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Bulletstorm




Bulletstorm is a 2011 first-person shooter video game developed by People Can Fly and Epic Games,[1] and is published by Electronic Arts for the PlayStation 3, Xbox 360 and Microsoft Windows. The game was released on February 22, 2011 in North America and on February 25, 2011 in Europe.[3]
The game is distinguished by its sense of style and crass humor, rewarding players with points for performing increasingly ludicrous and creative kills. Bulletstorm does not have any competitive multiplayer modes, preferring instead to include cooperative online play as well as score attack modes

Plot

Bulletstorm takes place in the 26th century, where the universe is run by the Confederation of Planets. Star General Saranno sends his secret black ops team to do his dirty work, the Dead Echo team, led by Grayson Hunt (Steven Blum). Following Sarrano's orders and assassinating those whom they believe are criminals, Dead Echo kill a man known as Bryce Novak, but soon discover he was a civilian reporter, documenting civilian deaths caused by Dead Echo. Grayson and his team realize they have been duped by Sarrano and desert, becoming space pirates on the run from Sarrano's forces.
Ten years later, Grayson drunkenly attacks Sarrano's battlecruiser, the Ulysses, while near the planet of Stygia. Grayson rams the Ulysses, hoping to gain revenge on Sarrano. The ships collide, forcing both to crash land on the surface of Stygia. One of Grayson's men, Ishi Sato (Andrew Kishino), is critically wounded in the crash and Grayson is forced to find an energy cell to drive the ship's medical equipment. On the planet, a former popular tropical-like resort destination, the population has mutated into feral tribes and carnivorous plants. Grayson fights through to one of the Ulysses escape pods, and retrieves the escape pod's energy cell, as well as an "instinct leash." The leash, when worn, begins to provide him strange tactile information, such as points for each enemy he kills.
Grayson returns with the cell, and while Ishi is under operation, the mutants attack their ship, leaving Ishi a disfigured cyborg. Grayson and Ishi, the only survivors, decide to work together to get off the planet, despite Ishi's disapproval of Grayson's thirst for revenge. The instinct leash leads Grayson to another escape pod, where they find Trishka (Jennifer Hale), a Final Echo soldier who agrees to work with Grayson and Ishi, but only after they rescue Sarrano. As they battle through the ravaged city, Trishka explains that Stygia has been used by Final Echo as a sort of training grounds, with the instinct leashes the soldiers wear as a means of ranking those within the test; those that scored kills would be the only ones that could get ammunition and other supplies to survive. When Grayson learns that Trishka was Novak's daughter, he tells her that Sarrano was responsible for her father's death, but claims he does not know who actually killed him.
The three make their way to the top of a skyscraper where Sarrano's pod landed. Trishka accuses Sarrano of her father's death, but he simply pushes her off the side of the building. Sarrano then warns Grayson and Ishi that there is an armed "DNA bomb" on the Ulysses that will wipe out all life on the planet, and they must go and disarm it, as his rescue ship will not arrive in time. As they travel underground, Sarrano explains that prison convicts were used as the labor force to maintain the planet; they rebelled when toxic byproducts, created by the planet's solar radiation shields, were dumped in the underground prison. The convicts destroyed the shields, exposing the entire population to mutating radiation.
Aboard the Ulysses, Sarrano tricks Grayson and Ishi into arming what was actually an inert bomb, and leaves them to die. As fire breaks out aboard the fallen ship, the two are saved by Trishka, who survived the fall by catching a power line on her way down.
The three race to where Sarrano's rescue ship is landing and manage to get on board. They make their way through Sarrano's elite troops and eventually face Sarrano alone. Trishka demands to know who actually killed her father, and Sarrano reveals Grayson's squad carried out the order. As they talk, Sarrano hijacks Ishi's computer systems with his own leash, forcing Ishi to turn on his friends. Grayson manages to break Sarrano's control of Ishi, and Ishi sacrifices himself to save Grayson. Grayson then impales Sarrano on the wall of a ship, leaving him for dead, but Sarrano performs one final act: ejecting Grayson, Trishka and several of his men from the ship back onto the planet.
Grayson and Trishka race back to the Ulysses where one escape pod remains unlaunched; they are able to board it and escape into low orbit, propelled into space by the explosion of the DNA bomb. Grayson and Trishka have a short chat in the escape pod concerning Grayson's revenge, the loss of his team, and Sarrano's escape. The scene fades after Trishka asks Grayson what he is going to do about Sarrano escaping.
After the credits, it is revealed that Sarrano was revived, now a cyborg like Ishi, and Ishi has also been revived now under Sarrano's control.

Gameplay

As a first-person shooter, Bulletstorm focuses on combat, both with firearms and melee attacks. There are a variety of fictional firearms available, although the game also places heavy emphasis on kicking enemies and using the energy leash.
The weapons range from a pistol to a cannon that shoots a bolas weighted by grenades. The player can aim down the weapon's iron sights or optical sights for increased accuracy. Each weapon has an "alternate fire" mode which uses charges; for example, the assault rifle's alternate fire is a single blast of bullets that destroy almost everything in its path. Much of the story and gameplay revolves around the "energy leash", a rope of energy projected from a device on Grayson's left hand. The leash allows him to pull enemies towards him, activate certain devices and traps, and slam down a ball of energy that launches all nearby enemies into the air. The player can also kick enemies and run and slide into them. If an enemy is launched into the air from the whip or by being kicked, the enemy goes into slow motion to allow the player more opportunity to perform skillshots.
One of the game's unique features is the "skillshot" gameplay system, which rewards the player for killing opponents in the most creative and destructive ways possible, from killing an enemy in midair to pushing an enemy into a carnivorous plant to executing an enemy after shooting him in the testicles. The more complicated or unusual the skillshot, the more points players acquire. The points are used to purchase weapons and upgrades. The weapons are unlocked at set points throughout the game, and after a weapon has been "re-armed" by purchasing it, a "charge shot" for the gun is unlocked at another set point.
Points are used as currency at "dropkits" scattered across the planet, which the player can use to replenish munitions. The dropkits include a gun shop, a skillshot checklist, and gameplay statistics. The player cannot upgrade their weapons, but can equip different guns, purchase ammunition, upgrade the amount of ammunition they can carry, and even purchase special-ammunition "charges". The player can equip up to three weapons, the assault rifle being the default weapon; it is always equipped, and is considered the main prop weapon in cutscenes.
Bulletstorm uses a recharging health system, in which damage to the player is reflected by the screen turning red, and the player quickly returns to full health when not taking damage.

