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Friday 25 October 2013

DISHONORED : Plague And Death


In Dishonored you play as security-guard-turned-assassin Corvo Attano who gets framed for murdering the Queen, causing you to set out to recapture your good name and rid the city of the corrupt people conspiring against you. The game’s structure is similar to Deus Ex: Human Revolution in that you hang out in a hub city where you can buy gear, have weapons made, and receive missions from locals. When you’re ready to embark on a mission you simply head to the waterfront to be transported to the next mission area. The main missions are mostly assassination jobs where you’re given details about a human target and allowed to decide how to handle it once you arrive at the kill zone. You can either go in guns or knives blazing, or if you’re in a forgiving mood, you can go nonlethal by knocking the enemies unconscious through various means.  the game features several-dozen death animations and each one is interesting and unique. When we were fighting a barrage of enemies, we had to combine abilities, such as summoning rats to nibble at our foes while slowing time so we could kill our enemies while they were preoccupied with the varmints. The stealth approach forces us to be more creative and rely more on the magic abilities. The game’s primary ability is called Blink and we used it generously when being stealthy, as it let us run with super speed in and out of cover undetected and it
let us scale roof tops effortlessly, too.
Where Dishonored differs from other stealth games is what happens when you are discovered. In most stealth games when you are caught it is near impossible to fight your way out or run away. Not so in Dishonored. There were times where I was caught by a guard but I was able to fight free and make an escape. You are equipped with a crossbow, hand gun, and a sword to help you when you are on the defense. You also have powers to help you if you are more into action, including a power that summons a swarm of rats to devour enemies. While you can fight your way out of tight situations I did find the combat hard to manage when facing multiple enemies. There isn’t a lock on mechanic, and I often found myself swinging wildly hoping to hit someone and kill them before they killed me.
Instead of a photorealistic environment, Dishonored goes for hand drawn art, trading the traditional virtual environment for a painted canvas. From the first mission, Arkane Studios let’s you know that the game was designed with multiple paths to complete your objective. If your job is to assassinate someone, you can reach him from the rooftops, sewers, underwater, or walk through the front door. 
The message from the game is clear, but easily ignored. People think you're a monster. Prove them wrong, because the consequences of being evil are far-reaching. At first, you'll just be making the guards more enthusiastic about gaining their revenge. But as you kill more people, you'll give the plague rats more food, and they'll spread their disease to more humans, filling Dunwall's domestic residences with moaning, zombie-esque Weepers. you're easy to kill when you're outnumbered. But it's a quick-restarting game that takes you back to the exact point of your last checkpoint or manual save, and gives you a chance to replay scenes very quickly, and at your own pace. Without that manual quicksave option, Dishonored might have been frustrating. 
The stealth does work well enough, but if you're not using Dark Vision, you'll have a hell of a time. This lets you see through walls and shows up the guards' cones of vision. With this, and Blinking behind them, I didn't have any problems with stealth - at least, until those awful Tall Boys arrived. Those guys have
the eagle eyes of a massive sod.
  The RPG element comes in the form of assigning power-ups to skills and spells. Ignore the main quest for a while and collect runes or bone charms - both found by waving around a beating magical heart - no, really - and you can beef up your main character faster than if you concentrate on the story alone. There's also the option of improving and customising your equipment and weaponry, to aid in the battle further. In short, Dishonored allows you to play the game exactly as you wish, and there are few other titles that pull that off so effectively. It is, quite simply, an astonishing achievement.
 Dishonored received generally positive reviews, which focused on the missions' individual narratives and the freedom available in completing them. Criticism fell on the overarching narrative—which was considered predictable, and problems in controlling the player's character. Following its release, the game won several awards including the 2012 Spike Video Game award for Best Action-Adventure Game and the 2013 BAFTA award for Best Game, and was repeatedly recognized as the best action-adventure game of 2012 and one of that year's best games. Following its release, Dishonored was supplemented with additional content focusing on the assassin Daud and his quest for redemption.



