym shorts and enjoying some small-screen entertainment. If your screen is usually an iRacing display, you’re in for a treat: the lovable wonks showed up before Le Mans to scan the Circuit des 24 Heures.

There have been plenty of racing games and sims that have included the 24 Hours of Le Mans’ full street circuit over the years, including Project Cars and the last two releases in the Gran Turismo series, although none quite have the cult following that iRacing does.
Part of that cult following is from the series’ attention to detail, as you can see here. They don’t just grab the layout, but attempt to replicate the bumps and other key details to put you at Le Mans from the comfort of your own home.
This also made scanning Le Mans’ circuit a bit tougher for the iRacing team. It’s a track that doesn’t exist except for a short period of time during the year. So, they had to show up before the track was opened to competitors in order to scan it. 
iRacing claims that the 24 Hours of Le Mans circuit is their single most requested track to add. It’s Le Mans. It’s precious unobtainium for the masses. Few of us will ever get to drive it, and even those who do get precious little seat time there. As 2015 winner Jordan Taylor points out, there’s simply no opportunity to come and practice the track in the offseason. It simply doesn’t exist. 
Taylor speaks the truth about how significant it is to have Le Mans somewhere to study and drive, too. Seat time in anything—so long as it’s somewhat accurate—helps. As much as I suck at video games, even my fumble-throughs on friends’ racing sims have helped get me familiar with a track before I show up to drive it in real life. You show up more confident because you’ve already seen the track and have some idea of what to do. 
So, soon you can practice driving the full Circuit des 24 Heures from wherever, thanks to iRacing. Cool. Next step: saving up for a lilac GTE-Am Porsche, haha. 
No release date for iRacing’s version of Le Mans has been set, but the legwork has been done to get all the information they need.
Check out to get list of  new games coming out and upcoming video games

Monday, August 1, 2016

Divided Mankind Deus Ex: Game immersive extremely attractive

The difficulty of Deus Ex: Divided Mankind is enough to make gamers up dead chickens dead dim down.
Fair 2016 Comic Con in San Diego last, gamers attending if visiting the Square Enix booth will have the opportunity to try to play Deus Ex: Mankind Divided – one of its important games released in Japan in 2016. Especially with this period piece gameplay, players can enjoy the game in Hard mode, providing more challenging for the protagonist Adam Jensen.
It can be seen just as his predecessor, Deus Ex: Divided Mankind possesses a high level of challenge and not suitable for impatient players always want to “Rambo” anytime, anywhere. Gamers always need to observe their surroundings and use the special skills of Adam Jensen logically instead of elements dependent on sight. As players engage in game play gameplay clip above shows that he is a less experienced gamers and quickly must “pay the price” many times.
Deus Ex Mankind Divided: Game nhập vai không dành cho tay mơ
According to its disclosure, this development has yet to challenge the highest level of Deus Ex: Divided Mankind. Following Hard is “Give Me Deus Ex” and if that was not enough many defeats skills and your patience, level of “I Never Ask for This” will surely make you have a headache because of permanent death feature Far be added.
After a long delay time of up to 6 months, Deus Ex: Divided Mankind will premiere on 23/8 for the platform PS4, Xbox One and PC.

Friday, July 29, 2016

Pokémon GO: a beginners' guide (Part 2)

Pokéstops: item time

As you explore, you'll see little blue pylon markers dotted around, which spring to life as you approach. Tap on them, and you'll be greeted by a dial that you spin with a swipe to activate. These are the aforementioned Pokéstops, generated from areas of local interest around you, and they replenish your stocks of Pokéballs, health items such as potions and revives, and Razz Berries.
Pokéstops serve another purpose too though – they can attract Pokémon. Once you've tapped on one, there's a small white oval underneath their names. Items called Lures can be placed here if you have them in your inventory, which draw Pokémon in for 30 minutes at a time. You'll know if a Pokéstop has one attached beforehand, as it'll be swirling with petals on the map screen.

Pokémon Gyms

Bigger markers in the game are gyms, and when you hit level five, you can start challenging them. You'll have to choose one of three teams first – Team Instinct, Team Valor, or Team Mystic – but (sacrilegious as it is to say online) it doesn't really matter which you select.
Battles work differently in Pokémon GO to the conventional Pokémon games. You won't have the familiar four moves to choose from and take it in turns to attack. Here, the fights are in real time, and each Pokémon only has two moves. Rapidly tap the screen to use their first move, which fills a gauge for their second. This can be unleashed with a long press. You'll also need to dodge your opponent's moves, which is done by swiping left and right.
If you win a gym battle against a rival team, its reputation goes down. Get it down to zero, and you'll take over the gym for your team. You'll need to leave a Pokémon of your own behind to claim a gym, but it will be automatically returned to you once it's been defeated. Although they won't gain experience through gym battles, holding a gym allows you to claim Pokécoins – the game's premium currency, otherwise purchased for real money – once every 20 hours. You'll earn 10 coins for each Pokémon guarding a gym when you claim.

Powering up your Pokémon

Instead of levelling up your Pokémon through training and battles, in Pokémon GO you boost their stats with Stardust and Candies. Stardust is a shared 'currency', and you'll earn roughly 1000 for each Pokémon you catch. You then spend it, along with one or two pieces of candy, to increase a Pokémon's CP (Combat Points) and HP (Health Points). This fills an arc at the top of each individual Pokémon's info page, but costs more for each upgrade as you get closer to filling it.
Candy is unique to the lowest evolved form of each Pokémon, earned when catching, and used to power up all subsequent forms. For instance, Caterpie candy is found when you catch a Caterpie, Metapod, or Butterfree (though evolved forms are rarer to find) and can then be used to boost any of the three, but not Pokémon outside that chain.

