Friday, 20 November 2015

Fallout 4 review

In the late 20th century, people hoped that the new millennium would usher in an age of promise: hoverboards, flying cars, personal robots, and the like. That future, the one that everyone predicted, never quite came to pass. Not in the way we thought it would, anyway.

Yes, living in 2015 has its perks. We can fit computers into our pockets, and we can communicate with people across the world with ease. But each real-world advancement brings with it a touch of disappointment. Futuristic tech was supposed to be our destiny and salvation. Instead, we got iPhones and Instagram. Is this all there is?

Fallout 4, one of the most hyped games of the year, was expected to help define the new generation of consoles. And yet,Fallout 4 often feels like a game many of us have already played. It is a behemoth of a digital creation, but the bones that give it shape seem suspiciously familiar. Antiquated, even.

All the same, I’ve spent the last week playing obsessively, as if in a trance. This wasn’t the future I was expecting, nor is it the magical, futuristic game I may have imagined when I first played Fallout 12 years ago. But for all the things aboutFallout 4 that disappoint me, there’s something undeniably captivating about it and the world it allows us to explore. I’ve already played 60 hours, and I will likely be fixated on Fallout 4 for hundreds of hours to come.

In 2007, Bethesda, the publisher/studio best known for creating the Elder Scrollsfantasy RPG series, bought the rights to theFallout franchise for $5.7 million. They then took the classic CRPG and modernized it, by which I mean they turned it into a first-person-shooter.

2008’s Fallout 3 was a huge transformation for the series, but despite the outward FPS appearance, many of the elements that defined Fallout were still present. LikeFallout games before it, Fallout 3 set players loose in a Mad Max type world full of mutated horrors created by the atomic fallout of a sudden world war. Like the original Fallout games, Fallout 3 presented a bracing blend of hard-boiled brutality and easygoing, arch humor. And like its predecessors, Fallout 3 gave players a huge amount of choice in how to approach the game. You could shoot or talk your way through Fallout 3, if you wanted.

The hook of Fallout’s alternate timeline is the fact that American culture never evolved past the chipper, distinctly conservative optimism of the Eisenhower era. While American culture may have stagnated, technology did not. In Fallout, cold fusion is real—and it powers everything from weaponry to cars. The cultural and technological aspects of this alternate timeline present a retrofuturistic world where the atomic family is the center of the universe, and the split atom is the center of all human progress.

Fallout 4 takes place 10 years after the events of Fallout 3. That’s not when it starts, however—in a neat twist, the game actually begins on the day the first bombs dropped on America. The player gets a brief chance to see first-hand what domestic American life was like before everything was destroyed, and that snapshot forms the lens through which your character views the events of the rest of the game.

Immediately after creating your character and meeting your family, you learn that the world is about to end. Thankfully—and, yes, conveniently—your family was just given a spot in a survival vault near your home in the Boston suburbs. You rush inside of the vault right as the mushroom clouds start to bloom. Once inside, your character realizes that he or she has been tricked. As it turns out, your particular Vault—Vault 111—is an experimental facility where they’re cryogenically freezing all residents. With no time to complain or process what is happening, your character is turned into an unconscious ice cube.

The game flash-forwards a century or two, at which point a dark turn of events leaves your spouse dead and your son missing. You are finally set free of your icy prison, 200 years after everything and everyone you know was wiped away. You have one goal: Find the people who killed your spouse and recover your kid.

Everything about the intro feels rushed, which is disheartening, considering how curious Fallout fans are about the era before the bombs dropped. It’s all just an excuse, of course, a reason to let you loose on a version of Boston that you do not fully recognize or know. And that is the heart ofFallout 4: exploration. Adventure. Seeing new places, meeting new people, and learning how the world is making do with what’s left.

Much of my time with this game has been spent pondering the secrets hidden just beyond the horizon. Wherever my gaze fell, I knew there was something new, waiting to be explored and conquered. Every landmark or ruin is an opportunity for discovery. It’s one of the most American aspects of an already very American series: Manifest destiny is alive and well in Fallout 4.

The first few hours of Fallout 4 are an often bracing learning experience. Most of the Boston wasteland—widely referred to simply as “The Commonwealth”—is hostile and harsh, and at first you’ll be short on the supplies and weapons you need to get by.

Fallout 4 is a much harder game than New Vegas and Fallout 3 before it. Some will find this frustrating, especially at the start of the game, though of course, one can always lower the difficulty. I find the constant struggle of Fallout 4 appropriate and enjoyable, because it makes survival more meaningful.

As you explore, you’ll constantly run into hostile enemies that you must kill or escape. How well you handle combat is at least partially dictated both by what you scrounge from the wasteland, as well as how you choose to specialize your character. Gone is the “skills” system from previous games, and in its stead stands a streamlined system with two major components: SPECIAL and Perks. SPECIAL stands for Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck, and dictates your character’s fundamental makeup. Each Special ability has ten possible points, along with ten corresponding Perks that can be unlocked. You get a set number of points you can put into your SPECIAL build, and the more you put into a category, the more abilities you unlock in its respective SPECIAL tree. This, in turn, affects what your character can do overall.

The more points you put into Charisma, for example, the more options you have to smooth-talk your way through Boston, be it through driving a better bargain while bartering or having the social acumen to command others to do exactly as you say. If a Charisma-focused character skimps out on Strength, that character won’t be able to use melee weapons very effectively, nor will they be able to carry much in their inventory.

At first, you’ll have to carefully pick what you want to focus on, and those decisions determine how you’ll interact with the world of Fallout 4. Maybe you roll a roguish character, who uses sneaking and lockpicking to rob the wasteland blind. Maybe your character is a genius who uses robotics and hacking. Maybe you’re a bruiser who takes down foes with a huge pneumatic fist. The choice is yours.

The system has been streamlined significantly from past games, which gave you numerical stats in a number of different areas as well as a huge number of perks for further customization. Initially, the streamlining felt front-loaded and restrictive to me, in that it asks players to figure out exactly what abilities they’ll have in the foreseeable future. The old system was more malleable, in that having your skills detached from your Perks meant that you could add points as you went along.