Sunday 20 October 2013

MORTAL KOMBAT KOMPLETE: Get Over Here


These days, nearly every console fighting game has to come out on PC as well. On one hand that’s great as it means more gamers can access fantastic fighting game titles that have traditionally been the toys of the console gaming elites. But on the other hand, PC versions of fighting games come out way after their console releases, sometimes years after. This is the case with Mortal Kombat Komplete Edition, recently having been released on Steam, and coming soon in old-fashioned hard copy in-box version for the PC. Most PC versions of popular fighting games tend to bring with them improved versions of their console counterpart’s netcode. Komplete Edition is, unfortunately, not one of them. In fact, the netcode feels a bit worse than the console version. Button delay seems to kick in big time even with a tiny bit of ping between you and your opponent. When you start to get up to midrange ping, matches become almost unplayable. It also takes a metric millennium to find a match online in Komplete Edition. Mortal Kombat doesn’t just return to the original game’s title, it also brings back the 2D fighting style – albeit delivered through excellent 3D visuals. The style feels right for MK’s control scheme, which doesn’t revolve as much around quarter/half-circles forward and backward but features a more jagged approach that translates well into the game’s “in your face” kind of on-screen brutality. Though PC might traditionally prefer the keyboard, the game is best played using a gamepad or a set or arcade controls like the MadCatz Fightstick. I’m not denying that you can’t play a perfect game using the keyboard (though I personally can’t pull that off), but arcade controls are so much better for venting your frustration upon.
Thankfully, frustration with the game doesn’t come out of quality issues, but rather out of losing a fight that went right down to the wire due to excellent balancing between characters.And there are quite a few, because the Komplete Collection (as the name implies) includes all the DLC characters that were released after the game’s initial release. It’s fairly easy to sum this port of the game up: this is Mortal Kombat with every single feature intact, plus a few nice tweaks for the PC crowd. Nothing has been abandoned, and nothing significant has been added. What you get when you buy Mortal Kombat: Komplete Edition is the original game, all four DLC characters (Skarlet, Rain, Kenshi, and Freddy Krueger), and all fifteen alternate costumes and original fatalities that were available to console players as pre-order bonuses. There is one large issue that won’t affect people who didn’t come here for the story mode: cut scenes look awful. The audio quality is fuzzy, and the resolution looks like a YouTube video recorded in 720p, but downsized to 360p.
Komplete Edition gives you four additional characters (blind
fighter Kenshi, lady ninja Skarlet, man ninja Rain, and Nightmare on Elm Street star Freddy Krueger and if you purchase the PS3 version you get God of Warsstar Kratos). Other than Krueger, none
of the these fighters do a lot to stand out, but are all well rounded characters and if used in the right way can pack quite a
wallop, like any character. Mortal Kombat have added a ‘super meter’ which builds up to three levels as you fight, defend, or get absolutely slaughtered by your opponent. The first level allows you to use super charged versions of your character’s special attacks, combo breakers use two levels of your super meter and the last (and best), is the ‘X-Ray’ move, each character has a different one and these moves can save you from certain death and earn you the win! When the ‘X-Ray’ move is played the screen darkens and the camera zooms in on the action, exposing breaking bones and tearing muscles of the character on the receiving end. You will see everything from skulls shattering, ribs breaking, to organs
rupturing as the moves slow right down to show the full effect. A few times I found myself watching in absolute horror as bones broke before my eyes (ouch!), but they’re quite satisfying to execute, and if you time it right, turning the tides of battle into your favour for the win

There’s also a ‘Challenge Tower’ mode with about 300 different tests which all put your true Mortal Kombat skills to the test (no spamming here, folks), and we have also been provided with the classic ‘Krypt’ which has a TON of unlockables, and I mean a TON. The map for the graveyard of unlockables is huge and when I first entered the ‘Krypt’ I thought it was just the first few graves in front of me, oh how I was very wrong. The ‘Krypt’ seems to have an endless supply of alternate costumes, concept art, and more. ‘Krypt’ items are unlocked via coins earned through-out most gaming modes including the story and the Challenge Tower, you also earn coins for performing fatalities and combos so it doesn’t take that long to save up a wad of coins and go on a spending spree in the ‘Krypt’.NetherRealm has also added a new ‘tag team’ mode which pits teams of two against each other. I found this to be one of the most enjoyable additions, and it’s a truly awesome addition, each character gets his or her own tag combos for you to master.  the game itself is just awesome, with a solid vs system, tag team battles, a great training mode, and one of the most well done single-player campaigns in fighting game history. If you are a first-timer, do not hesitate to pick up Komplete Edition for your PC today. However, if you are an old school Mortal Kombat veteran, your console version will keep you satisfied.  








