color Urzentertainment: trailor
Showing posts with label trailor. Show all posts
Showing posts with label trailor. Show all posts

Thursday, 22 August 2013

Planes movie trailor and news.

In theaters : August 23, 2013

Plot: Dusty, a plane with dreams of competing as a high-flying air racer. But Dusty’s not exactly built for racing—and he happens to be afraid of heights. So he turns to a seasoned naval aviator who helps Dusty qualify to take on the defending champ of the race circuit. Dusty’s courage is put to the ultimate test as he aims to reach heights he never dreamed possible, giving a spellbound world the inspiration to soar.

Producer

John Lasseter


Genre

Adventure , Animation , Comedy


Unknown  /  at  17:45  /  No comments

In theaters : August 23, 2013

Plot: Dusty, a plane with dreams of competing as a high-flying air racer. But Dusty’s not exactly built for racing—and he happens to be afraid of heights. So he turns to a seasoned naval aviator who helps Dusty qualify to take on the defending champ of the race circuit. Dusty’s courage is put to the ultimate test as he aims to reach heights he never dreamed possible, giving a spellbound world the inspiration to soar.

Producer

John Lasseter


Genre

Adventure , Animation , Comedy


Madras cafe trailor and news.

In theaters : August 23, 2013
An Indian Intelligence agent (played by John Abraham) journeys into a war torn coastal island, to break a resolute rebel group. He deftly maneuvers his resources to make significant breakthroughs, amidst a scenario where the enemy has no face and the only counsel is ‘don’t get caught’. At various junctions he meets a charismatic and passionate journalist (played by Nargis Fakhri) who is following her will to reflect the truth behind the civil war. The story unfolds as their quest for the truth reveals a deeper conspiracy, by a faceless enemy, united to seize a common nemesis – India
Unknown  /  at  17:36  /  No comments

In theaters : August 23, 2013
An Indian Intelligence agent (played by John Abraham) journeys into a war torn coastal island, to break a resolute rebel group. He deftly maneuvers his resources to make significant breakthroughs, amidst a scenario where the enemy has no face and the only counsel is ‘don’t get caught’. At various junctions he meets a charismatic and passionate journalist (played by Nargis Fakhri) who is following her will to reflect the truth behind the civil war. The story unfolds as their quest for the truth reveals a deeper conspiracy, by a faceless enemy, united to seize a common nemesis – India

Tuesday, 20 August 2013

Tom Clancy's Splinter Cell Blacklist news, Trailor.


The United States has a military presence in two thirds of countries around the world. A group of 12 have had enough and initiate a terror ultimatum called the Blacklist -- a deadly countdown of escalating terrorist attacks on U.S. interests. Sam Fisher is the leader of the newly formed 4th Echelon unit: a clandestine unit that answers solely to the President of the United States. Sam and his team must hunt down these terrorists by any means necessary, and stop the Blacklist countdown before it reaches zero.
Unleash the power of the most lethal agent to ever exist. You've been given the ultimate freedom to protect innocents against the Blacklist terror attacks known as -- the freedom to use limitless force, to break every law, and to become the globe's deadliest operative. If you succeed, the President of the United States will deny you exist. If you fail, millions will die.
Release Date: August 20, 2013
M for Mature:
Genre: Third-Person Action
Publisher: Ubisoft
Developer: Ubisoft Toronto



Unknown  /  at  00:14  /  No comments


The United States has a military presence in two thirds of countries around the world. A group of 12 have had enough and initiate a terror ultimatum called the Blacklist -- a deadly countdown of escalating terrorist attacks on U.S. interests. Sam Fisher is the leader of the newly formed 4th Echelon unit: a clandestine unit that answers solely to the President of the United States. Sam and his team must hunt down these terrorists by any means necessary, and stop the Blacklist countdown before it reaches zero.
Unleash the power of the most lethal agent to ever exist. You've been given the ultimate freedom to protect innocents against the Blacklist terror attacks known as -- the freedom to use limitless force, to break every law, and to become the globe's deadliest operative. If you succeed, the President of the United States will deny you exist. If you fail, millions will die.
Release Date: August 20, 2013
M for Mature:
Genre: Third-Person Action
Publisher: Ubisoft
Developer: Ubisoft Toronto



Saints Row IV trailor and review.