 


 

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Mass Effect 3



Mass Effect 3 is an action role-playing game developed by BioWare and published by Electronic Arts for Microsoft Windows, PlayStation 3 and Xbox 360.[9] Officially announced on December 11, 2010,[10][11] the game was released March 6, 2012[12] and marks the final chapter in the Mass Effect trilogy of video games, completing the story of Commander Shepard.[13][14]
Gameplay in Mass Effect 3 is influenced by decisions made in Mass Effect and Mass Effect 2, for players who have completed those games. Combat has been changed and refined; in particular, the cover system has been improved, there are more options for moving around the battlefield, instant melee kills and more conventional grenades are introduced as well as improved artificial intelligence. A four player multiplayer co-op mode is also available.

Gameplay

Players with saved files from Mass Effect and Mass Effect 2 are given the option of importing them into Mass Effect 3.[16] If a saved file is imported, over 1,000 variables are pulled that will help shape how the final chapter is experienced.[17] If there are no saved files available, there are no origin-story comics for new players to help them make quick decisions like there were in Mass Effect 2.[18] Imported characters' appearance and class are changeable, with more features and hair-styles included in the character creator than in Mass Effect 2.[5][19] Commander Shepard will always start the game with some powers.[20] Upon finishing the game, there is a New Game+ option that allows players to continue playing after the main story ends or start again with their finished Shepard and collect items they missed the first time around.[21] The game has 82 minutes of cut-scenes.[22]
Mass Effect 3 has three pre-set campaign modes: Action Mode, Story Mode, and RPG Mode.[23] In Action Mode, conversations will have automatic replies and a normal combat difficulty. In Story Mode, conversations will have manual replies and a minimal combat difficulty. In RPG Mode, conversations will have manual replies and a normal combat difficulty. This last mode is reflective of the typical Mass Effect series experience. Overall, the RPG elements in the game have been improved over those in Mass Effect 2, with a more detailed leveling up system and increased weapon customization.[24] To level up characters, players will have skills that start along a single path and then eventually splinter into two branches where they can select only one upgrade or the other along a sequence of possibilities.[25] Players will also be able to customize their weapons with different scopes, mods, barrels and ammo types.[26] There are 25 weapon mods total — five per weapon type — and each of them will have multiple power levels to collect.[27] To select dialog options, players can use Kinect to speak their choices instead of selecting them with a controller.[28]
As of August 23, 2011, BioWare has confirmed the return of previous characters Liara T'Soni, Kaidan Alenko or Ashley Williams, Miranda Lawson, the Illusive Man, Garrus Vakarian, Legion, Samara, Morinth, Tali'Zorah, Urdnot Wrex, Jack, Mordin Solus, David Anderson, Zaeed Massani, Kasumi Goto, Kelly Chambers, Thane Krios, Jacob Taylor and Ambassador Donnell Udina from Mass Effect and Mass Effect 2.[5][20][29] Some characters will not return if they were killed at any point during the previous games. The number of characters available as permanent squad mates are smaller than in Mass Effect 2 for the purposes of deeper relationships and more interesting interplay, including same-sex relationship options for both male and female Shepards.[30][31] If players achieved a love interest in both Mass Effect and Mass Effect 2, then both previous love interests vie for Shepard's attention in Mass Effect 3.[32] This "love triangle" is resolved by the end of the game. BioWare has also confirmed new characters names James Vega [33] (voiced by Freddy Prinze Jr.) and Diana Allers (voiced by Jessica Chobot, a staff writer from IGN).
The search and analysis mini-game has been changed from Mass Effect 2. Rather than scan individual planets, a setup described as tedious and boring[who?], the Normandy scans a region of space for salvage or War Assets. If these are detected on a planet, the scanner system is still used to locate, but planets are no longer scanned individually. If an area being scanned has been invaded by the Reapers, the Reapers will eventually detect the Normandy's scans and move to intercept it.
The ongoing war against the Reapers is controlled by War Assets and Military Readiness. War Assets are collected throughout the game or are provided from previous game accomplishments. Military Readiness is predominantly affected by the multiplayer aspects of the game. As the players Readiness increases, the War Assets become more valuable. The number of Assets and the players readiness determine the players success in the final war against the Reapers.