However, in time, the new system eventually feels less restrictive—after 60 hours of playtime, I don’t really miss the extra layer of depth. It helps that Fallout 4is generous with XP and there’s no level cap, meaning that whatever character you build can max out every single ability available to them. Provided you put in the time, of course.

Your SPECIAL stats might dictate the range of your combat acumen, but it’s still up to you to pull the trigger. Fallout 3’s signature VATS system makes a return in Fallout 4,with an added wrinkle. By pressing the VATS button, time slows down and a new interface opens up, where you can target specific body parts on an enemy of your choosing. From there, you can plan batches of discrete actions, depending on how many Action Points you have (a number which is determined based on your SPECIAL spread). It’s a curious mechanic that acts as a throwback to Fallout’s origins as a turn-based game. Unlike Fallout 3,however, time does not completely halt while you’re in VATS mode. It’s a tweak that changes the flow of a given encounter, and forces players to make decisions more quickly.

On the whole, Fallout 4’s combat is an improvement over Fallout 3. In Fallout 3,your real-time shooting seemed more directly affected by the stats you picked, with skills determining how likely it was that you’d hit something both inside and outside of VATS. In Fallout 4, when you aim at something and it’s in your crosshairs, the bullet will most likely travel exactly where you think it will. It’s a small tweak that streamlines yet another RPG aspect of the game, but it’s a welcome one.

In Fallout 3, I used VATS as a crutch to compensate for how tedious and unwieldy the real-time shooting could be. In Fallout 4, I spend less time in VATS and more time shooting free-form. VATS is a bonus, a skin-saver for tight spots. While playing, I have to constantly decide whether or not I want to use my action points, and in the middle of a firefight, that’s a juicy mini-consideration. Do I use VATS and leave my success up to the cold, hard numbers and probabilities? Or do I trust my aim, tried and true? It’s an interesting decision-making process, and keeps combat engaging throughout.

Another thing that helps keep Fallout 4’s combat interesting is the inclusion of legendary enemies. These fearsome foes, denoted by stars next to their names, are not only tougher than the normal fare, they can also mutate mid-battle and heal themselves completely. It’s a pretty annoying ability, to be honest, as dealing with these creatures often emptied me of my most precious ammo and healing reserves. Killing a legendary enemy rewards you with legendary gear, each of which gives you a unique ability. Right now, for example, I’m wearing two pieces of gear that slow down time when I hit 20% health. It’s awesome.

In general, the Fallout approach to gear has been retooled and overhauled to give the player more choice. Weapons and armor can be modified and tweaked to better suit individual playstyles, be they fashion-oriented or focused on raw power. It’s a robust customization system that allows players to modify every aspect of their gear, from the lining of a piece of armor to the stock of a gun. That probably sounds pretty straightforward, as far as customizations go, but that’s far from the case. It’s actually all kind of a pain to keep track of, as rewarding as it can be to perfectly customize your gear. There are unique modifications to keep track of, too. For example, I’ve jammed dozens of rusty nails on my legendary rolling pin, which also happens to get more powerful if I use it at night. (Yeah, this game can get pretty silly.)

The effect of the crafting system is most deeply felt with the return of Power Armor, the huge robotic exoskeletons that have become a symbol for Fallout as a whole. (To wit: Power Armor has been featured on the cover of every single main Fallout game to date.) In the past, Power Armor was aspirational, a thing you got near the end of the game, once you were strong enough. There was always a build-up to Power Armor. Fallout 4, on the other hand, gives you Power Armor right out of the gate. This might seem overindulgent, but Fallout 4’srelationship with Power Armor is different from past games. Not only can you customize every part of your Power Armor, it is now also fueled by a scarce energy source. As a result, your Power Armor feels like a vintage car. You only pull your Power Armor out on special occasions, when you need help on a particularly tough fight.

The entire Fallout 4 crafting system is powered by...junk. Yes, junk. Bethesda games have always been full of interactive objects that you can pick up and look at, most of which serve as window dressing for creating more believable worlds. In pastFallout games, rubbish served mainly as a reminder that this world really has gone to hell. Folding junk into the game so that it’s actually useful makes sense on paper: in a world like Fallout, everyone would need to McGuyver scraps together to survive another day. In practice, sorting through so much garbage and constantly managing my inventory to deal with weight proves cumbersome, and it takes away from time I could be using to explore more of whatFallout has to offer. (It’s not helped byFallout 4’s generally awful menus and user interface.) Junk management is one aspect of the game I wish Bethesda had spent more time trying to streamline.

Despite my dislike for the inventory and crafting situation in Fallout 4, it’s something I learned to tolerate because of how useful the results are. There’s a fine, simple pleasure in destroying an enemy and knowing you did it with a weapon you assembled almost from scratch.

Fallout’s mechanical underpinnings have been strengthened, but the changes I’ve described thus far feel less innovative and more iterative. Big picture: Fallout 4 looks and plays very similarly to Fallout 3, down to the identical lockpicking and hacking mini-games and the uncanny facial animations.

Fallout 3 was an excellent game, but it was released almost a decade ago. Every time I turn off Fallout 4, I’ll sit there thinking to myself: “Shouldn’t there be more to this, somehow?” Maybe I’m being greedy. Maybe I’ve been conditioned to think this way by years and years of revolutionary, groundbreaking video games, and by the games industry’s laser-focus on exciting new ideas and inventions. But in the wake of games like The Witcher 3, which is leaps and bounds ahead of its last-gen predecessor, it’s hard not to look at Fallout 4 with a touch of disappointment. This is it? Really?

All the same, Fallout 4 is very good at keeping me hooked. It accomplishes this by constantly dangling the carrot of better loot while giving players a map that is full to bursting with new things to discover.Fallout 4 has also adopted another one ofSkyrim’s defining features: the Radiant Quest system, which provides players with a never-ending—if eventually somewhat shallow—supply of randomly generated missions that can be repeated indefinitely.