In the next open-world installment of Saints Row, Deep Silver Volition continues the story of the Third Street Saints by elevating their status to the highest level – the leaders of the free world. In Saints Row IV, the head honcho of the Saints has been elected to the Presidency of the United States. But the Saints are just getting started. Now the larger-than-life insanity of the Saints series gets a new twist with a catastrophic alien invasion, and the aliens have transported the Saints to a bizarro-Steelport simulation. Wield gargantuan superpowers and fight to free humanity from alien granddaddy Zinyak's mental grasp. Escape the simulation that's trapped the Saints crew, or die trying.
Saints Row IV lets players delve into an arsenal of alien weaponry and technology that will turn each Saint into an ultimate entity of destruction. Utilize out-of-this-world superpowers to fight all the way to the top. With intensified action and enhanced customization, players can use their newfound superpowers and leap over buildings, outrun the fastest sports cars, or send enemies flying with telekinesis in the greatest, most insane installment of Saints Row yet. Save the world, Saints Style.
Release Date: August 20, 2013
RP-M+ for Rating Pending, Targeting a Rating of Mature or Above:
Genre: Action
Publisher: Deep Silver
Developer: Volition




Unknown  /  at  00:00  /  No comments


In the next open-world installment of Saints Row, Deep Silver Volition continues the story of the Third Street Saints by elevating their status to the highest level – the leaders of the free world. In Saints Row IV, the head honcho of the Saints has been elected to the Presidency of the United States. But the Saints are just getting started. Now the larger-than-life insanity of the Saints series gets a new twist with a catastrophic alien invasion, and the aliens have transported the Saints to a bizarro-Steelport simulation. Wield gargantuan superpowers and fight to free humanity from alien granddaddy Zinyak's mental grasp. Escape the simulation that's trapped the Saints crew, or die trying.
Saints Row IV lets players delve into an arsenal of alien weaponry and technology that will turn each Saint into an ultimate entity of destruction. Utilize out-of-this-world superpowers to fight all the way to the top. With intensified action and enhanced customization, players can use their newfound superpowers and leap over buildings, outrun the fastest sports cars, or send enemies flying with telekinesis in the greatest, most insane installment of Saints Row yet. Save the world, Saints Style.
Release Date: August 20, 2013
RP-M+ for Rating Pending, Targeting a Rating of Mature or Above:
Genre: Action
Publisher: Deep Silver
Developer: Volition




Monday, 19 August 2013

The Bureau XCOM Declassified news and Trailor.

The battle of humans against an invading alien force erupts in The Bureau: XCOM Declassified, a new story and unique gameplay experience set inside one of gaming's most storied and beloved franchises. Set in 1962 at the height of the Cold War, The Bureau tells the origin story of the clandestine XCOM organization's first encounter with a mysterious and devastating enemy. Originally established as America's covert defense against the Soviet Union, The Bureau must adapt and overcome a threat unlike anything the world has faced before. As special agent William Carter, players will call the shots and pull the trigger, leading their squad of agents in the high-stakes secret war for humanity’s survival. Paramount to repelling the outside threat is The Bureau’s ability to cover-up the enemy’s existence in order to prevent worldwide panic.
In the spirit of the XCOM franchise, The Bureau's calculated combat design requires players to think and act tactically. The game's third-person perspective gives the player a sense of spatial awareness and grants them the freedom to transition in and out Carter's unique Battle Focus ability seamlessly -- heightening the tactical shooter action. The Bureau also fully embraces the concept of permanent consequence. As our last line of defense, every command can mean the difference between life and death for Carter, his squad and mankind.
Release Date: August 20, 2013
RP-T+ for Rating Pending, Targeting a Rating of Teen or Above:
Genre: Third-Person Shooter
Publisher: 2K Games
Developer: 2K Marin
Unknown  /  at  23:49  /  No comments

The battle of humans against an invading alien force erupts in The Bureau: XCOM Declassified, a new story and unique gameplay experience set inside one of gaming's most storied and beloved franchises. Set in 1962 at the height of the Cold War, The Bureau tells the origin story of the clandestine XCOM organization's first encounter with a mysterious and devastating enemy. Originally established as America's covert defense against the Soviet Union, The Bureau must adapt and overcome a threat unlike anything the world has faced before. As special agent William Carter, players will call the shots and pull the trigger, leading their squad of agents in the high-stakes secret war for humanity’s survival. Paramount to repelling the outside threat is The Bureau’s ability to cover-up the enemy’s existence in order to prevent worldwide panic.
In the spirit of the XCOM franchise, The Bureau's calculated combat design requires players to think and act tactically. The game's third-person perspective gives the player a sense of spatial awareness and grants them the freedom to transition in and out Carter's unique Battle Focus ability seamlessly -- heightening the tactical shooter action. The Bureau also fully embraces the concept of permanent consequence. As our last line of defense, every command can mean the difference between life and death for Carter, his squad and mankind.
Release Date: August 20, 2013
RP-T+ for Rating Pending, Targeting a Rating of Teen or Above:
Genre: Third-Person Shooter
Publisher: 2K Games
Developer: 2K Marin

