Saturday, October 2, 2010

Lies About PC Games

The world of gaming has grown very significantly in recent years, the issue is that when a medium becomes important, the attention of more people and it is inevitable that rumors start and above all, to invent lies to regard. In the case of video games, this is because many people know and make judgments on first impressions they leave or simple ignorance. Here are some examples.

Video games are for kids

In an investigation (you can read full here) of the Entertainment Software Association (ESA) found that the average age of gamer in the United States is 34 years and that these people have played since the age of 12. That one of the reasons why now there are so many games rated M (for ages 17 and older). As you can see, the idea that video games are just for kids is one of the biggest lies in this area, but that brings us to see the other side of the coin.

All games have violence or sex

There are a number of people who know that video games are not for children, but have a completely opposite view and believe that above all games are beatings, bullets and blood.

The consoles of this generation have a wide range of genres, there are options for the whole family and even some teaching. There are also card games and board in general and a very good variety of sports titles. Interestingly, at ESA's research found that 82 percent of all video games sold in 2009, were rated for children under 16 years.

Women do not play video games

There are still people who believe that this statement is true. It is a fact that forty percent of U.S. gamers are women and not only that, they are also part of the establishment games and have been placed in important positions in some studies. An excellent example is Jade Raymond, Ubisoft CEO of Toronto.

The video games were better

Some say that games from previous generations are better than today, the truth is that we are living the best time that video games have seen so far. Thanks to the Internet you can update the game and correct mistakes that can be found after they go on sale or add new features that were not planned when the console is also created Internet also makes it possible to play and communicate with others the world instantaneously. The controls now have an excellent accuracy, ergonomic and wireless. Digital distribution has allowed some game developers to publish their work and graphic power of consoles has gone so far that the only limit is your own developers imagination.

Video games are guilty of violence and crimes

It is fashionable to blame the game for almost any type of misfortune. Attacks have been saying that are used to train terrorists and incite people to commit crimes, the fact is that this is only a strategy used by some parents to avoid responsibility for poor education they have given their children, and is also a tactic used by some lawyers to try to get some trouble to their customers. But Stan Lee, the creator of Spider-Man, Iron Man and Hulk, I had explained to the comics, as these were also blamed for creating juvenile delinquents and generate violence in the decade of the fifties. The music, in turn, was targeted by these accusations at one time and it is likely that any future political ambitions, another half point as the culprit in many situations only to become famous.

Video games are useless

One of the most heard allegations that a gamer is, "That's not going to let anything good." The truth is that no research to prove that video games help improve reaction times, decision-making and hand-eye coordination. Some may serve as an exercise for a good memory, and now there are titles that have the specific goal of getting fit.

As you can see, most of the negative comments about the games are fake, the truth is that this hobby is one of the best on this and we are experiencing a great era in which many artists try to gain our attention with a huge variety of genres.

Source: UK Gaming Blog - PCGameTrek.com

Thursday, September 30, 2010

5 reasons that show the evolution of Civilization V

Since its release in 1991, Civilization established himself as a recognized not only in the genre of turn-based strategy, but in the history of video games. September is the month in which Civilization V is released and here are five reasons why you should not miss this new version.

1.Modificable. Civilization V will allow users to create weapons, characters, accessories and other objects by means of tools included in the title and make the experience something completely custom, best of all, these changes can be shared without restriction.


2. Renewal graph. Today's computers deserve a new visual appearance, Civilization V has stunning graphics, the units are very detailed, the historical leaders of different countries are more real and have more texture maps and terrain than ever.


3. Field. For the first time, the land is divided into hexagonal blocks, the traditional square behind us. What does this mean? No more stacking of units and a much more fluid. There will also be city-states controlled by the CPU ready to be conquered, make deals or negotiate diplomatic.


4. Technological breakthroughs. In previous releases there was an exchange of technology, now two civilizations that are at peace can make a pact to investigate and obtain rewards together.


5. Características.Un out of 18 new civilizations with their leaders, various conditions for success in the missions, units and unique buildings for each one, and Artificial Intelligence divided in four levels to taking care of things, are reason enough not to let this title.

Monday, September 27, 2010

Mafia II and the girls of Playboy

Mafia II, along with Dead Red Redemption, one of the games best atmosphere you can find in the shops this year. His story takes us through the America of the fifties, with changes in fashion, hairstyles, music and vehicles that occurred during the decade. Regardless of your gameplay, this is a title for nostalgia.

And one of the cultural influences that characterized the historical period was the emergence of Playboy magazine in 1953. Magazine for over 50 years has been part of American cultural scene offering its readers interviews and reports, as well as photographs of the most beautiful women in the world.

The developers of the game, 2K Czech, wanted to pay homage to the publication including some of the most famous cover girls in magazines of the time we can find on the stages of the game. Mafia II takes place in the imaginary town of Empire Bay, an urban mix between Chicago and New York. So you can be sure that the inhabitants had no shortage of kiosks where you can buy 50 copies of magazines with their "Playmates" cover.

In the online magazine PCGameTrek you will find a complete guide for all magazines, with illustrative videos and a map which marks its location.

Sunday, September 26, 2010

Women still minority in the gaming industry

We know from recent reports that women ADES declared active gamers are already about 19% of the market. In a world where the user has always been mostly male, is good news for some time that this part will be balancing things.

However, in the workplace women remain a minority. According to a survey by the British Sociological Asiciación only 4% of employees in the gaming industry in this country are women. Even more troubling, if possible, taking into account that in 2006 it stood at 12%. The jobs have been consulted animation, programming, design, engineering, marketing and human resources.

According to the authors of the survey, the cause of the decline would be due to "high number of hours required in the industry." Of the 457 women surveyed, 43% argued that working in a video game company "required too many hours for their welfare." 32% work more than 45 hours per week and the rest of respondents exceeded this figure long, to 10% of them exceeding 56 hours per week. A rhythm that is not willing to support anyone, either male or female.

A more flexible working hours would reconcile family life and give the industry a better picture of labor market face. Another striking data is that 79% of respondents had no children.

Despite being a newly established industry, the gender gap also exists.

Source: PCGameTrek UK, Latest Online Gaming News

Saturday, September 25, 2010

Best Sites That You Can Find Latest PC Game Reviews

Here you can find links to all the best PC sites that offer PC game reviews, previews and news! Click on the text to be taken to the site!

IGN - One of the best gaming sites on the web, constantly updated news, along with great reviews and previews on many games.

Gamezone - Has many game reviews and interesting articles.

Gamespot - Great site with plenty of reviews, previews and cheat codes.

Gamefaqs - Part of Gamespot, this site has reviews and cheats, but also thousands of faqs and walkthroughs for hundreds of PC games.

1up - Great site with reviews, previews, cheats, game trailers and guides

PC Game Trek - A smaller site compared to the other commercial ones, though still rich in content and has many interesting sections that you wouldn't find on the bigger review sites.

Game Rankings - Takes reviews from game sites all around the Internet and ranks them. The rank is determined by the average score given by the reviewers. Also lists and ranks the all-time best and worst games.

You Gamers - Another great PC game review site featuring very up-to-date news in the world of gaming.

CVG - Computer and Video Games has been around since 1981 in magazine form. Has great reviews, previews, news and forums.

Tom's Hardware - A great site that reviews loads of different PC hardware and has news articles relating to the goings on in the PC world.

GamesRadar - Has plenty of reviews, previews and articles about new and upcoming games. Also has the latest cheats and game trailers.

PC Mag - Plenty of reviews and news about computing technology here. Top site and very professional. Also has resident columnists who discuss the latest issues confronting the PC world.

GamePro - Official site for the Game Pro magazine. Good amount of reviews and news. Has some nice prizes too.

Christ Centered Game Reviews - This is completely different to any other review site listed (or on the entire Internet!). It has a fair amount of game reviews, but unlike any review sites I've come across, it also has a 'morality score.' Check it out, pretty interesting! Oh, and it also has a 'verse of the day' from the bible.

Firing Squad - A game and hardware review site for the hardcore gamer! If you love overclocking and only stocking your PC with the absolute best, then this site is for you!

Yet Another Review Site - Exactly what the title says, though these reviews are written for gamers, by gamers.

Giant Bomb - According to the owners is "the world's largest editable video game database".

Tuesday, July 13, 2010

The video game industry may be responsible for the crisis label

Returning to the fray with the hackneyed themes downloads 'illegal' in this Guardian article outlines an interesting theory about it. According to the author, who defends, like everyone else, it is impossible for each download made equivalent to a sale and that we should at least have all súperCEO salaries to meet such expenditure, the main culprit in the decline of traditional phonographic media sales is none other than the video game market.

And the theory is very simple. According to the sales figure since 1999, was created Napster, music sales have evolved inversely to the video game, ie what the record companies have lost won game developers. The Guardian article suggests that, assuming that the purchasing power of average user of both products has not changed substantially in 10 years, the most logical thing is to think that these users have chosen to spend your leisure in a market much more attractive because they get more for your money.

If a game 40 € offers weeks or even months of fun, an original CD of 15 € for a standard group, taking into account the dramatic musical level we are going through, you will have at most two or three good tracks and a further 7 fillers. It is reasonable to invest in the game and download the 2 tracks salvageable from anywhere. Therefore, the label will have lost $ 2, which is what those two items lowered costs from, say, Amazon, and not 15 € ($ 20).

Totally believable.

And the obligatory questions:

* If the statistics shuffled labels and collection companies conformed to these figures, did any government would support the excessive battle against "piracy" that are taking place?
* If the record companies and fund companies know these figures, what is sought through this pantomime collecting?