Fallout did not become a classic by providing its players with an endless supply of randomly generated monsters to kill and stuff to collect. I like having that stuff as an option, but when I think Fallout, I think about the stories, the characters, and the world itself. I think about the many choices Fallout presents to you, no matter how absurd or game-breaking they might be. That writing and flexibility is what brought the first Fallout to life, and what motivated players to go exploring at all. It’s why Fallout 3 could get away with having such wonky combat in the first place. Lots of players didn’t care how that part of the game played, not really. It was a means to an end.

A good number of Fallout 3 memories still stick with me. I remember meeting Moira Brown, the happy-go-lucky saleswoman who was confident that writing a survival tips book could really make a difference in the world. I still remember discovering Megaton for the first time, and later, having the choice of whether or not I would blow it up. I still remember finding Oasis, and being awed that so much greenery could grow in the wasteland at all. I still remember deciding whether or not I would let Ghouls take over Tenpenny Tower.

Fallout 4 has so far had a tough time matching those sorts of moments. At least part of the blame for that rests at the feet of the new dialogue system. Instead of seeing what your character is going to say in full, Fallout 4 adopts a Mass Effect-like system. You get a maximum of four dialogue options, all denoted through a few on-screen words that do not always give you a good sense of what will be said next.Fans have provided mods to fix that issue, but even if Bethesda patched this feature in, it couldn’t fix the fact that on the whole, Fallout 4’s writing is thin. You never have particularly long or nuanced conversations with the other characters. I like to play a Charisma-focused character, and I was disappointed.

Fallout 4’s conversations often feel rushed, like your character is in a hurry to stop talking and go shoot some more stuff. The fact you can walk away from people in the middle of a conversation tells you everything you need to know about Fallout 4’s dialogue. And it certainly doesn’t help that so many of the choices given to the the player are false—whichever options I chose, I often found myself railroaded to the same short-term conclusion.

There are some upsides to the new dialogue system: Conversations can happen around you while you’re exploring a town or a settlement, regardless of whether or not you opt into them. You’re free to draw yourself closer to the NPCs and hear what they’re chatting about, or to ignore them and to be on your way. Often, if you’re willing to stop and listen, you can learn about a new location or gain a new quest. It’s an elegant way of disseminating information to the player, and in the right circumstances, can make towns feel more alive.

Plus, it’s not as if Fallout 4 is completelybereft of good writing:

Situations like that just feel more rare, now. It saddens me to say so, but more often than not, I’ve found myself mentally checking out of conversations in Fallout 4.

While Fallout 4’s “find your son” premise is kind of hokey, many of the main quest missions are quite good. Quests feel experimental, more frequently on par with standouts like Fallout 3’s Tranquility Lane. For example, there’s a quest in place called the Glowing Sea, and it takes you well off the main map into an hellscape that’s so irradiated, nobody dares tread there. Walking through the Glowing Sea in my Power Armor was something else. I loved feeling that desolation, I loved feeling the terror that came with discovering what horrendous monsters might live in a place like this. I’d love to tell you the specifics of other main quests, but I don’t want to spoil them for you. Let’s just say that Fallout 4goes to some pretty interesting places.

As you go along, you find out that one of the Boston commonwealth’s main conflicts surrounds “Synths,” human androids built by a mysterious entity known as The Institute. The Institute is the Commonwealth’s boogeyman, a scary collective that can be blamed for anything and everything that goes wrong. Fueling that paranoia is the fact that advanced synths are essentially indistinguishable from humans. If you’ve watched Battlestar Galactica or seen Blade Runner, then you already have a sense of where this is all going.

There’s paranoia. Philosophical explorations of what it means to be human. People who support androids, and others who are threatened by the existence of androids. Androids who are human enough to make you question your prejudices. It’s an interesting—if clichéd—premise that works well enough, but thanks to the stripped down dialogue system, I never felt particularly invested in any of the factions or alliances presented to me. While each of the groups vying for control over the Commonwealth are interesting in theory, in the game they often came across as ideological zealots who leave little room for nuance and complexity.

Fallout 4 truly shines in its sidequests, and happily, these quests are numerous and varied. By putting the larger narrative aside, the writers at Bethesda embrace the freedom to tell one-off stories that aren’t beholden to the larger politics of the Commonwealth. Boy, do I love Fallout 4’s sidequests. There’s the one where you go into an Irish Tavern in search of a robotic drinking buddy. Or the one where you turn into a comic book superhero, costume and all. There’s the one where you explore the art gallery of a psychotic serial killer. And there’s a horrific quest during which you explore the remains of the Salem Witchcraft museum. The list goes on and on; Fallout 4 has no shortage of hilarious and intriguing sidequests that, when taken together, tell me much more about this absurd world than the more focused main story could hope to.

Along the way, you’ll meet follower characters who can join you on your journey, each one with a distinct background and moral compass. These characters are all well written and fleshed out, sometimes to an amazing degree. One follower is an intrepid wasteland reporter, for example, and if you take her with you on your travels, she’ll stop people in the street and interview them. Another follower is actually a synth, and if you take him with you and spend too long standing around, he’ll take out a screwdriver and begin performing repairs on his own body.

For all the improvements to followers inFallout 4, the dialogue system still left my various relationships feeling ultimately shallow and unsatisfying. In a way, Fallout 4 feels less like it is about people, and more like it is about an actual place: Boston.

Diamond City, a large community built within the wreckage of Fenway Park, is beautiful and surprisingly functional for a video game town. It looks like an actual city, where people live and work. You can tell exactly where the town gets its water, its food supply. There’s a place where kids get an education. You know exactly where people go to unwind and have a good time. Shops and houses, though crammed together in a small space, make the most of what they can in a way that might be familiar to residents of New York or Japan.

It’s all helped along by some stellar art direction. Fallout 4 may not have the graphical fidelity of its contemporaries, and it can look rough—especially if you pay close attention to the finer details. Even so, some strong art direction (and a nice original score composed by Inon Zur) presents a world that is brimming with atmosphere. It is always a delight to walk through new areas and and take it all in, even if the residents of the Commonwealth can be a little grouchy. This is the east coast, though, so I guess a little grouchiness is to be expected.