Tuesday, 13 August 2013

Dishonored: The Brigmore Witches review.











The Brigmore Witches, the final piece of DLC to Arkane Studios'Dishonored, is now available on Xbox Live Arcade and Steam, with a PlayStation Network release planned for later today.
The Brigmore Witches picks up from the previous DLC, The Knife of Dunwall, and players will be able to carry over their power, weapon and item upgrades, the world's Chaos level and the choices they've made in the prior story.
Like The Knife of DunwallThe Brigmore Witches stars master assassin Daud, who is haunted by his complicity in the murder of the Empress in the original game. Daud must seek out and dispatch Delilah, the head of the Brigmore Witch coven, before she can bring her foul magic to bear and cast a spell on him.
He will also have to face the wrath of Corvo, the imperial bodyguard and protagonist of the original Dishonored.
REVIEW:
Daud is not supposed to be a squeamish man: he is, after all, the assassin who drove a knife into the heart of Dunwall's Empress and made off with her quivering child during the opening scenes of 2012's Dishonored. Even so, the first time you encounter a Brigmore Witch - a siren riddled with varicose veins and black magic - you'd be forgiven for letting out a spindly yelp. These shrieking, teleporting hags are perhaps the most upsetting antagonists yet in Arkane's stealth action game (of which The Brigmore Witches is the second major expansion), not least because they are led by that most alarming of creative fiends: the mad painter.
Delilah and her coven live in the dilapidated Brigmore mansion, one-time seat of an ancient family that was bankrupted a generation ago. The mental decay behind her own handsome face is reflected in the crumbling masonry and rushing brown water of her headquarters, which are made all the more unsettling by the beautiful surroundings of this greenbelt residence. But before you venture into the vast Brigmore estate, you must chase through a handful of other missions in Daud's story arc, as introduced by the preceding episode, The Knife of Dunwall.
The first of these sees Daud enter Coldridge prison - shortly after Corvo, the protagonist of the original game, escaped one of its cells. Far from a straightforward reuse of the location, this time you're able to explore the prison's various wings, choose which of its inmates to free and even witness the execution (or salvation, if you choose to intervene) of the guards held responsible for Corvo's escape. It's an ingenious set-up, offering an alternative perspective on a familiar location during the aftermath of familiar events. But with Daud's unique set of abilities - which allow him to conjure forth assassins, or to pull enemies toward him and choke them out while suspended in air - it feels quite different.

'Corrupted' bone charm upgrades come with a counterbalancing cost. For example, one allows Daud to deal greater damage with his sword but at a far diminished rate of attack.
Drapers Ward is the central pillar of the story. Divided into several interlinked areas, it sprawls from Dunwall's docks to the moping sewers underneath a cavernous textiles factory. The waterfront properties at its centre stare one another down across a lazy canal, which divides the two rival gangs of the area. The Hatters are well-heeled, dapper men in colourful waistcoats and top hats, while the Eels are urban pirates who use long hooked poles to gut their rivals. The two gangs spar on walkways and beat up stragglers in cosy cul-de-sacs while you quest around them, adding a third-party conflict that you are both detached from and spectator to. While the storyline demands, in time, that you take a particular side, it's up to you whether to lend your sword or sleep darts to either faction as you skulk. In most cases, the kerfuffle of their skirmishes allows you to continue your work unnoticed.
Before each mission, you have the opportunity to purchase supplies, use any blueprints you found in the previous mission in order to upgrade your equipment and, most interestingly, purchase 'favours' that will tip the odds in your favour in the ensuing operation. At their most basic, favours might reveal information or grant access to equipment caches with ammunitions and even bonus runes. But there are more costly options that significantly alter the way in which you approach a mission by, for example, providing Daud with a disguise to aid his entry into Coldridge Prison, or by cutting a hole in some perimeter fence to allow for a more stealthy approach.
The combination of purchases, upgrades and favours strengthens the importance of currency in the game as, without sufficient funds to invest, your chances of success (or, at least, progression without detection) diminish. In this way you have a stronger motivation to scavenge for the gold, oil, herbs and trinkets littered through the game, and the framing economy tightens pleasingly as a result.

