Wednesday, December 18, 2013

Ps4 Review

BETTER, FASTER, STRONGER.

Video game consoles have always struggled to keep up with rapid pace of innovation set forth by PCs, and more recently, mobile devices. In the last generation, the PlayStation 3 in particular was bound by proprietary processing technology and a rigid operating system that made software and new features arduous and costly to produce.
The PlayStation 4 is the antithesis of the PS3. With powerful yet familiar processing architecture, a more open approach to software, and an impressive set of day-one features, the PS4 not only brings the PlayStation platform into a more modern era, but establishes a strong foundation for long-term evolution.
THE CONSOLE
Jet black with sharp, angular edges and a blend of matte and high-gloss plastic, the PS4 distances itself from the curved lines found language found on PS3, and instead follows Sony’s broader range of smartphones, tablets, and home entertainment products. The result is a distinctly more mature, high-end look and feel. The thin LED illuminated strip that pierces through the topmost panel offers a burst of color and light, but also serves a practical purpose by indicating the various states of the system’s operation — orange while on standby, pulsing blue when powering up or shutting down, and a steady white while in use. On the front, two thin, semi-metallic capacitive buttons align with the light strip — one for toggling the system power, the other for ejecting discs from the slot-loading drive.
A cutaway wraps around the front and sides of the system, which breaks up the top and bottom panels and prevents the design from taking on too much of a nondescript brick-like trapezoid appearance. The gap houses the front-facing USB ports and slot-loading disc drive, with air intakes on the sides, which draws cool air through the system. Though a clever way to mask the ports and vents, the gap can create issues with certain types of USB storage. While average-sized USB cables or thin thumbdrives fit the slots, thicker devices may not work without an extension cable. What’s more, the thin touch-enabled buttons on the front are extremely narrow and tough to identify, and the choice to put the sole thermal exhaust at the back of the system will centralize heat where ventilation will be most limited in entertainment centers.
Ultimately, each decision is in service of the PS4’s unbelievably compact form factor. Measuring at roughly 2” thick, 10.8” wide, and 12” deep, the PS4 is 35% thinner and takes up considerably less surface area than the Xbox One. It’s even slightly thinner than the PS3 Super Slim. In other words, the PS4 is entering the new generation with a form factor smaller than what had previously taken six years to reach with the PS3.
Even more impressive is how quiet and relatively cool the PS4 remains throughout hours of use. Although by no means silent, the PS4’s noise profile never seems to exceed a gentle hum, even when running the most GPU-taxing titles. When placed on the entertainment center eight feet from my couch, it was hard to even notice.
Under the hood, there’s the much touted AMD-based APU and 8GBs of GDDR5 memory, which is evidenced by the fast, fluid performance of the OS and various apps, and of course, the substantial leap in graphics. Sony has severed all ties with non-digital I/O, offering only HDMI video/audio output, optical digital for surround sound audio, a ethernet port, and an AUX jack for the new PlayStation Camera. There are also two USB 3.0 ports on the front, though as of launch, the PS4 lacks support for external storage devices that would take advantage of the increased data transfer speeds. However, each system ships with 500GBs of storage that’s upgradable using off-the-shelf parts — a notable edge over the Xbox One.
In face of the PS4’s other performance-focused features, it’s unusual that Sony has outfitted the PS4 with a 802.11a/b/g/n Wi-Fi chip instead of the latest standard, 802.11ac, which offers significant gains in range and signal strength. It would have added to the cost of the system and market penetration for 802.11ac products is still burgeoning, but Sony’s aspirations for Gaikai cloud streaming and remote play would have reaped the benefits in the long-term.
Still, the PS4 remains an achievement in console design.
The DualShock 4
The DualShock 4 resolves just about every common criticism of the DualShock 3, and in my view, ranks alongside the exceptional Xbox 360 gamepad. It’s bigger, more ergonomic, and at long last, has concave thumbsticks and triggers. Whereas the DualShock 3’s handles were small and its convex triggers were counterintuitive, the DualShock 4 feels substantial and conforms to your hands with ridged indented thumbsticks and flat triggers that wrap around the pads of your fingers.
The handles are approximately half an inch longer and have a wider, more rounded shape that rests comfortably in your palms. The thumbsticks are shorter with more resistance, creating a better sense of precision and responsiveness. The buttons of the D-pad are slightly larger and pivot inward for better tactile differentiation, while the X, square, triangle, and circle buttons are largely the same.
What’s most striking about the DualShock 4 is how everything from the D-pad to the action buttons — and even the center trackpad — are within effortless reach. I’ve never had to arch my thumbs or index fingers to reach the shoulders or home button, which now falls between the two analog sticks. Simply put, the DualShock 4 feels fantastic.