I’ve written so many words about Fallout 4, but I have yet to touch on its most obvious addition: the new settlements system. In addition to customizing your weapons and armor, you can also customize and manage a network of settlements spread around the Commonwealth. You can build structures, craft defenses, recruit new settlers, grow crops, and generally go full Minecraft.

At first, the level of freedom you’re given is almost jarring: If you don’t like a wall, you can tear it down. If you think your settlement needs an armory, you can build it. If you want to have a palace full of teddy bears, you can make that happen. If you want to start your own store, you can totally do that. All provided, of course, that you have collected the right materials.

A little more than a week after the game came out, I’ve already seen people create all sorts of ridiculous and amazing things, including a Cat Cafe, a dance hall, and even a torture chamber. I have no doubt that players will go on to create even more wild things as time goes on. Unfortunately, the game barely explains how any of the settlement mechanics work, and the entire system is buried beneath a truly atrocious user interface. The settlement interface is so unwieldy and poorly explained that whatever neat contraptions fans have built have essentially been achieved in spite of it.

Personally, I just don’t really have the patience to deal with it all. I don’t want to fight the game in order to make something cool, especially not after I’ve played better-designed and more user-friendly recent games like Animal Crossing: Happy Home Designer and Mario Maker. I’m sure some industrious players will feel differently, but when it comes to making my own in-game stuff, I’m just not that interested in whatFallout 4 is selling.

And yet… and this may be a common theme with this game: I’ve gotten pretty sucked into managing some aspects of my settlements nonetheless. Your settlements are filled with people, and those people get more or less happy depending on how good a job you’re doing providing what they need. It feels a bit like playing The Sims, except with Fallout. Or perhaps it’s more appropriate to compare settlements toFallout Shelter, the mobile game released earlier this year where players could build and manage their own vaults.

Many of Fallout Shelter’s ideas return forFallout 4’s settlements, in particular the overall goal of managing your resources in order to keep your settlers fed, safe, and happy. The difference, of course, is that you now have more control. Where Fallout Shelter provided a somewhat static setting and focused entirely on your numbers,Fallout 4 settlements give you the freedom to build and tweak as much as you want, in the way that you want. I don’t feel the compulsion to keep settlement happiness at 100% in Fallout 4, as I did in Fallout Shelter. 70% feels good enough. I have more important things to worry about, like whether or not a Raider will be able to steal my docked Power Armor, or determining whether any of my settlers have been replaced by Synths. (Because holy shit, that can actually happen.)

Settlements can also be pretty damn useful. Not only do they provide a nice base of operations where you can keep all your junk and do all your crafting, you can also use them to grow many of your own crafting materials and even set up trading routes.

Part of me wishes Bethesda hadn’t put so much emphasis into settlements and crafting. As much fun as I’ve had with some of its various aspects, none of it is really why I play Fallout.

Then again, part of me senses that some more traditional aspects of the Falloutformula are starting to fray from overuse. I’ve played a lot of Fallout in the last 12 years. I’ve dealt with countless stories of Super Mutants, Ghouls, and human survivors, with all the twists and turns those stories could have. Perhaps, in order to combat the growing overfamiliarity withFallout, Bethesda has started giving us the tools to make our own Fallout, instead.

When I think about the predictions we often make about the future, I realize that they’re mostly concerned with technological innovation. The hoverboards, the jetpacks, and all the rest. The thinking being, “surely the world will be better with all that cool stuff, right?”

Perhaps it’s fitting that I’ve thought ofFallout 4 in these terms, too. I’ve bought into the new generation’s promises of a magical tech future, and came in to Fallout 4 with my own set of expectations based in part on other, more polished big-budget games. But Fallout’s appeal has always transcended that. The fact that so many people are willing to tolerate Bethesda’s so-called “jank,” that so many people love games like Fallout and Skyrim in spite of and even sometimes because of that jank, is a testament to these games’ deeper appeal.

The American dream is alive and well inFallout 4. In this game, you really can pull yourself up by your bootstraps and thrive. In this way, Fallout 4 continues Bethesda’s vision of an oddly hopeful post-apocalypse. Rebuilding is possible. First, we’ll purify the waters. Then, we’ll reconstruct the towns. Then, we’ll make a really cool rocket launcher.

This may not be the future we were promised—and some of us might get replaced by robots during this adventure—but we’ll still find a way to return America to its former glory. Just you wait and see.

Assassin's Creed : Syndicate review

‘Assassin’s Creed Syndicate’ Review: London Falling



Assassin’s Creed Syndicate is a game without purpose. It abandons the self-serious tone of previous titles, but in doing so also loses much of its intensity. Despite a few promising developments, this franchise continues to evoke a sense of emptiness and exhaustion.

Syndicate relates the tale of Jacob and Evie Frye, twin assassins raised by their assassin father, who abandon the orders of their assassin handler to go and do assassin things in London (did I mention this game features assassins?). Along the way, they are thwarted by all manner of hand-wringing villain caricatures, pulled straight from the days where people were tied to railroad tracks during sinister monologues. If my description of the setting seems trite, it is because the game itself portrays these situations as such.

All he’s missing is a Snidely Whiplash top hat.

Jacob and Evie are two sides of the same coin, two vessels presumably meant to tell a tale more expansive than one could alone. Unfortunately, the characters that you meet in the first moment of the story are virtually identical to those you guide through the end. You get smirks and quips from Jacob, quiet intensity from Evie, but neither is able to do much than serve up bland one-liners about their general disposition toward murdering thousands of people in the streets of London. It’s the ultimate storytelling sin; Jacob and Evie are unnecessary, and even the story seems intent on getting past them, rather than letting you care about them in any significant way. The writing varies between generic wit and hamfisted drama that simply isn’t earned.

Those streets are rendered beautifully, and it is the atmosphere of the city itself that elevates the game from the emptiness of its narrative. Historic landmarks are present and suitably grand, and let’s face it — you’re never going to get a legitimate excuse to scale Big Ben outside of a video game, so you can thank Syndicate for that opportunity. The day-night cycle makes a welcome return to the series, and the city manages to look just as beautiful under the sun as it looks threatening in the darkness. Unfortunately, this city is much less populated that Assassin’s Creed Unity’sParis. Horse-drawn cart traffic makes up for this somewhat, but the sense of a bustling industrial city is lost when there are more thugs on the corners than pedestrians on the sidewalks.

