January 7th, 2012
(as of 2012-12-04 21:13:00 PST)
(as of 2012-12-04 21:13:00 PST)
Frisby PC Computer Laptop USB 2.0 Game Controller Pad Dual- Shock by Frisby
DescriptionPC Computer Laptop USB 2.0 Game Controller Pad Add a thrilling dimension to your PC games with dual vibration feedback motors. Experience every bone-rattling crash and blind-side hit. Feels great in your hands and gives you all the controls you need to dominate the competition. The Frisby game controller for PC, Computer, Laptops makes your games more realistic that you will feel every crash, hit, explosion, and more with its Dual Vibration Feedback motors. Works great for any normal NES or SNES emulation, and feels just like a PS2 game controller and comes with 1 year warranty. Most game controllers last for only couple months, thus our 1 year warranty shows high confident in Frisby game controllers. Soft-touch bottom and specially designed textured rubber grips allows you to get a solid grip. It's the ultimate precision instrument, whether you're going for the tackle, the kill, the gold, or the finish line. The comfortable grip keeps you at the top of your game for hours of play. Double Analog control : Feel the performance edge with double analog sticks and smooth, precise control with digital buttons and smooth 360-degree action. Dual joystick precision helps hit every target, every time Turbo and Normal Mode : Switch from turbo mode to normal mode or from normal mode to Turbo with a click of a button Plug and Play : Compatible with all PC,and Laptop and any PC games operating with Windows 98/2000/ME/XP/VISTA. Simply plug and play, no driver required Contents: PC Game Controler with USB Cable Requirements: 64 MB RAM* 20 MB of available hard disk space* PC with Pentium processor or compatible * PC with Pentium processor or compatible USB port Windows 98 ME 2000 XP Vista Related Video
Destiny's second expansion, House of Wolves, will launch on May 19. Publisher Activision announced the news on Monday, according to Kotaku. A trailer for the expansion (below) was also released, but it won't go live until 10 AM PDT / 1 PM EDT.
House of Wolves, which was announced last summer, follows December's The Dark Below expansion. We already knew that it was due to launch in the April-June window.
Earlier this year, a ton of House of Wolves images leaked, revealing that the content will include what is listed below. Bungie has not formally confirmed the information below, but we'll have full details on House of Wolves as they become available.
The Dark Below and House of Wolves are included with Destiny's $35 Expansion Pass. Alternatively, each is available to buy individually for $20.
In addition to House of Wolves, Bungie is planning to make another major Destiny announcement this fall, which could be the sequel alluded to earlier this year by Activision.
Ahead of the game's release in just over a month, Polish developer CD Projekt Red on Monday released four new images of The Witcher 3: Wild Hunt in 4K resolution on PC. They are stunning, just like the first 4K image we saw last month.
See all four images in the gallery below or in full high-resolution here, here, here, and here.
Of course, you'll need a beefy PC rig and a 4K monitor to play the game with such high visual fidelity. Earlier this year, CD Projekt Red announced The Witcher 3's minimum and recommended PC system specifications.
On console, The Witcher 3 will run in 1080p on PlayStation 4 and 900p on Xbox One. The game is not coming to PlayStation 3 or Xbox 360.
Following another delay, The Witcher 3 release date is set for May 19 for PS4, Xbox One, and PC. Recently, CD Projekt Red announced two major expansions for the role-playing game that will add around 30 hours of gameplay to an already massive title.
A new Photo Mode is now available for PlayStation 4 exclusive shooter The Order: 1886, Sony announced today. The mode, similar to those found in The Last of Us, Driveclub, and Shadow of Mordor, is included with a new update for the title, which was released earlier this year to a middling critical reception.
Writing on the PlayStation Blog, Sony said a Photo Mode was a much-requested feature for The Order.
"Fans expressed an overwhelming desire to see and share the realism, beauty, and detail of our Neo-Victorian world," the company said. "With Photo Mode, you'll be able to compose, capture, and share stunning images of your favorite moments, characters, and environments."