Combat

Combat in Mass Effect 3 has been changed and refined from Mass Effect 2, and further emphasis has been put on third-person perspective aspects to make the game more commercially viable.[34] In a preview for IGN, editor Arthur Gies went so far as to say the game "plays like a shooter" and that "combat-wise, Mass Effect 3 is in an entirely different space" from the first two games. In an article for bitgamer, Joe Martin gave a conflicting impression, noting that with regard to combat, "not a lot has changed".[35]
The series' cover system has been improved so players no longer need to slide into cover and then hop over objects. Players will have more options for moving around the battlefield, including a refined sprint capability, combat rolling, and the use of climbable ladders. Players can also blindfire their weapons from covered positions, and have opportunities to shoot selected armor pieces and limbs off enemies.[21] Verbal orders can be issued to move squad mates and use their powers with the use of Kinect.[28] Moving and shooting, a "suicidal maneuver" in Mass Effect 2, will be a viable option because of a revised melee system.[36] Players are able to execute formidable punches and attacks, and instant melee kills are introduced specific to each class; for example, by holding down the melee button, a soldier Shepard will deliver a killing blow with a tech-blade in his/her wrist armor. Actual, round, conventional grenades will also be available.
Mass Effect 3 plans to be the most difficult in the series, with increased artificial intelligence to challenge players and increase the sense of reward.[37] Enemies no longer act as individuals as they did in the previous games, instead fighting and supporting each other in units. Enemies include 15-foot (4.6 m) tall Cerberus mechs, assault troopers, and ninja-style shock troops, as well as Reaperized husks of all races and Reaper ships ranging from 500 to 2,000 metres (1,600 to 6,600 ft) long.[38][39] Some changes are made to already-existing class types; for example, Engineers are able to build turrets.

Multiplayer

Mass Effect 3 will offer a multiplayer co-op mode called "Galaxy at War".[40] In the mode, players are able to play alongside up to three other players in unique missions that can impact the outcome of the single player campaign.[41] Each mission was designed specifically for multiplayer, and will involve taking over enemy strongholds. By completing these missions, players will give themselves a better chance of attaining a perfect ending in the single player campaign; although, they are not necessary to do so. The mode has been compared to Gears of War's horde mode.[42]
No characters from the single player campaign are featured in the multiplayer mode. Players will create brand new characters for themselves and be able to play as members of non-human species, including asari, drell, krogans, salarians, and turians.[43] Every race will have unique powers – such as a "Krogan Charge" for krogans and different movement options out of cover between drell and humans.[44] All classes are playable.[42] The maximum level that created characters are able to reach is 20, and just like in the single player mode, leveling up will include skill branches.
The majority of missions are wave attacks in various locations against different enemy factions. The selections during configuring the game can affect experience gained and the overall difficulty of the mission. During the missions, random tasks will be assigned, allowing for the collection of credits to purchase equipment between missions. After a certain number of waves, the players retreat to an extraction point which they must hold until extracted.
Equipment and characters are acquired by the purchase of kits which contain random weapons, characters, and mods. The kits are purchased with multiplayer in-game credits or Microsoft Points.
Gameplay in the multiplayer mode will only allow for players to carry two guns at a time in their inventory, and there is no ring menu to change weapons; instead, weapons are changed by holding down a button.[44] Only three powers per class are also available as opposed to those available during the single player game.

Downloadable content

As with the previous games, downloadable content (DLC) allows players quests that may or may not be tied to the main story. The first DLC mission being called From Ashes, which was leaked onto Microsoft's Xbox Live Arcade. This gives players a Prothean squad mate, one weapon, an alternate costume for Shepard's squad, and lets them revisit a world from the original Mass Effect, Eden Prime. It is available as a free incentive to those that pre-order the N7 Collector's Edition. It was available the same day as the game.[45] The second DLC pack was called the Resurgence Pack, released on April 10, 2012, for free. It included 2 new multiplayer maps, new weapons and new character classes and races to be unlocked in multiplayer, including the Asari Justicar Adept, Krogan Battlemaster Vanguard, Batarian Soldier, Batarian Sentinel, Geth Engineer and Geth Infiltrator

Synopsis

Background

The Mass Effect series of videogames details the adventures of Systems Alliance Commander Shepard as he/she tries to defeat a race of machines called the Reapers. In the Mass Effect 2 DLC Arrival, Shepard is contacted by Admiral Steven Hackett, who requests Shepard go into batarian space to rescue a deep cover agent named Dr. Amanda Kenson. After rescuing Kenson, Shepard learns that the Reapers are close to returning and delays them by destroying a mass relay. Consequently, 300,000 batarian colonists are killed and Shepard is ordered to appear on Earth for a trial regarding his/her decision.

Setting

Locations in Mass Effect 3 will include the salarian homeworld Sur'Kesh, the asari homeworld Thessia, the turian homeworld Palaven, the quarian homeworld Rannoch, a human mining base in a Martian crater, and a giant city on Earth representing the combination of Vancouver and Seattle.[47] Players will also return to Tuchanka — the krogan homeworld — and the Citadel.[48]