Friday, July 9, 2010

Video game industry moved 25 billion U.S. dollars

"Wiii, we are rich"

That the video game industry is huge is not news. Knowing that in 2009 moved 25.2 billion dollars just in the United States is immeasurable. But there is one more item Surprisingly, if the U.S. entertainment programs create a separate country, its Gross Domestic Product (GDP) would be at the location 88 between the 181 nations that analyzes the IMF, surpassing countries like Panama, Estonia and Bolivia. More details of 2010 PC Games Industry Can be found in PCGameTrek.

According to the report prepared by the consultant Newzoo unknown, the U.S. market is made up 182.9 million for digital entertainment enthusiasts (61% of the population), who consume on average $ 138 per year, between games, consoles and accessories.

To reach this result huge, the study interviewed 12 000 people and included computer games, casual and mobile software. Moreover, added the sale in stores, online subscriptions, downloads and even used games. The numbers are slightly higher than those of analyzing company NPD, who said that last year the industry moved "just" 18.96 billion U.S. dollars

According Newzoola, games consoles up 61% of the market, while computers account for 16% and mobile games reach only 3%. The rest are divided between expenditures for web sites (10%) and payments for subscriptions multiplayer games (9%).

Monday, July 5, 2010

A new look at the video game industry

Microsoft and EA threw the first stone of what awaits us in the video game industry in the coming years. Gone are the games full of trash talk, the marathon sessions of Halo or Modern Warfare, now the industry has turned to the social domain, that of what they hear every day. But unlike socializing through networks like Facebook or Twitter, the challenge of 2010 PC Games industry is going to get back to where we were playing at home, which was given in the days of Atari or NES and was gradually losing.

A few years ago hinted that Microsoft would go down this path by implementing Xbox Live Arcade on Xbox 360, but it was not until the success of the Wii thought that the two giants in the importance of the casual market and how to leverage their platforms to achieve a new experience. Both Microsoft and Electronic Arts speak of a revolution, something that will forever change the game industry and while not the first (thanks Wii) seems to be no rest until they make this change is grounded. Is this the change we need?

After seeing the two conferences I can give me an idea that the industry will be divided once again, first to the consoles that we have opted for a family game and on the other developers who follow the line of mobile phones, Facebook and other platforms for interaction. Both roads are on the concept of socializing, each in their own way and is something we have to live through the coming years.

Until recently thought that hardcore gamers were a species threatened with extinction, now I have no doubt that eventually become extinct. It may survive one another nostalgic cling to the past, as many now are betting on the PC, however not form part of this new society of gamers.

The new industry self-commitment to a player, he has no problem to invite their friends to dinner and making a fool trying to dance Dance Central. In terms of games the word "Accessible" is the cornerstone of this movement. The interfaces will eventually be simplified so that anyone can pick up the game and enjoy it. Examples of this movement are present in current games like Prince of Persia or Splinter Cell: Conviction.

The technology will do its part, the question then becomes: Are they prepared to face this change?

Salaries of Employees Of The Gaming Industry

PC Games Magazine: Salaries of employees of the gaming industry

PCGameTrek.Com has done, as every year, a survey of the salaries earned by professionals in the games industry in England. In this period it was a small drop (1 percentage point) compared with the previous year.

It is estimated that on average, this type of professional billing £ 31,509 pounds or $ 51,331 dollars a year. This translates into a monthly income of $ 4,277 dollars, I have no idea whether it will be a lot or a little compared to the cost of living in the region (if any reader knows please instruct).

There are other very interesting facts that are the average wages by industry area, like this:

* Marketing and Advertising: £ 44,133 / $ 72,358 (2009: £ 43,600 / $ 70,571)
* Services and Range: £ 32,790 / $ 52,808 (2009: £ 31.243 / $ 52,467)
* Development: £ 31,964 / $ 52,773 (2009: £ 30,552 / $ 49,113)
* Average: £ 18,056 / $ 29,125 (2009: £ 18,235 / $ 29,347)
* Communications: £ 28,458 / $ 47,567 (2009: £ 26,673 / $ 42,896)

Something that does not fit much on the subject but that strikes me is the considerable attention that the dollar depreciated against the pound, you can actually see that money is the strongest. In short, these are the data on the income of the people in charge of giving us fun year after year.

What do you think?

Thursday, June 17, 2010

Rocket Knight PC Game 2010

Help save Zephyrus Sparkster a new threat

Rocket Knight is the title that marks the return of Sparkster, an opossum in his free time is a peaceful and dedicated farmer, but at night and when the danger is short, becomes a powerful armored knight with a sword launches energy attacks and a rocket that lets ...

Rocket Knight is the title that marks the return of Sparkster, an opossum in his free time is a peaceful and dedicated farmer, but at night and when the danger is short, becomes a powerful armored knight with a sword launches energy attacks and a rocket that lets you fly and float. The interesting thing is that this game came after 15 years during which the number remained in oblivion, after the launch of Sparkster: Rocket Knight Adventures 2 on the SEGA Genesis.

The game's story begins in a peaceful countryside, where our hero, Sparkster, is tending his farm, working the land as a good villager, when suddenly, the wolves decide to attack the kingdom of Zephyrus masse, and to retake its place Sparkster as protector of the place. To carry out its mission, has at its disposal its trusty sword that allows you to melee attacks, and other devastating long range by means of releasing energy at their enemies from a safe distance, but what really separates it from Knight is the jetpack average. With this attachment can be launched toward their adversaries, to float momentarily and fly for a couple of seconds.


The main attraction lies in the accumulation of points throughout the game, which is reflected in the leaderboards, allowing you to compete against other players to see who is the true savior of Zephyrus, and also gives you the advantage of making assumptions and rub in the faces of your friends how good you are in this title. Points need to dedicate yourself to travel the levels and find all the little hidden gems that will give you points to add to your total score. Obviously there are other factors that influence in increasing your score, comoterminar a level in the shortest time possible, minimizing the number of lives lost and the amount of enemies that you've kicked your ass during your adventure.

Usually the levels are quite friendly and do not present much difficulty to move through them, even for the less skillful player there is, leaving aside some battles against bosses that are hampered a bit, especially because they are well designed, have few weaknesses and attacks are balanced. Some fights can make you lose a little time and one or continue, and that until we discover the way to beat the boss, this will keep you at bay and moving constantly to stay alive.


The real difficulty of the game lies in learning to use Sparkster skills quickly and smoothly, then you'll have to bounce off some walls and drill other, hitting enemies and jumping to avoid a rocket, all in a couple of seconds, if not want to end up with a hole where your face used to be. An interesting point is that as advances in history have certain limited powers and abilities, which deviates a lot of what we are used to today, when games try to quench our thirst for power gradually.

Ultimately, Rocket Knight is a fun title, with an acceptable level of difficulty, redesigned graphics and a good system of controls, however, limps when providing variety and a long game experience as only has 16 levels divided into four worlds, and the worst part is that these levels, four fights with bosses, so the game will end in a couple of hours at most. Rocket Knight is available for download on Xbox LIVE, with a price of 1200 MS Points and the PSN, and Steam, for $ 14.99 USD.

Saturday, June 12, 2010

Kane & Lynch 2 PC Game Review

Kane & Lynch 2: Dog Days
A dirty, dark, violent and promising shooter

Kane & Lynch: Dead Men received mixed responses from his audience, but that did not stop to prove that he had good material, so that its developer, IO Interactive, known for creating the successful Hitman franchise, will launch a sequel starring the strange duo, Kane, a ruthless criminal who has lost everything in life, and Lynch, a schizophrenic fugitive not being under the influence of strong drugs, can get out of control.

The most important change that promises Kane & Lynch 2: Dog Days, is that Lynch will be the star now, that is something that many people can be a wise decision because the character is full of mystery and because of his unstable psychological condition their actions are unpredictable.

Kane & Lynch 2: Dog Days promises to be very different from most games, here you do not have a military trained to fight terrorists, are two unscrupulous criminals with nothing to lose, fighting the scum of the underworld. This title will immerse you in dirty and dark places where even the most decent person has his hands full of blood, especially when you consider the hostility of some people in the suburbs of Shanghai, where the story unfolds.

Something beautiful to have chosen this city, which has all sorts of places and neighborhoods, so although the game probably will take you to some of the worst places, most likely you see all kinds of environments to explore in your adventure.

As you can imagine, will have a cooperative mode and will be one of the main attractions, going from the title of the game you can identify that you have a partner to carry out your crimes, and as developers, will be reflected in the relationship of the characters so that even when playing alone, you feel that Kane is by your side strategies, such as flank the enemy to take another path, which indicates that it will be an excellent cooperative experience.

The game is not aimed at young audiences, and not due to the amount of violence, simply because the characters, history and ambience are made to be enjoyed by adults and that will be displayed in the language of each, which will full of words that no mother would like to hear from his son.

Something very interesting Kane & Lynch 2 is its competitively. Maintain Fragile Alliance mode of the first game, where your team must make a grand larceny to escape with the loot, of course, unless one of your classmates will become greedy and decides to betray his friends to keep all the profits; also added a new mode called Undercover, in which a team of thieves is actually an undercover police officer to be removed one by one to their peers without the others realize, though of course, everyone will be looking for that rat liar.

Kane & Lynch 2: Dog Days promises to deliver a raw experience, and generate all the fun of competitive and cooperative modes with big ideas. So, if all goes as the developers have it in mind, the game must remain in your sights.

Monday, June 7, 2010

BLUR PC Game 2010

Game Review
Define blur is not easy, but in an English magazine found him a very good name: Modern Carfare. Blur is defined differently: as a man running races, and this video explains it perfectly.