Saturday 19 October 2013

BIOSHOCK INFINITE :SHATTERED DIMENSIONS




In the first Bioshock game, the players were introduced to Rapture, an underwater failed-Utopia filled with guns, plasmids, mutated humans, hulking enemies, and more. Its sequel returned to Rapture but had you play as a 'Big Daddy;' one of the hulking enemies of the first game. Both games captivated fans with their creative stories, immersive world, and crazy abilities for killing stuff. With Bioshock Infinite, many things have changed. Instead of underwater-Rapture you visit Columbia, the city in the clouds. Like Rapture, Columbia is an attempt at Utopia, but it has not failed; at least not yet. Exploring the city will uncover a great deal about it. The game takes place in 1912, and if you ignore the buildings floating in the sky, the place seems downright quaint, with barbershop quartets serenading passersby. The setting plays out like every crazy World's Fair idea of the future, but it's still imbued with the mannerisms and culture of America at the start of last century. your first weapon is little more than a melee spinning claw called the SkyHook that lets you dish out some pain. You soon gain access to your first gun, a pistol, and from there, the game is mostly a ranged affair. You can only carry two weapons at any time, and you'll debate over which ones to lug around.
 Unfortunately, the gun combat isn't as entertaining as it could be. More often than not, enemies don't react to being shot, and they're rarely slowed down by withering fire, nor are they hindered in their ability to draw a bead on you. This makes your melee attack largely useless because it doesn't stagger enemies as it should and ends up putting you at point-blank range of their unimpeded firepower. At other times, enemies react for no good reason; blow an enemy's head off with a sniper rifle, and nearby enemies may stumble as if a bomb went off. Guns and Vigors can be upgraded at booths throughout the game, with the former getting conventional damage, recoil, magazine size, or other adjustments. Vigors can get fundamentally changed, such as allowing Possession to work on people and machines, or Murder of Crows placing a trap any time an enemy dies under its effect. That particular upgrade is almost absurdly powerful, as a single trap can affect multiple enemies. When it does, you tap each of them with a few bullets and then laugh manically because you now have an area covered in traps. Something shown in the trailers is the Skyhook. This is a handy tool for not only tearing off faces but also catching Skylines and freight hooks. Unfortunately, as the game is relatively linear, the Skylines exist just to get from point A to point B, so you will not be crossing Columbia via hand-held rollercoaster. These features are useful for more than movement though as you can leap from them onto enemies.
However, one could write volumes about how well Elizabeth is presented. While you could consider her to be a massive escort quest, Elizabeth doesn't get lost, get hurt, or get in the way. At the same time, she realistically cowers behind things when gunfire is exchanged, or she takes a closer look at things during the calmer segments. She feels just as much a part of the game as you do, and it really helps to sell her as a believable companion instead of a mindless automaton. Outside of combat, Elizabeth will point out things to be picked up and toss you money she has 'collected.' (Insert joke about how only in a fictitious-Utopian city will a woman provide a man with money.) Among the items she points out are lock picks, which she uses to access areas and safes upon your request. Once you indicate you want a lock picked, she will simply run over and pick it; no mini-game involved. When you do find yourself running low on health, Salt, or ammunition, there is a decent chance Elizabeth will call out to you that she has something for you. With the press of a button you will receive a health or Salt
vial, or an entirely new weapon with a filled clip, ready to fire. This happens in almost real-time during battles, so enemies keep moving while the item is thrown and caught. However, it did appear the enemies could not damage you during the perhaps second-long event. I shall not deny the fact that I did fall in love with her :3
Its hard not fall in love with her :3