Plot

Mass Effect 3 begins on Earth, with Commander Shepard relieved of duty for the consequences of his/her actions in the Mass Effect 2 DLC pack Arrival,[20] as the forces of Earth are overwhelmed by an oncoming Reaper onslaught. Admiral Anderson tasks Shepard with uniting the forces of the galaxy while he coordinates human resistance forces on Earth. Before leaving the system, Shepard stops at a research facility on Mars and saves former squadmate Liara T'Soni from Cerberus troopers. T'Soni has discovered blueprints in the Prothean ruins to a weapon that may have the power to destroy the Reapers. The blueprints are forwarded to Hackett, who dubs the weapon "The Crucible" and begins preparations for its construction.
The Citadel Council is reluctant to provide aid to Earth with Reapers attacking their own systems. To foster goodwill, Shepard is sent on various missions throughout the galaxy, gathering allies for the ongoing war and resources for the Crucible. In addition to opposition from the Reapers, Shepard must also fight the pro-human organization Cerberus, as the organization's leader, the Illusive Man, believes controlling the Reapers is better for humanity than destroying them.
Key missions include:
  • Delivering a cure to the krogan genophage, to unite krogan and turian forces. Shepard must decide whether or not to actually cure the krogans or trick them to gain support from the salarians, who first devised the genophage to stop krogan expansion.
  • Repelling a Cerberus attempt to take over the Citadel. If Shepard can't convince former squadmate Kaidan Alenko or Ashley Williams (one is guaranteed to have died during Mass Effect 1) that Councilor Udina organized the attack, Shepard must kill him/her. Udina dies in the process and Shepard encounters to Cerberus operative Kai Leng for the first time. Shepard may also be able to win salarian support by saving their Councilor from death at Leng's hands.
  • Dealing with the quarians' attempt to retake their homeworld Rannoch from the geth. Shepard can side with one group in annihilating the other, or unite them.
  • Defending the asari homeworld, Thessia, from the Reapers, whilst simultaneously attempting to gather information critical to the Crucible's construction. Shepard is directed to visit a specific asari temple, which contains a secret Prothean VI, Vendetta. Just as it is about to reveal information on the Catalyst, a crucial component of the Crucible, Kai Leng ambushes Shepard's team and steals it.
  • Attacking Cerberus headquarters, as the first step towards repulsing the Reapers. The Illusive Man escapes, though Shepard kills Kai Leng and recovers Vendetta. It reveals that the Citadel itself is the Catalyst. Because the Illusive Man has been indoctrinated, he has shared this information with the Reapers, who have moved the Citadel to a defensive posture in Earth's orbit; as such, the series' final battle takes place there.
Admiral Hackett assembles the galaxy's forces and delivers an attack on the Reapers designed to retake the Citadel and combine it with the now-completed Crucible. Shepard is part of the assault on London, identified as the focal connection point from Earth to the Citadel. Due to heavy opposition, Shepard and Admiral Anderson are the only ones able to actually make it aboard the Citadel. They meet an obviously indoctrinated Illusive Man and manage to stop him, but not before Anderson is mortally wounded. Shepard opens the Citadel and the Crucible docks with it.
Shepard is then transported to the pinnacle of the Citadel, where the Crucible is docked and an artificial intelligence (resembling a child Shepard saw die on Earth) appears, identifying itself as the Catalyst and the Reapers' creator. It reveals that the Reaper cycle is an attempt to prevent organic life from wiping itself out by creating synthetic life; creators, the Catalyst argues, are always doomed to be destroyed by the created. The Catalyst characterizes the harvest as an ascendance, wherein advanced organic races are preserved in Reaper form and space is left for more primitive species to rise, evolve, and advance.
Since no other cycle had ever assembled the Crucible, the Catalyst has lost faith in the Reaper Cycle's ability to achieve its goal. It gives Shepard two choices: destroy the Reapers and all synthetic life (including Shepard, who is partly synthetic), take control of the Reapers directly; depending on in-game choices, Shepard may also have the option to convert all galactic life into a new form that is a synthesis between organic and synthetic life. Regardless of Shepard's choice, all three endings result in Shepard's apparent death and the destruction of the entire mass relay network. London, and by extension the rest of Earth, can suffer varying degrees of additional damage, dependent on the number and strength of the allies Shepard gathered. The Normandy, fleeing Earth via a mass-relay jump, crashes and becomes stranded on an alien planet.
If the player's Effective Military Strength is high enough and the "destroy" ending is chosen, Shepard is briefly seen lying in ruins, potentially still alive. Finally, a post-credits sequence depicts an old man and a child on an alien planet. looking at the stars. The child asks the old man to tell him another story about "the Shepard", implying that Shepard's legacy lives on.

Development

Origins

From the start, BioWare envisioned the Mass Effect series as a trilogy, with the first two games being a preamble to the third.[50] For this reason, BioWare was able to begin production on Mass Effect 3 before Mass Effect 2 was even released.[51] The game was directed by Casey Hudson, who previously led the production of the first two Mass Effect games and Star Wars: Knights of the Old Republic. To design the game, BioWare made sure to use fan feedback, similar to what they did for Mass Effect 2.[52] In particular, the game's development team paid close attention to past mistakes in the series as well as the critical failings of other BioWare titles such as Dragon Age II.[53] The team was able to devote most of their time to gameplay and storytelling because, according to BioWare Edmonton General Manager Aaron Flynn, they didn't have to worry about technology as it was "pretty maxed out".[54] Initially, the game was predicted to be released at the end of 2011 or early 2012.[55]
The lead writer of Mass Effect 3 is Mac Walters, who previously wrote on other games in the Mass Effect series as well as Jade Empire.[56] One of the goals set by the writing staff at the beginning of production was to treat the game like a movie and make sure that players playing it for the first time would "just be able to jump in".[57] Emphasis was put on making the story user friendly for players inexperienced with the franchise because BioWare felt they "didn't do a really good job of new player orientation" in Mass Effect 2.[58] To begin the writing process, Hudson and Walters sat down and created a story document no longer than three or four pages that contained all the major plot points.[57] Once the document was complete, Walters took the document to the writing staff and began filling out minor details including minor plot points and missions. Once these details were complete and the "backbone of the story" was established, each writer was put in charge of specific levels and missions. Work done by each writer was reviewed in-depth by the rest of the writing staff and others.[59]