Define blur is not easy, but in a British magazine she found a very good name: Modern Carfare. Blur is defined differently: as a man running races, and this video explains it perfectly.

Reference to Modern Warfare is no accident, the multiplayer is built around the experience to grow and meet challenges, but we are getting ahead a lot, blur is a combat racing game that, unlike the kart type games, it is with real cars, you can run Audi, Dodge, Focus, VW, Koenigsegg, Land Rover, BMW, Nissan and Aston Martin, among others.

Seeing the game, many doubt his pedigree, but just need to see the logo on the box, everything is under control, Bizarre Creations, makers of Project Gotham Racing, are the developers of blur. Surely some people expected, or at least wanted, another PGR, but possibly create blur was the right decision.

The market is racing simulators and a little tight, and now it is fashionable to offer them less hardcore game modes, where novices can run without worrying about suspension, brake pads, or any other parts that do not know how to adjust, so the supply of casual racing game suddenly seems to be redundant and Burnout Criterion taking another course and making the next Need for Speed, Bizarre seizes the opportunity and seeks to occupy the space for those who feel the need to run without thinking suspension damage, for all we want to destroy and we are not very interested in the racing game of our nephew.

The setting of blur is very similar to Need for Speed Underground, racing takes place at night in cities around the world, the effects are neon lights, outrageous, and work very well. The goal of the game is to run different types of careers and the goals (such as checkpoints or destruction of other vehicles) or be the first to reach the final goal.

In PGR to move forward or we need to collect level up kudos in blur fans are used, each move you make, the damage done, finally. After a certain number of fans, you level up, and with each level you upload liberate more cars to use.

That fight is racing because there are power-ups to choose from, some offensive, some defensive. Yes, most scratch can seem like a sappy version of those found in Mario Kart. Y fanboys, calm, saying that blur is copy is Mario Kart is like saying that Call of Duty: Modern Warfare is a copy of Doom.
Another difference is that there is a power-up ultra-powerful to be given that will last, no, it's a more democratic, everyone can see the available power-ups and get the wishing, of course, if not someone else wins. Also unlock mods that modify the behavior of some weapons, your shield or even give you ownership of more force to ram your opponents in single player races do not seem as powerful.

Of course the story is null, insert the game, you press start and start running. The campaign is difficult, at first you think will be of those games where you laugh at the Artificial Intelligence, but 20 players are racing, your enemies will beat you, takes your lunch money and you will walk away smiling. Yep, it can be humiliating.

So why would play? For online play blur is to live a battlefield at high speed. The analogy of Modern Carfare was well thought out, in blur you need to make challenges to access more cars, mods and colors for your car, and there are so many colors compete with up to 19 players is too intense, and here the mods you have available do make a difference, because online you will find several types of player and such a scale battles that will need everything that can give you an advantage.

Depending on the car you choose will have the typical options: what accelerates better?, What vehicle will reach the highest speed?. But the most important of all which one has more life?, Every attack against you to connect your life a little lower, and remember that there are 19 people who do not want to see you reach the goal.

Online you will find careers, including equipment, and a mode called Motor Mash, which is basically Twisted Metal, the blur, but with boring levels, it is best to keep racing. The experience of playing by yourself can be somewhat frustrating, but doing it online gives you the satisfaction you could want from a game, in the single player mode the AI can be irritating and even unfair moments, but in the way online there is nothing more satisfying than destroying your opponent's car just as he is about to cross the finish line.

Lost Planet 2 2010 PC

The dark side in cooperative play

The good
High quality graphics, very dynamic competitive modes, four-player cooperative campaign.

Bad
Finding a suitable cooperative game is difficult, poor artificial intelligence, peer need to kill some bosses and has a very weak story.

Review
Lost Planet 2 good attempts to retain many elements of his predecessor and make new ones, although some of them are not perceived as well as anyone would think and even the new cooperative mode can feel more like a nuisance in several respects. The game takes place ...

Lost Planet 2 good attempts to retain many elements of his predecessor and make new ones, although some of them are not perceived as well as anyone would think and even the new cooperative mode can feel more like a nuisance in several respects.

The game is back on the planet EDN III (which happened the first of the series), but this time the surface is no longer full of snow and ice, great jungles and deserts have appeared in the planet's surface, but mankind continues to fight for control of mineral and thermal energy. So now in a slightly more friendly, has increased the number of people trying to kill each other and there are different factions of mercenaries and pirates.

There is much more to tell the story of Lost Planet 2, though attempts to develop a plot in which all factions have a role. Everything takes place in small videos that occur every hour after you complete a number of missions and through small dialogues, that while trying to add more flavor to the story, not strong enough to help her cope.

Perhaps the biggest change in Lost Planet 2 compared with its predecessor, is the co-op, since each stage of the campaign will have three colleagues who will follow you everywhere. These can be controlled by other players and definitely want it to be so, because the enemy artificial intelligence so much as a friend is pretty bad, and sometimes your teammates will stay in the middle of the battlefield simply receiving the shots without blinking, something that no person two functional neurons would.

Due to the lack of good computer-controlled companions and the high difficulty of some leaders, need to find human partners, but unfortunately that's not an easy task, since the game does not let you join games in progress (unless you have completed the next level to that mission), and waiting in a lobby for fifteen minutes (assuming you've found a line in the episode and chapter you want) is not very pleasant.

Once the action begins, the game is pretty fun, working alongside your colleagues to face giant monsters and hordes of enemies can be very entertaining, especially while using a huge weapon or a Vital Suit (robots with high destructive capabilities).

The scenarios are a lot of details and many times you have more than one way to pass through, and that gives your team a chance to spread to explore the secrets that can hide the map.
The title is divided into episodes, chapters and missions, once you pick a chapter you have to complete several tasks before it lets you save your progress and there is no inter-mission checkpoints, so if the electricity fails, you get disconnected from network or simply want to stop playing before the end of a session that could last up to an hour, is necessary to leave your work and forget the time you've invested.

Graphically Lost Planet 2 looks awesome, from the snow and have dominated to the green of the jungle plants, no matter the direction that look will always find a lot of details to enjoy, and even this is reflected in the character creation, because you can alter the look of your mercenary, to change parts of their dress or the color of many of them.

Something very rewarding and helpful for all players do their best, is a reward system which pose additional goals, how to activate all communication stations or go through an area undetected, once the requirements are completed additional points are awarded to players, so your characters level up and acquire new skills, names and weapons.

In competitive multiplayer there are not many changes, all the fun vandalizing other players with a Vital Suit, still there. On the other hand, design your character is something that adds variety to the battlefield, whether you're playing a simple way as Deathmatch, where players engage in a gunfight without complicated objectives or any of the slightly more complicated case where to perform missions such as stealing an egg from Akrid (giant insect-like monsters) and maintain active communication with all positions to get points for your team.

2 Lost Planet has many design flaws as if the game had been released early and is difficult for anyone to sit down and play it to experience the amount of paperwork that must be completed for a game or frustration leads to artificial intelligence. However, underneath these problems lies a fun game you could enjoy if you're willing to invest some of your time looking for a game online.

Sunday, May 30, 2010

Sam and Max Adventure PC Game 2010

Quirky, friendly and winds of change, the adventurous detectives return to scene.
The third season of Sam & Max begins as a downloadable content for PC, Mac and PlayStation 3. The first of five episodes is called The Devil's Playhouse, and with it we have among us a new and wild adventure of the two eccentric detectives.
Although early in his career many did not give much credit to the new adventures of Sam & Max, the truth is that TellTale boys have achieved with the first two seasons to recover the interest not only fans but also applauded the criticism that most of the episodes.

The third season, in fact, just started with The Devil's Playhouse, the first of five episodes that make up a whole. Supermonos alien spaceships attacking Earth and a series of interesting changes in the concept of the instrument playable make The Devil's Playhouse a very interesting proposition for lovers of classic adventure games.

Missing some personality and weight in the secondary characters, but the presence of Skuk'ka'pe villain gives interest to the whole.
Missing some personality and weight in the secondary characters, but as a villain Skuk'ka'pe presence gives the set of interest.
The Criminal Zone
Sam & Max: The Devil's Playhouse begins at the end. As a prologue we witness a disturbing scene on the bridge of a spacecraft while sweeping the city Skuk'ka'pe formidable in its path piloting the ship. What happens next is that, logically, will reverse the situation to then return to the beginning of the story behind this shocking flash-forward.

Perhaps this first chapter is a light to the fans in narrative terms, since it has less importance in its depth and exposure to other installments of the saga. A sense of humor is once again prominent, with some comic blows more inspired than others but with a set broadly as remarkable as the previous delivery. The Devil's Playhouse to the point, and except for a few moments expendable by side as Stinky and his ancient family, the truth is that there is little utility or interest in the script of the game.

So we will see in first person through the eyes of Max. The objects will accumulate in the wheel of the bottom, and we can freely move the camera using the mouse or keyboard controls.
So we will see in first person through the eyes of Max. The objects will accumulate in the wheel of the bottom, and we can freely move the camera using the mouse or keyboard controls.
That is precisely the only weak point of the game in question, since in playable areas introduces a series of changes that are really interesting. First, because now we can move to Sam style keyboard action games, the use of WASD keys. In addition, because the "Max Mode" we have the option of putting us directly into the head of the sympathetic co-star like a First Person Shooter is involved and observe around us from the perspective of small animal but without moving the point where you are .

Moreover, the quality of the puzzle has increased significantly, with a number of really interesting puzzle to put in their mouth. The main element that makes them clever gadgets is derived from Max because it has supernatural abilities. Letters to read the mind of the characters, the phone to teleport from one place to another or the ability to read the future are just some of them, endowed with its range of interesting variety and departures to situations.

