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Batman: Arkham Origins is a 2013 action-adventure video game developed by Warner Bros. Games Montréaland released by Warner Bros. Interactive Entertainment for Microsoft Windows and the PlayStation 3, Wii U and Xbox 360 video game consoles. Based on the DC Comics superhero Batman, it is the successor to the 2011 video game Batman: Arkham City and is the third main installment in the Batman: Arkham series. It was released worldwide on October 25, 2013. Batman’s always made the shadows his ally, but in Batman: Arkham Origins, he finds the shadow of his own previous games impossible to escape from. It’s as good as Batman: Arkham City in most ways, having inherited an outstanding combat system, but it lacks interesting ideas of its own, and it’s missing the polish and attention to detail that makes Arkham City and Arkham Asylum great action games. Its name, “Arkham Origins,” is a flagrant misnomer - it may be a prequel, but this story is neither about Arkham, nor is it an origin story in any significant way. It’s more of a traditional Batman plot that retreads some of The Dark Knight’s most familiar themes over its roughly eight hours of main story content: a self-destructive insistence on working alone, and how far he’ll go to avoid taking a life - a concept the final battle cleverly toys with. It’s a respectable plot that even concocts a plausible reason for Batman to face so many villains all in one night – a $50 million bounty on his head. But it’s the kind of prequel that screams “What were we thinking when we killed off that incredibly popular character? Undo! Undo!” The actors standing in for long-time Batman and Joker voices Kevin Conroy and Mark Hamill do a good job in emulating their predecessors - Troy Baker’s Joker, in particular, is close enough that I might not have noticed immediately if I weren’t listening for it. Conroy will always be Batman for me, but his understudy does well enough. This younger Batman already has all his signature moves and gear, flies a fancy plane, and is on a first-name basis with pretty much every villain but The Joker. So at the cost of really selling the idea that these events happen prior to the other two games, Origins keeps the foundation of Arkham Asylum and Arkham City’s amazing combat intact, including every gadget in one form or another. (Mr. Freeze’s absence from the rogue’s gallery means the cryo-grenades are now concussion or glue grenades.) Two new enemy types add a little extra variety, notably the martial artists who can counter your attacks. But the only substantial change is one of those things that’s awesome for the first time you use it, but quickly reveals itself as a bad idea. The Shock Gauntlets are among the last gear you unlock, which is good, because once charged (by hitting a few guys in regular combat) and activated, they let you completely ignore everything that makes combat interesting. Riot shields, stun batons, armored thugs – Batman just punches ‘em. They’re basically a win button, and the kind of thing that doesn’t work in a prequel because why would Batman ever get rid of them? Meanwhile, in the stealth fights where Batman picks off armed thugs one by one, there’s another somewhat dirty-feeling win button: a remote grapple that strings up thugs without them even having to walk under a gargoyle. I found myself deliberately avoiding either of those gadgets, because I’m not in this to not fight criminals. Even so, I could live in the challenge rooms for days, trying to string together the ultimate, uninterrupted flow that includes each of the dozen or so moves and gadgets in Batman’s arsenal. With the gamepad in the right hands (which every so often, mine are) it looks like elaborate fight choreography. And Predator still makes me feel like a ninja, particularly when playing in challenge mode where I can disable certain gadgets or enable other handicaps. Out in the expanded and snow-covered open world, I found Gotham City beautiful but lifeless. In Arkham City, the excuse is that this part of town has been walled off and given to the criminals. Without that (admittedly far-fetched) scenario, the absence of any hint of civilian life makes Gotham feel eerily barren, especially next to Origins’ open-world peers and their populated streets. It may be the middle of the night on Christmas Eve, but streets teeming with nothing but decidedly un-jolly criminals are still weird. The northern half of the map, which is largely recycled from Arkham City, is connected to a new southern island by a tediously long bridge that your quest marker will frequently make you cross as you chase the next mission waypoint. The bridge stands out as crumby and inconvenient map design and I rushed to skip it with fast travel at every opportunity. Gotham is also full of annoying blockages that seem like Batman should be able to easily grapple or climb over, yet prove frustratingly insurmountable. Also, the