Archive for the ‘Uncategorized’ Category

Getting Better at Counter Strike: Weapon Handling

blogadmin On March - 17 - 2012Comments Off

Yes, we’re back to Counter Strike once again. After all, any video gamer can hardly expect any video game blog that takes itself seriously to desist from the game for too long. It is perhaps the one video game that very few from the post-80s generation can claim to not have played.

Those of you who’ve been following the Counter-Strike tips on this video game blog would be pleased to note that we’ve finally come up with the long-promised advanced tips and tricks for Counter-Strike, a video game that very few people belonging to the post-80s generation can claim to not playing. So now that you have mastered the basics, we bring you the real-deal tips that you expect from any respectable video game blog.

Video Game Blog: Compensate for Recoil

Counter-Strike Video Game Blog
Assault rifles can be deadly accurate or mere spray-and-pray weapons, depending on your trigger discipline

One of the major attractions of Counter-Strike has always been the realism of its weapon physics opposed to a video game such as, say Unreal Tournament. Weapon recoil makes your aiming reticule/weapon sight jumps rather quickly. If you’re not compensating for it, your aim will be badly thrown off. Once again, it’s hard to compensate on full auto, so use this with the burst fire technique already described. Any video game blog will tell you this.

Keep Secondary Weapon Ready

Counter-Strike is one video game that gives you a specific control to switch between any two weapons and that makes it much easier to switch to your pistol when you’re under fire than it is to reload your primary weapon. It might not always be a case of ammo either; a handgun is often more suitable for close-quarters combat if your aim is top-notch.

Video Game Blog: Use the Good Old Tap-Double Tap

For those who like to lean on the left-mouse button and just sweep through enemies ala Serious Sam, however, it also has two unfortunate side-effects: the realistic recoil of the weapons would mean that you end up hitting very little that’s worth hitting and secondly, you run out of ammo very quickly, exposing yourself to certain ‘death’. Unless you’re at point-blank range, in which case you may by all means let loose the full-auto, you must fire in short bursts of three-four rounds; this is particularly effective when using the SMG. With an assault rifle like the M-4, you could also use a technique that real-life military operatives call the tap-double tap. As the name suggests, you tap the trigger once, followed by two quick squeezes. Result: three precisely aimed shots.

Use Grenades to Good Effect

Any video game blog would tell you that grenades, in the right hands, are effective for softening up large groups of enemies. There are three types of grenades: frag grenades can injure or kill a number of enemies, depending on how many are in proximity to the blast (and how close) while a flash grenade temporarily blinds and disorients those caught in the blast radius, rendering them open to attack. Flash grenades have to be used with particular care, as one can end up blinding their own team: this happens even if friendly fire is off. Smoke grenades are used to form a smoke screen; this may come in handy to block the vision of enemy snipers so they have to move in closer, as a cover for retreat or even as a distraction.

Have a Weapon Specialty

By that, we mean a particular class of weapon. Once you’ve had a go with all weapons used by either side, you’ll have a better feel for what suits you best. Remember that you fight as part of the team, so it would serve you and the team better if members each have a specialty that serves to add diversity to the firepower. For instance, the point man in a rush would do well to have mastered the shotgun or the AK-47, while other assault rifles (including the AK) also do well over a medium range. A sniper covering team members, and staking out known movement routes of the opponents can swing the odds in the team’s favor heavily.

The machine gun, though it may seem unwieldy, can be great to provide covering fire or a diversion for your team mates. However, in seasoned hands, short bursts from this weapon can work better than most assault rifles for fending off a group attack when outnumbered, given the high ammo capacity.

Also, no matter what your choice of primary weapon, do take time to practice with the secondary weapon too, as quickly switching to your pistol when you’re dry and shooting accurately can see you through most close quarter situations.

So do you have any gaming tips and tricks to share with the readers of our video game blog?