Daud, like Corvo before him, is able to visit the so-called 'Outsider Shrines', where certain Runes are discovered along with some esoteric commentary on your progress thus far.
Dishonored's sense of wonder came from the variety of ways in which you were able to complete objectives, with the greatest rewards reserved for those players who made it through each task with neither blood on their hands nor a trace of their presence in anybody's memory. Arkane cuts no corners with this add-on, offering a wide and motivating range of options to complete each task, running up the scale from the most chaotic choices (which might render an entire area's population wiped out by toxic gas) to the more challenging, and usually more convoluted, schemes in which nobody in the immediate vicinity is harmed. Alongside these wide-angle choices, you must also hunt for Runes, which can be used to permanently upgrade Daud's abilities, and Bone Charms, which offer impermanent buffs and improvements of various types.
This is no hastily prepared footnote to the Dishonored myth. The Brigmore Witches is not only as textured as the game upon which it builds, with lavish scenery and elaborate set designs that communicate a weighty sense of place. But it's also as layered, with smart, meaningful tweaks and additions to your interactive toolset, and multiple branching routes to your objectives. There are curious, idiosyncratic side missions that run concurrently to your main quest (in one, you must recreate Granny Rags' wedding by bringing a bride, a groom and a ring to fashion a diorama). And, in contrast to the main Dishonored storyline, at last there's a clear, frightening and powerful antagonist. Larger and more intricate than The Knife of Dunwall, The Brigmore Witches emerges as one of the finest examples of how to not only expand a blockbuster video game, but also of how to enrich and deepen one.

Unknown  /  at  09:57  /  No comments











The Brigmore Witches, the final piece of DLC to Arkane Studios'Dishonored, is now available on Xbox Live Arcade and Steam, with a PlayStation Network release planned for later today.
The Brigmore Witches picks up from the previous DLC, The Knife of Dunwall, and players will be able to carry over their power, weapon and item upgrades, the world's Chaos level and the choices they've made in the prior story.
Like The Knife of DunwallThe Brigmore Witches stars master assassin Daud, who is haunted by his complicity in the murder of the Empress in the original game. Daud must seek out and dispatch Delilah, the head of the Brigmore Witch coven, before she can bring her foul magic to bear and cast a spell on him.
He will also have to face the wrath of Corvo, the imperial bodyguard and protagonist of the original Dishonored.
REVIEW:
Daud is not supposed to be a squeamish man: he is, after all, the assassin who drove a knife into the heart of Dunwall's Empress and made off with her quivering child during the opening scenes of 2012's Dishonored. Even so, the first time you encounter a Brigmore Witch - a siren riddled with varicose veins and black magic - you'd be forgiven for letting out a spindly yelp. These shrieking, teleporting hags are perhaps the most upsetting antagonists yet in Arkane's stealth action game (of which The Brigmore Witches is the second major expansion), not least because they are led by that most alarming of creative fiends: the mad painter.
Delilah and her coven live in the dilapidated Brigmore mansion, one-time seat of an ancient family that was bankrupted a generation ago. The mental decay behind her own handsome face is reflected in the crumbling masonry and rushing brown water of her headquarters, which are made all the more unsettling by the beautiful surroundings of this greenbelt residence. But before you venture into the vast Brigmore estate, you must chase through a handful of other missions in Daud's story arc, as introduced by the preceding episode, The Knife of Dunwall.
The first of these sees Daud enter Coldridge prison - shortly after Corvo, the protagonist of the original game, escaped one of its cells. Far from a straightforward reuse of the location, this time you're able to explore the prison's various wings, choose which of its inmates to free and even witness the execution (or salvation, if you choose to intervene) of the guards held responsible for Corvo's escape. It's an ingenious set-up, offering an alternative perspective on a familiar location during the aftermath of familiar events. But with Daud's unique set of abilities - which allow him to conjure forth assassins, or to pull enemies toward him and choke them out while suspended in air - it feels quite different.