Navigating the city will come naturally to veterans of the franchise — nothing about the core free-running mechanics has changed, save for the continued presence ofUnity’s consistently unpredictable “up” and “down” button indications. Sometimes you’ll need to parkour “up” a fence to get over it, other times you’ll simply perch upon its edge unless you are parkouring “down”. There doesn’t seem to be any discernible basis for this inconsistency in the height or width of the object itself nor the surrounding terrain. It isn’t always a problem, but it’s enough of one to reliably break the flow of movement. This constant stop-go pacing makes you feel as if the assassins have inexplicably decided on iron footwear.

“I was just trying to sit down but apparently that translated to ‘jump out the window.'”

As you pursue your goals, Jacob and Evie will increase in level. Rather than being solely tied to the equipment they wear, skills and their upgrades are available through a separate interface. Completing activities in the city rewards you with skill points, and spending those skill points in turn raises your level. With a half-dozen exceptions, the skills of the sibling protagonists are identical. Those differences are, in practice, very minor.

Instead of offering intelligent difficulty,Syndicate bars your passage through its world with a smothering leveling system. At first glance, the system should allow you opportunities to grow and evolve. All too soon, however, you realize that all of the skills will be unlocked in the course of the game, and that your leveling is merely a progression of potency that is gated off. It succeeds at nothing more than artificially impeding gameplay and making you feel less like an elite assassin than any other game in the series. It’s a dramatic misstep, hemming you in if you ever take a wrong turn and narrowing your experience through most of the game. It turns a massive city into a series of artificial zones, and in doing so robs you of the open urban atmosphere that has so characterized the franchise thus far.

Enemies, like you, are leveled. Don’t bother trying to take on anyone of significant level higher than your own. Never mind that you’re a lifelong trained assassin — even a drunk on the corner can turn you into a smear across the cobblestone if you haven’t done enough grinding for experience and cash. Progression is stingier than any game in the series so far, strongly “encouraging” you to participate in the various activities around the gameworld. This would be forgivable if the activities themselves were not intensely repetitive; hijacking a coach or freeing orphans happens by exactly the same process in settings that are very nearly identical, from the first to the last.

“Greetings, train! I hope that you’re much softer than you look from up here…”

You can always skip the grind, but you’ll need to keep your wallet handy. Assassin’s Creed goes in hard on microtransactions, offering you a way around the sluggish progression if you’re willing to pay for the privilege. Once your characters reach their maximum potential, they finally catch up to where every other assassin in the franchise began. I can’t help but think that the game would have been much more fun if — like earlier games in the series — difficulty had been dependent on scenario and level design rather than level grinding. What saddens me is that the game oozes potential, and the available environments practically beg to be used more creatively than they are.

Combat animations are quicker but no more responsive. It still feels as if you’re instructing your character to do something, then waiting — sometimes several seconds — before it happens. The finishing moves are needlessly elaborate and just long enough that their repetition becomes grating. If you weren’t slowly chipping away at enemy health bars, this might have been more tolerable. As it stands, you’ll begin to actively avoid combat. Not because you are a stealthy assassin, but because getting locked into those encounters is mind-numbingly dull.

The Rooks, your band of personal lackeys, are a faceless mass. Gang upgrades are superfluous, and in no way affect tactics. Your “choices” are once again simply a linear path of increasing strength. Once again, your only choice is the order, to some extent, in which you acquire the various upgrades to their functionality. Nothing about them is customizable, and — most unforgivably — they all share the SAME DAMN FACES. So do the enemies, for that matter. In fact, whether the gang members are friends or foes, you’re going to get some awfully familiar looks. And when the gangs inevitably clash? It looks like a herd of clones in different colored shirts bumping into one another, until a “boss” with the same face as half the participants of the brawl shows up in slightly fancier garb.

“After I’m done kicking your ass, I’m going to go beat your twin back there to a pulp.”

Multiplayer isn’t much to talk about, mostly because it isn’t there. It was the only aspect of Assassin’s Creed Unity that was consistently enjoyable, and its absence fromSyndicate is conspicuous. If the rest of the game had benefitted from the time not spent on multiplayer, it would be excusable. As it stands, the potential for massive group gang wars is simply squandered.

What puzzles me most is that the majority of the flaws in Assassin’s Creed Syndicate had already been addressed in previous games. This doesn’t feel like a rehash so much as a conscious regression. There is fun to be had, but it is muted by an increasingly soulless depiction of an amazing time in history.

Something is wrong in the house that Altair built, and no piece of Eden will correct it. It’s time to exit the Animus for a little while, before a franchise that made history becomes doomed to repeat it.

Thursday, 5 November 2015

One Plus X vs One Plus Two

Rumors that Chinese manufacturer OnePlus expands its handset portfolio with an additional model were true, as the OnePlus X is now official.

With the official unveiling of the OnePlus X, OnePlus now introduces a smartphone that packs a good array of specs and a decent price of $249, give or take.

The OnePlus One launched as a "flagship killer," as did its OnePlus 2 successor, but the OnePlus X is a midrange offering. 

To help you choose the suitable affordable smartphone, whether you aim for the midrange or high-end, here is an extended comparison of the three devices: OnePlus One, OnePlus 2 and OnePlus X.

Size, Weight and Finishing: 

The latest OnePlus phone is the thinnest and tiniest of the line, with 5.51 x 2.72 x 0.27in. Measurements of the other two models read 6.02 x 2.99 x 0.35in for the OnePlus One and 5.98 x 2.95 x 0.39in mm for the flagship OnePlus 2.

While OnePlus 2 came in Sandstone Black only, two color options were available for OnePlus One: Sandstone Black and Silk White. The latest model,OnePlus X, brings a more stylish approach, with Ceramic and Onyx colored cases. Buyers who choose the Onyx variant will get a rounded metal bezel and black glass for extra elegance. The Ceramic model has beveled edges and is a limited edition smartphone, with only 10,000 models produced.