An Early Look at Hitman: Absolution

blogadmin On February - 1 - 2012Comments Off

Any and every video game news rag worth its salt is awash with speculation as to whether Hitman: Absolution would live up to the sheer euphoria of expectations that the trailers  have aroused. Before we proceed, we do categorically state that we simply loved Hitman: Blood Money, the previous iteration, and the chronological successor to IO’s coming offering.

What We Know So Far of Hitman: Absolution

It seems that Diana Blackwood, 47’s handler in the previous games, went rogue after the events of Blood Money / Contracts, purging all existing data on her from the ICA systems before doing a vanishing act. The sanction on her life was issued to 47 and that seems to be the premise of Hitman: Absolution.

Gameplay in Hitman: Absolution

The details are fuzzy so far as regards what the gameplay enhancements in Hitman: Absolution may be. However, what’s emerging apparently is that while stealth is still a part of the game, all out carnage may have just been made easier than earlier games. More on that later.

An Early Look at Hitman AbsolutionWhat has been clarified so far is that there is greater environmental interaction, with the ability to use various objects as improvised weapons or decoys. This was introduced in Blood Money with the coin feature and Hitman: Absolution looks all set to explore the possibilities further.

The new throttling mechanism takes a page out of Deus Ex, giving you an option to quickly break a victim’s neck as against the slower and more brutal choking. Also information has been revealed that 47 can utilize a given hiding place for both himself and a dead/ unconscious victim at the same time. This should add a whole new level of realism to Hitman: Absolution.

Better situation awareness has also been reportedly introduced in the form of what’s being called the “Super-Assassin-O-Vision”. This takes the form of an ‘instinct’ resource that helps ‘see’ enemies through walls or predict their paths. The ‘instinct’  resource means different things at differnt points; for instance, another use of it is to make disguise more effective. The resource gets used up and has to recharged, kind of like “bullet time” in Max Payne.

Is Hitman: Absolution a Departure from the Silent Assassin Stealth Gameplay Approach?

New gameplay elements such as cover mechanics have reportedly been introduced, making it possible for 47 to dig in for a firefight if required. Consequently, you may just earn that “mass murderer” rating without using a cheat-code if only you use the gameplay elements right. This action-hero style of gameplay could be an interesting variation and would lend the game more replay value (something for which the Hitman series is famous anyway).

Previous games had a problem that breaking the identity cover eventually led to a heavily outnumbered 47 being gunned down no matter how many he killed. The developers say that that is remedied by introducing another manifestation of the ‘instinct’ resource: Point Shooting, sort of like the quick-draw in some western-themed games. This could not only add a more cinematic experience to Hitman: Absolution but also offer a more viable alternative (as against previous games) to the sneaking around of old. Of course, that’s fun in its own way.

The game is due out this year, and this gaming news blog can’t wait for some more semi-sandbox murdery fun that’s coming our way in the shape of Hitman: Absolution. 

Gaming Multimedia Shootout : PS3 Pros & Cons

blogadmin On October - 7 - 2011Comments Off

Gaming Multimedia Wars: Who’s the Best?

Sony’s PlayStation 3 is widely touted as the best gaming machine money can buy, though the small but hardcore group of Xbox 360 loyalists would Gaming Multimediacontest that. They’d do so by citing the ‘superior GPU’, mindboggling hardware related figures or the online gaming portal that doubles as a Facebook of sorts, never mind the fact that these arguments just don’t hold water in the face of the sheer variety of titles that can be enjoyed on the PS3. Then there’s the infinitely better support on offer too. But let’s  not indulge in unnecessary baiting here; we must talk of the PS3.

Gaming Multimedia: What Makes PS3 Rock

  • It is always on, so you can access your PlayStation3 from a remote location as long as you have a working internet connection.
  • The PS3 CPU is several times faster than Xbox360, its nearest competitor, in terms of GFlops.
  • The PS3 has a worthy companion on the PlayStation Portable; we can connect the PSP to our Playstation 3 and transfer media files such as music, videos, gaming multimedia etc.
  • The multimedia game portfolio of published titles for PS3 is phenomenal; developers and publishers of over 230 games had already announced titles even before the console came out.
  • PS3 has excellent backward compatibility with PlayStation 2 console, games and accessories.