'Corrupted' bone charm upgrades come with a counterbalancing cost. For example, one allows Daud to deal greater damage with his sword but at a far diminished rate of attack.
Drapers Ward is the central pillar of the story. Divided into several interlinked areas, it sprawls from Dunwall's docks to the moping sewers underneath a cavernous textiles factory. The waterfront properties at its centre stare one another down across a lazy canal, which divides the two rival gangs of the area. The Hatters are well-heeled, dapper men in colourful waistcoats and top hats, while the Eels are urban pirates who use long hooked poles to gut their rivals. The two gangs spar on walkways and beat up stragglers in cosy cul-de-sacs while you quest around them, adding a third-party conflict that you are both detached from and spectator to. While the storyline demands, in time, that you take a particular side, it's up to you whether to lend your sword or sleep darts to either faction as you skulk. In most cases, the kerfuffle of their skirmishes allows you to continue your work unnoticed.
Before each mission, you have the opportunity to purchase supplies, use any blueprints you found in the previous mission in order to upgrade your equipment and, most interestingly, purchase 'favours' that will tip the odds in your favour in the ensuing operation. At their most basic, favours might reveal information or grant access to equipment caches with ammunitions and even bonus runes. But there are more costly options that significantly alter the way in which you approach a mission by, for example, providing Daud with a disguise to aid his entry into Coldridge Prison, or by cutting a hole in some perimeter fence to allow for a more stealthy approach.
The combination of purchases, upgrades and favours strengthens the importance of currency in the game as, without sufficient funds to invest, your chances of success (or, at least, progression without detection) diminish. In this way you have a stronger motivation to scavenge for the gold, oil, herbs and trinkets littered through the game, and the framing economy tightens pleasingly as a result.

Daud, like Corvo before him, is able to visit the so-called 'Outsider Shrines', where certain Runes are discovered along with some esoteric commentary on your progress thus far.
Dishonored's sense of wonder came from the variety of ways in which you were able to complete objectives, with the greatest rewards reserved for those players who made it through each task with neither blood on their hands nor a trace of their presence in anybody's memory. Arkane cuts no corners with this add-on, offering a wide and motivating range of options to complete each task, running up the scale from the most chaotic choices (which might render an entire area's population wiped out by toxic gas) to the more challenging, and usually more convoluted, schemes in which nobody in the immediate vicinity is harmed. Alongside these wide-angle choices, you must also hunt for Runes, which can be used to permanently upgrade Daud's abilities, and Bone Charms, which offer impermanent buffs and improvements of various types.
This is no hastily prepared footnote to the Dishonored myth. The Brigmore Witches is not only as textured as the game upon which it builds, with lavish scenery and elaborate set designs that communicate a weighty sense of place. But it's also as layered, with smart, meaningful tweaks and additions to your interactive toolset, and multiple branching routes to your objectives. There are curious, idiosyncratic side missions that run concurrently to your main quest (in one, you must recreate Granny Rags' wedding by bringing a bride, a groom and a ring to fashion a diorama). And, in contrast to the main Dishonored storyline, at last there's a clear, frightening and powerful antagonist. Larger and more intricate than The Knife of Dunwall, The Brigmore Witches emerges as one of the finest examples of how to not only expand a blockbuster video game, but also of how to enrich and deepen one.

Payday 2 - Gameplay Trailer and Review.


The plan was to play it by the books: mask up, get in, get out. Grab six bags of cash, more if we're feeling confident. We'd go in through the back, it's easy to lockpick that door. I'd take point, 'cause I can talk patrolling guards down; no shooting required....but we'll put silencers on our pistols anyway, just in case. Ideally, though, nobody will see us go in.
That was we hoped would happen, anyway. Who could have guessed we'd end up here, holed up in a bank, low on ammo, SWAT team breaking in through the windows—all while we do our best to get the drill working on the safe again? And all because we ran into an 'effin bystander on the way to the money. You know how it is nowadays, people are glued to their cellphones. The jerk called the cops almost instantly after he saw us. Thankfully, the getaway van is supposed to be on its way, we just have to hang tight and survive the onslaught of coppers. That payday better be worth it...
Things hardly ever go to plan in Payday 2, the co-op first person shooter that's (mostly) about robberies. In the ten hours that I've played it, and despite criminal planning, I've yet to pull a perfect heist or mission. I suspect that most players will have a similar experience; the game is definitely not easy.