The cut of the scenarios still maintaining the traditional cartoon aesthetic of the series. Buildings, buildings and streets exude sympathy play on all four sides.
The cut of the scenarios still maintaining the traditional cartoon aesthetic of the series. Buildings, buildings and streets exude sympathy play on all four sides.
The only main problem arises from the interfaces and the disposition of inventory that transmit the sensation of having been significantly raised to console, and never with the mouse-keyboard combo PC in mind. Thus trees of options to look like the talks radio, and gadgets available to Max itself also seem to have been raised to be chosen and selected with a pad. The game offers the option compatible to be played with the Xbox 360, which gives us an idea of what were the priorities of Telltale Games in this regard.

As regards the technical sections, graphics and audio bit to say. In the visual, artistic and technological the game follows the same lines as previous episodes, with a style continuum starting to need a facelift before making an appearance in keeping with the times. Do not confuse sympathy, lightness and humorous designs and technological anachronisms scruffy, and perhaps the game should progress in this field. Moreover, the title is in English with no translation into our language, or for texts or for vocals.

Assessment of Sam & Max: The Devil's Playhouse
In this day and age it's good to put in their mouths a good adventure game, as before. Telltale Games is right to amend certain aspects of the game off without altering its essence, and consolidates a new and frankly estimable new Sam and Max adventure with this The Devil's Playhouse that will delight fans of the genre he mastered the language of Shakespeare.

Friday, May 28, 2010

World Cup FIFA 2010 South Africa

World Cup FIFA 2010 South Africa is the leading UK sales
Super Street Fighter IV debuts in second place.

World Cup FIFA 2010 South Africa
Change of leaders in UK sales over the past week-which included the days between April 26 and May 2, "though Splinter Cell: Conviction and Just Dance have given the first and second positions Cup World Cup: South Africa 2010 and Super Street Fighter IV, respectively.

The other main entrance on the top has been the God of War: Collection debuting in tenth place, while the discreet Iron Man 2 spends his first week on sale in the twentieth position.

Then the top 10 in full:

01. World Cup FIFA 2010 South Africa
02. Super Street Fighter IV
03. Just Dance
04. Splinter Cell: Conviction
05. GTA IV: Liberty City Episodes from
June. Plus Wii Fit
07. Wii Sports Resort
08. Battlefield: Bad Company 2
09. Call of Duty: Modern Warfare 2
10. God of War Collection

Tuesday, May 25, 2010

StarCraft 2

If you're a fan of Blizzard and were awaiting the moment to get their hands on the highly anticipated sequel to StarCraft you already have an official date: Blizzard has announced StarCraft II: Wings of Liberty will aa sale worldwide on 27 July.

StarCraft II: Wings of Liberty is the sequel to the 1998 Blizzard Entertainment, StarCraft, which both players and critics have been considered one of the best games of RTS of all time. Like his first successful delivery, StarCraft II will once again focus on the battle between the Protoss, Terran, and Zerg, three sides that have many units and improved or completely new skills.

The single player campaign of StarCraft II: Wings of Liberty will pick up the epic saga ended where StarCraft: Brood War, and his argument about the adventures of Jim Raynor, the marshal become leader of a rebellion. The game will feature 29 missions in single player campaign and will include several mini-games in Challenge Mode, designed to introduce basic strategy players in multiplayer mode, true star of the game that will debut a new service Battle.net with many upgrades and options as voice communication, data storage on the network, links and ratings, achievement and access to statistics, among many others.

"Some time ago we are eager to return to the StarCraft universe, so we're really excited that the time is pretty close," said Mike Morhaime, president and cofounder of Blizzard Entertainment. "Thanks to all who have been testing the beta version, we have made great progress in the final stages of development, and we are ready to welcome in a few months to players from all over the world in StarCraft II and the new Battle.net. "

StarCraft 2 will be released on July 27, 2010.

Saturday, May 22, 2010

Ankama Game Developer Madrid

Ankama introduces its latest developments in Madrid Expomanga
DOFUS The last expansion was one of the key players.

Pipe Pavilion next to the Casa de Campo in Madrid again host another edition of ExpoManga from 30 April to 2 May. The French company Ankama, creators of the highly successful MMORPG DOFUS, was present in this latest edition, presenting their latest developments.

Ankama's stand was 50 square meters available to the public 18 computers with the latest expansion called FRIGOST DOFUS which uses the new graphics engine DOFUS 2.0 includes a new island, 14 unreleased dungeons and new monsters, missions, objects and sets, focusing particularly for experienced players in the series.

During the weekend showed the public their latest developments, both in terms of DOFUS, as DOFUS-Arena and Wakfu. Also gave more details of the new game for Xbox Live called Islands of Wakfu and Slag its next major release for PC.

Besides video games, Cosplay Ankama also organized a very special series, various contests, book signing by Ancestral Z, projections and tournaments with numerous awards.

Tuesday, May 18, 2010

The UK Game sales - Call of Duty

Call of Duty: Black Ops will have among its scenarios Cuba, Vietnam and the Arctic
Shall also be as cooperative with the latest Treyarch COD.

The UK Game sales chain have made public the first details on the new Call of Duty this afternoon, reports that bring us some interesting details such as where it will develop.

"You are going to witness the birth of elite special forces and take part in secret missions using unconventional weapons to fulfill them," he says from Game UK "From Cuba to the Arctic, through the jungles of Vietnam, Call of Duty: Black Ops brings great graphics and intense gameplay to get you in the heart of the action."

In addition, Mark Lamia, head of Treyarch, has advanced the game will feature multiplayer modes, single-player and cooperative: "The entire study has been poured into this title, giving special attention to the multiplayer modes, single- player and cooperative, creating the most intense gaming experience, exciting and fascinating as possible for fans from around the world. We look forward to inform the community gaming experience Call of Duty: Black Ops. "

Sunday, May 16, 2010

IP Next Bungie, the creators of Halo, distribute Activision

The company and the study reach a distribution agreement of 10 years.

Thomas Tipple and Harold Ryan, COO of Activision and president of Bungie.
From the moment that Bungie settlement agreement with Microsoft for Redmond distribute their games in the future had enormous expectations about where future projects would be directed towards the study creator of Halo. Today we have the answer.

"Under the terms of this agreement, Activision will have worldwide distribution rights and exclusive of all Bungie games based on new intellectual property across multiple platforms and services." This has been the announcement of the U.S. giant, which has been insured for 10 years the distribution rights on this new IP from Bungie to be announced.

"It's no secret that while most of the study was focused on developing Halo: Reach, there was another team led by Jason Jones, one of our co-founders-working on breathing life into a new universe, as well as new stories and characters, "said a spokesman for Bungie's own website.

"We decided to partner with Activision for the launch of our next intellectual property, due to the extent that the company is global, experience on multiple platforms and its ability to carry out marketing activities," said Harold Ryan, President Bungie, in a press release. "Based on the work carried out jointly in the past nine months to implement that agreement, it is clear that Activision supports our commitment to continue to offer our fans the best gaming experience possible."

"Our next big video game has a specific and defined way, in our study to the platforms we have chosen to launch," continues the letter. "The formalities of the business are below us. Our Constitution remains the same. Bungie are still and remain independent, we are free to take our stories to an even wider audience. "

Thursday, May 13, 2010

Medal of Honor

Electronic Arts recognizes that a year of delivery to the Medal of Honor was not positive for the series
"The team is working on a game every year, tired, running out of time and effort to be innovative also exhausted."
Medal of Honor

Frank Gibeau, president of EA Games, has sung a sort of mea culpa around the Medal of Honor franchise, which has been dropped it might have been overexploited by the U.S. company.

"I think all the franchises that carry a lifetime just entrenched by the fact of having to meet once a year," Gibeau admitted on Medal of Honor. "The team is working on a game every year, tired, running out of time and effort to be innovative also exhausted."

Gibeau also confessed that he believes "is not enough attention to the multiplayer section." "Any shooter worth his salt is going to be groundbreaking in its online game, and I think Bad Company is a good example. I think Modern Warfare 2 is a good example and I think Halo is clearly a good example. The power of a franchise of shooter genre is its online component and its ways. "

Monday, May 10, 2010

UFC 2009

Recognizes that THQ UFC game, Darksiders, and have saved Red Faction
The two fighting titles accounted for a drastic reduction in losses in 2009.

UFC 2009
Just a few years the situation of the U.S. distributor THQ was certainly complicated, and is that losses in the semesters one after another in recent years tax.

On this day, however, THQ has announced its latest financial results for the fiscal year ending March 31, and showing "a significant change of direction" that has seen losses are reduced dramatically.

During the fiscal year that has elapsed since April 1, 2009 through March 31, 2010, THQ has been a loss of $ 9 million, a figure that may seem high or alarming until one considers that losses the same period last fiscal year amounted to a whopping 431.1 million dollars.

"The reason for this recovery? They explain them. "In the 2010 financial year we have managed to reverse the situation successfully with three major franchises, UFC, Darksiders and Red Faction," said Brian Farrell, CEO of the company.

Saturday, May 8, 2010

Rumors: Assassins Creed 2

Assassin's Creed: Brotherhood officially confirmed by Ubisoft
We are promised "an online experience like never before"

After successive rumors finally know for sure the name you will receive the next Assassin's Creed will be arriving within the last line of this 2010, Assassin's Creed: Brotherhood.

The information has been disclosed through a promotional image of the possible game box
use an American chain of stores for your reservation.