One thing to note, however, is that enabling Photo Mode in The Order will disable the game's Camera Bias option for players who have that turned on. This Camera Bias option allows players to change which shoulder the camera hovers over.
The Order's Photo Mode features an untethered camera, while users can choose from a variety of color grading options (with intensity sliders), including high-contrast, gritty, and black and white. You can also remove all characters from the scene if you're looking to focus on the environment instead of the action.
When you're satisfied with your shot, you can share it with the world by way of the PS4's Share functionality. For a closer look at The Order's new Photo Mode, check out the video above.
With Grand Theft Auto V's PC release now just hours away, developer Rockstar Games has published a new video that offers an overview of the game's impressive-looking video editing tools. We got all the details about the Rockstar Editor last week, but this is the first time we're seeing it in action.
The Rockstar Editor allows players to record, edit, and share videos from Grand Theft Auto V and the game's multiplayer mode, Grand Theft Auto Online.
Players can utilize numerous camera angles and filters, and can also select a backing music track and make audio mix adjustments. The Rockstar Editor also lets players apply text slides to their videos and more.
In addition, the Rockstar Editor comes with a Director Mode that, as its name suggests, allows users to direct their own scenes. Players can choose a human character (or a animal) and create whatever scene they can think up--even using elements such as "explosive punches" and low gravity.
When you're done making a video, you can export it to the Rockstar Games Social Club or YouTube from within the Rockstar Editor.
It all looks very impressive. More details about the Rockstar Editor are available through this special online guide. However, gamers in the United States who buy the digital version can start playing later this afternoon.
The full, final version of Surgeon Simulator developer Bossa Studios' wacky physics-based PC game I am Bread, which allows players to become a piece of bread, is now available on Steam. This version of the wacky game replaces the non-final Steam Early Access edition that was released earlier this year.
I am Bread tells the "beautiful story of one slice of bread's epic and emotional journey as it embarks on a quest to become toasted." Check out the launch trailer above to see what the game is all about.
Bossa Studios is offering a nice launch-week discount for I am Bread, allowing anyone to buy it for $9.74 instead of its normal $13 price. This promotional price ends on April 16.
The final version of I am Bread includes lots more content than the Early Access edition. You can see everything that's included with the new version below, courtesy of Bossa Studios.
Looking for even more I am Bread content? Watch this video to hear acclaimed voice actor Troy Baker do voiceover for the game. I am Bread will be released later this year for iOS.
The answer lies within Titan Souls' very structure. You are a tiny archer who takes up very little space on screen, a pixelized adventurer with a single arrow providing your only protection from the monstrosities you face. The 2D world you explore may try to calm you with curlicues of wind, gently swaying brush, and light snowfall, but the dark forests and stone temples offer no hope to those that seek it. This place has no healing springs, no wildlife to tame, and no wolves to slay with a few well-aimed shots. It only hides bizarre deviants made of flesh and metal, each monstrosity designed to tower above your miniature frame moments before before destroying it.I would have named this guy Kid Fisto, so it's a good thing I wasn't in charge.
Each boss fight, in turn, presents itself first as a puzzle to solve, and then as a challenge to be overcome. Entering an arena may lead to death in a mere second or two before you're able to even get your bearings. With each attempt comes more understanding, however. That tumbling yeti will likely squash you the first time you ever see him, and probably the tenth time too. A giant coal-powered skeleton head propels itself around the arena with spiked orbs, killing you not just by crushing you, but by driving you to cross the flames that rise from the arena's floor vents. So you process the relevant information. What is the creature's weak point? How does it move through the arena? Do you defeat it by using the arena in any way? Where one enemy is concerned, avoiding death means noting where shadows appear on the ground before you can be crushed by the objects that caused them. For another boss, counting the number of times it rotates before resting for a moment can prove helpful.