 

 

Gaming Multimedia: What Makes PS3 Lag behind the 360

  • Comes with only 256 MB video RAM, less than the 512 MB the Xbox 360 comes with. It may, however, be argued that while all of the 360’s RAM is shared from the system, the PS3 GPU’s RAM is onboard. A further 240 MB may be shared from the system, bringing PS3 closer to the Xbox360.
  • The PS3 GPU lacks eDRAM, which enables the Xbox360 to edge it out in terms of sheer GPU bandwidth.

 

Microsoft is closing the gap with Xbox 360 and probably will eventually catch up with Sony in gaming multimedia consoles.  For some gaming multimedia users, it may come down to something as simple as which one is more compatible with the games they already have in their gaming multimedia collection.

Gaming Multimedia : All About Xbox360

blogadmin On September - 30 - 2011Comments Off

Gaming Multimedia Wars

It has long been a bone of contention among gaming multimedia fanatics: whether Xbox 360 is actually  better  and is second in sales compared to PlayStation 3 only because of the latter’s larger propaganda machinery and because PlayStation as a brand has been around longer. As a gaming Gaming Multimedia Xbox360multimedia platform, Xbox360 is very good indeed, but does Microsoft have what it takes to beat Sony’s PlayStation3? Xbox360 did have a head-start in the gaming multimedia console race when Microsoft released their third-generation gaming multimedia console (and predecessor to PS2’s rival Xbox) before PS3 could get off the blocks. However, since its launch, PS3 hasn’t had all that trouble catching up in terms of sales.

Gaming Multimedia: What Microsoft Brings to the Table

Here’s all that the Three-Sixty offers:

  • Free limited period subscription to their online gaming portal – This allows players to try out online gaming through XboxLive at no extra charge.
  • Live-aware – Essentially a social networking tool for the Xbox360 players. You can connect to friends, make new ones, see who is online and what they are playing from your console. Essentially, this expands the limits of gaming multimedia into the realms of social networking. Convergence is more than a buzz-word, it would seem.
  • It offers great media features including listening to music while you play games, the ability to create custom playlists and your own custom soundtracks, the ability to rip songs from original CDs to your Xbox360 and stream music from your MP3 player to your Xbox360.  You can also create slideshows of photos to share with friends and family.
  • The gaming multimedia console has an unprecedented amount of RAM; when it comes to sheer number crunching, Xbox360 rules the roost.

 

Gaming Multimedia: The Hiccups

But, Xbox 360 ,multimedia gaming console still has some problems that need to be worked out:

  • They offer third party support in Japan, which is irksome to say the least. While some Japanese developers offer software for the Xbox, it is small in number when compared to what the same developers offer for Playstation. Considering the large gamer base in that country, and the fact that its home to PlayStation owners Sony Corporation, this could be costly.
  • The wireless controller consumes batteries rather rapidly. Standard alkaline cells only give thirty hours of playing time, so you want to spring for rechargeable batteries and a charger if you’re planning to go for the Xbox 360.

 

These gaming multimedia consoles are also prone to what’s now known as the “360 screen of death,” an error screen.  There have also been reports of overheating from some test users. These reports are largely unsubstantiated, so it was either fixed by Microsoft, or it was a device defect experienced by some users. Some users have reported the Xbox 360 system as being very noisy when playing an Xbox 360 disc. The gaming  console market is unlikely to see a lot of new entrants, but the competition is likely to heat up among these two biggies of gaming multimedia.