In this image we can read several sentences that leave us with some information: "Live and breathe like Ezio, now a legendary master murderer in their struggle against the order of the Templars. Lead your own guild of murderers and strikes at the heart of the enemy. Rome. "

On the multiplayer states: "For the first time, participate in an innovative multiplayer allows you to embody a murderer of your choice and define your style of assassination. An online experience never seen before. "

In the picture also appreciate the platforms on which they will play, PlayStation 3, Xbox 360 and PC.

Ubisoft has confirmed the authenticity of the image and has promised to give more details about the game next week.

Thursday, May 6, 2010

On All Platforms That Make Sens

Bungie released its "on all platforms that make sense"
The study gives some more clues about its agreement with Activision.

If yesterday we announced the agreement reached between Bungie and Activision to distribute games from the first by the second day in the studio responsible for the Halo series has some more details about the conditions of the agreement.

"We have the opportunity to benefit from the experience and knowledge of them for things like cross-platform development, something that, to be honest I do not have much experience," said Brian Jarrad, the studio executive UGO portal. What platforms will your next game? "We're trying to get it on any platform that makes sense for the type of game we try to do."

The possibility of dealing with an existing IP Activision also addressed in the interview. "It is a topic of conversation that might occur, but they have partnered with us specifically for the vision that we and the universe of games we want to create for the next decade."

Dragon Age: Origins "Darkspawn Chronicles

BioWare details Darkspawn Chronicles, the new expansion of Dragon Age
Be launched, remember, the 18th of May for $ 5 or 400 Microsoft Points.
Dragon Age: Origins "Darkspawn Chronicles

Few days ago we announced the existence of Dragon Age: Origins "Darkspawn Chronicles, but confessed that after his announcement was not much further information to give the BioWare secrecy about it. In today, however, the Canadian company has taken the first details.

The study reconfirmed that the game appears on PC and Xbox 360 on May 18 in exchange for 400 Microsoft Points on the console and 500 Microsoft Points BioWare compatible. The date of the PlayStation 3 has not been provided so far, but we sense that its price will go in the same line, being also about $ 5.

According to BioWare the game is set in an alternate history in which the character died in the initiation ceremony and gray guards march under the command of Alistair. "With the return of ancestral threat of humanity and the world plunged into a civil war, has been chosen by destiny to unite the shattered lands and destroy the Arch-once and for all."

Fallout MMO 2010 public art-works

Fallout MMO: the first was made public art-works
Continued legal proceedings called Project V13.
Fallout MMO: the first was made public art-works
Just weeks ago we reported demand for Bethesda Softworks filed against Interplay video game rights for the Fallout universe, in key MMO, are pursuing the latter. Today, however, the very Interplay has gone one step further and made the first public art-works title, proving that it is in development.

The images you see from here are the classic post-apocalyptic settings and some early sketches of characters. "They are not final papers, but will give you an idea of what we are trying to achieve with Project V13," code name of the game, "said Chris Taylor, head of product and not to be confused with the creator of Dungeon Siege or Supreme Commander, of the same name.
Interplay has signed a definitive agreement with Masthead Studios, creators of massively multiplayer gaming tools "to advance the development of its Fallout massively multiplayer online gaming, whose code name is: V-13 Project. Others use It has a public Beta of this game comes out in 2012.

Interplay and Bethesda are now in a legal dispute over the use of the Fallout franchise.

If Interplay win, will be free to launch the V-Project 13, which would have the right to develop, but only if the massive online game of Bethesda last week announced is not a Fallout game.

But it is not supposed to, but rather it is a game of Elder's Scrolls, is said unofficially.

For months we show images of massively multiplayer online game Fallout.

Piracy is a consequence of the price of games

Charles Cecil: "Piracy is a consequence of the price of games"
The creator of Broken Sword is committed to a digital business model and attractive prices.

Charles Cecil of Revolution Games (Broken Sword) seems to go against their classmates in the industry, and believes without hesitation that the current business model is causing the high degree of piracy, especially the high price of games.

"Personally I think the level of piracy that we have is nature's way of telling us that the games are too expensive and that the way it is distributed is not ideal," Cecil said in an interview with MCV.

Cecil seems to prefer a digital distribution model, "Yes, we can put pressure on Internet service providers and bring a number of measures against piracy. But ultimately iTunes has proven that if you make distribution easier and put a price attractive, get the public's respect and, although this does not completely eradicate piracy, become less of a problem "he says.

Think that the best business model is the digital distribution and episodic games: "If we can show that this model can work will create new opportunities for other people."

Charles Cecil is currently working with Sumo Digital in a series of games related to Doctor Who series, which will regularly via digital download individual chapters.

Friday, April 30, 2010

Reality or pc game?

2010 Gaming PC: Reality or pc game?

The digital realism is reaching unimaginable heights, to the verge of creating characters that we find difficult to classify as real or virtual. Let's say the girl in the image on the right. It is a 3D representation of a Korean girl. It looks real, right?. But after a few seconds looking at something tells us that something strange happens to her. Too perfect and cold at the same time. I miss that twinkle in his eye, the breath of life that we recognize instantly among our peers. Stare us a feeling of rejection that experts call "the valley disturbing."

PC Gaming Industry

The term was coined by Japanese roboticist Masahiro Mori in 1970. It refers to a repulsive response that makes us a being too similar to humans but is sufficiently "non-human" so we can detect it. Overall, we produce more sympathetically as real a picture of the same girl.

From movies like "Final Fantasy: The Spirits Within" to "Avatar" has been done to progress in the representation of virtual beings who are able to meet the actors on the big screen. In the pc game world, how to tell a story that has been achieved by "Heavy Rain" could be a prelude to what will bring the cinema of the future. Films featuring characters made interactive computer capable of transmitting the same emotions as flesh and blood actors.

Current technology allows ever more convincing models. One of the latest developments has proposed a few weeks ago the company nVidia at the Game Developers Conference. An impressive simulator that can represent the movement, physics and appearance of the hair of a girl. We leave you with a video in which we make a demonstration of this amazing technology, which could be used in upcoming games.

Tuesday, April 27, 2010

Digital Encounters: Daniel Suarez, Call of Duty: World at War

We met with Daniel Suarez, executive producer of Activision, a virtual meeting in which you are the protagonists. All questions and concerns raised by users is reflected in this exclusive interview.

After a first successful Digital encounter with Peter Hines about Fallout 3, which took place in the forums of the magazine a few weeks ago, Daniel Suarez has taken over and answered the questions that the user community over the proposed PCGameTrek days. The executive producer of Activision has shown a good sense of humor and, most importantly, a concern more than evident to demonstrate the new features World at War. This time the project has been borne by Treyarch, and on this issue, in addition to the impact and doubts arising as a result of the beta, have revolved around almost all of the questions. We summarized the interview in the following extract;

David Suarez. Good morning. I'm looking forward to the interview, I think we started on it shortly. I apologize in advance for not answering my questions in Castilian, my grandmother would have been very proud, but you probably partiríais readers laugh.

O Dae_soo: Why did you choose to Treyarch as the developer of the game after the huge success that was Infinity Ward with CoD4?

DS. Treyarch chose mainly for its history with the brand. They have been developing games for longer than World War II lasted. Many team members have worked in the first expansion to Call of Duty, United Offense (which actually is the old Grey Matter team, who worked on Return to Castle Wolfenstein). For many this is their fourth Call of Duty and also love this franchise.

Call of Duty: World At War (PlayStation 3)

unis1703: In COD4 the action took place today, and it was really awesome. Why have you gone back to the conflict of the Second World War?

DS. Just as CoD4 redefined the modern military shooter, we feel that we wanted to do the same with cod5 in regard to the Second World War. Infinity Ward after COD2 redefined this franchise and we feel that we did the same in CoD3. Treyarch has spent two years and much effort to analyze and qualify the key that could redefine the way in which the players understand the Second World War.

Call of Duty 5 (PlayStation 3)

kissadicto: Since World War 2 is a time of history much exploited in pc games and being the Call of Duty series a reference, what do you think can bring this new installment in this regard?

DS. World War to start strong in a new setting, the Pacific, we had not used before in the franchise. This gives us a new enemy, the Imperial Japanese Army, and dozens of new tactics and banzai charges, spider holes, Kamakazi attacks, etc., which actually increase the feeling of suspense and dramatic tension during the game. In the Russian campaign we have taken a very personal look for this battle from the eyes of a Russian sols and their revenge against the Nazi German army. It is the story is narrated by Gary Oldman, Sgt Reznov, who stars in a story really brutal, but very different from what we've seen before in a Call of Duty. I think it's one of the ways in which we staged to refresh the concept of the Second World War and everything that surrounds him.

Dying_day: I played well to the beta and my friends and I have encountered a lot of bugs. I killed a guy who was below the earth! Can we trust that all these defects have been corrected in the final?

DS. Yes, we are aware of all the problems of beta and we have corrected immediately. The PC version was released shortly after the 360 and solved some problems, and last week released a patch that amended some of the problems detected in the beta. We are very pleased with the acceptance we have received from users and we have been working on upgrades to ensure a smooth launch. We take into account the opinion of the fan community and it is very important to both Activision Treyarch view to providing the best gaming experience possible.

Saturday, April 24, 2010

Riddick Vin Diesel PC Game

Riddick Vin Diesel
INTERVIEW
Vin Diesel in Los Angeles received a set of questions from various media in the face of all the details on its Riddick. PCGameTrek.com Since we did not want to miss the opportunity to participate in this event.

Atari made an appointment call with Vin Diesel at 23:00 on Friday. Bad day to be waiting until night to end a hard day's work. We could not reject the offer or the opportunity to not only learn about the latest title in Tigon Studios, but also to ask some questions to the popular actor taking advantage of the promotion of his latest title from developer. Yes, Vin Diesel is not just a very versatile actor when he wants (his memorable role in Guilty Declaradme away from any box that placed him as a guy given to the action, but nothing more), also has a study which claims founder member and participant.