Reveal

On December 10, 2010, Electronic Arts posted the official synopsis for Mass Effect 3 on their website, although the listing was later removed pending an official announcement at the 2010 Spike Video Game Awards.[60][61] The following day, the game was confirmed for a "Holiday 2011" release and accompanied by a teaser trailer.[62] On March 21, 2011, Tricia Helfer announced via Twitter that she would reprise her role from Mass Effect 2 as EDI, and had already started voice-recording sessions.[63] Seth Green soon followed, announcing that he would reprise his role from Mass Effect 2 and the first Mass Effect as Joker.[64]
The first detailed information regarding development of Mass Effect 3 started being released in April 2011. On April 20, Belgian website 4gamers.be reported that BioWare were collaborating with Battlefield developer DICE in weapon development for the game.[65] The same day, Game Informer released the first-ever screenshots of Mass Effect 3 to help promote their May 10 cover story.[66] On May 3, 2011, IGN announced that Mass Effect 3 would be presented and demoed by Electronic Arts at the 2011 Electronic Entertainment Expo.[67] The next day, BioWare announced that the game's release date had been pushed back to early 2012,[68] in part so it could be tweaked to appeal to as wide a market as possible.[69] On June 1, EA Games' online store uploaded artwork by mistake which revealed the game will have Kinect support.[70] The artwork was later removed. At the 2011 E3 Convention, BioWare finally confirmed Kinect support in a gameplay video.[4] The game's collector's edition,[71] cover art, a new teaser trailer and official release date of March 6, 2012 were also revealed. For the first time, fans were shown actual gameplay videos, including a 15 minute demo supervised by Casey Hudson.[72] At Comic-Con 2011, fans were given an opportunity to play a demo version of the game.[73] Hudson and lead writer Mac Walters were both in attendance, with Hudson sitting on the Legendary Pictures panel to talk about the upcoming Mass Effect film and Walters sitting on the Dark Horse Comics panel. At Gamescon 2011, a new trailer was released demonstrating 50 seconds of combat gameplay.[74] The game was also demoed at PAX Prime 2011.[75]

Internal leaks and multiplayer

On October 3, a leaked South African advertisement hinted at multiplayer capabilities for Mass Effect 3.[76] On October 10, multiple BioWare employees took to Twitter to announce that the game would have a multiplayer component.[77] The announcement confirmed longstanding multiplayer rumors, stemming from a BioWare job listing in 2010 for someone to take Mass Effect's "existing single player user experiences and make them multiplayer safe".[78] On October 12, an official trailer for the multiplayer mode was released through BioWare Pulse.[43] Soon after, it was reported that a demo for both multiplayer and single player modes would be released in January 2012.[79]
On November 4, a private beta of Mass Effect 3 became available on Xbox Live.[80] The beta was only available to players who signed up to beta test a new version of the Xbox 360 Dashboard. In a response from Jesse Houston, it was revealed that the leak was the result of "human error" at Microsoft. Houston stressed that the leaked code was in a rough, unfinished state not intended for public release. Despite BioWare's quick response, some fan videos still made their way to YouTube. From the beta, some information was extracted from game files that represented rough notes from early story drafts.[81] In an interview conducted shortly after the leaked script was removed, BioWare co-founders Ray Muzyka and Greg Zeschuk revealed that feedback from fans who read it might be used to tweak the story before the game was released.[82]

Pre-release

On September 13, Casey Hudson posted to Twitter that Mass Effect 3 was seeing signs of its final stage of production.[83] A few days later, lead writer Mac Walters revealed that writing for the game was almost finished.[84] Music started going into the game around the same time.[85] On October 27, the development team transitioned into an "editing" stage where story elements were evaluated and key lines or scenes were re-written.[86] Character lighting was being polished as of November 7 and voice overs were completely recorded by December 7.[87][88] On December 10, the game was presented at the 2011 Spike Video Game Awards with a new teaser trailer.[89] On January 9, 2012, Sam Hulick turned in his last audio mixes for the game.[90] On February 22, 2012, SCEA offered bonuses to those that pre-order via the PlayStation Network. These incentives include A M55 Argus weapon and a Mass Effect 3 PS3 theme.[91] On March 2, the game became available for preload on Origin in the case of digital purchases.

Audio

Mass Effect 3's music is composed by Golden Globe-nominated composer Clint Mansell, together with Christopher Lennertz, Cris Velasco, BAFTA-nominated composer Sam Hulick and Sasha Dikicyan.[92] Mansell first stated he would be scoring the game during an interview with The Quietus on February 9, 2011.[93] Electronic Arts officially announced his involvement shortly thereafter with a Facebook post.[94] Mass Effect and Mass Effect 2 composer Jack Wall had no involvement with the production of Mass Effect 3 due to undetailed and "complicated" reasons.[95]
Commander Shepard is again voiced by Mark Meer (male) and Jennifer Hale (female).[96] Many other members of the cast return, including Yvonne Strahovski (Miranda), Tricia Helfer (EDI), Seth Green (Joker), Martin Sheen (The Illusive Man), and Keith David (Admiral David Anderson). New voice actors include Jessica Chobot (Diana Allers), Freddy Prinze Jr. (James Vega), and Buzz Aldrin (The Stargazer).[96][97]
Mass Effect 3's weapon audio is redesigned and refined. BioWare's audio team was in discussion with other EA studios, including DICE, to improve their combat soundscape.[98] The game has 40,000 lines of recorded dialog, twice as much as the first game and almost twice as much as the second game.[99] The game has 12,500 sound and music files.


 


 


 


 

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Total War - Shogun 2


Total War: Shogun 2 is a strategy video game developed by The Creative Assembly and published by Sega. It is the latest installment in the Total War series and returns to the 16th-century Japan setting of the first Total War game, Shogun: Total War, after a series of games set mainly in Europe. The game was released on 15 March 2011.
Shogun 2 received critical praise from reviewers. Facets praised include the simplification and refinement of the series by returning to its roots.

Setting

Shogun 2 is set in 16th-century feudal Japan, in the aftermath of the Ōnin War. The country is fractured into rival clans led by local warlords, each fighting for control. The player takes on the management of one of these clans, with the goal of dominating other factions and claiming his rule over Japan. The standard edition of the game features a total of eight factions (plus a ninth faction for the tutorial), each with a unique starting position and different political and military strengths. The limited edition includes an exclusive ninja clan, the Hattori, and a DLC unlocks a tenth clan, the Ikko-Ikki.[2][3]
The game moves away from the European setting of previous Total War games and returns to the first setting in the Total War series, but making significant changes to core gameplay elements of Shogun 2. For example, to reflect the characteristics of East Asian warfare, the game's AI is designed on the principles of Sun Tzu's The Art of War. Also, compared to Empire which spanned almost the entire globe, the new installment focuses only on the islands of Japan (excluding Hokkaido) and on a reduced number of unit types.