Another important departure from the previous games is that you no longer collect health packs to be applied during combat. Instead you have a regenerating shield that must first be broken before your non-regenerating health takes any hits. While there are certainly more equivalencies between the games, it is the differences that are the most memorable. For one, you are no longer able to save when you want; it is all auto-saved. It is worth noting though that when you die you do respawn instead of reload at a checkpoint, so dead enemies stay dead, though living ones regain some health. 
Along the way, the story doesn't flesh itself out unless you find and listen to all of the voxographs, which are voice recordings left behind by other characters. There are major plot points that are contained within these errant devices, so anyone looking to make sense of the plot would do well to search for them. Miss one, and you may finish the game without knowing why the plot unfolded the way it did. That's not to say that all loose ends are resolved at the end of the game, as it's been the topic of fan debate since the game was released. The game world of Infinite is quite large, but being a linear game, I never really had the impulse to return to areas I had already cleared. Fortunately it is possible to replay specific chapters, which should ease any later exploration. Also helping with exploration is the navigation system. You do not have a map but, as in Bioshock 2 (I can't remember if Bioshock had the same mechanic) you can push a button and have an arrow appear, directing you where to go. Obviously this is useful for finding the correct path to take to proceed, but also for finding the alternative paths to explore. Despite the variety of enemies, the difficulty of the game never seemed that bad. Of course I was only playing on normal, and I did die maybe once or twice during the whole game, but it never felt especially easy or horrendously hard. 



##SPOILERS

The story has been baffling and confusing ever since its release. I’m still unsure of a couple of things, but these aren’t massive plot points that really matter, and either I just missed something or they are actual minor plot holes that weren’t explained in the game properly.

So, let us begin. At the beginning.

The prophet Comstock, the ruler of Columbia, predicted that a “false shepherd” would come to Columbia to try and steal their lamb (Elizabeth) from them. This false shepherd can be identified by the AD mark on the back of his hand. This false shepherd is Booker. These letters (AD) match the letters imprinted on the back of Booker’s, hand.  It isn’t until near the end that the plot heats up again. Before we go into this though, we need to take a look at Elizabeth’s “tearing” power.Elizabeth received this tearing power after the Lutece’s twins experimented on her (she did not naturally have this power). The twins had previously made machinery that could open tears. After these experiments, Elizabeth could do so without any help.

Tears are basically otherworldly things. Other dimensions. A open tear can bring in something from another world — or you can enter an entirely new world