In addition to her personality is not the rings fall in explaining, as he did with an hour late, that his role in the production of the Chronicles of Riddick: Assault on Dark Athena was far more important than many consider, among other things because it was he who gave life to the script, was forced to record a new Motion Capture system that actor, in his own words, just never get used. Diesel is passionate about pc games in capital letters, and so this interview was emerging as a good opportunity to ask what were your early or what else has caught the attention of his career in the industry. With a title like Escape From Butchers Bay at the back of his studio, no doubt that we have a unique character with lots of interesting information to offer.

However, despite the nervousness that accompanies this kind of situation, the actor appeared in the room with an hour late. Atari took up the matter very wisely and left-to us and the rest of the media, including PCGameTrek was the only Spanish-in the presence of Randy Nelson, one of the designers of Assault on Dark Athena, who happy unveiled the first doubts of the press. Here we offer you the transcript of the first questions of the event, all focused on key aspects of the game;

Riddick Vin Diesel

Question - You have returned to rebuild from scratch Escape From Butcher's Bay for the launch of Dark Athena. Has an opportunity to include new features, or else the game is still as in your day?

Answer - Yes, of course. The main argument we had in our favor was the problems of compatibility between Xbox 360 and original Xbox, which is not allowed to enjoy the original title, so we decided to do it again so that users discovered what was the beginning of everything. We also had to offer the game also on the PlayStation, which never saw the light. It was a way to please the enthusiast community and we really believe we have achieved very positive results, which will surely delight both fans of the series and those who join it first.

P. How have you approached the multiplayer mode, one of the most important points of the original?

R. We have focused this modality in a different way, based on information from the universe of Riddick. We have included the way in which Riddick Pitch Black can run faster and use their innate abilities in the dark, while the other characters have to seek with flashlights and all kinds of junk. It is really a unique experience to be a FPS where premium not only action but also how to do things for the stage. You have to play to appreciate all that I am commenting and rating you can surely when you have the game in your hands.

P. Let us know what you had in mind when creating this sequel. What aspects are most important, any information you give us.

R. First, there is an environment very different from the first delivery. Keep in mind that it is the same production team, they're talented guys who put all their energies to create an adventure that meets expectations, but above all that is accurate to the original product that seek to represent. From the beginning we had great freedom of expression, although we had to retrieve all the conceptual art and completely change the atmosphere with respect to Escape From Butcher's Bay-ESBB from this moment.

Thursday, April 22, 2010

Generational Crisis - PC Games 2010

Much of today's games lack of difficulty and challenge, to find challenges that we must look back to the classics of yesteryear. Instant health regeneration, checkpoints in every inch of terrain, obstacles that are passed automatically ... How did it come to this?

Every time I read the comments from readers regarding my articles appeared in Back to the Past, the retro gaming section PCGameTrek is not uncommon to end meeting people who says he is disappointed with the current generation of consoles, even to the point of rejecting it altogether. The grounds, away from the hackneyed "any past was better" or "no longer make games like they used to," speak of disillusionment, loss of interest of securities that fail to fill enough to be worth them spending their leisure time in them ... I, the undersigned have thought himself free from this, to call it somehow generational crisis. There has always been disappointed with what it offers a new generation about what could be found in the former. He passed on the baton from 16 to 32 bits, happen again in the replacement of 32 by 128, and was expected to occur also in the change of the 128-bit for this generation "high definition."

I had remained indifferent to all these generational changes in the sense that the new generation games as much as I loved the old ones. Concepts are transformed, mechanical ways of understanding both the game as the industry itself and a thousand and one things, but still enjoyed the same level of Donkey Kong Country, a WipEout, a Prince of Persia: The Sands of Time or Oblivion. My unconditional love for this world remained impassive without changing trends and developments of this and that kind could erode. "Till death do us part, you'll never be unfaithful" I used to think about my favorite hobby. But something is changing. It has been two titles of the current generation who have blown my internal alarm. In recent weeks I have been playing a couple of shooters who had outstanding taste for some time: Killzone 2 and Uncharted 1. The result? Never in all my life, I was so bored when playing pc games.

The two titles I just mentioned have technical levels brutal, overwhelming, tremendous. The staging, artistic values, overwhelmed in the moment you set eyes on the screen. However, both games have me bored. Why? They are simple walks without any emotion or challenge, empty experiences in which you feel to be an omnipotent god to anyone or anything get to kneel. Both Killzone 2 and Uncharted in the first I played with the maximum levels of difficulty, and yes, on occasion managed to lie down. But when you lie down and you see that continuing in the same exact spot where you have lost their lives (although videojueguil concept of "life" became meaningless long ago), or even somewhat later (recurring situation in Uncharted because if you fall off a cliff, more often than not you find that reappears a few meters beyond that barrier, finding yourself with the game has risen to the challenge for you), you lose all interest in continuing to play. Because that's what I do: play. And for that I need a challenge, I need the game somehow penalize me if I fail, so that the failure to have any meaning or rationale.

Also, it's not just that you do not get penalized when enemies lie down, but not care less that reach hurt. With cover you for a few seconds, all fixed. It is called "spontaneous regeneration" that the popular Halo franchise and has done so much damage to the shooters. Where are the health units of yesteryear? Where is this tension, that measure your steps to the millimeter, because your health is low ebb and you know you have a new impact will be the end? What happened with that "I found a kit but do not need, so your location memorizaré back for him if I am on minimum? "And that feeling of loss when, after a shooting, you see your health bar has fallen by 50%? The lives and health units or continuations, have stopped making sense. And with that the games are over simple walks in becoming the only thing you can do is admire the magnificence of the graphics. Never mind that the enemy AI is more or less realistic. Opponents of the first Doom, possessors of an artificial intelligence that allowed them to go straight to you while shooting, were far more dangerous than the current enemies, no matter how elusive and accurate they are or how well you know barricade behind a column.

And not just talk about Uncharted and Killzone 2, but Assassin's Creed, Prince of Persia (of course the current, not the classic) and many games of this generation. Where did it come that denial on the part of developers in providing challenges to the player? "No, by God, facilitémosles things as possible, lest they become frustrated and stop playing." That seems to be the unwritten rule that today everyone keeps to the letter. What are the impact of a bullet? Curémosles automatically, at that moment. What fall off a cliff? Let reborn and saved with that obstacle. What end up losing a life? Let's put checkpoints on every inch of land to avoid having to repeat a single previous installment. Forward, forward and forward. That seems to be the only thing that can be done in most current games. For that, you see, I see a movie better.

Yes, instead, what I did was return to the past. After turning on my PSP and take a turn in the PS Store I found the first Rayman, a game originally released in 1995. A delightful little gem of a two-dimensional platform that I did not hesitate a moment to download. And it all came back to make sense: difficulty, limited lives, no more than two checkpoints per phase, no health regeneration spontaneous ... That really was a game, instead of walking through the park that flood the store shelves by day today. If we focus on the evolution that has been (and never better) the Rayman series since that first and charming title that the franchise is today (the Rabbids), one can not help regretting the way you are taking Much of the industry.

Fortunately, there are still titles that have not forgotten how to be a pc game or what the user seeks to take up a control pad. Unfortunately, fewer and fewer. Hopefully, that indomitable Gauls located in certain coastal village, now and forever resist the invader. If not, well, we can always look back. Before I say goodbye and go and have a little game the first Crash Bandicoot (another wonderful franchise now disgraced), let me applaud the statements of this man. I wish everyone thought like him.

Tuesday, April 20, 2010

The Effect GT Gran Tourismo 2010

The first real demonstration of Gran Turismo 5 has left the public cold. While trying to find out whether or not a final version, users highlight the importance of providing a quality product as evidence of fire before disbursing € 60 for a title.

How many referendums are necessary so that the developers are aware of the importance of dealing with a demonstration launch of a title (especially a triple A) shortly before it sees the light in the market? Users have spoken in a recent survey shows once again what we have been repeating in this weekly podcast home for active and passive: the 'demos', trial versions that allow us an idea about the look that will look particular security in question should be a prerequisite of any game that appears on the market. When the job is done well, community feedback is immediate. It puts in motion the machinery of mouth to mouth I taste, I like, and when the opportunity arises, I invite people around me to share in my discovery.

But what happens when it does not follow this line of work? When a developer, whether for the reasons whatsoever (internal pressure, speed in production, massive demand from fans ...) and offers the user a trial that generated more questions from those addresses. Konami he lived a few months ago with the presentation of PES2010 reviled, ground with a stick from all sides to bypass 50% of the news that was supposed to include the franchise this season. A Square Enix was happening the same with the first minutes of Final Fantasy XIII in Japan. Now it is the turn of one of the heavyweights of the industry, Sony's right hand, a great ally of the kind of driving, it was reinvented a decade ago to the delight of lovers of the four wheels: Polyphony.

The demonstration of Gran Turismo 5 has left an unimaginable shock a few days before that was done their appearance in the official official Sony Store. Within hours, the bazaar was totally collapsed, flooded with hundreds of thousands of fans who rushed ready to prove the supposed "first final" driving simulator. Days later, with little time to calmly analyze the quality that holds the show, are beginning to shuffle the reasons why Polyphony made available to its community of fans spoiled only the Nissan 370Z at the Indianapolis Motor Speedway. Certainly very austere, even for a test contralerroj as being organized for GT Academy.