Gameplay

Shogun 2 has a combination of turn-based strategy and real-time tactics gameplay, a staple of the Total War series.[4] The player plays the role of both the clan leader and general, alternating between the campaign, where the player manages his land and armies turn by turn, and the battles, where the player takes control of the army on the battlefield in real-time.[5]
In the campaign, the player needs to oversee the development of settlements, military production, economic growth, and technological advancement. The armies and units are organized and moved around the stylised campaign map by the player to carry out battles with other factions. In addition to fighting, the player is able to engage in diplomacy, political maneuvering, and special agents to gain the upper hand. Ninja and geisha are also present in the game as assassins and spies.[5] While religion isn't as relevant as it was in Medieval II, it can't be neglected by the player. Greater interaction with the European foreigners (Nanban traders), for example, to enhance trade and acquire firearms, exposes the clan to Christianity, which will seriously increase religious unrest in the provinces. Religious agents, such as monks and priests can be used to convert the enemy population.
There are nine different clans that inhabit the provinces of Japan which the player chooses from[6] (plus one more included in the Limited Edition of the game, and one added through DLC).[7] All Clans have particular advantages in certain areas, in order to give a variety of play style with each.
  • The Chosokabe clan inhabit Tosa province and can recruit superior bow infantry and generate more income from farming.
  • The Date clan control Iwate and can recruit superior no-dachi samurai, all their units also gets a bonus when charging.
  • The Hojo clan are great builders and siege specialists who inhabit Izu and Sagami.
  • The Mori clan inhabit Aki and have a long history of naval mastery.
  • The Oda clan are efficient commanders of ashigaru and are settled in Owari.
  • The Shimazu clan inhabit Satsuma and can recruit superior katana-armed samurai, their generals are also more loyal to their clan.
  • The Takeda clan warlords preside over Kai and recruit superior cavalry.
  • The Tokugawa clan inhabit Mikawa province and rely on diplomatic relations and the recruitment of better warrior ninjas and metsuke.
  • The Uesugi clan control Echigo and specialise in Buddhism, allowing them to recruit better monks and warrior monks as well as generating more income from trading.
  • The Hattori are the leading family in Iga and recruit specialised ninjas and warrior ninjas with more expertise.
  • The Ikko-Ikki clan are a "family" of religious rebels that control Echizen and Kaga and recruit Ronin and superior warrior monks.

In total war Shogun 2, leaders and generals are given personality and depth in gameplay, with emphasis on role-playing. Generals and agents are portrayed as "larger-than-life" heroes with unique characteristics and powerful abilities. The player is able to improve and unlock traits and special abilities for the characters as they gain experience. However, the player may also be inclined to engage in family politics within the clan to keep its members loyal.[5]
The battles of Shogun 2 involve large-scale engagements between armies that meet on the campaign map and can take place on land or on water. The developers proclaim they are paying particular attention to re-designing the naval and siege battles appropriate to the new setting. In contrast to European castles and forts, the castles in feudal Japan had multiple tiers, and thus the siege battles in the game will put less focus on wall defences but more on courtyard brawls and tactical manoeuvring. Also, the players will fight naval battles with unique Japanese ships resembling "floating castles", and take into consideration melees on ships, arrow fire, coastal terrain, and other factors.[3] Like the recent installments, Empire and Napoleon, the weather and climatic conditions have effect on battles. For example, fog greatly reduces visibility, while heavy rain diminishes the effectiveness of missile troops, such as archers or gunners, thus requiring the players to adapt their strategies. Also, as in Napoleon Total War, armies standing on enemy provinces during winter season or fleets far from the coast suffer atrittion.
Shogun 2 features multiplayer battles with up to 8 players as well as multiplayer campaigns involving competitive or cooperative play with 2 players.[8] In a multiplayer campaign, players can be grouped into different clans, so that for each clan, one player assumes the role of clan leader and others take command of armies. The clan leader has the ability to direct other players and assign rewards based on loyalty and performance, introducing clan politics into multiplayer. As a player's army invades an enemy territory or is attacked by enemy armies, the online matchmaker finds a suitable opponent and initiates a multiplayer battle. When a player defeats enemy armies and conquers territories, the player will gain points and other bonuses for the clan. In addition, an achievement system is designed to provide adhering players with unique abilities and cosmetic upgrades


Release

Retail versions

Shogun 2 was released in four different editions. The "Standard Edition" contains just the game, while the "Limited Edition" additionally makes playable a unique faction with special talents (the Hattori Clan), an additional historical battle scenario 'Nagashino', a complete set of armour for the player's online avatar and a starting bank of experience points to spend on that online character. The "Collector's Edition" will include the Limited Edition content as well as a replica bamboo box containing a Shogun 2 art book and a detailed figurine of Takeda Shingen. The "Grand Master's edition" consists of the Collector's edition, as well as a bamboo Shogun 2 themed chess set, currently exclusive to select stores in the UK and Australia.[10][11]
  • Players who pre-ordered at GameStop (online or in-store) will unlock and take part in The Historic Battle of Kawagoe. Set in 1545, the Battle of Kawagoe saw the Hojo clan launch a successful night time counter-attack against the besieging Uesugi, eschewing heavy armour in favour of speed and stealth.[12]
  • Those who pre-ordered at Best Buy (online or in-store only) will unlock 1,000 Koku, the currency used in Total War: Shogun 2. Player’s campaigns will begin with 1,000 Koku, allowing them to purchase new buildings, train new units and upgrade their towns.[12]
  • As a special pre-order bonus, Steam announced the 'Shogun Pack' for Team Fortress 2. This was given to players who purchased Total War: Shogun 2 before its release date. The pack consists of eight feudal Japan-themed items, including a sashimono, katana, kunai, and gunbai. It should be noted that these items do not affect Shogun 2 in any way and can only be used in Team Fortress 2.[13]
There are 9 Clans[6] plus one more clan if one buys the Limited Edition Box.