Songbird, a massive mechanical bird that protects Elizabeth and that can be summoned and controlled by a whistle-flute thing, always seems to intervene at the last moment and take Elizabeth from Booker. When Songbird does this near the end, Booker tries to rescue her. He hears, through mini-tears in the air, Elizabeth being tortured and brainwashed into becoming the heir to the throne that Comstock wanted her to be.  After going through a tear into another dimension, Booker discovers an old, frail Elizabeth looking out over a burning city. The chaos is her doing. She explains to Booker that this can never happen and gives him a piece of paper to give to the young Elizabeth. He then goes through another tear into a universe where Elizabeth is still being tortured and brainwashed. After rescuing her, he gives her the note. All seems well. After it is destroyed, Booker drops Songbird’s whistle because it becomes electrified, and he panics as Songbird rushes toward them, no doubt about to flatten them both. But Elizabeth opens up a tear into another world, allowing them to escape into a new world.
The world of Rapture.
if you decided to stay at home (and play Infinite) rather than go to work, another dimension would be created for where you didn’t stay home and you did go to work. A new world is created for everything that could have ever been. We then learn by going through one of these lighthouses that after killing Native Americans at Wounded Knee, Booker got baptized to rid him of his sins. But he refused the baptism at the last moment and went on to live his life. Booker and Elizabeth move on to another lighthouse — to another thing that happened in Booker’s life.
We are now in Booker’s apartment, and there is Robert Lutece standing in the doorway. You hear a baby called Anna in one of the rooms, and after entering it, you see the very young child Anna in a cot. Booker frantically denies that the child ever existed, completely confused as to why this is happening. But to continue he must go through with the scene as it happened before. He hands his child over to Robert, who then leaves, saying something along the lines of “Mr. Comstock forgives your sins.” We then go to a scene where we see Comstock holding Booker’s
daughter as he is about to go through a tear into another dimension (the dimension of Columbia). But Booker tries to stop him leaving, begging for his daughter back. Unfortunately, Comstock gets away — but he isn’t quick enough, and as the tear closes, Anna’s little finger gets caught in the closing tear is cut clean off.
It is now obvious that Elizabeth, previously called Anna, is Booker’s daughter.Now this is where it gets a little confusing. Booker realizes that the Lutece twins, who aren’t actually twins but are versions of the same person from different dimensions who met each other, came to help him after Comstock betrayed them. They came to help Booker get his daughter back from Columbia.They opened a tear and brought him into Columbia’s dimension. After bringing him through, Booker’s mind created new memories in place of the old ones. He created a new purpose for himself in this other world, and this purpose was what he wanted to do all along: find Anna/Elizabeth and get her back.
Unfortunately, it wasn’t as simple as that.
After being baptised, what did this new, free-of-sin Booker do? He called himself Zachary Comstock and created a city in the sky called Columbia. He was born again — but this time an evil man.
When, in the original dimension, Booker rejected the baptism, another world was created in which he accepted it. This is the place they are in now. This is the world where he accepted the baptism.
To kill Comstock when he was born, Booker has to kill himself when he turned into Comstock. And that is at the place in another dimension where he accepted the baptism instead of rejecting it.
Lots of Elizabeths appear, and they proceed to drown Booker, presumably in the baptismal basin. After he dies, we see all of the Elizabeths disappear.
When Booker was first faced with choosing the baptism, he declined. He then went on to have a baby. Obviously, this decision created another dimension in which he had accepted the baptism, in which case he then became Comstock and went on to create Columbia. Both Comstock and the original Booker existed within their own dimensions, doing their own thing. However, after Comstock needed an heir but couldn’t have a child because he was infertile, he used the Lutece’ twins tearing machine to take Booker’s own child, Anna. Technically, because Comstock is Booker but just in another world, Anna is still biologically related to him. Booker was caught in a never-ending cycle of trying to save his daughter. He had already been to Columbia over a hundred times before. This is proved when he is in Columbia and asked by the Lutece twins to flip a coin. He does, and it is heads. They mark it on a chalk board under “heads” and you see that heads is marked more than 100 times. No tails have been marked down. This means that Booker has been there over 100 times  same outcome. Back to where we were before. It didn’t matter what happened; he would always end up where he was. It was impossible to avoid. Because Booker had a daughter and Comstock needed her and he made their dimensions cross and he took her, there were no other dimensions with a different outcome. Every world Booker existed in ended up with him losing Anna and going to save her. A never-ending loop. However, it does end, here. After Booker accepted he needed to die to kill Comstock, he allowed Elizabeth to kill him. By killing himself at the point in time where he accepted the baptism, he killed off any possibility of a Comstock. Comstock never existed. Comstock never came and took Booker’s baby, and Columbia was never built. Anything Comstock had an effect on or had anything to do with was destroyed and never happened.

This is where a lot of people lose it. They think Booker, Comstock, Elizabeth, and Columbia all died, but they didn’t. Booker didn’t kill himself when he was first born; he killed himself when he turned into Comstock. All that did was kill off any Comstock version of him that there ever was.
After the credits, there is a little, tiny section, where Booker wakes up in his apartment and hears Anna crying. He goes into her room and calls out “Anna?!” That is where the game really ends.
This little part backs up what I am saying.
Because only Comstock was killed and stopped from ever existing, the Booker that declined the Baptism still existed. However because Booker and Comstock’s worlds crossed, all parts of Booker’s life that included Comstock or anything from the Comstock dimension itself was removed from his life. There were no Lutece twins who came to collect his daughter, no Columbia, no Comstock, and no adult Elizabeth in his, or any other, dimension. Ever. He then went back to the last time in his life that was free from Comstock-related madness: Booker in his apartment with Anna as a baby before he met Comstock.


Now people may come back with “But Elizabeth disappeared from the scene after drowning Booker,” and while this is true, it makes sense — and is also one of the most depressing parts of the game despite its happy ending. Elizabeth in that form never existed. The girl you went through the entire story with? She never existed. Anna is Elizabeth, but because every outcome of baby Anna’s life was to end up in Columbia with Comstock in that tower and grow up there, when Comstock died and everything he had done and had effected died with him, the adult Elizabeth also went. There was no adult Elizabeth in any other dimension that Comstock wasn’t in. Because he was in every world she was in, when he died, the adult Elizabeth died too, leaving only baby Anna. This means that while Anna will be free to live with Booker, she will never turn into the same person. She will never be able to open tears, as that was an ability given to her by the Lutece twins in Columbia. She may never be able to pick locks (why would she need to learn to do that?), and a lot of her personality that was influenced by being in Columbia will be different. She will never be Elizabeth. She will always be Anna, a completely different human than the one we got to know. So, in a way, Elizabeth did die. That, to me, is a very depressing thing indeed, as Elizabeth was an incredibly crafted character and the best female portrayal in any game I’ve ever played.