In addition to the significant ergonomic leap, the DualShock 4 also adds new functionality, most notably wireless game audio. Using the standard headphone jack built into the base of the controller, you can plug in any standard headset or earbuds and access in-game audio, as well as chat. While it lacks the surround-sound processing found on the mixamps of third-party gaming headsets, the audio quality is surprisingly good (even if the included single-earbud set is not). I’ve noticed odd feedback issues with certain headsets, like Apple’s earpods, while most work just fine. It’s by no means a replacement for high-end Astros or Turtle Beach headphones, but it’s more than sufficient for general use and cuts down on wire clutter considerably.
There’s also the new integrated speaker, but usage at launch is sparse. Of the games that do take advantage, very few make a compelling case for its inclusion. The controller speaker will most often just mimic an in-game effect, but in a diminished, tinny tone.
Support for the built-in trackpad is even rarer, and most of the time it’s simply used as just a large button to replace the Select button or, in the case of Killzone: Shadow Fall, as an additional D-pad. What’s worse, it’s not even used in applications where it would make the most sense, like the web browser. Instead of using the trackpad to control the cursor, the function is mapped to the left thumbstick.
But no feature is more underutilized and seemingly superfluous than the lightbar. The next-generation manifestation of the PS3’s PS Move controllers, the lightbar was clearly designed to work alongside the PlayStation Camera and help identify players for motion-based games. But with plans to bundle the sensor in with every system scrapped prior to launch, its utility is now largely aesthetic unless you buy the add-on. While the lightbar can be used to assign players to specific controllers or react to the beat in Sound Shapes, it’s good for little more than novelty. After all, it’s hard to notice small glowing effects when your focus is largely on your TV, let alone a light that’s not even facing you.
We’re likely to see greater adoption and subsequently more alluring uses for the DualShock 4’s unique features as the platform ages, but for now, there’s not much use for them.
In terms of battery life, the DualShock 4 can run for anywhere from eight to nine hours on a single charge, which is considerably less than the DualShock 3’s advertised 30-hour lifespan. Still, it’s more than ample charge time for even the most enthusiastic players, and now that the PS4 can recharge controllers while in standby mode, it’s fairly easy to keep your DualShock 4 juiced up.
The PlayStation Camera
Like the DualShock 4’s lightbar, the PlayStation Camera is clearly part of a long-term vision not yet fully realized. The optional $59.99 add-on can be used to log in to the system using visual recognition, issue voice commands, motion detection for select games, and video broadcasting, but at launch, software support and the effectiveness of each function is so limited that it’s hard to recommend the purchase.
Users can calibrate the camera to recognize them once the system boots up, but rather than just recognizing a player and logging in, the PS4 requires you to raise a DualShock 4 into view as an added authentication step. Although reasonably precise and responsive, the process is less intuitive and effective than just using the gamepad to begin with.
The camera also listens for certain voice commands, which can be used to launch a game or app, power down the system, take screenshots, or swap users. For the most part, the system detects vocal cues rapidly and accurately, but environments with louder ambient noise can throw it off. What’s worse, the camera can take commands from anyone within range of its microphones, making it easy for unscrupulous housemates to disrupt the experience. The camera is inherently useful for motion-based games like Just Dance 2014, and in that use case it performs well, but the number of games that make use of or require it is still a small fraction of those available.
The camera’s lone killer app, however, is providing a picture-in-picture video feed while streaming gameplay to Twitch TV or Ustream. With the camera connected, you can add a personal spin to your livestream by offering a windowed view of yourself as you play. That alone may not be enough to warrant the $60 price of admission, though.
The PlayStation Camera could become a larger part of the software ecosystem and PS4 experience, but at the moment, a Kinect killer it is not.
The OS: XMB Reborn
The PS4’s operating system is gorgeous, straightforward, and fast, improving and expanding upon the PS3’s XMB interface with a greater focus on social interaction and content. All of the core functions, such as the PSN Store, your profile, and Trophies, are all presented in a linear horizontal row using much of the same iconography found on the PS3 and PS Vita. Rather than burying content under categories, Sony has crafted a new subsection of shortcuts to all of your installed apps and games, organized by most recently launched. Although far more visually appealing with its high-resolution thumbnails, the view can become unwieldy as your collection grows. At launch, there’s no way to group or pin your favorite content, which seems like an odd, obvious oversight.