 

Old PC Games Reborn as iPhone Applications

blogadmin On April - 22 - 2011Comments Off

Chances are if you have an iPhone, iPhone or iPod Touch, most likely be used for moving video games. If birds or angry Fight Night champion, a mobile game on a platform of IOS is a great success.

Samuel Axon over on Mashable has a list of 10 classic PC games, some of which you may have grown up with, that have found a new life on Apple’s mobile platform. Some of the best include Doom Classic, a recreation of the original Doom and the Oregon Trail, which has been updated with modern day graphics and new mini-games to break up the action.

Beneath a Steel Sky Remastered and The Secret of Monkey Island: Special Edition are excellent examples of old school PC adventure games which have been updated in order to take advantage of the different control scheme. However, my favourite out of all the showcased applications has to be Plants Vs Zombies.

I first played the game over on the PC, but I have sunk many hours into the iPhone version of the game. Sadly I don’t own an iPad, but I have heard that it is the ultimate way to play Plants Vs Zombies.

See the complete list of more than Mashable and is considered as a treatment for one of those classic games that has found new life in the market for Apple. What game on the iPhone / IPAD is your favorite? Let us know in the comments below.

Mac App Store Low on Freebies, High on Games

blogadmin On March - 18 - 2011Comments Off

A new report by Market Research Group shows that Apple Distimo is now three months Mac App Store is off to a slower start than their counterparts IOS in terms of some volume, however, is more an indicator of playability and more on the Mac OS platform.

The report follows data from the App Store on IOS and Mac OS, Google also evaluates the Market, Microsoft Windows 7 Phone App World Marketplace BlackBerry, Nokia, Ovi, catalog and Palm App for the month of February.

According to Distimo, the Mac App Store reached 2,225 applications in two months, which was about a quarter of what the iPad had in app volume during the same time period. Even given the smaller pool of apps, the report found that developers who have their application in the Mac App Store’s top 300 rankings generate “half the revenue of a top 300 iPad app on average.”

Part of the reason for those centers on pricing. Just 12 percent of applications on the Mac App Store were free at the time of the report, leaving the rest in the paid category. That’s compared to a split of 35 percent free and 65 percent paid of iPhone and iPod Touch apps, and a 29 percent free and 71 percent paid split for the iPad.

One very important tidbit about pricing is that the average price of the top 300 Mac App Store paid apps is much higher than their iPhone and iPad counterparts.

“The average selling price of the top 300 applications is seven times higher in the Mac App Store ($11.21) than on the iPhone ($1.57) and almost three times higher than on the iPad ($4.19),” Distimo said.

While the report doesn’t spell out why this may be the case, one of the reasons the App Store on the iOS side was so disruptive in the first place was that developers tended to price their mobile applications lower that had been the norm on other platforms–especially compared to desktop software. While there have been numerous cases of developers proving that wrong with lower pricing for App Store apps (including Apple, which charges $80 for Aperture on the App Store, vs. $199 for the boxed version), many still charged the same, with some even going higher to make up for part of the proceeds going to Apple.

Along with the numbers of pricing and application volume, Distimo makes note that the Mac App Store library is venturing in the same direction as it is on iOS, with games seeing a rise in popularity.

“In the Mac App Store, gaming is still less popular than on the iPhone and iPad, with iPad having over 50 percent more games listed among the most popular applications than the Mac App Store,” the report says. “However, the popularity of games in the Mac App Store combined with the fact that there are already 646 games in the store, signals the Mac App Store could boost Mac gaming.”

By comparison, Valve’s Steam platform, which lets users download digital copies of games, has a library of 176 titles available for download. Unlike games purchased on the Mac App Store, these can be played on both the PC and Mac, and pack on social features through the Steam game client. Valve launched Steam for the Mac in May of last year.

Mac App Store library is now at about 2,867 applications AppShopper tracker third parties. In addition, Apple’s own applications dominate the list of top 15 paid 99 cents face-time path followed by Xcode, iPhoto, Pages, iMovie, Keynote, Aperture, GarageBand, and the number of different third-party applications in between.

