The first level of Hitman is a truly extraordinary example of teaching the player through just that, play. It frames itself as a training mission for the titular hitman, Agent 47, taking place inside some sort of secret base in a mountain, which presumably houses the rest of the shadowy organisation you’re working for. What they choose to do in the level is to essentially make a very small version of the sort of levels you’ll be experiencing later, condensing everything you can do mechanically in the game into one yacht-sized playground.
Nier is a game that I think is great in spite of itself. The combat is unremarkable, it poses little to no challenge, it’s horrendously balanced. I can ignore all of these though, because what Yoko Taro did with this game’s world and story is second to none in the space.
Netcode is a blanket term for anything that somehow relates to networking in online games; netcode is a term most commonly used by gamers when discussing synchronization issues between clients and servers. The actual elements of a game engine that can cause so-called “netcode issues” include, among other things, latency, lag compensation or the lack thereof, simulation errors, and network issues between the client and server that are completely out of the game’s hands. Netcode as a term tends to be used only in the gaming community, as it is not recognized as an actual computer science term.
Netcode is not a term used by the people that make games, but rather the people that play them. It says a lot about public knowledge of networking in video games when the public invents its own term for it,
the technology and techniques that make multiplayer possible might as well be called “black magic”. So, hopefully, I can clear some things up too much without being too cursed by my limitless knowledge 😉
Before I dive into how game engines make multiplayer work(and not work), I’ll introduce describe a small bit about what an engine actually has to do.
The job of a game engine is to provide game developers with a framework to construct 2D or 3D worlds to their liking, Game engines render animated models and other geometric information into those worlds with realistic-looking physics quickly, filter out heaps of unnecessary work, distribute that work to processor cores, and keep all players in a multiplayer game on the same page, which can be difficult when you have to consider that player latencies can range and spike from 1-1000ms and that hackers are like hawks looking for ways to exploit and break your games.
Movies nowadays don’t get much bigger than those produced by Marvel Studios. It seems, between the smash-hit films, an excessive range of high-quality comics and plethora of video games, this particular brand of superhero permeates just about every piece of media around.
The Marvel Cinematic Universe began with Iron Man (2006), and the spectacular financial gamble the ailing studio made paid off with aplomb. We were introduced to Robert Downey Jr.’s smart, charismatic, modern superhero and once that particular floodgate opened up, there was no stopping it. With few enough duds among them, Marvel’s massive series of superhero films have taken the cinemagoer’s world by storm.
Doctor Strange, released in October, tackles one of Marvel’s oldest, if not most well-known heroes, and stars the ever-excellent Benedict Cumberbatch in the titular role. After a vicious car accident derails his way of life, arrogant surgeon Stephen Strange journeys to Kamar-Taj to learn the mystic arts and prevent the world from being destroyed by zealot Kaecillius. I do warn you, however, YE ARE ABOUT TO ENTER THE SPOILER DIMENSION. JOURNEY NO FURTHER UNLESS YE WISH TO LEARN OF THINGS TO COME.
Sonic’s Bizarre CD Quality Adven- oh crap I used that joke already
Sonic CD is a rather strange game, and a even stranger pick for my first review of a Sonic game. It was released in 1993 for the Sega CD add on for the Sega Genesis. For the 3 of you who don’t know, the Sega CD add on allowed games to have the benefits of being released on a CD format. Unfortunately back then this just meant pumping the games full of shit FMVs, making a bunch of ports and maybe making a better soundtrack thanks to the CD quality audio. Simply put the system flopped, though not nearly as badly as the Sega 32X. Sonic CD, Night Trap and Snatcher are the only games considered “worth having” out of the system’s library. Of course that is if you have the money to pay for a expensive add on for a Sega Genesis which you need to already have to begin with.
For the longest time I was curious of Sonic CD (more…)
Akira Toriyama’s manga Dragon Ball is one of the most widely known and adored manga or anime series of all time. Even if you don’t watch anime you’ve probably heard of Dragon Ball or at least would recognise if you were shown one of the main characters. After one of the major arcs in Dragon Ball, Toei Animation, the company in charge of the anime decided to carry on with their adaptation under a new name. This is where Dragon Ball became Dragon Ball Z. It wouldn’t be hard to go online and find an analysis of Dragon Ball Z but that’s not what I’m here for. Today I intend to dive into the things that distinguish Dragon Ball from Dragon Ball Z. It is all part of the same series but it is clear from looking at the two that they are vastly different types of shows.
With no Assassin’s Creed game this year (for once), I’ve been trying to catch up on some of the expanded universe stuff. Here’s one I’m particularly fond of: Assassin’s Creed: The Fall!
Assassin’s Creed: The Fall explores a new chapter in the Assassin-Templar conflict. It tells the parallel stories of Daniel Cross, a deeply troubled young man in the late nineties, and Nikolai Orelov, his Assassin ancestor from Tsarist Russia. Telling a story that spans decades where empires fall and friendships shatter, it tells a self-contained story that sows some majors seeds for the future of the series.
NOTE: This article contains no future anime spoilers
In a vacuum, JoJo’s Bizarre Adventure: All Star Battle is a game with almost no merit whatsoever. The 2014 fighting game by CyberConnect2 (developer of the great Asura’s Wrath and not much else good) was released in Japan to fervent hype, receiving a 40/40 from Famitsu (Putting it alongside such greats as Final Fantasy XIII-2 and Nintendogs) and going on to become the best selling game of the year. However I feel this was a mistake on their part, as the game is a steaming pile of horseshit, no matter how much a fan of Hirohiko Araki’s 30 year spanning saga you are.
Yu-Gi-Oh!, as you probably know, is a fairly big thing. Released in 1996, the monster-battling Japanese TCG essentially took the world by storm upon its release, and has been ranked by the Guinness World Book of Records as the world’s biggest-selling card game. The manga off which it is based is written isn’t too bad. There’s also an anime, which I won’t be getting into, because I’m in a pretty good state of mind right now and I don’t want to ruin it.
I myself have been playing the card game since I was around six, and I like to think I’m not too unskilled at it, having played both casually and competitively (online, of course, because, while I love this game, it can be expensive as hell) for a fairly long time.
Anyways, getting to the point – my favourite decks. Yu-Gi-Oh! has an absolutely massive amount of cards available at the moment, and so, the amount of themes and variants with which one can build a deck is enormous. In this post, however, I’m only really looking at archetypes – that is, cards which share a name or directly involve each other with regards to their effects, working together to achieve victory a certain way.
So, here’s my picks… (more…)
–And now for something completely different-
Now I’m all for Sonic Team going out of their way to make titles that don’t feature the character they’re named for but there is a reason why nobody really talks about them. (more…)