 

 

 


 

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Anomaly - Warzone Earth

Anomaly: Warzone Earth is a real time strategy video game by 11 bit studios. The game was initially announced in late 2010, and released on April 8, 2011 for Windows and Mac OS X 

Plot

The game is set in the near future, where sections of an alien spacecraft have crash-landed in several major cities around the world including Baghdad and Tokyo.
The player assumes the role of the commander of an armor battalion (referred to as "14th Platoon" in the story) sent to investigate anomalies that have occurred in the vicinity of the wreckage and gather information on what is happening in the affected areas, as the anomalies are interfering with radar and satellite imagery - and to neutralize any threats that may exist within the anomalies' field of influence.

Gameplay

The style of the gameplay has been described as "reverse tower defense", "tower attack", and "tower offense". Players control a convoy of vehicles investigating anomalies around sections of a downed alien spacecraft, which are protected by various types of defensive towers that have to be destroyed. Players do not directly control the vehicles in the convoy, rather they set paths for the convoy to follow along city streets, while also dropping power-ups such as decoys or smoke-screens to aid the survival of the convoy. In addition, players can purchase and equip a number of different units with varying offensive and defensive attributes to make up the convoy.
In the Windows, Mac and XBLA versions, players directly control a soldier on foot (dubbed the Commander) whom they use to pick-up and drop the power-ups for the convoy. The iOS and Android versions omit the Commander in lieu of the player directly placing power using the touch-based interface. In addition, the iOS and Android versions do not feature the levels set in Tokyo.

Release

Anomaly: Warzone Earth was released on PC and Mac on April 8, 2011; and was released on iOS on August 11, 2011 as separate apps for iPhone and iPad. An Android version followed, initially as an exclusive release on the Amazon Appstore in December 2011, then as a general Android Market release on January 26, 2012. The game will be released on Xbox Live Arcade in 2012 

Critical reception

Anomaly: Warzone Earth received universal acclaim from critics. As of November 14, 2011, the iOS version is one of the highest rated iOS games of all time on Metacritic with a score of 95 
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Twisted Metal 4


Slam into vehicular combat action with TWISTED METAL 4 from Sony. In this souped-up addition to the TWISTED METAL series, destruction and madness have spread across the land like a disease. You are the quickest and meanest racer alive, and your ... Full Descriptiontask is to choose from varied, heavily armed, hi-tech street machines like police cars, taxicabs, motorcycles, and ice cream trucks to compete in contests of aggressive ROAD WARRIOR-style survival. Try to find the time to take in the awesome, highly interactive 3D scenery as you smash from building to building and road to road in an attempt to outrun your evil pursuers and emerge as the victor. In Single-Player mode or Head-to-Head PlayStation-networked battle, you'll fight through expansive levels, shooting and maneuvering against fearsome foes and weird criminals. Wade into combat with weapons like homing-missiles, machine guns, flamethrowers, and napalm as you slam to a hard-rocking soundtrack from Cypress Hill and Rob Zombie. In the psycho, winner-take-all world of TWISTED METAL 4, you'll need an iron will and super-human skills to survive the hellish demolition derby.