First, you can not expect much more of a package of barely 300mb, a size that seems a little low for the technical power, that we have been enjoying in the international book fairs is highlighted. Secondly, it is clear that the physics engine, collisions, damage and many other basic features of any simulator is not integrated in its entirety. Third (though no less important), both the number of cars and circuits that we have access to less ridiculous is when to perform a review with feet and head, as it has wanted to do certain sectors of industry . Eye, may not understand these words as an uncompromising defense of the title of Polyphony, but an appeal for reflection on the consequences that may result in throwing a show like this a few months after Gran Turismo hits the shelves worldwide.

Going a little further one could say with confidence that this move by Polyphony has all the earmarks of being a term of Sony, a call to raise expectations about the imminent release of the game. We understand from the outset that a show does not necessarily represent the final quality of the title in question but, if so, in this case, why include a message that gives the opposite to start playing? Or one or the other: what ever do is play with the players generate impressions after trying a game. Not only bad for the fans, who do not know what to expect from the final version, also for the binomial publisher / developer. This leads to a sad conclusion: no win, neither party gets its target, which in business terms is defined as a failure.

We have reached a point where it almost does not matter what title is talking about when it comes to analyzing what gives a demonstration. The effect is usually always the same among the public. In Batman: Arkham Asylum live a totally different situation: Eidos hopes to have the title ready to then provide a petit avis of what is to come. It is the basic concept has always bear in mind when posting a trial version that does not convince. Create a bad show is what comes to be throwing stones on the roof of your own home, as we say in day to day: what you're doing bad yourself. It seems an easy concept to understand, so obvious, that does not explain how some companies are still sinning constantly commit the same error. It is time that things start to change, the user is taken as an integral part of the game and not simply as an obstacle before enriching their pockets at the expense of others.

Let's be sensible: the price of a game is too high to require a demonstration (in fact, has been that many users maintain a strict policy based on rent a game before buying it to prevent fraud, which represents a significant change in the psyche of the consumer), and even more for having to face situations such as that caused in this case the first contact with Gran Turismo 5, the title for many (so wrong) and has become the biggest fiasco next season. This is what is called the effect GT: poor management of your resources can ostracizing less twinkling of an eye. You'd better to Sony, and the other companies in general, begin to value more and better the effect may involve a mistake like this.

If it is really a failure or a mistake: we know that many times the counter-advertising works better than traditional sales methods, but this, of course, is another matter sand.

This column reflects only the opinion of the author and not necessarily that of PCGameTrek.

Sunday, April 18, 2010

World of Warcraft: The Secrets of Ulduar

INTERVIEW
Those of you who are weary of "raid" Naxxramas again and you're in luck, because the patch 3.1 is here. The number of new features is endless, so nothing better to discover all that talking to those most responsible for its development, Greg Street and Cory Stockton. Do you dare to challenge the old gods of Azeroth?

It has been hard to get, but the patch 3.1 is here. World of Warcraft never been more than 5 months without an update of content, and that is why millions of players around the world who daily pass into the lands of Azeroth went and eager to discover new challenges in the MMORPG Blizzard. The patch 3.1, titled "The Secrets of Ulduar" enter World of Warcract about 1 giga of news, both in terms of new content and settings of all that entered the patch for the latest expansion Wrath of the Lich King .

To celebrate this special event in what is the day to day the successful MMORPG, we have had occasion to talk with the heads of the ongoing development of World of Warcraft: Greg Street (Ghostcrawler), chief designer of World of Warcraft responsible for balancing the different classes of the game, and Cory Stockton, responsible for developing maximum dungeons and architect of what is the biggest novelty of the patch 3.1, Ulduar. So, we leave you with an interview that will probably answer all the questions revolve around the first big patch after the release of Wrath of the Lich King.

Broadly speaking, and before delving into the various sections, what gives us the patch 3.1 to players of World of Warcraft?

Well, as you know, the patch revolves around the new dungeon, Ulduar, so we could say that this new "raid" is the biggest novelty. However, we have introduced a host of new features, among which are the Argent Tournament to be held from now on in Icecrown, a massive amount of new objects to get the double branch of talent, several additional difficulty modes for 14 heads of Ulduar, new achievements ... in short, a lot of content for any player.

Now you mention the double branch of talent, and on the basis that since the launch of World of Warcraft one of the design features of the classes was that virtually all of them could develop different roles within the battle, why it has taken both made a much-desired functionality like this?

Although it is true that already in the past several hybrid classes could be considered as to their role in the battle, it was not until recently when all these roles were really truly viable. Before The Burning Crusade, our intention was that a warrior was a tank, a healer and a priest. There were alternatives, yes, but they were balanced, much less as they are now. Not the same way we took care of all talent trees. However, and especially after the launch of Wrath of the Lich King, we do believe that now any class can be viable in more than one role, and that is why it is now that we have decided to implement this feature, which allows all players quickly change talents and glyphs without having to go each time for coach class.

Many players, especially the most experienced, complained about Naxxramas presented little difficulty and, in general, most of the PVE content that introduced the latest expansion. Ulduar Could that be the dungeon that the players more "hardcore" were waiting for?

Yes, without any doubt. Naxxramas dungeon was the most difficult of the game before the release of The Burning Crusade, and the reality is that very few people got to move on it. We wanted to make Naxxramas in its version for 25 people a dungeon accessible to all players and if we also take into account the content of it was almost the same as the old version, it is normal that the more experienced will be missed a challenge. But as we said, Ulduar dungeon itself may be considered ideal for this kind of player, for the leaders who live with, as happened with Sartharion, several modes of difficulty for the clans that want to get the best possible equipment.

Thursday, April 15, 2010

Mass Effect 2 is the way

Bioware's latest work has returned to swat the foundation of the gaming industry. The excellence of this game allows you to simply become a necessary purchase, but questioned the limitations of the action game in the third person appeared so far.

Mass Effect 2 is the name of fashion in the world of videogames. In a spectacular start at the 2010 Games, and what is yet to come, "the sequel to Bioware's space opera has won all outbreaks of the industry. Metacritic, the collectors notes in the press, asked last week about Shepard's new adventure, if we were at the game of the year in the month of January. The numbers justify such audacity: 96 half after more than eighty international analysis. They are not alone. Number of prestigious publications have not hesitated to compare him with the great name of 2009, Uncharted 2, or wonder if there really is a match for Mass Effect 2 in the eleven months remaining to finish the year.

"Victims of excessive hype around the game there or the real reasons for such extreme praise? Rather the latter. And totally justified. After finishing immersed in the suicide mission of Commander Shepard during sessions in which one never finds the time to close the console, Mass Effect 2 shows, simply, that is the way forward in the world of videogames. The experience is the game at all levels provides sufficient grounds for the formula is copied and exploited by other companies. It is not compared to a specific game, it goes beyond. This is the concept; playable base that sits above the table.

Mass Effect 2 surcharge. Toca many keys. And it does so with excellence in each of its sections may despair to those who want to classify pc game genres. In the future it will cost about labels. And therein lies the greatness of Bioware's work. Mix Master battles with third-person action-type that hold to the greats of the genre, with rises of skills, better weapons and equipment and classes to choose from. Indeed, also in simplified form (the purists have a role here for the pseudo-critical vein) and accessible to all. Not counting the strategy used when the possibility of attacks and give orders to teammates. The great war that Marcus Fenix in Gears of War falls short by his side. And speaking of the game from Epic Games, it can do any other game in the third person action or adventure. The current proposals, as supply concerns and possibilities, they pale next to Shepard and company. Why? are limited.

And is that not simply mixing RPG and action. It is meaningful action, "leaving behind arguments that are merely excuses to kill without rhyme or reason, and likely to tap our movements. And in that, with the created universe and its characters, no rival in Mass Effect 2. And if so, surely some mention Bioware's own work, experts in the field. A world alive with people of all kinds. Some may say that huge mapped vast in NPC (non playable characters) and tasks to be solved and there. Oblivion, Fallout 3, Dragon's Age. These games need something that only serves to magnify the world of Mass Effect: the charisma of its inhabitants. Characters deep, full of feelings, contradictions, and stories behind them.

Moral decisions are the icing on the cake in a staging mature than most. We decide how we are, what we want around us. It really goes wrong in depending on which intersections, and subsequent doubts do not disappear: 'What if ...? "Is repeated within us while we are convinced we did the right thing. The point differential in Mass Effect 2 is that this does not affect the personality of the characters. We chose the path, they will remain living, charismatic, believable. The power of decision is at odds with having characters 'real'. Understanding how these actors not real they choose their own path but do not speak, no one sees them, they are not feeling.

Some will say that this debate could have been put on the table with the first Mass Effect. Yes and no. While the original work had a more pronounced RPG component, but the balance of your proposal is resented in moments of action. This second part of the polished, continues to move inexorably to what can be considered the total game and shows that the limitations we have always taken as normal, under the umbrella of being an adventure, be an action game, etc.. and conventions that this entails, and meaningless. Mass Effect 2 clearly demonstrate to the rest: If a character decides on its own through a video sequence, is not due to the linearity of a particular genre. It is due to the limitation of the proposal playable. And if you can not shine next to Bioware's work in any of the ways. Those who consider action adventure, third person shooters, or similar, have much work ahead. The overall game concept has form and name.

Tuesday, April 13, 2010

Modern Warfare 2: Stimulus Package

INTERVIEW
Following criticism from the player community, we spoke with Rob Bowling of Infinity Ward to clarify some points about the controversial war simulator downloadable content.

Call of Duty: Modern Warfare 2 was one of the titles that marked last year. In this so far this has been uncovered as the enormous success expected to be, but it has done with the help of his campaign not only alone, but with the help of impressive multiplayer mode that has done as good times pass over half of the amateur community that has this unique, regularly being the most played title on Xbox Live every week. Robert Bowling, an active member of the development of strategies Modern Warfare (he designed the combat tactics that later will be torn down by the enemy) has been responsible for presenting the latest map pack that has appeared on the market, first to date. Nobody can answer this question better than the fans themselves, especially when the community was up in arms against what is considered an unfair price -15 euros for a pack of 5 multiplayer maps, 2 of which are rescued from a previously COD .