Now you know what must be done, and it's time to execute on your plan. Charging up your shot leaves your tiny archer unable to move--and retrieving your arrow means either picking it up where it last fell, or holding a button to summon it to you, a process that also stills you for as long as the button is held. The behemoth might be vulnerable to your single arrow for a fraction of a second, so you exploit the boss fight's rhythms as best you can, trying and trying until the moment comes, your arrow finds its mark, and the beast falls without a single cry of pain or declaration of future vengeance. It is simply stilled, accompanied by a dramatic drum cue, and the screen turns a sepia hue, reflecting the loss of the soul that once existed here. When you summon your arrow back to your bow, you also pull points of light representing the boss's soul to you, and they swirl about you as the music swells; it's a beautiful moment of triumph, and one of many examples of how Titan Souls' excellent audio design instills excitement and eases mounting frustration.This lone environmental puzzle stands out in a game with little else but boss fights.
Victorious sound effects aside, Titan Souls' very design can lead to a disappointing anticlimax. Just as a swimming leviathan can murder you in a single stroke, so too can you murder it in a blink of an eye. A well-timed arrow shot just seconds after the battle begins can bring the baddie down, and leave you wondering why you stressed over such a simple endeavor. It was so hard--until it was easy. It's naturally fulfilling when you put this game's lessons to good use, but after eight or nine different boss battles, you know how each fight will end: you will make many attempts to fell the boss--and on a few frustrating occasions, many many attempts--before one last go, upon which you will deliver a precise shot that ends the action before it begins.
And that is why Titan Souls is compelling--until it isn't. What starts as an interesting idea loses its shine as it nears its conclusion, and along with it, the sense of reward. Success can be its own reward in video games, but in Titan Souls' distilled formula, the only mystery to uncover is the behavior of the titan you have next to face. Some of these encounters are cleverly designed, but the cleverness is not so great as to mask the game's intrinsic austerity. Titan Souls also provides structural rewards that, frankly, aren't very interesting. Hard mode; a mode in which you cannot run or dodge; a mode in which you only have one life to live: these don't provide much reason to return unless you thrive on speedruns and ultimate mastery, nor does the final reveal, which you are privy to only if you defeat every boss, which is not required for you to officially beat the game.Why are they all so mean? All I wanted to do was kill them and collect their souls.
Not that austerity must be a bad thing, only that Titan Souls stretches its single idea as far as it can go--and then a few battles beyond the limit. It's fitting that the world surrounding those battle is similarly simple. Unlike Shadow of the Colossus, the game I would say it most recalls, Titan Souls doesn't tell much of a story with its world, but it's at least a lovely place to be. You access boss fights from themed hubs, so you walk a short distance from a nearby save point to each nearby boss arena--and moving from one hub to another is a few minutes' journey. Those journeys have you crossing stone pathways, swimming across shallow pools, and riding mechanical platforms; giant eyeballs adorning nearby doorways follow you as you travel past, instilling unease.
It is the soundtrack and general audio that deserves the most credit for making this world enjoyable to pass through. (I wouldn't say "explore" is the right word, since there are no treasures to unearth or truly commanding sights to drink in.) One of the first bosses is a disembodied brain encased in ice, and the resounding clank it makes as it collides with walls gives the entire battle a tremendous sense of pressure and weight, while vivacious bongos exacerbate the battle's percussive feel. When you leave sunshine behind for snowy fields, the open strings of a fiddle recall similar tunes from the film Fargo, which also takes place in a frigid land. When green grass returns, a flute and guitar engage in a leisurely minuet, making your stroll feel particularly pleasant.
Don't let the soothing songs lull you, however: stress is always just a minute away, and once you have internalized Titan Souls' lessons, so is relief. In time, those lessons become exhausting; you keep studying the exam, yet fail it over and over again until, suddenly, you pass with little fanfare, and a new class begins. Luckily, before work comes joy, and in the few hours that Titan Souls maintains your interest, you prove that you--and the diminutive hero that you play--can change the world with incredible patience, and a single arrow.
