الصفحات

Wednesday, 20 September 2017

نهائي دوري الابطال بنسخة فيفا ��FIFA 18 -Demo

نهائي دوري الابطال من فيفا 18 منجرب النسخة التجريبية من فيفا 18 و بعض الفرق بين ال 17 و ال 18 و خصوصا من ناحية الدفاع و تغير كبير من ناحية الركض بالكرة (Dribbling) و الاصدار الرسمي رح يكون ب 29








Sunday, 17 September 2017

FIFA 18 | ��تفاصيل الطلب المسبق استعراض اول 100 لاعب من ال فيفا 18

شرح سريع عن فائدة الطلب المسبق او ما يعرف بال (Pre Order) و ايضا استعراض اول 100 لاعب من ال فيفا 18 (FIFA 18 ) مع بعض التعليق ..



Saturday, 1 April 2017

HomeFront TheRevolution#Late Game Mission

United States has been occupied for four years. Immerse yourself in high-stakes gameplay where you must lead the resistance movement in tactical guerrilla warfare against a superior North Korean military force. A living, breathing, open world responds to your actions - you and your resistance cell can inspire a rebellion on the streets and be the force that makes the critical difference in the war, turning occupation into revolution as oppressed civilians take up the fight. But your enemy has the advantage - superior technology, firepower, heavy armor and air support. You must learn the art of guerrilla warfare -- ambush, sabotage, infiltration, deception -- and fight a running battle through the war-ravaged suburbs of an occupied Philadelphia.Subscribe: https://www.youtube.com/channel/UCPay...

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Monday, 13 February 2017

Watch Dogs 2 Epic Mission Stealth Hack





Gameplay:
Similar to its predecessor, Watch Dogs 2 is an action-adventure game with stealth elements. Played from a third-person perspective, the game features an open world set in a fictionalized version of San Francisco, an area more than twice as large as the setting from Watch Dogs. The city of San Francisco consists of six different areas: the downtown area, Civic, Coast, Oakland, Marin, and Silicon Valley, all of which have different characteristics and aesthetics. Players can navigate the city on-foot or by the various vehicles featured in the game, such as cars, trucks, motorbikes, quad bikes and boats. The driving mechanic was overhauled and was designed to be more accessible. The players can also shoot their weapons while driving. Marcus also has improved acrobatic skills, and has the ability to parkour around the city.

Players can use different methods to approach the game's missions. Players can choose between the aggressive approach, in which they defeat enemies with guns which are made with a 3D printer, explosives like mines, or Marcus' own melee weapon, the thunderball, a billiard ball attached to a bungee cord. Alternatively, players can use the stealth approach, in which they can evade enemies or paralyze them temporarily with Marcus' taser. Players can also complete the game through hacking alone. When players commit too many crimes in the open world, police officers will become alerted and will attempt to arrest the player. The game upgrades system also returns, with items being divided into three categories: Stealth, Aggressor, and Trickster. Players can choose their upgrades in accordance to their own playstyle.

Story:
Following Chicago, San Francisco becomes the next city to install the ctOS surveillance system, (the Central Operating System), which connects everyone with everything. The game features a new protagonist named Marcus Holloway (Ruffin Prentiss), a young and intelligent hacker from Oakland, California. He was wrongly framed for a crime he did not commit by the upgraded ctOS system, ctOS 2.0, which connects his personal information to the crime. Realizing the system brings harm to the innocent citizens of San Francisco, he decides to work with the hacking group DedSec to take down the city's ctOS 2.0, and Blume, the creator of the ctOS system.

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Developer: Ubisoft Montreal
Publisher: Ubisoft
Release: November 15, 2016
Genre: Action Adventure, Third-person Shooter
Platforms: PlayStation 4, XBOX One, Windows PC

Friday, 30 September 2016

Seraph

Introduction

 Seraph was released on Steam as an early access title and today we’re going to be reviewing it.


What is Seraph? An action platformer with a clean cut focus on skill-based acrobatics and shooting is the best way to describe it. I will say from the get go that Seraph has no aiming elements: it automatically picks your target while you focus on dashing around and looking cool. Many have been skeptical of this approach, but the team ensures that the movement based elements of the game are complex enough not to make this a very simplistic title. It also has a sliding scale of difficulty that changes based on how well you’re performing. Neat idea and I’m hoping that its implementation is as solid as Dreadbit claims.
Anyway, let’s load up and frag out, shall we?

Prelude & Setup

Seraph is pretty chunky installation at 2.7 GB, but the download is just 363 MB – that’s some pretty stellar compression! While I waited for the download, I checked out the community page on Steam. The latest post was a development roadmap that basically outlined how Seraph is going to transition from early access through to full launch.
Future content planned for this game includes additional miracles (I imagine these are similar to ultimate abilities), blessings (passive bonuses that increase with each level), more boss attacks, daily challenge modes and localisation for more languages. Complete introduction of all game elements is due in about 3 months.