The opportunity to interact with PSN friends permeates every corner of the OS, which stands in stark contrast to the sterile, isolated social experience of the PS3. There’s a new consolidated activity feed called What’s New, which lists out all of your friends’ recent activity, ranging from what games they’re playing to Trophies they’ve earned, friends they’ve added, screenshots they’ve posted, or videos they’ve captured. In concept, it’s a great method for getting a comprehensive look at what’s happening within your network, but finding new shared content or learning what new games your friends are playing can often be buried amidst the minutiae of recently added friends or new Trophies. For a more targeted view, you can hover over a game and see all activity pertaining to that particular title.
The widespread surfacing of trophies, as well as new Trophy rarity metric, not only gives the system more value, but encourages greater competition amongst your friends. In addition to the bronze, silver, gold, and platinum valuations, each Trophy earned is assigned a rarity value based on what percentage of the community has earned it. It may seem like a small feature addition, but it inspired me to care and value the Trophies I’ve earned, and to seek out some of the more prestigious ones I’ve yet to obtain.
While PSN still won’t allow us to change our usernames, you can now choose to make your real name visible to certain friends via a separate authorization request. If approved, both players will be presented to each other by their real name, and if the system is synced with Facebook, can use their default photo as their avatar.
It’s small additions like these that make the PS4 feel far more like a living, breathing community.
The PS4 also heralds the arrival of long-absent features like cross-game party chat and unified, multi-user messaging. Parties offer the ability to have voice and text communication with up to seven other players. Within the party interface, you can choose to boost chat audio over in-game audio or even swap between talking to your party or chatting with your in-game team on the fly. Oddly, however, neither group is muted regardless of which you choose, which depending on how you look at it, can be an annoyance or a useful tool. On the one hand, it’s helpful for preserving awareness of strategic information provided by your in-game team, but on the other, it can conflict with your party members.
The messages function supports persistent peer-to-peer or multi-user communication across PS4, PS Vita, and mobile, and includes text, image, and 15-second voice messages. What the PS4 severely lacks at launch, however, is any form of video conferencing or messaging.
Although player communication leaves some things to be desired, sharing gameplay experiences both inside PSN and with third-party services like Twitter or Facebook is seamless. At any point during a game, you can tap the share button on the DualShock 4 to save a screenshot or video clip, or broadcast live over Twitch or Ustream.
With the previous generation of hardware, streaming gameplay requires additional hardware and software, but now you can get up and running within seconds. The ability to see comments on-screen in real time makes interaction with viewers simple and fun, and the aforementioned picture-in-picture view offered by the add-on camera brings a personal touch. There are a few disappointing limitations currently, however. For one, the software lacks the ability to dictate compression levels and resolutions outside of generic presets like “good,” “great,” and “best.” There’s also no ability to archive broadcasts, which eliminates replay value for anyone who missed the initial stream. What’s worse, stored video clips or broadcasts can’t be exported to external media at present.
Most important of all, the PS4’s social and game-sharing tools are accessible at any time thanks to multitasking. Jumping in and out of games to view a message or check the status of a PSN download is almost instantaneous. The only time I’ve experienced any slowdown at all is when my connection quality dropped or I was disconnected entirely, at which point the OS struggles to retrieve social data.
Remote Play
On the PS3, Remote Play turned out to be an empty promise, but on the PS4, it could be a system seller. With a Wi-Fi connection, you can access your PS4 and play games remotely from your PS Vita. After a one-time pairing, your PS Vita can wake your PS4 from standby mode anywhere in your house. Though the Vita lacks the triggers and thumbstick buttons of the DualShock 4, most games will map those functions to sections of the rear touchpad. In cases like Assassin’s Creed 4: Black Flag, you can even navigate the in-game map using the touchscreen.
Remote Play performance will hinge entirely upon your wireless network. In my home, I was able to get stable performance across multiple rooms and up to 40 feet from my base station, though due to the makeup of my building, dead zones are common – you may experience greater or shorter range. Regardless of whether a connection is dropped or you activate Remote Play mid-session, you never have to restart a game or your system.
Remote Play is also accessible outside of a local Wi-Fi connection, though at present, I’ve yet to make a successful pairing.