In terms of weight, OnePlus 2 is the bulkiest of the family at 0.38 pounds. The 2014 OnePlus One follows with 0.35 pounds, while the OnePlus X Ceramic is lighter than the older models at 0.34 lbs, but slightly heavier than the Onyx variant. OnePlus X Onyx is the lightest of them all, pulling only 0.30 pounds.

Display

Comparing the three devices, The OnePlus X scores the highest resolution, 441ppi. Its 5-inch Full HD display is the smallest of the bunch, explaining why the pixel density is higher. The screens on OnePlus One and OnePlus 2 are of 5.5-inch, 1920 x 1080p. It must be noted that the dimension of the screens makes the difference of 40ppi unnoticeable to the naked eye.

Camera quality

The rear camera on the OnePlus X is a 13-megapixel sensor with an f/2.2 aperture and 0.2-second autofocus (AF). Notable capacities such as HDR and Clear Image are present as well, and you will also be able to take Internet-worthy selfies thanks to the Beauty Mode embedded in the 8-megapixel front camera.

OnePlus X and OnePlus 2 are comparable in terms of photographic capabilities, as the OnePlus 2 also sports a 13-MP rear camera and a 0.2-second AF. The slightly larger f/2.0 aperture on the OnePlus 2 might make a small difference. The OnePlus One also came with a 13-megapixel Sony Exmor IMX214 rear sensor with f/2.0 aperture.

When looking at the selfie camera, OnePlus X leads the platoon with an extra 3 MP on its front-facing snapper, as it both the OnePlus One and the OnePlus 2 have 5-megapixel front cameras.

Hardware specs

The OnePlus 2 clearly has the best equipment under its hood, which is no great surprise considering that it's the company's flagship. Its specs show a Qualcomm Snapdragon 810 processor, an Adreno 430 GPU and 3 GB/4 GB of RAM.

The other two models both pack a Qualcomm Snapdragon 801 processor with Adreno 330 GPU and are limited at 3 GB of RAM.

The latest release from the Chinese device maker has the smallest power source of its family, a 2,525 mAh battery unit. It is likely that due to the smaller screen, the battery life will be comparable with that of OnePlus One or OnePlus 2, which sport a 3,100 mAh and a 3,300 mAh, respectively.

Standard storage space on OnePlus X is 16 GB, but it's expandable up to an extra 128 GB via microSD. The OnePlus 2 has two configurations with either 32 GB or 64 GB of built-in storage, nonexpandable. OnePlus One also has two options, 16 GB and a 64 GB, but the smaller one is out of stock.

Of the three, only the OnePlus X accepts microSD memory cards. On the other hand, only OnePlus 2 provides the user with a fingerprint scanner and USB Type-C.

Software

OnePlus X operates under the proprietary OxygenOS 2, an operation system built on Android 5.1.1. Users who own an OnePlus 2 will be familiar with the OS, as the user experience is identical. For the OnePlus One, the default OS is CyanogenMod, another operating system that has Android at its core. If you see fit, you have the option to install Oxygen on it.

Price

The OnePlus X manages to be both the most affordable and one of the most costly of the three smartphones. It all depends on the color scheme you choose. The OnePlus X Oynx will set you back $250, whereas the Ceramic version will leave your bank account $370 lighter.

Keep in mind that you need an invite for ordering a OnePlus X, at least for the first month it's on the market.

The price tag for the 64 GB OnePlus 2 is $389, while the older OnePlus One costs $299 for the 64 GB variant. The lower-capacity versions of the OnePlus One and OnePlus 2 are no longer in stock.

Verdict: OnePlus X vs OnePlus One vs OnePlus 2

Overall, the OnePlus 2 is better fitted with top-notch specs, sporting the quickest processor and largest battery capacity of the line. However, for some customers the expandable storage of the OnePlus X will be decisive, as microSD support has been a hotly requested feature among OnePlus fans.

Overall, the OnePlus X strikes a good balance between hardware, software and pricing, and some may prefer a smaller device because it's easier to handle.

One Plus X full specifications

OnePlus X

SPECIFICATIONS

88%POPULARITY150FAVORITES

OnePlus X hands-on: First lookRead opinionsPicturesRelated phonesManual

NETWORKTechnologyGSM / HSPA / LTELAUNCHAnnounced2015, OctoberStatusComing soon. Exp. release 2015, November 5BODYDimensions140 x 69 x 6.9 mm (5.51 x 2.72 x 0.27 in)Weight138 g / 160 g (4.87 oz)SIMDual SIM (Nano-SIM, dual stand-by)DISPLAYTypeAMOLED capacitive touchscreen, 16M colorsSize5.0 inches (~71.3% screen-to-body ratio)Resolution1080 x 1920 pixels (~441 ppi pixel density)MultitouchYesProtectionCorning Gorilla Glass 3 - OxygenOS UIPLATFORMOSAndroid OS, v5.1.1 (Lollipop)ChipsetQualcomm Snapdragon 801CPUQuad-core 2.3 GHzGPUAdreno 330MEMORYCard slotmicroSD, up to 128 GB (uses SIM 2 slot)Internal16 GB, 3 GB RAMCAMERAPrimary13 MP, 4128 x 3096 pixels, phase detection autofocus, LED flashFeaturesGeo-tagging, touch focus, face detection, panorama, HDRVideo1080p@30fps, 720p@120fpsSecondary8 MPSOUNDAlert typesVibration; MP3, WAV ringtonesLoudspeakerYes3.5mm jackYesCOMMSWLANWi-Fi 802.11 b/g/n, hotspotBluetoothv4.0, A2DPGPSYes, with A-GPS, GLONASS, BeidouRadioFM radioUSBmicroUSB v2.0FEATURESSensorsAccelerometer, gyro, proximityMessagingSMS (threaded view), MMS, Email, IM, Push EmailBrowserHTML5JavaNo - Active noise cancellation with dedicated mic
- DivX/Xvid/MP4/H.265 player
- MP3/eAAC+/WMA/WAV/FLAC player
- Document viewer
- Photo/video editor
- Notification profiles hardware switchBATTERY Non-removable Li-Po 2525 mAh batteryStand-byTalk timeMISCColorsOnyx, CeramicSAR US1.11 W/kg (head)     1.11 W/kg (body)    SAR EU0.32 W/kg (head)     0.42 W/kg (body)    Price group6/10

Wednesday, 14 October 2015

nexus 5x and nexus 6p launched in India!