Playstation Online Game Save Storage Launched

blogadmin On March - 11 - 2011Comments Off

Play station online game save storage launched March 10. A couple of huge announcements were released in the gaming world today as Sony expands its functions KINECTS More PlayStation and Microsoft Xbox 360, get the Guinness World Record for the biggest selling consumer electronics peripherals.

Sony will launch an online storage space for the PS3 game saves in the morning, which will be part of the annual fee of $ 50. This new feature allows users with a space of 150 MB in the cloud at the disposal of 1,000 store files and copy files can be saved prohibited as long as users can recover files deleted from their system once per day.

In addition, games to be released in the future will be able to save directly to the PlayStation Network. This will be released tomorrow in PS3 firmware v3.60, allowing users to completely bypass their local HDD.

While PlayStation gamers celebrate the new features unveiling tomorrow, Microsoft has some celebrating of its own to do.

Microsoft announced today that KINECTS for Xbox 360 was named the fastest selling consumer electronics device of Guinness World Records. To date, 10 million sensors sold worldwide KINECTS, with another 10 million self KINECTS games sold to date.

Review Of Vanquish Video Game

admin On October - 20 - 2010Comments Off

Vanquish Video GameIt’s first necessary to address how fast the game feels before we begin with the game review. The latest title to roll off the barmy assembly line of Platinum Games – the developer behind Bayonetta and MadWorld – contains plenty of aspects gamers will recognize from other titles, but they have rarely been used at the service of such a high-velocity experience. The only time Vanquish puts up at all is during a tense, tension filled section involving a sniper rifle, which seems like a moment of quiet reflection when compared to what has gone before it. Make no mistake; Vanquish is a speeding bullet of a game. Just as impressive, is how gracefully the developers have implemented all of the game play aspects without sacrificing one speck of excitement.

The game’s hero, Sam Gideon, is clad in what the game calls the Augmented Reaction Suit (ARS), a neat piece of kit which also just happens to be the developers’ ace in the hole in keeping the gameplay fresh. Like most shooters, Sam gains access to an arsenal which includes light and heavy machine guns, rocket launchers, shotguns and one or two oddities – such as one gun which fires sharp metal Frisbees. At its core, Vanquish is a third-person pop-and-cover shooter in the style of the Gears of War series, inasmuch as players latch onto walls and barriers with one button, take aim with the left trigger and fire with the right. However, that’s where the comparison ends – and not just because unlike Gears Of War, the environments in Vanquish have a shiny and smooth veneer and its protagonist is lithe and acrobatic.. The AR suits endows the player with a raft of abilities which have been intuitively and excellently mapped to the controller. Players switch weapons by tapping the D-pad; Sam can carry three guns and up to six grenades.

The suit’s AR powers are where things get interesting; by tapping the left shoulder button, players can launch into a power-slide that sends them hurtling along the floor at breakneck speeds. Not only is this handy in avoiding incoming attacks, it doubles as a way to navigate environments quickly and allows players to get the drop on opponents tactically and reflexively; with just a quick burst, players can move behind cover or outpace enemies who are trying to draw a bead on them. The fun doesn’t stop there; players can also activate bullet-time, which slows down enemy movements, while allowing them to hit multiple targets in the blink of an eye. Bullet-time is also activated if the player sustains enough damage to put them close to dying; they can then concentrate their fire on the nearest threat or slide into cover. Both the power-slide and bullet-time mechanics are linked to a power gauge which needs to be refilled after a few seconds, but this is where the game’s high-speed pacing comes into play.

It’s difficult to describe the experience of playing Vanquish, but I can only imagine it compares to being dragged behind a speedboat with no waterskis. To say the action comes thick and fast is an understatement. One minute you’ll duck behind cover to snap off a shot at an enemy. The next, their returning fire will blast away the wall you were hiding behind. You’re then forced to power-slide towards them, activate bullet-time while between their legs and unload with a heavy machine gun which completely finishes them off. Victory is short-lived as another platoon of enemies pour into the screen.