Like any launch console, the PS4 isn’t perfect. The software is lacking some key functionality, the DualShock 4’s more distinctive features are underutilized, and remote play is still rough around the edges. But in spite of these issues, the PS4 is an exceptionally well-crafted console. It's impressively small and attractive design sets a new bar for the industry, and its powerful hardware offers not only stunning visuals, but higher player counts, constantly connected experiences, and larger, more detailed worlds.
And did I mention how great the DualShock 4 is? It’s pretty amazing.

Wednesday, September 18, 2013

THE NEW GAMING BEAST  PS4 IS ABOUT TO RELEASE.
PlayStation 4 logo and wordmark.svg



Developer
Sony Computer Entertainment
Product family
Type
Release date
·         NA November 15, 2013
·         EU November 29, 2013
·         SA November 29, 2013
·         KR|HK|TW December, 2013
·         SG|MY|SEA December, 2013
·         JP February 22, 2014
Introductory price
US$399/€399/£349/¥38,980
Media
Semi-custom 8-core AMD x86-64CPU (integrated into APU)
Storage capacity
Hard drive, 500GB (user upgradeable to Hard drive soild slate)
Memory
10 GB GDDR5 (unified)
Display
Video output formats[show]
Graphics
Semi-custom AMD Radeon GPU(integrated into APU)
Sound
DTS HD MA Dolby True HD
Controller input
Camera
Connectivity
802.11 b/g/n Wireless, Bluetooth 2.1, USB 3.0, Ethernet 10/100/1000
Online services
No native support
Cloud support planned
Predecessor






Brace Yourselves. The ultimate game GTA V is released.

Grand Theft Auto V is an action-adventure video game played from a third-person perspective in an open world environment. The player uses melee attacks, fireams, weapons and explosives to fight enemies, and can run, jump, swim, or use vehicles to navigate the game's world. In combat, auto aim and a cover system can be used as assistance against enemies.A perpetual objective for the player is to complete missions to progress through the story, but much like other open world games, these missions can be completed at the player's leisure. If the player commits illegal acts while playing, the game's law enforcement agencies may respond, which is represented by a "Wanted" meter in the head-up display (HUD). Should the player continue to commit crimes, the meter accumulates stars and the efforts by law enforcement to incapacitate the player become more aggressive. The meter recedes should the player escape the search area in which they are wanted, which is displayed on the mini-map.
The single-player mode of Grand Theft Auto V is played through three player-controlled protagonists—Michael, Trevor and Franklin—criminals whose stories interconnect as they complete missions. While interacting with the game world, the player may switch between them at will, by means of a directional compass on the HUD; Franklin corresponds to the north point, Michael to the west, Trevor to the east and the player's multiplayer avatar to the south. During missions, the game may switch the player's character automatically as necessary in order to complete certain objectives. A character's avatar will flash red if they are in danger and need assistance either manually or through covering fire from another, and flash white if that character has a strategical advantage or position which may aid the player's success in the mission.Though the player can complete missions as any of the three protagonists, some of the game's more difficult missions may require aid from AI-controlled accomplices who have unique skill sets such as computer hacking or driving, and they will take a cut from the mission's cash reward upon completion. If an accomplice survives a successful mission, they may be re-used in later missions albeit with improvements to their unique skills. Employing different strategies toward the completion of a mission is also encouraged by the game; for example, in a holdup mission the player may subdue civilians with an agent if stealth is favoured, or storm the venue with guns drawn.
Each character has a set of eight skills, which are numerical representations of their ability in certain areas, such as shooting and driving. While the player improves the skills of each character as they play, there is a skill assigned to each character that they have expertise in by default, such as Trevor's skill as a pilot. In addition, the eighth "special" skill determines the effectiveness in performing an ability that is unique to each respective character. Michael will enter bullet time in combat, Franklin will slow down time while driving, and Trevor will deal twice as much damage to enemies while taking half as much in combat.There is a meter on each character's HUD which depletes when an ability is being used and gradually regenerates over time when the ability is not being used.