For those unfamiliar with this phenomenon, Slendy, as some affectionately call him, was born on the internet forums of the 21st century. A few Photoshop projects featured a thin, suited figure without an apparent face. The first few images of him depicted children running away--and right there, we have the seeds for a great ghost story. He is the embodiment of the unknown, and he preys on the weakest among us--children. From that point on, he became a meme in the truest sense of the word, evolving and changing to suit whatever the population thought would yield the most easily shared terror.
Slender Man is now a self-reinforcing curiosity of the modern era, reflecting the deep-seated fears of our connected culture.
So how does he terrorize us now? When he approaches, he causes electronics, particularly cameras, to malfunction and glitch out. He causes his victims to go mad. He's most aggressive when you're trying to look straight at him. Perhaps most tellingly, he tends to stick to rural areas.
Again, all this is purely fictitious, but it's interesting that so many of these individual threads converged into a single vision coherent enough to yield a substantive game in Slender: The Arrival. This coalescence of traits creates a compelling antagonist that preys on the modern. In our metropolitan world of smartphone cameras and nearly ubiquitous connections, a mysterious figure that resists investigation and cuts us off from our technological safety net is the ultimate terror.
Arrival benefits from these fears and pulls every psychological string. However, that's all it can do. From a play perspective, it's about as minimal as they come. You can pick up pages and notes strewn about the various levels; after the preface, you can pick up a simple flashlight. That lack of agency is powerful, though. From its nascent stages, it's clear that you're struggling to survive in the shadow of beings that sap all hope. Slender Man and his several proxies--corrupted and insane people he's brought under his influence--are cold and uncaring. They have no clear motive other than your defilement, and they are omnipotent. Slender Man, for example, can teleport, and there's nothing you can do to defend yourself from his tentacle-y arms but turn and run away. It's an impressive foundation, and it fills me with dread to this day.
Slender Man and his several proxies are cold and uncaring. They have no clear motive other than your defilement, and they are omnipotent.
I've played Slender and its expanded pseudo-sequel Arrival before, but when I ran through it again, that prior experience didn't help ease my fears. The world is cloaked in darkness, and all you have to push away a small sliver of that enveloping black is a small, barely functional flashlight. Against the dark, Slender Man's blank, white visage creates an arresting contrast every time he appears. The system creates procedurally generated jump scares using a weighty, pervasive atmosphere of vulnerability and helplessness. The same system went on to birth the popular Five Nights at Freddy's series.
Player death in Arrival takes on a whole new meaning without the predictability of those frights. I found myself afraid of being afraid, eager to see the game end so I could at last take a breath, relieved to be safe once again.
That near-constant level of stress would doom a longer game, but Arrival clocks in at just two hours. The console versions add a few extra levels that weren't present in the original PC release, and they pad out the tension with just a bit of calm to keep players from growing exhausted. On the flip side, the added sections dilute Arrival's already-tight focus. In its original incarnation, Arrival was an agonizing, frantic mystery. You stepped into the body of Lauren, a woman desperate to find any clues regarding the disappearance of her friend Kate. As you poked about Kate's house, you could gathered snippets of information suggesting that her mother had passed away and that her family had been facing financial trouble--leaving the possibility open for suicide. The more you learned, though, the grimmer the reality became.
The added sections dilute Arrival's already-tight focus.
A few side characters were present that were hinted to be the Slender Man. Because just moving around in any given level could prompt the appearance of the Slender Man, you always felt that the answers were out there, but you could never quite piece it all together. With the new areas, some of that mystery is gone, and Slender Man is established as some otherworldly being. That spoils a bit of the fun and raises plenty of questions about why Slender now attacks people, where he was before, how he came to be, etc. Without a plausible in-universe explanation, he loses just a bit of his mystique.
Despite that, Slender: The Arrival still got under my skin. I'm not quite as warm to it as I was before, but it's an eerie experience that's seeped into my real life. Now, on long car rides or when I'm in a sparsely populated area in the dead of night, I'll catch glints of light and my heart will stutter at the thought that Slender Man could be at the edge of my periphery. All I can do is turn away and keep walking.