LG’s Nexus 5X and Huawei’s Nexus 6P: Here is everything you need to know about the new Google phones

Google Nexus 5X and Nexus 6P to go on sale starting October 21

Nexus 6P, Nexus 5X, Huawei Nexus 6P, LG Nexus 5X Amazon India, Nexus price India,Nexus 5X India price, Nexus 6p price in india, Google Nexus, Google Nexus smartphones, Nexus India launch, Nexus 5X pricing, Nexus 5X specs, Nexus 5X features, Google Nexus, Android, Nexus 6p specs, technology, technology news Google Nexus 5X is a spiritual successor to 2013 Nexus 5. Its made by LG again and comes with updated processor and displayGoogle has officially launched the Nexus 5X and Nexus 6P in India. The LG-made Nexus 5X is priced at Rs 31,900 for the 16GB version while the 32GB model will be available at Rs 35,900. The flagship Nexus 6P made by Huawei will be available at Rs 39,999 for 32GB and Rs 42,999 for the 64GB version.
The Google Nexus 5X and Nexus 6P will be available both online and offline. The Nexus 5X will be exclusive to Amazon, while Nexus 6P is a Flipkart exclusive. The device are available for pre-order starting today. The Nexus 5X is listed on Amazon India and preorder for the device starts at 2PM. Both the devices will be available for sale online on October 21 and offline later in the month.
Watch Video: First Look of Google Nexus 5X, 6P
The Nexus 5X has a 5.2 inch LCD screen with FHD (1920×1080) resolution with Corning Gorilla Glass 3. It has fingerprint and smudge-resistant oleophobic coating. The dimensions of the Nexus 5X are 147.0 x 72.6 x 7.9 mm and it weighs 136 g.
LG has announced that it will free Bluetooth headset worth Rs 2,500, free screen replacement due to accidental damage and cashback of Rs 3,500 for HDFC Bank Credit Card users.
Nexus 6P comes with a bigger screen at 5.7 inches with WQHD (2560 x 1440) AMOLED display at 518 ppi with Corning Gorilla Glass 4 as well as the fingerprint and smudge-resistant oleophobic coating. The dimensions are 159.3 X 77.8 X 7.3 mm and it weighs 178 g.
Nexus 6P is an all-metal smartphone which Google says is made from “aeronautical-grade aluminum,” while the Nexus 5X has a ‘molded polycarbonate’ body.
Google, Google Nexus, Nexus 5X, Nexus 6P, Huawei Nexus 6P, LG Nexus 5X Amazon India, Nexus price India,Nexus 5X India price, Nexus 6p price in india, Google Nexus, Google Nexus smartphones, Nexus India launch, Nexus 5X pricing, Nexus 5X specs, Nexus 5X features, Google Nexus, Android, Nexus 6p specs, technology, technology news Nexus 6P is the flagship smartphone made by Huawei. The smartphone features metal unibody design and rear fingerprint sensor
Nexus 6P runs Qualcomm Snapdragon 810 Octa-core 64

Saturday, 10 October 2015

Pes 16 vs fifa 16

This post will help u decide between the two ultra fierce rivals this year
oth EA Sports and Konami has confirmed next edition of their football games FIFA 16 and PES 2016 respectively. The release dates for both games also been confirmed with Konami’s PES 2016 releasing on 15th September 2015 in North America and couple of days later in Europe and worldwide while EA Sports FIFA 16 is set to release a week later on 22 September in North America and 25th september worldwide.

So fans of both franchise will get their games right about at the same time in september 2015. News from both camps is out officially and they have started the market campaigns already. We take a look at both games with the initial new feature news is out and see if PES 2016 has what it takes to get the better of highly popular EA Sports FIFA 16.

FIFA 16 – PES 2016:

Here are the teaser trailers and gameplay videos released so far by both camps. FIFA will announce complete unveil on 15th June while PES has already revealed major new features.

Konami will be celebrating 20th anniversary of “Pro Evolution Soccer” and they have marked their PES 2016 campaign with the tagline “Love The Past, Play The Future”. While EA Sports has introduced a wilde card feature of Women Football in the game in a bid to unlock new audience for the Franchise.

If we compare the recent history of both franchises, FIFA has definate edge over PES in almost every scale since 2009. PES kind of failed to take their game to next level from PS2 to PS3 & Xbox360. While FIFA exploited the next gen almost perfectly and went from strength to strength. FIFA has been highest selling game in recent years while PES failed to come close to FIFA in terms of marking, appeal to casual football fans and specially lack behind inovation. But PES 2015 was a step in right direction and franchise moved back to its root, focusing on unique gameplay but still they have to come up with something special to compete with FIFA. Here are the some of the new features announced by PES 2016.

PES 2016 New Features:


On 12 June 2015 Konami fully revealed the game with a 3 minute official trailer which included insights into new features and what the fans can expect in next installment.

Enhanced Collision System has been introduced in PES 2016 where the situation has a major impact how the outcome of a certain players collision pans out.PES 2016 will also have improved Aerial duals where players can have more control over how the go for a header in 50/50 situations.PEs 2016 will have wide range of “1v1 Control” movements which will depend on the skills of the player. The best feature is the fact that the response time has been improved which means players can pull off feint moves and loads of other skill moves with better control.Other usual upgrades in features like Artificial Intelligence, defending has been upgraded. While new IDs has been included for the goalkeepers where different goalkeepers will react differently in same situations.Just like in FIFA, PES has including control over players goal celebrations, hense comes Totti taking a selfi with Iphone and some other top notch celebrations.Dynamic Weather has been included finally in the game and there is a great screen released by PES which shows how the pitch will differ before and after the rain.New ball physics has been introduce just like in last couple of installments. PES 2016 will have better ball physics and some unpredictable stuff where FIFA lacks.PS4 and PS3 users can now easily import large database edited by major PES communities, which means PS4 and PS3 can download free stuff and make all teams have official kits.