In Grand Theft Auto V, the player may take cover behind objects in firefights to avoid taking damage from enemies.
The game is presented as an open world; it is a large, open map which can be freely roamed when the player is not partaking in missions. Composed of an open countryside area and the fictional city of Los Santos, the world is considerably larger than earlier entries in the series.The player can utilise a variety of vehicles to explore the game world, and to accommodate for the size of the map, the game introduces vehicle types that were absent in its predecessor Grand Theft Auto IV, such as fixed-wing aircraft. While free roaming the game world, the player can engage in context-specific activities; for example, the player is given a scuba set to explore the underwater sections of the world, or a parachute to partake in BASE jumping. Each character is equipped with a smartphone which can be used to contact friends, engage in activities and access an in-game Internet.The Internet can be used to purchase properties such as homes and businesses, and access a stock market that allows the player to be a stakeholder in businesses; each character can earn income by purchasing businesses and selling shares.The player can purchase upgrades for the weapons and vehicles in each character's arsenal, and customise their appearance by purchasing outfits, haircuts, tattoos and jewellery.
The game includes a multiplayer mode, Grand Theft Auto Online, which allows up to 16 players to freely roam a recreation of the single-player setting.Players can cooperatively engage in various activities, such as races and bank heists. For many of these activities, the parameters can be determined by players; examples include creating tracks for races and specifying spawn points for weapons in deathmatches.Competitive multiplayer pits teams of players, known as crews, against each other in deathmatch modes. Crews from the multiplayer mode of Max Payne 3 can carry over to Grand Theft Auto Online, since the Rockstar Games Social Club connects the multiplayer experiences together. A player can be a member of up to five crews or create their own, and success in multiplayer matches earns the player experience points for their crew, allowing them to progress in online leaderboards. The Grand Theft Auto Online service becomes available for players on 1 October 2013, and Rockstar will continue to develop content for the service after it launches.


Source : Wikipedia 

Saturday, August 17, 2013

Best-reviewed PC games of 2013

Here I present you the

Best-reviewed PC games of 2013

GamePublisherMetascore
1BoxBioShock Infinite2K Games94
The best PC game of 2013 so far remains this third installment in the BioShock series.
2Fez NEWTrapdoor91
3The Swapper NEWFacepalm Games88
4Starcraft II: Heart of the SwarmBlizzard Entertainment86
5Tomb RaiderSquare Enix86
6Bit.Trip Presents...Runner2: Future Legend of Rhythm AlienGaijin Games85
7DmC: Devil May CryCapcom85
8Gunpoint NEWTom Francis85
9Trials Evolution: Gold EditionUbisoft85
10Starseed Pilgrim NEWDroqen85
11Mass Effect 3: CitadelElectronic Arts84
12Monaco: What's Yours Is Mine NEWPocketwatch Games83
13Wargame: AirLand Battle NEWFocus Home Interactive83
14Rising Storm NEWTripwire Interactive82
15AntichamberDemruth82
16Metro: Last Light NEWDeep Silver82
17GRID 2 NEWCodemasters81
18Kentucky Route Zero - Act ICardboard Computer81
19Fallen Enchantress: Legendary Heroes NEWStardock81
20Far Cry 3: Blood Dragon NEWUbisoft81
21Brutal LegendDouble Fine Productions81
22Company of Heroes 2 NEWSega80
23Dishonored: The Knife of Dunwall NEWBethesda Softworks80
24Sang-Froid: Tales of Werewolves NEWArtifice Studio80
25ProteusTwisted Tree80