Thus, in order to answer all your questions, Activision has given us the ability to chat via telephone with Bowling to hear more closely what the 'Stimulus Package' that will be released on 30 March, will offer for the price of 1200 Microsoft Points. As announced at E3, the PS3 and PC users will have to wait a little longer to enjoy it but, nevertheless, is a good time to find out what offer and for answers to this controversial IW. Stimulus Package includes Crash and Overgrown maps, taken from Call of Duty 4 and completely original three maps; Bailout (composed of several levels), Storm (industrial area) and Salvage, which locations will use the snow of the title. Concerns about them this interview.

1. What time began to develop the DLC in particular, during the production of the original game or a posteriori? Many users complain that companies cut material of their games and then make extra money in the form of DLC.

Response - We started to develop the DLC in early January, although its design predates. We took a short break during Christmas after the original release and then continue doing piecework on maps until finally we completed a few weeks ago.

2. Okay, so already had in mind in preparing this package before launching the game, but did not start working on it until later.

So, we prefer to take a break, think about things calmly and then focus on the demands of gamers.

3. This being so, what could you say to the players to understand the value of this product? What innovations are included to justify this package has been released separately?

New Call of Duty Announced
Well, basically, our goal is to add variety to the multiplayer, giving people the opportunity to discover new material to that previously had no access. To do this we have based on feedback from players and the community, we have asked to see what news they wanted to see, further squeezing what ways, because as you know all about them when it comes to this kind of products . There is also room for surprises than anyone expected. This time we can say that here we find a little something for all players (Translator's note: Bowling uses a play on words in English). In the Stimulus find three brand new maps based on certain aspects of the original while also mapped include two remodeled extracted and Call of Duty 4 (most played). We tried to make each player feel a little of what you like so you can enjoy it the way you want. So what do you like, fighting as a team? That's what the map Storm, a new map that can exploit this plane.

Saturday, April 10, 2010

Back to the Past: Street Fighter Alpha 2 & 3

In Back to the Past back to put on the kimono to continue paying homage to Street Fighter, the most renowned franchise as far as the fighting genre is concerned. This time we stop at Street Fighter Alpha 2 & 3. Versions of recreational, conversions and revisions, curiosities ... Hadoken!

That the Street Fighter series has been, is and always will be one of the ten most important franchises in pc game history is something that can not be discussed. This one you have before your eyes is the third story we devote to such a great and long series. In the first round we reviewed in detail the original Street Fighter and its legendary sequel (along with countless revisions thereto), as well as paying attention to the various entries in the anime world that has had the saga of struggle for excellence. The second round focused on the first Street Fighter Alpha, but also devoted a number of paragraphs to tell the curious history of Gouken, Ryu and Ken's teacher since he emerged as a false rumor of a famous work by reason of the specialized publication April Fools' Day (the equivalent of our Holy Innocents) from 1992 until his final appearance as a character real hidden in the arcade version of Street Fighter IV (2008) and playable in the game's namesake domestic conversions appeared a year later.

And speaking of Street Fighter IV, we can only rejoice because their popularity, instead of forward, still more in vogue than ever. The final installment of SF remains by far the game of its kind most played online (with all that means to a pc game, and if you tell it to World of Warcraft or Modern Warfare 2), all while Capcom's latest preparations for a review, with the name of Super Street Fighter IV offers many new features that would almost be worthy of consideration as a new installment of the long numbered franchise. But this section does not look to the future, so will our faithful old DeLorean lead us to take a quick look at the history of the franchise until we stop at the final two installments of the trilogy, Street Fighter Alpha for testing all detail.

The Street Fighter series debuted in the world of pc games in 1987 by a recreational curious that broke the mold in a genre (versus control) until then not very popular recurring or face the fans. This first SF was fairly criticized for its nefarious control (run a Hadoken was tremendously difficult, let alone a Shoryuken), but managed to corner the successful enough that Capcom decided to plan the creation of a sequel. That game came in 1991, was called Street Fighter II and revolutionized the world of videogames as a few titles they had done before. SFII became an immense success both in leisure and in their subsequent adaptations to home, so much so that Capcom simply throw in the following years various revisions (SFII Champion Edition, Turbo Hyperfighting SFII, Super SFII ...) clearly aimed at further squeezing goose that lays the golden eggs with a minimum expenditure of resources in the process.

While Capcom was asleep on his laurels, his main rival in the genre of the fight vs, SNK, gave birth to a juegazo after another: Fatal Fury Special, Art of Fighting 2, Samurai Shodown, The King of Fighters '94 ... It was precisely this last game that shook the foundations on which sat the throne of the creator of Street Fighter, forcing her to stop navel-gazing to get back to work. Thus, in 1995 it was Street Fighter Alpha, the first SF created from scratch since the release of SFII. The game exploited to maximum advantage CPS2 recreational plate to put on display a dramatic and colorful graphical section, clearly inspired by the superb film Street Fighter II: The Animated Movie (1994). The character designs also received inspiration from the film, as in Street Fighter Alpha we met with some Ryu, Ken and Chun-Li in youth versions. That is why the SFA is arguably talking about was between the first two Street Fighter numbered.

While Street Fighter Alpha was excellent in all sections, fans viciously criticized the limited roster of playable characters (ten plus three hidden) and the small number of existing scenarios (many characters share the same decor). And is that after taking a look at the game fairly quickly and is sensed precipitation in its market launch, probably because Capcom wanted to put an entirely new delivery of his most famous saga of struggle in the market as soon as possible so that SNK, its main rival, has not taken more advantage in the genre that the creator of Street Fighter had raised to the altars in the early 90s. SFA was a success, so Capcom, and more calm and patient, began to call to schedule a sequel outdo the original Street Fighter Alpha in each and every one of its sections. Well, once made a brief summary in the style of "In previous episodes ..." it is time to move on. The proud SFA 2 and 3 ahead.

Thursday, April 8, 2010

F1 2010: Keys to success

After three years, a new title based on the F1 circus will arrive in a few months. What elements should be included for that title was actually dreamed up by amateurs? Here our opinion ...

We can say without equivocation that few sports in the world so that they combine technology, improving daily, lots of expertise and research support, and yet that all this also depends on a person who needs to be done in a special wood to succeed. This is Formula 1, an amalgam of elements very important before you begin the season as during it. The development of the fireball begins when a season has not even finished the last. Dozens of engineers, test hours in the wind tunnel, aerodynamic studies, testers doing miles and miles, the boosters will always try to get more power, tire tests under various conditions, ... and in the end everything depends on a pilot has enough to make arrests in the last chicane, braking worry more than your competitor and get fun in the home straight.

And so long as everything else in the race runs smoothly. Not to mention free practice, qualifying laps of Q1, Q2 and Q3, that accompanies the weather, that is not immersed in an indirect impact, or that different types of mechanical failures do not appear, overheating motor, good pit stops, including the output of a safety car may be good for our interests, ... Current F1 depends on many things, that the technology involved is only part of the core. Two weeks of work between Grand Prix and Grand Prix can break down because the pilot has taken two tenths of a second later a curve being stuck in the escape, or because it has limited the engine when I took advantage and do not force it has decided to stop lying or simply because, without wishing to enable pit speed limiter during the race (hello, Hamilton). For all this, and much more, Formula 1 is so attractive.

Actually many of us gamers to enjoy we love racing games, arcade games and simulators either. In this case, the desire of a good title for this specialty has long been dormant. The sensation of speed, emulate our favorite drivers, feel (within our means) what it would drive a Ferrari, run in Monaco, etc, all this was done to pray for a few years (the last title was the title of the genus launched in 2007 for PS3, though it may be "Grand Prix" of Geoff Crammond idolized the best example of this virtual sport). However, Codemasters is working on the new F1 2010 more than three years. Especially in Spain with the arrival of the brilliant Fernando Alonso F1 has been followed up more closely, and perhaps also why our country is expected in May as water arrival of the new game, with the Spaniard and dressed entirely in red for the home Maranello.

Last year we could try the first approach of the British house the F1 circus both PSP and Wii, and we can not say that the results have been particularly successful. It was also clear that until the arrival of the versions of "strong" on PC, Xbox360 and PS3 can not do a full-value analysis of the intentions of the developers, previously involved in pseudo-court titles like Race Driver GRID Simulator or more Colin McRae DIRT arcade and more elaborate-and second-hand. However, everything you have told us and our partner Xcast well explained in his progress last week, the 2010 F1 paint really well. But ... it has everything it should? Are there elements that are still in time to be included? Incluiríais what this game you to F1 was the most complete and spectacular story? From our humble opinion, and always constructive plan, we will appoint the factors should not miss the next section of Codemasters, and according PCGameTrek, a title would really round. Surely many of you incluiríais other things, or just the same elements, but modified. We know ... it is impossible to please everyone. F1 2010 PC Game Review can make you expect more from this pc game.

While Alonso has won the first race, while Vettel seems to be the tough competitor who has to contend this year the Spaniard (if his Red Bull respond), while de la Rosa, Alguersuari and Hispania Team Racing Championship are more Spanish than is recalled, while Australia has witnessed a dramatic comeback Spanish, and the largest of the large-alias-Schumacher has returned to its natural place, we'll bite the bullet content to see the championship and await the arrival of the title that occupies. Are you with us? Let's take this car firmly that soon we can control and give way ...