The Twitch features aren’t something that I can really utilize, but it does have a box available for your webcam so that if you plan to stream Seraph, you’ll have an easy time doing so. Additionally, streamers can also bring an element of viewer interaction with various buffs and debuffs made available via chat inputs. I should also point out that the controls for Seraph are more suited toward using a handheld controller. You can still play with a keyboard though!
Sadly, no windowed borderless is available and no quality options are provided. What I will say is the transitions on the menus is really smooth and as far as design goes, they’re quite pretty.

Gameplay

The game has five modes to pick from when you start: standard, hard, extreme, speedrun and Twitch mode. I picked standard mode to begin with and played through the tutorial. My first impressions of the game are positive at this point: it looks clean, the controls are easy to follow and the tutorial gives just the right amount of information to give you an idea of how the core elements of Seraph work. It takes about 10 minutes to complete, so run through and you’ll have no issues figuring out how to play.
You’ll eventually hit the first level of the game and have the chance to kick some ass. There’s a mixture of simple enemies, medium-level and of course, bosses to encounter. After each level, you’re presented with the following screen that displays a heap of information about how you performed.
Related:For Honor Review

Throughout levels, you’ll be opening up various environment elements that provide you with different drops. I actually found a new weapon in the first level, but it had a limited amount of ammo (unlike the starter pistols, which were unlimited). Some crates also provide you with health, so if you do make a snafu, getting back on track isn’t impossible.
The auto-aim feature is quite enjoyable. I played an MMORPG a few years back called TERA, which basically had its selling point as being skill-based, with a lot of benefits afforded to those that were capable of dodging enemy skills. I feel that this game has the same spirit: you’re rewarded for watching what’s going on around you and making sure that you position yourself accordingly to maximize damage and of course, survivability.
When you hit level 2 you’ll be able to select a blessing and you should have enough Shards available to unlock a few oaths. As far as I can tell, you can only get to the oath page by going back to the main menu: I think that this could be redesigned to be available between levels to make it easier for players to understand the progression of the game. For some, they might completely miss this aspect of Seraph, which would be a big mistake. Anyway, because I was getting chunked a little, I decided to put my first shard points into the defensive tab to help boost my HP. You should also check out the Transmutation tab while you’re at it. This is another type of currency you collect in the game to unlock the ability to craft things using drops from enemies in the levels you come across.

It’s actually quite hard to get screenshots of battle, simply because taking even a second to stand still and stop shooting to hit the print screen button is going to set you back. I soon started to appreciate just how important movement is in Seraph: getting hit is incredibly punishing. In a lot of shooting games, killing the enemies as soon as possible is the ultimate aim, but in Seraph, I elected to just take my time and make sure that I was avoiding death above all else. This means that you’ll be jumping around a lot and dashing through anything that looks like it’s about to send out a deadly attack.
The crafting system isn’t fully implemented yet, but I did upgrade a few weapons over the course of playing to make things a little easier. Contrary to my previous claim of not wanting to get killed, I did focus on the shotgun and had a blast getting as close as possible to some enemies and hitting them right in the face.
Every day, Seraph has a Challenge mode option where players enter a seeded level that basically has you surviving for as long as possible. There’s a high score table and rewards for those that finish well. I’m not too sure what those rewards are, but an educated guess would suggest crafting materials.

Other

The scaling difficulty in Seraph is a great feature. You’ll actually get better drops as you get deeper into the difficulty levels and it will work with you to ensure that the enemies are a suitable difficulty for your skill level. The game’s graphics are nice and the resource usage was quite reasonable given how pretty it looked. The music is good and as far as I can tell, it adjusts itself in terms of loudness and intensity based on your difficulty level and current position. It’s been done before, but the implementation here is solid.
I was racking my brain trying to think of what’s not so hot with Seraph, and the only real thing I can come up with is that this game features many elements that show it’s going to be a port. A PS4 version will be developed, and a lack of PC-based elements is a little disappointing. It’s not the end of the world by any stretch of the imagination, but still something to think about.
As I mentioned in the gameplay part of the review, I’d like to see better management of the upgrades and character development system. The tutorial is good, but it feels like it glosses over these elements of the game without really explaining them to you. Ideally, having the tutorial walking through the process of playing around with the upgrades menu would be groovy.

Conclusion

For an early access game, Seraph doesn’t feel too shabby. More skills would make the dynamics of playing the game a little more interesting, but this is a great starting place that I think the team is really going to improve on. I don’t actually play a lot of action platformer games, but Seraph was really enjoyable and did the whole auto-aim thing justice. I can already tell from how the PC version plays that those using controllers will have a whale of a time.
I’d also like to stress that the speedrun and challenge elements of Seraph, alongside its Twitch.tv integration, is what we need games in 2016 to feature. It’s great to see a company fiddle around with their game and bring a fresh breath of air to basic design principles. Gaming is a lot more than just one dude sitting in his mom’s basement now, and having that dweller be able to compete against others and stream is a step in the right direction for the gaming community.
Seraph is available for purchase now via Steam for a price of $12.99.