Here’s another quick thing to note, something players may mention: Why did they even bother to stop Comstock? Why not just change what had happened by going back to old memories and parts in time through those lighthouses? The thing is that they can’t. When you go back to previously, already, made memories, you can only relive them — you cannot remake them. Booker couldn’t go

back and choose to run off with Anna, because his decision to sell her was made, and he must go through with it even if he went back knowing it was wrong. Even in an alternate reality where he didn’t sell her, Comstock still came to steal her away.

If you want a summary of what happened minus the confusing shit: Comstock was Booker in an alternate reality where he didn’t decline the baptism. Comstock took, either by force or through buying, Booker’s daughter, Anna (also Elizabeth). Booker went on a cycle of trying to get her back that never ended and always ended up the same. In the end, he let himself be killed at the point where he turned into Comstock, and thus everything “Comstock related” died. He became himself in his last pure, Comstock-less memory, which was him with baby Anna.



Monday 30 September 2013

"47 I'll be Damned" : Hitman Absolution



when I played hitman absolution I thought Eidos had done its maximum to improve the deformities the previous games had. I remember in Silent Assassin, regardless of the fact you were in disguise you get shot.  Meh. what is the whole point then.  The story behind this edition of the game is conspiracy well put and executed (pun??!?).
Diana Burnwood, 47's trusted and mysterious intel who made her appearances in the previous games  only through voices is finally revealed. unhappy with the inhumane methods of the agency and entire cloning business , she turns rouge and betrays the agency and goes into hiding. Ironically en el  escenario  you find 47. Diana ready to accept death asks 47 to do her one favour. to promise her that he would take care of a teen , Victoria , whom she had saved from the agency (cloned you can guess I suppose). The entire game revolves around 47 trying to protect Victoria and to seek answers to the question "why is Victoria a priority to the agency?"

Absolution has lot of new changes which were not present in Blood Money. Taking a look at these newly added features my favourite but not the most important one is the ability to throw sharp objects.  you can kill anyone silently by burying objects like knives, scissors right in the middle of their forehead. the important additions in the game are the "instinct" and "point and shoot". instincts help you blend in with the enemies, track enemy motions and facilitates point and shoot. point and shoot is not a feature which is new. it is there in different games in lesser as well as better evolved ways. The(legendary)  slow motion in Max Payne , " I have no clue what it's called" in James Bond Blood Stone, Mark and Execute in Splinter Cell Conviction and Splinter Cell Blacklist (the latter was released after Absolution though) ; all similar to point and shoot, the only difference being there is no limit to as how many people you can take down before your so called instincts run out.
Absolution is IO's first Hitman game since 2006. Hints of it remain in the design of a couple of levels and the eye-watering challenge that's presented by the highest difficulty setting. But IO have made a number of design choices aimed at broadening Absolution's appeal beyond the core Hitman fanbase, and while there's still plenty to admire here, unfortunately not all of the changes work in the game's favour. IO Interactive had all other projects and studios cancelled and half its staff on a lay off just to make this game better.. is it better? it has improved in ways in terms of gameplay. but when it comes to graphics , it is better than Blood Money but not that brilliant. IO and Enix claims that a lot maybe even most of the graphic detailing was done by AI. it sure has given importance to detailing because  minute  factors like breathing and the struggling during a close quarter combat seemed pretty realistic.

as awful as the plot is, it would be acceptable if it could be ignored completely, but unfortunately, the game's campaign contains several levels that are designed around pushing the narrative forward. As Agent 47 marches towards his final quarry, the player encounters a stream of increasingly outlandish characters, each one more depraved than the next. n the instances in the campaign where players are encouraged to observe, plan and execute, Absolution shines brightest. They're also the most heartbreaking aspects of the game because literally all the hints are highlighted which leaves our imagination empty and puts restriction on experimenting.
the missions are very different in this game. this is more of a personal business  47 has to take care of. this gives a platform to say that 47 is not the stoic silent assassin we thought him to be all the while but an assassin who feels. Think of the game as a job. you get some perks but you work overtime. the game has it flaws and perks scattered over here and there. But in the end it is very satisfying and am sure it doesn't fill you with regret  
 

Saturday 5 May 2012

Need For Speed Undercover




There are a few series that need no introduction and Need for Speed is one of them. The legendary franchise has sold more than a gazillion copies and is often considered among the best racing games in the history of gaming. But to be honest, I am rather disappointed with the last few games in the series as they lacked innovation.