Before we get into why that is, let's talk about how the game works. Players use a system called "Crimenet," where they can select a number of different missions—some normal, some more difficult versions of existing missions, and some missions that span multiple days. The harder a mission is, the more money you'll get from it (and the more likely it is you'll want to play with friends you can coordinate with). These missions can also range from straightforward bank robberies to transporting drugs, although, regardless of what the set-up is, most seem to require you to break into something, and to move high-value items to your getaway car.
Once a mission is selected, players are taken to a lobby. It might be someone else's in-progress heist, which you can drop in and out of as you please. It might be your own lobby, where you can decide if you want to let other players join you or not. From there, players can also select a loadout—there are a variety of different guns, attachments, and masks to equip, along with skills and abilities depending on what you choose to spec for.
You can mix and match what type specializations you have, provided you've gained enough skill points from completing missions, although you'll need to invest heavily in specific trees if you'd like to enjoy some of the high-powered abilities. Right now, at level 20, I've unlocked the ability to equip med packs, ammo packs, extra XP gain, amongst other things. I don't really have a preferred loadout, it entirely depends on what type of mission it is and what the rest of the squad's make-up is.
Maybe the mission has a lot of security cameras; in that case, I'll take something to jam them. Maybe it's a particularly difficult mission, where we're likely to run out of ammo quickly—better take ammo packs! Maybe we need a person that's good at crowd control and tying civvies up. It's your call, although you can't know what a mission will require of you until you've played it a few times and see what's what.
Usually, if you've got a good group going, the idea is to pull off a perfect heist...which means spending time before a game starts denoting who does what and when, along with discussing loadouts. This planning stage is when Payday 2 shines: while shoot-outs are a part of the heist fantasy, a good criminal doesn't have to resort to it, right?
Thing is, there are a ton of factors that can throw a mission out the window. Bystanders will become suspicious if you run around with a mask on and a gun pulled out, naturally. A camera might catch you. Shooting is noisy. A metal detector might go off, since you're armed to the teeth. Even if you know a mission has certain obstacles, you can never fully prepare for what it holds, as things are slightly randomized. Maybe the safe of interest is in a certain room on this run, and maybe it's in a different room in the next one, for example.

I laud that design choice, in that players can't just leave sneaking through up to muscle memory...but, sometimes, the way things work isn't clear and, when it comes to bystanders, situations can sometimes feel unfair. Sometimes, a civilian far away from the situation will suddenly become alerted for seemingly no reason. Sometimes, there are way more bystanders than four people can handle. And though apparently the sneaking mechanics are more fleshed out than in the first game, it's still a far cry from being an actual stealth game.
So, more often than not, your plan goes down the drain, the police will be alerted and then will shortly appear on the scene. At that point, the game becomes a much less interesting take on horde mode, with waves of enemies raining down on you until you get a chance to escape. Most enemies are different types of law enforcement, and all seem like just bodies to shoot down. They don't seem very smart, although they do have good aim. Given that some abilities and mechanics allow you to negotiate out of a sticky situation at least to some degree—and especially coming up from games like The Last of Us. where enemies react dynamically—having dumb AI seems like a particularly noticeable shortcoming.
Setting the game to a harder difficulty will give you bodies with more health to shoot down, sometimes in exasperating, ridiculous numbers (for small-time heists?), and often while you wait for a drill to get through a door. Drilling can take minutes, which is fine, but the device will often fail mid-drill, making the entire thing feel like a chore. And there are few things like going on a rather difficult mission with lots of drilling, and then either randomly disconnecting/freezing or having explorer freeze up after I shut the game off—technical hiccups which I experienced a number of times while playing.
The drilling (or general waiting for something to happen) is not so bad initially (I didn't even notice it) but as you move through more difficult missions, the number of doors you have to drill through/wait for can also feel exasperating. Granted, high-level skills give you access to other options when it comes to breaking into these doors...but it'll take a while before you get there.
It's not that there's something wrong with the shooting in Payday, but there's not much that's exciting about it, either. It feels like a generic shooter, mostly because there's nothing evocative about the basic action of pulling the trigger or having bullets connect with other bodies. Personally, the shooting felt like punishment that comes from messing up a heist. Not so great, for an element that is often inevitable!
Despite that, the game is good at tapping into a latent obsession for perfection; I'm still pulled in by the promise of a perfect heist. It helps that there are a ton of great ideas in the game. If you spec a certain way, you can convince enemies to put down their guns, for example. If you don't kill civilians, the police is more likely to negotiate with you—in practice, what this means is that if any player is downed and then "taken into custody," law enforcement gives you the chance to trade a hostage for that teammate. That's got to be the most creative solution for reviving teammates I've seen. You can also equip an ability where your hostages will help you out, a la Stockholm Syndrome.
Beyond that collecting masks—which are collected via random drops, along with money and weapon attachments—feels more logical than collecting hats. You'll want to cover your face while doing crime, I imagine! Wearing a ridiculous hat or attire while shooting other people? Not so much. These are just some of the many awesome ideas inside the game, not all of which are fully-realized, but still, exciting to toy with.