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Daikatana


It was gaming's big millennium flop. John Romero, respected around the industry for his pioneering work on Doom and Quake, promised the world that he'd make it his bitch. Huge advertising campaigns, giddy first-look previews and excitable chatter spread around magazines, websites and message boards. Just how good would this newly announced shooter from awesome upstart developer Ion Storm be? In the wake of the frenzy, there seemed to be only two options - it would either be earth shattering or merely amazing.
Ion Storm was co-founded by Romero in 1997, along with former id Software creative director Tom Hall. It consisted of two studios: as Romero's Dallas team knuckled down to work on the super-hyped Daikatana, a sister office in neighbouring Austin scurried away in the background on its own game - one with a somewhat lower profile.
Eyebrows soon rose, though, and before long Daikatana's initial hype turned into concern. The game was repeatedly delayed, and Romero's rockstar public image wasn't doing him any favours. In April 2000, the team finally unleashed its baby into the wild. The gaming press was unanimous in its verdict, and in posing the same big question: just what were Ion Storm Dallas thinking?
'Retrospective: Daikatana' Screenshot 1
The robo-mosquitoes are ludicrously annoying. Obviously, the game quickly insists on throwing hundreds of them at you.
A few months later, the Austin studio would release its own game, one that many would herald as the greatest PC game ever made. In the aftermath, it was understandably Deus Ex that received the magazine space, the features and awards and big-budget sequels. Its legacy grew and grew, while that of Daikatana fizzled out into nothing more than an industry-wide joke. 'Hey,' people would say, comforting themselves after dropping £35 on a sub-par computer game, 'At least it's not as bad as Daikatana.'
In reality, the legend of Daikatana paints it as a far more joyless game than it was. Released to middling rather than atrocious reviews, it fell victim to the hype machine more than anything else. It was a frequently miserable, turgid, over-long and frustrating shooter, but the gaming world has seen far worse, and its failures were often so surreal as to be brilliant.
Its biggest mistake, perhaps, was shooting for ambition in all the wrong places. When development began in 1997, Quake was the height of FPS gaming. Daikatana was to take its episodic structure and turn it into something epic: a globetrotting adventure of big bullets and whopping great robots, of time-travel and magical weaponry, in a universe that skipped between far-future Japan, ancient Greece, dark ages Norway, and a San Francisco of not far beyond the present day.
'Retrospective: Daikatana' Screenshot 2
Ancient Greece: sunny, colourful, made of Lego.
Add to that AI-controlled sidekicks with whom you had to co-operate in order to complete certain sections of the game and a dramatic story about an evil corporate overlord and a devastating global pandemic, and Ion Storm thought they were sitting on the recipe for success. There was just one problem: in the late '90s, the games industry moved fast.
After originally opting to use Quake's engine, Ion Storm ported the game to its sequel's tech - a partial cause of the delays. But it was still a short-sighted move. By the end of 1998, Half-Life had already bettered its graphical capabilities, and erased many of its technical limitations - not to mention revolutionizing how first-person shooters were designed. Two years later, Quake II and its engine were practically obsolete.
A return to the game now is ripe with opportunities for a laugh. Take the opening cut-scene as a prime example. Cameras swing and pan around huge mountaintops... constructed of about four polygons and plastered with low-definition textures. Majestic battles take place there... but the animations make it look like the characters are doing the robot rather than fighting for their lives.
Most absurdly, NPCs exchange lengthy, dramatic streams of dialogue, gesticulating wildly, their heads flailing to and fro while their lips, hilariously, remain zipped shut. Returning to Daikatana now unearths something quite ridiculous, but it was even something of a laughing stock back in 2000, by which time videogame animation had progressed a lot further.
'Retrospective: Daikatana' Screenshot 3
Warning! Incomprehensible warning signs.
Still, it's because of this ferocious, unintentional silliness that I continue to have a real soft spot for Daikatana. Even now - perhaps especially now - its flaws meld together into a bizarre B-movie of a game, one that flails wildly as it grasps at a hundred ideas that were always going to be beyond its reach. It's enormously frustrating, but still oddly playable, and it's fascinating to see Ion Storm's ambitions collapse under the strain of ageing technology and incomplete design. Somehow, for all its problems, Daikatana had something that so many shooters struggle to find: a personality.
The game begins in a Kyoto swamp. You can imagine how the design document might have called for a huge, vividly colourful expanse of soggy land and toxic waters. Of course, the engine couldn't handle that, so what's left is a medium-sized room with a skybox, and a level that quickly finds a way of dragging you into the city's sewers. Yes, Daikatana begins with a sewer section. It might as well have started you off in the middle of a giant crate.
It's also a game with hideous AI, whose only setting seems to be 'charge at player until someone is dead'. It gets around this by populating half of its world with enemies whose goal is to charge at you until someone is dead. In the swamp, this means robotic mosquitoes: perhaps the most beautifully irritating videogame enemy there has ever been.
I love the mosquitoes. They're awful. They swarm, target you, and start prodding you in the face as your character emits the most unlikely of agonised screams. At the start of the game they're bloody everywhere, and every single one seems to be trying to annoy you to death. But when I'm not dying, I'm laughing.
'Retrospective: Daikatana' Screenshot 4
This is Mikiko, one of your sidekicks. The other is called Superfly Johnson. Superfly Johnson!
Before too long, the game's found a way to introduce a pair of other characters, to whom you can issue light commands to help you in puzzles or in battle. A great idea in theory, and one that we've seen employed to great effect in the time since.
But in Daikatana, they're everything you'd hope they wouldn't be. Your partners ignore you. They get stuck in doorways. Sometimes, one of them will absolutely refuse to pick up a health pack, or stand directly in your line of fire, and die, which means game over. It's absolutely ridiculous. And also absolutely hilarious.
Then there's the huge canon of weaponry, which clearly strives so hard to avoid FPS convention but still manages to fall into the same traps as every rubbish videogame gun. Among your ever-changing arsenal are giant maces and venomous snakes, but almost everything is underpowered to the point where you might as well be wielding an inflatable hammer. One of Daikatana's most ingenious inventions is the first weapon you'll come across: a gun whose energy charge you can bounce off walls, but which in these closed-off environments usually does more damage to you than it does your enemies.
This is a rare breed of game: one that got so caught up in its own bigger picture, in its majestic sense of adventure and its individual design ideas, that it fluffed the basics quite spectacularly and failed to examine what other games were doing. Daikatana's biggest ideas simply didn't work, and those beneath them felt like an ode to first-person shooter cliché. It was both ahead of its time and stuck in the past.
'Retrospective: Daikatana' Screenshot 5
The story surrounds an evil overlord called Kage Mishima. Hereís one of his properties, looking suitably industrial and menacing.
It's not all bad, though. Beyond the atrocious opening chapter, the level design grows smarter and more involved, and the environments - while poorly rendered - become more evocative. The buddy systemoccasionally strays dangerously close to working, and some of those silly weapons are strangely satisfying to wield. Daikatana was never dreadful. It just made some pretty dreadful mistakes for a game that claimed it would make us all its bitch.
Crucially, some of those bizarre, bumbling missteps still raise a smile. The ridiculous enemies, with names like Thunderskeet and Robocroc. The absurd saving system that sees you fighting the same enemies again and again (you collect 'save gems', and on the hardest difficulty setting there's only one per huge level). The clumsiness of the AI, the hilarious voice acting, and the mountains of genre tropes that fill the gaps wherever a big idea couldn't be fulfilled.
No one could ever say that Daikatana was a good game. It was a cataclysmic failure for Ion Storm, years of development and marketing and celebrity poured into a sub-par experience that became a running joke. But I'm glad it exists. Had it been anything other than what it was, I don't think I'd look upon it so fondly.
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