The gameplay’s mix of person pop-and-cover, bullet-time, power-sliding and mêlée feels smooth, slick and ridiculously over the top at the same time. The enemy AI is lethal enough to force the player into using as many of Sam’s abilities as possible – usually combining a number of them for maximum impact. The level-design is off the charts; just when you think you’ve found the game’s limit, Vanquish introduces an epic new boss battle or massive acation set-piece which cranks the excitement up a notch. The whole experience feels like a massive sensory overload, and this is only compounded by the soundtrack – an overpowering audio cocktail of gunfire, explosions and fast-paced techno (which bears remarkable similarity to the music in the webuyanycar.com adverts).

There’s a story of sorts, involving some extremist Russian military faction taking control of a space station and using it to turn San Francisco into a landfill, but it may as well have been dumped altogether for all that it features in the proceedings. The characters are all walking clichés and the dialogue is laughably bad (“I’m getting better at this ‘falling out of moving vehicles thing’, says Sam. “You’re getting better at looking like an ***hole,” comes the reply.) However, none of these things impact negatively on Vanquish as a whole; in all probability, players will be too busy ducking, rolling, shooting and sliding to care about any of the plot’s shortcomings. The length of the game may strike some as criminally short – it clocks in at around six hours, if you play it through on Normal difficulty. However, given the game’s blistering pace, pounding soundtrack and relentless stream of action, if it were any longer Vanquish would probably wear out its welcome.

However, Vanquish does falter at times and this occurs when the level design doesn’t make the set-piece the player is up against feel like a relentless, thrilling experience. The moment the game’s show-stopper veneer slips, the basic, age-old design of the enemies, and the way they are to be defeated, is thrown into sharp relief; point the reticule at the bits that look like glowing red and eyes and shoot. The only other complaint you could aim at Vanquish is that the only replay value it has is solely based around bragging rights. At the end of every section, players receive a score they can upload to leader boards and, aside from some collectable statues scattered throughout the levels, this is the only mechanic Platinum Games has included to draw players back to Vanquish once the credits role.

Still, when one considers the sheer, grin-inducing fun Vanquish has to offer, these complaints become insignificant. It should also be pointed out that Vanquish is also one of the best looking games released all year and in terms of sheer specatacle, there are few titles that can match it. This is a fast-paced, high-octane and resolutely hard-core shooter, which makes no concessions to casual gamers. It also happens to be one of the best games of 2010.

It’s hard to begin any review of Vanquish without first addressing how fast the game feels. The latest title to roll off the barmy assembly line of Platinum Games – the developer behind Bayonetta and MadWorld – contains plenty of aspects gamers will recognise from other titles, but rarely have they been used at the service of such a high-velocity experience. Just as impressive, is how gracefully the developers have implemented all of the gameplay aspects without sacrificing one iota of excitement. The only time Vanquish lets up at all is during a tense, tension filled section involving a sniper rifle, which seems like a moment of quiet reflection when compared to what has gone before it. Make no mistake, Vanquish is a speeding bullet of a game.

At its core, Vanquish is a third-person pop-and-cover shooter in the style of the Gears Of War series, inasmuch as players latch onto walls and barriers with one button, take aim with the left trigger and fire with the right. However, that’s where the comparison ends – and not just because unlike Gears Of War, the environments in Vanquish have a shiny and smooth veneer and its protagonist is lithe and acrobatic. The game’s hero, Sam Gideon, is clad in what the game calls the Augmented Reaction Suit (ARS), a neat piece of kit which also just happens to be the developers’ ace in the hole in keeping the gameplay fresh. The AR suits endows the player with a raft of abilities which have been intuitively and excellently mapped to the controller. Players switch weapons by tapping the D-pad; Sam can carry three guns and up to six grenades. Like most shooters, Sam gains access to an arsenal which includes light and heavy machine guns, rocket launchers, shotguns and one or two oddities – such as one gun which fires sharp metal Frisbees.