While the heist set-up is novel, and while there are few highs in multiplayer compared to the feeling of having coordinated teammates—something which Payday 2 demands—in a way, some of my enjoyment of Payday 2 hinges on what the franchise might become one day. Yes, it's worth playing now to see the neat ideas you can't find in other shooters; it's a great title to pick up to play around with your friends...but I can't help but look forward. What will Overkill make with a bigger budget? Will a sequel look nicer? Will it have wider variety of missions? Will some ideas which looked curious become more fleshed out, nuanced? I look forward to finding out, although I can tell you right now, given the ideas in Payday 2, the franchise's future looks more interesting than that of shooters like Call of Duty or Battlefield.

Unknown  /  at  09:04  /  No comments


The plan was to play it by the books: mask up, get in, get out. Grab six bags of cash, more if we're feeling confident. We'd go in through the back, it's easy to lockpick that door. I'd take point, 'cause I can talk patrolling guards down; no shooting required....but we'll put silencers on our pistols anyway, just in case. Ideally, though, nobody will see us go in.
That was we hoped would happen, anyway. Who could have guessed we'd end up here, holed up in a bank, low on ammo, SWAT team breaking in through the windows—all while we do our best to get the drill working on the safe again? And all because we ran into an 'effin bystander on the way to the money. You know how it is nowadays, people are glued to their cellphones. The jerk called the cops almost instantly after he saw us. Thankfully, the getaway van is supposed to be on its way, we just have to hang tight and survive the onslaught of coppers. That payday better be worth it...
Things hardly ever go to plan in Payday 2, the co-op first person shooter that's (mostly) about robberies. In the ten hours that I've played it, and despite criminal planning, I've yet to pull a perfect heist or mission. I suspect that most players will have a similar experience; the game is definitely not easy.

Before we get into why that is, let's talk about how the game works. Players use a system called "Crimenet," where they can select a number of different missions—some normal, some more difficult versions of existing missions, and some missions that span multiple days. The harder a mission is, the more money you'll get from it (and the more likely it is you'll want to play with friends you can coordinate with). These missions can also range from straightforward bank robberies to transporting drugs, although, regardless of what the set-up is, most seem to require you to break into something, and to move high-value items to your getaway car.
Once a mission is selected, players are taken to a lobby. It might be someone else's in-progress heist, which you can drop in and out of as you please. It might be your own lobby, where you can decide if you want to let other players join you or not. From there, players can also select a loadout—there are a variety of different guns, attachments, and masks to equip, along with skills and abilities depending on what you choose to spec for.
You can mix and match what type specializations you have, provided you've gained enough skill points from completing missions, although you'll need to invest heavily in specific trees if you'd like to enjoy some of the high-powered abilities. Right now, at level 20, I've unlocked the ability to equip med packs, ammo packs, extra XP gain, amongst other things. I don't really have a preferred loadout, it entirely depends on what type of mission it is and what the rest of the squad's make-up is.
Maybe the mission has a lot of security cameras; in that case, I'll take something to jam them. Maybe it's a particularly difficult mission, where we're likely to run out of ammo quickly—better take ammo packs! Maybe we need a person that's good at crowd control and tying civvies up. It's your call, although you can't know what a mission will require of you until you've played it a few times and see what's what.
Usually, if you've got a good group going, the idea is to pull off a perfect heist...which means spending time before a game starts denoting who does what and when, along with discussing loadouts. This planning stage is when Payday 2 shines: while shoot-outs are a part of the heist fantasy, a good criminal doesn't have to resort to it, right?
Thing is, there are a ton of factors that can throw a mission out the window. Bystanders will become suspicious if you run around with a mask on and a gun pulled out, naturally. A camera might catch you. Shooting is noisy. A metal detector might go off, since you're armed to the teeth. Even if you know a mission has certain obstacles, you can never fully prepare for what it holds, as things are slightly randomized. Maybe the safe of interest is in a certain room on this run, and maybe it's in a different room in the next one, for example.