Sunday, 4 September 2016

For Honor


GamePlay :






Release Date: February 14, 2017 Platforms: PS4 (version tested), Xbox One, PC
Jason Vandenberghe became my spirit animal at E3 2016. Stood centre stage at Ubisoft’s press conference, For Honor’s creative director delivered a passionate speech on par with Leonidas in 300. He roused the audience about a project clearly very close to his heart. Getting a chance to play the game, while a little rough around the edges, it still manage to get me excited for a genre that’s all-too rare on current-gen.
For Honor’s trailer portrays the futility of war. Three factions furiously fighting for so long that the original reason for their conflict is lost to the ages. Now, we get to join the battle between the Vikings, Samurai and Knights, the campaign letting us play as a chosen hero from each of the three.

For the first mission we join the Knights, who must defend the castle from an attempted invasion of the Blackstone Legion – their role in this battle is a little unclear, but it seems their intention is to ensure this conflict rages on for eternity.


I’m immediately struck by how gorgeous For Honor is. The wonderfully vivid lighting, the detail on the Knights’ armour, the flame effects as arrows rain down from archers onto the troops’ castle. It all looks incredible, and it’s a joy to run around this fort and take in the detail.
What is a little less polished, however, is the dialogue. Granted, this is a world where men are men who drink beer and kill for a living (you can play as women, too, but from my experience in the game the enemies you face are exclusively male), but the voice-acting is so on-the-nose that it becomes comical at times. Think a 1970s dubbed martial arts movie and you’re probably somewhere close.

Related: Mafia 3 Review



Finally heading into battle we’re introduced to the controls, and there’s an interesting rock, paper, scissors mechanic in play. You must hold L2 to lock onto an enemy, pressing it again will change which unfortunate foe is next for the sword, then you must hold your sword in one of three stances, using the right stick. Matching the stance of your opponent means you can block their incoming strikes, then respond in kind by striking from a different stance with light or heavy attacks.
When facing a tough opponent, it can create decent encounters that require patience and good timing, although it can be a little fiddly switching from right stick to face buttons (X is dodge, Square is guard break) in order to become an effective swordsman.


However, the mechanic can run into trouble when the numbers aren’t in your favour. Because you’re forced to lock on in order to engage in combat, dealing with multiple enemies at once can be a bit fiddly. You have to release and press lock-on each time you want to switch target, and the combat mechanics are purely for dealing with one foe. There are no sweeping or area-of-effect strikes like in Dynasty Warriors, you’re only bet is to dodge roll your way out of trouble and try and keep all enemies in front of you, limiting the chances of being flanked.
However, there are opportunities to take on large groups of enemies and do serious damage, as there will be instances when you face much weaker opponents that can be killed with one hit, just to create that sense of all-out war. These moments are great in fleeting spurts, but can become tedious if they outstay their welcome. From the demo I played they’re used wisely, with these one-hit weaklings peppered amongst tougher enemies just to keep things interesting.
Eventually we defend the castle, and then must take on a boss: the Blackstone Legion leader’s elected champion. This is where the mechanics shine: when the battle is tough. Balancing stamina, keeping an eye on your enemy’s stance and knowing when to dodge and guard break can be thoroughly entertaining. I wish there was a way to turn off the HUD so I there are no arrows telling me my foe’s stance, and I must deduce it only through body posture. The dev tells me at present this isn’t a feature that can be turned off; I hope this changes before the Valentine’s Day launch.
We then switch to playing the E3 presentation demo as the Vikings against the Samurai, and this is a much greater challenge and also far more entertaining, mainly because the Vikings are a much more fun class. Slower to attack but dealing much greater damage, the Viking hero can also pick up and carry enemies great distances on his shoulder, meaning you can throw them off ledges or launch them onto spikes. I pull off both moves seen in the E3 trailer and it’s immensely satisfying.


My time with the demo culminated in a 4-versus-1 match against my favour, a giant Samurai leader capable of dealing immense damage. If that wasn’t enough, I also had to deal with and his cronies.
I’m fighting desperately, hammering lock-on to make sure I attack the most immediate threat and it’s here where the system struggles. Because movement lacks the intricacy of a Bayonetta or Devil May Cry, it feels like I lack the control to manipulate my character within combat.
Sometimes I was acting out of desperation rather than calculation. Frantically fleeing for space, unable to attack the crowd of enemies simply because locking onto one opponent meant I was vulnerable to the other three.
I wish there was a more organic system, just to make the battles have a little greater sense of flow to them.

FIRST IMPRESSIONS

Overall, the combat has the potential to be great, and I did have fun in spite of these shortcomings. This is a meaty brawler. It is the closest we’ve come to a payable 300 game, and that makes me interested to see more from For Honor.
Plus, with a man as fiery as Vandenberghe at the helm, I’ll definitely be following this title with a keen interest. If he is able to translate even half of his passion and energy into For Honor, I’m on board.