The suit’s AR powers are where things get interesting; by tapping the left shoulder button, players can launch into a power-slide that sends them hurtling along the floor at breakneck speeds. Not only is this handy in avoiding incoming attacks, it doubles as a way to navigate environments quickly and allows players to get the drop on opponents tactically and reflexively; with just a quick burst, players can move behind cover or outpace enemies who are trying to draw a bead on them. The fun doesn’t stop there; players can also activate bullet-time, which slows down enemy movements, while allowing them to hit multiple targets in the blink of an eye. Bullet-time is also activated if the player sustains enough damage to put them close to dying; they can then concentrate their fire on the nearest threat or slide into cover. Both the power-slide and bullet-time mechanics are linked to a power gauge which needs to be refilled after a few seconds, but this is where the game’s high-speed pacing comes into play.

It’s difficult to describe the experience of playing Vanquish, but I can only imagine it compares to being dragged behind a speedboat with no waterskis. To say the action comes thick and fast is an understatement. One minute you’ll duck behind cover to snap off a shot at an enemy. The next, their returning fire will blast away the wall you were hiding behind. You’re then forced to power-slide towards them, activate bullet-time while between their legs and unload with a heavy machine gun which completely finishes them off. Victory is short-lived as another platoon of enemies pour into the screen.

The gameplay’s mix of person pop-and-cover, bullet-time, power-sliding and mêlée feels smooth, slick and ridiculously over the top at the same time. The enemy AI is lethal enough to force the player into using as many of Sam’s abilities as possible – usually combining a number of them for maximum impact. The level-design is off the charts; just when you think you’ve found the game’s limit, Vanquish introduces an epic new boss battle or massive acation set-piece which cranks the excitement up a notch. The whole experience feels like a massive sensory overload, and this is only compounded by the soundtrack – an overpowering audio cocktail of gunfire, explosions and fast-paced techno (which bears remarkable similarity to the music in the webuyanycar.com adverts).

There’s a story of sorts, involving some extremist Russian military faction taking control of a space station and using it to turn San Francisco into a landfill, but it may as well have been dumped altogether for all that it features in the proceedings. The characters are all walking clichés and the dialogue is laughably bad (“I’m getting better at this ‘falling out of moving vehicles thing’, says Sam. “You’re getting better at looking like an ***hole,” comes the reply.) However, none of these things impact negatively on Vanquish as a whole; in all probability, players will be too busy ducking, rolling, shooting and sliding to care about any of the plot’s shortcomings. The length of the game may strike some as criminally short – it clocks in at around six hours, if you play it through on Normal difficulty. However, given the game’s blistering pace, pounding soundtrack and relentless stream of action, if it were any longer Vanquish would probably wear out its welcome.


However, Vanquish does falter at times and this occurs when the level design doesn’t make the set-piece the player is up against feel like a relentless, thrilling experience. The moment the game’s show-stopper veneer slips, the basic, age-old design of the enemies, and the way they are to be defeated, is thrown into sharp relief; point the reticule at the bits that look like glowing red and eyes and shoot. The only other complaint you could aim at Vanquish is that the only replay value it has is solely based around bragging rights. At the end of every section, players receive a score they can upload to leader boards and, aside from some collectable statues scattered throughout the levels, this is the only mechanic Platinum Games has included to draw players back to Vanquish once the credits role.


These complaints become insignificant, when one considers the sheer, grin-inducing fun Vanquish has to offer. Vanquish is also one of the best looking games released all year and in terms of sheer spectacle, there are few titles that can match it. This is a fast-paced, high-octane and resolutely hard-core shooter, which makes no concessions to casual gamers. It also happens to be one of the best games of 2010.