I had high hopes from Undercover, as it seemed to be a revised version of NFS: Most Wanted, the recent best in the series, and although it does go back to its "Most Wanted Roots", it still is disappointing from a technical point of view.The concept behind the game is simple, you play an undercover cop in a fictional city called Tri-city and your job is to go up the criminal ranks in Tri-city. You have to take up petty crimes like stealing cars to infiltrate a group of car thieves, who are being controlled by a much bigger gang.




















 

STORY: Well. This bitch puts you undercover to take down "thugs". The game takes place in a fictional (yet i'd like it  to be true) called Tri City. We earn rep ripping of others rep. AH gawd...too tired to mention the whole story. Let wiki do the job. Story

The car thieves enjoy street racing and you gain their respect by competing against them - a plot and idea similar to Most Wanted. The game has been presented like a movie, with drama driven plot and established actors (Not) like Maggie Q. The concept is great but the execution is mediocre at best, but I will come to the presentation a little later. First let's look at the core gameplay, the racing controls and the open world environment.












Unlike the last game, Undercover is an open-world game like EA's own Burnout Paradise, which gives the player more freedom. The entire Tri-City area is split into different zones and stretches over 100 miles, making it the biggest NFS city ever. These are basically three cities linked together by highways, hence the name Tri-City.  Although the city size is commendable and really impressive, the gameplay isn't as liberating as Burnout Paradise. Let me elaborate on the not-so- burnout-like agenda. You see Burnout is an open world game, which means you can choose your own route in the city.
So when the object is to reach from point A to point B, choosing your own route in a huge city gives you freedom and the win is more satisfying. NFS Undercover has a weird system, as once you start racing, all the other routes are blocked and you have linear track to race on rendering the open-world environment useless. There are traditional race modes in the game, as well as some that are inspired from other games like Outrun and Cops and Robbers. The objective in Outrun is to basically maintain a certain distance between you and your opponent for a brief period of time, do so and you win the race. Cops and Robbers is an online mode, more about that later in the review.














There is a huge selection of cars in the game, including some unreleased cars like the Nissan 370z, making the cars roster highly impressive. The cars look great as the engine has been tweaked up a lot, making the game look really good (but trust me the performance is just as bad). Winning races will make you money, which in turn can be used to get better parts and customize your car to look unique. There are a decent number of customization options, so you can spend a lot of time fine tuning the looks of the car. There is a really odd system that lets you transfer real world money from your PSN or XBLA account in the game, so if you have more cash than you need, go ahead and burn some of it.
The single player is quiet easy, even new comers will be able to finish the game quickly, so jump in if you're new to the series. The real challenge is online, and lets all thank EA for that. The single player includes a lot of cop chases, in a system that is fairly similar to Most Wanted. As you race, the cops take notice and keep track of your activities and over a period of time more and more cops take a keen interest in bringing you down. With every passing chase the number of cops increases and so does the difficulty. However, what makes evading the cops easy are the relatively empty and wide open roads. There are times when the cops will block the road but you can use the Speed-Breaker system to pass through them and continue racing. The pursuit breaker system makes a comeback here and can be used to evade a large number of cops. Once you gather enough heat, you will be required to dump your upgraded car to lower the heat level, which I think is rather unfair. The single player is mediocre at best, redemption lies in the multiplayer.










The game has a decent multiplayer package, which consists of an online eight player multiplayer mode. Online play is good fun, and depending on your connection, quite stable. There is a cops and robbers mode, which basically splits the players into two teams. One team has to steal and transfer some cash, while the cops try to stop them.


Well. Its got class and standard but can get annoying too. Give it a try. The cars rock. Esp tha Audi TT and Shelby GT500KR.