I laud that design choice, in that players can't just leave sneaking through up to muscle memory...but, sometimes, the way things work isn't clear and, when it comes to bystanders, situations can sometimes feel unfair. Sometimes, a civilian far away from the situation will suddenly become alerted for seemingly no reason. Sometimes, there are way more bystanders than four people can handle. And though apparently the sneaking mechanics are more fleshed out than in the first game, it's still a far cry from being an actual stealth game.
So, more often than not, your plan goes down the drain, the police will be alerted and then will shortly appear on the scene. At that point, the game becomes a much less interesting take on horde mode, with waves of enemies raining down on you until you get a chance to escape. Most enemies are different types of law enforcement, and all seem like just bodies to shoot down. They don't seem very smart, although they do have good aim. Given that some abilities and mechanics allow you to negotiate out of a sticky situation at least to some degree—and especially coming up from games like The Last of Us. where enemies react dynamically—having dumb AI seems like a particularly noticeable shortcoming.
Setting the game to a harder difficulty will give you bodies with more health to shoot down, sometimes in exasperating, ridiculous numbers (for small-time heists?), and often while you wait for a drill to get through a door. Drilling can take minutes, which is fine, but the device will often fail mid-drill, making the entire thing feel like a chore. And there are few things like going on a rather difficult mission with lots of drilling, and then either randomly disconnecting/freezing or having explorer freeze up after I shut the game off—technical hiccups which I experienced a number of times while playing.
The drilling (or general waiting for something to happen) is not so bad initially (I didn't even notice it) but as you move through more difficult missions, the number of doors you have to drill through/wait for can also feel exasperating. Granted, high-level skills give you access to other options when it comes to breaking into these doors...but it'll take a while before you get there.
It's not that there's something wrong with the shooting in Payday, but there's not much that's exciting about it, either. It feels like a generic shooter, mostly because there's nothing evocative about the basic action of pulling the trigger or having bullets connect with other bodies. Personally, the shooting felt like punishment that comes from messing up a heist. Not so great, for an element that is often inevitable!
Despite that, the game is good at tapping into a latent obsession for perfection; I'm still pulled in by the promise of a perfect heist. It helps that there are a ton of great ideas in the game. If you spec a certain way, you can convince enemies to put down their guns, for example. If you don't kill civilians, the police is more likely to negotiate with you—in practice, what this means is that if any player is downed and then "taken into custody," law enforcement gives you the chance to trade a hostage for that teammate. That's got to be the most creative solution for reviving teammates I've seen. You can also equip an ability where your hostages will help you out, a la Stockholm Syndrome.
Beyond that collecting masks—which are collected via random drops, along with money and weapon attachments—feels more logical than collecting hats. You'll want to cover your face while doing crime, I imagine! Wearing a ridiculous hat or attire while shooting other people? Not so much. These are just some of the many awesome ideas inside the game, not all of which are fully-realized, but still, exciting to toy with.

While the heist set-up is novel, and while there are few highs in multiplayer compared to the feeling of having coordinated teammates—something which Payday 2 demands—in a way, some of my enjoyment of Payday 2 hinges on what the franchise might become one day. Yes, it's worth playing now to see the neat ideas you can't find in other shooters; it's a great title to pick up to play around with your friends...but I can't help but look forward. What will Overkill make with a bigger budget? Will a sequel look nicer? Will it have wider variety of missions? Will some ideas which looked curious become more fleshed out, nuanced? I look forward to finding out, although I can tell you right now, given the ideas in Payday 2, the franchise's future looks more interesting than that of shooters like Call of Duty or Battlefield.

Thursday, 8 August 2013

Chennai Express Trailor




CAST
        Shahrukh Khan                                                                                            Deepika Padukone

In theaters : 
Runtime : 02 hours 20 mins
Chennai Express is the story of a 40 year-old bachelor, Rahul, who lands up in a train journey from Mumbai to Rameshwaram that makes him realize the importance of love.


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CAST
        Shahrukh Khan                                                                                            Deepika Padukone

In theaters : 
Runtime : 02 hours 20 mins
Chennai Express is the story of a 40 year-old bachelor, Rahul, who lands up in a train journey from Mumbai to Rameshwaram that makes him realize the importance of love.


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