First PES 2016 gameplay video:
Here is the official gameplay video which was revealed by IGN Spain. its just a 1 minute video but shows major improvements in the gameplay.

FIFA 2016 New Features:


EA Sports has announced the new features in FIFA 16 and most of them are focused on game-play improvements but nothing too dramatic change. A few animation added in defending and attacking. below is the full list of new features.


FIFA revealed the full set of new features and improvements today 16th june and below are some of the new features and details which were highlighted in the official unveil of FIFA 16 gameplay features.

FIFA 16 will have the “women football” for the first time any video game history. 12 licenced international women teams will be included which can be used to play matches in quick match and custom tournaments. EA has confirmed that players won’t be able to pick men’s team vs women teams.25 feature changes has been made in the defensive mechanics of the game, sliding taclkes has been improved with length of the tackle can be controled by the player and ability to stop table midway, get up and keep up with the defender.Most of the new features are in terms of gameplay and the best one is ability to dribble with separating the ball from the player “no touch dribbling” lure defender in and explode pass him at a right opportunity.few new finishing moves and animation has been added where players will have control over multiple kind of shots to pick in same scenarios. Players can use use the outside of boot or side footed or full blooded strikes will be at players disposal.

Initial Verdict: Both camps has announced full new features details and from the looks of things PES 2016 is coming with more variety of changes both in gameplay and graphic wise while FIFA 16 is more focused on gameplay improvements. I have just seen fist gameplay footage of PES 2016 and it looks like a real deal this time around with better more fluid gameplay compared to PES 2015 and more unique playing styles compared to FIFA. So the first round, before both the games are released, goes to PES 2016.

I would love to know your take on the first set of announcements and trailers, which game is coming with loaded new features and which is the one with lame promises again ? use the comments below to express your opinion.

Friday, 9 October 2015

Pes16 complete details

ro Evolution Soccer 2016 (abbreviated to PES 2016and known as Winning Eleven 2016 in Japan) is a footballsimulation game developed by PES Productions and published byKonami for Microsoft WindowsPlayStation 3PlayStation 4Xbox 360, and Xbox One. It is the fifteenth edition of the Pro Evolution Soccer series. The cover of the game featuresNeymar Jr. of Barcelona (seen wearing his Brazil national team kit).[1]PES 2016 is also PES productions' 20th anniversary in making football games. The name of the game has been renamed from "World Soccer: Winning Eleven" to "Pro Evolution Soccer" in Asia (except Japan) and "Winning Eleven" in Japan and respectively.[2][3]

Do you want to try some new features? By joining the beta, you will get access to experimental features, at the risk of encountering bugs and issues.

Okay No thanks

Leagues and cupsEdit

At E3 2015, it was announced that Konami had extended their license for the UEFA Champions League, the UEFA Europa League and the UEFA Super Cup until 2018.[4] At Gamescom 2015, it was announced that Konami has acquired the exclusive license for the upcoming UEFA Euro 2016; though, it's not going to be a part of the game at least from the beginning.[5] Pro Evolution Soccer 2016 will include Ligue 1La Liga, an unlicensed Serie A with 19 licensed teams, an unlicensedPremier League, with only Manchester United licensed, 3 teams fromBundesliga (Bayern MunichWolfsburg and Borussia Mönchengladbach) but still not a stand-in for the league,[6] an unlicensed Football League Championship, an unlicenced Serie B, an unlicensed Primeira LigaLigue 2Segunda División, an unlicensedCampeonato Brasileiro Série A, an unlicensed Chilean Primera División (with only the teams competing in this year's Copa Sudamericana and Copa Libertadores licensed), Eredivisie and 4 teams from Campeonato Brasileiro Série B (VitóriaBahiaBotafogoand Criciúma).[7]

StadiumsEdit

So far there are 11 confirmed stadiums in the game. They are Allianz ArenaArena CorinthiansBeira-RioJuventus StadiumMaracanã,MineirãoMorumbiOld TraffordSan SiroVila BelmiroSt. Jakob-Parkand some generic stadiums.

ReceptionEdit

ReceptionAggregate scoresAggregatorScoreGameRankings(PS4) 92%[8]
(XONE) 83%[9]Metacritic(PS4) 88/100[10]
(XONE) 85/100[11]
(PC) 82/100[12]Review scoresPublicationScoreEurogamer9/10[13]Game Informer9/10[14]GameSpot9/10[16]GamesRadar[15]IGN9.5/10[17]OXM (UK)[18]Metro9/10[19]

Pro Evolution Soccer 2016 received critical acclaim. IGNscored it 9.5 out of 10, stating that "PES 2016 might well be the best football game ever made", with the reviewer going on to say "I can’t remember ever being so consistently thrilled, surprised and delighted by a football game before." They praised the physicality, and the responsive, dynamic gameplay, but criticized the uneven, repetitive commentary.[17] GameSpot scored it 9 out of 10, referring to it as a "Return of the king". They said "almost everything in PES 2016feels fantastic," and praised "how it wonderfully converges" the physics and AI, introducing a new dynamic physics engine with a new collision system and improved AI which includes dozens of smart individual decisions and where "players work together as a unit." They also praised the "outstanding" animations and the enhanced fluidity and control, but criticized the UI, character models, and referee lenience to some fouls. They concluded that it "represents the best game in the series since the PlayStation 2 era."[16]

Metro scored it 9 out of 10, stating that "Pro Evolution Soccer is finally back to its best, in what is undoubtedly one of the greatestsports games of all-time."[19] Game Informer gave the latest iteration 9 out of 10, saying that "PES 2016 represents the sport in beautiful fashion." They stated, "The off-the-ball movement to create give-and-gos are generated naturally, players find good spaces in the box and go for runs, and defenders jostle dribblers and cut out passes", adding that it's "also a much more physical game, with opposing players nipping at your feet, barging you off the ball, and getting stuck in". They concluded, "It ushers in a new era for the franchise that needs to be experienced."[14]