Evolving your Pokémon

Candy can also be used to evolve Pokémon. Each Pokémon requires a certain amount of Candy to evolve to its next form, but no Stardust. Common Pokémon cost a lot less – only 12 to evolve Pidgey into Pidgeotto, and 50 to evolve onto Pidgeot. However, to evolve Oddish to Gloom takes 25, then 100 to achieve its final form of Vileplume. At the top end of the scale, useless Magikarp takes 400 candies to evolve into the fearsome Gyarados.
The economics of the system means that you'll need to catch a lot of 'junk' Pokémon to have enough Stardust to power up the more powerful Pokémon, while often struggling to find enough of the rarer creatures to have enough Candy to evolve them. It's a precarious balance that makes powerful Pokémon all the more exciting.

Levelling up

There is an experience points system in Pokémon GO, but it's for you. Your character gains a little bit of EXP for everything you do – activating a Pokéstop, catching a 'mon, winning a gym battle – and as you level up, you'll unlock more powerful items.
There's a trick to getting there faster though, and it involves lots of evolving and a special item called Lucky Eggs, which double the EXP you gain for 30 minutes. While you could run around activating Pokéstops like crazy, there's a better route. Catch as many Pidgey, Rattata, or other common Pokémon as you can, and save up their candies. When you have a ton, use the Lucky Egg and start evolving them. You normally get 500-1000 EXP for each Pokémon you evolve, so this technique can mean up to 2000 EXP a pop, and many levels gained in a short span.

Hatching eggs

Pokéstops will occasionally pop out eggs. You'll have one infinite use incubator, while extras can be bought for Pokécoins. Randomly supplied in 2km, 5km, or 10km versions, you'll need to walk that distance – with the app open, unfortunately – for the egg to hatch. While the 2km eggs rarely have anything interesting in them, the 5km and 10km eggs can provide some seriously rare Pokémon. Another egg annoyance is that there's currently no way to discard eggs you don't actually want to hatch, and you can only carry nine eggs at a time. Hopefully, this will be fixed in future updates.

Remember: every Pokémon is different

Finally, pay attention to the Pokémon you catch. Two of the same Pokémon may have completely different moves, which impacts gym battles. While a low CP can be corrected with enough Stardust, the moveset can be the real deciding factor, especially if you're lucky enough to find a Pokémon with a move different to its elemental type. This may mean catching multiples until you find the perfect partner, but the right mix of attacks and power can be the difference between victory and defeat!
Now go forth and catch them all!

Pokémon GO: a beginners' guide (Part 1)

For two decades, Pokémon players have dreamt of going on a real-life Pokémon journey, and now mobile sensation Pokémon GO finally gives them the chance to do so – or at least the closest possible alternative (read our somewhat mixed review).
With smartphone in hand, players can explore the world around them, collecting Pokémon and battling for control of Pokémon Trainer gyms – the game's augmented reality features even place the creatures in the world around you. The app's popularity is bringing players together to share the experience, which has, of course, led to some ridiculous and faintly hilarious headlines as overly enthusiastic players have been falling off cliffsgetting robbed, or even arrested. There's also been a terrifing spike in searches for Pokémon porn... But we digress.
The main problem with the game (other than the chronic server issues (though they'll hopefully be addressed soon) is that very little about it is explained. It's pretty much a case of meeting Professor Willow, your ostensible guide, being given some Pokéballs, and sent off on your way. What follows are all the handy pointers that Willow was too lazy to bother with.

Customising your character

Dress well. Unless developer Niantic changes this in a future update, you can't redesign your customised character once you've started your game. Make sure you're totally happy with your look before setting off, because you're stuck with it.

Choosing your starting Pokémon.

When you set out, Professor Willow prompts you to catch one of the three original starter Pokémon – Bulbasaur, Charmander, or Squirtle. However, there is a fourth option: the electric mouse itself, Pikachu. To get the series mascot to appear as a possible fourth Pokémon, walk away from the main trio four times. They'll respawn around you when they leave the map screen, eventually bringing Pikachu with them.
Keep in mind though, a starter Pokémon doesn't have the same gravitas that it does in the core games. They don't level up from battling, and you'll eventually be able to find them all to catch in the wild. Getting Pikachu first is purely for bragging rights.

Catching Pokémon: curveballs and colour rings

Catching Pokémon is different to the core games too. The creatures will spawn on the map as you wander; simply tap them to engage. This brings up a separate screen where you throw Pokéballs at your intended catch. There's no whittling down their health though – it's all down to skill and luck.
However, there are tricks to improving catch rate. Items called Razz Berries increase a Pokémon's friendliness and stop the more skittish ones from fleeing so easily – these can be randomly found at Pokéstops. When throwing a Pokéball, if you spin it with your finger on screen, this creates a curve ball, and increases the amount of experience you earn. Also, aim for the diminishing circle that appears when holding your finger on the ball – the smaller it is when you hit, the better your chances of catching. The colour of the ring indicates a Pokémon's rarity too: green for common, orange-yellow for uncommon, red for rare.

Pokéstops: item time

As you explore, you'll see little blue pylon markers dotted around, which spring to life as you approach. Tap on them, and you'll be greeted by a dial that you spin with a swipe to activate. These are the aforementioned Pokéstops, generated from areas of local interest around you, and they replenish your stocks of Pokéballs, health items such as potions and revives, and Razz Berries.
Pokéstops serve another purpose too though – they can attract Pokémon. Once you've tapped on one, there's a small white oval underneath their names. Items called Lures can be placed here if you have them in your inventory, which draw Pokémon in for 30 minutes at a time. You'll know if a Pokéstop has one attached beforehand, as it'll be swirling with petals on the map screen.
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