PlayStation 3, Xbox 360, and Wii U versions all suffer from framerate problems while gliding around the city. Those slowdowns are most pronounced on the Wii U, where I also ran into mid-game loading pauses. On PS3, I encountered audio glitches that got worse the longer I played – most noticeable during fast-travel animations. What constantly nagged at me, though, is that I spent the first few hours searching every corner of Arkham Origins for the DC Comics-themed Easter eggs that Rocksteady (the developer of the previous games) liberally stashed around the environments of Arkham Asylum and Arkham City. But the most I ever saw outside of the Batcave was a Flying Graysons poster. That’s not to say there’s no incentive to explore – Gotham is, as ever, littered with collectable items, some of which are locked behind puzzles you have to gadget your way through – but they’re nowhere near as much fun as finding a hint that Scarecrow was here. Some of the love is missing here. Technically, there’s plenty of things to do around town, as it’s terrorized by a lineup of villains like The Penguin, Mad Hatter, and Anarky. Yet most of their missions boil down to the same “Go here, beat up a group of thugs, and deactivate/blow up a thing,” with variety limited to some of them having a timer on them. The one set that feels interesting are the radio towers, which must be disabled in order to unlock fast-travel locations. Those are mini-fortresses that integrate some tougher fights with light puzzle solving. For visual novelty, the new crime-scene investigations are impressive, and take the “zoom and enhance!” cliche to new extremes. Using the shoulder buttons to scrub through an augmented-reality reconstruction of events looks great, but it’s only barely interactive; all you do is find the next clue (hint: it’s the thing that’s highlighted for you) when prompted and scan it to get the next piece of the puzzle – no decision-making involved. It’s a better, showier use of Detective Mode than Asylum or City came up with, but still, it’s just for show. When using the Wii U Gamepad, you're encouraged (but not forced) to use the LCD as a viewfinder and control the first-person perspective camera with the motion controls instead of the sticks, which is unwieldy and gimmicky. The Wii U Gamepad is mostly useful as an always-on map, but outside of that Arkham Origins is strangely inconsistent about when it's used. The most notable omission being the Cryptographic Desequencer hacking tool. This is a gadget that looks and behaves much like the Gamepad itself, yet the Gamepad isn't used at all. Where Origins does its best work are in its boss fights. With only one exception, they’re all very physical, direct encounters with supervillains. A few stray dangerously close to quick-time event territory, since Arkham games’ combat is prompt-heavy to begin with, but the spectacle of the unique animations makes them feel like a Batman fight should - most notably the Deathstroke duel. Others are simply mob brawls or stealth fights with a particularly dangerous foe mixed in, but the added challenge of having to stay on the move while fighting to avoid bombs, for example, brings something different to it. This is the first Batman game to have multiplayer (on all platforms except Wii U), and the eight-player mode feels like a first draft. Most of the time you’re playing a mediocre third-person shooter in which your three-man team competes for territory control points with a rival gang. The twist is that two other randomly selected players are Batman and Robin (who doesn’t appear in the campaign) picking people on both sides off using Predator mode moves and an extremely clumsy version of the single-player combat. Granted, it’s a fairly clever idea – I do like how when I’m fighting other thugs I have to be fearful of a hero sneaking up behind me, and when I’m looking up at the gargoyle perches trying to shoot down a hero a thug is likely to shoot me in the back. Plus, two heroes working together can dominate using classic Batman-uses-a-minor-as-a-diversion tactics. But given the unremarkable shooting mechanics, the multiplayer mode is a novelty that I wouldn’t expect to get more than a few sessions out of. Wii U owners aren't missing much here. THE VERDICTMore Batman is always good, and freeze rays change up brawls in an interesting way, but I’m disappointed that Cold, Cold Heart doesn’t do anything new with Mr. Freeze’s story or boss battle.More Batman is always good, and freeze rays change up brawls in an interesting way, but I’m disappointed that Cold, Cold Heart doesn’t do anything new with Mr. Freeze’s story or boss battle.More Batman is always good, and freeze rays change up brawls in an interesting way, but I’m disappointed that Cold, Cold Heart doesn’t do anything new with Mr. Freeze’s story or boss battle.More Batman is always good, and freeze rays change up brawls in an interesting way, but I’m disappointed that Cold, Cold Heart doesn’t do anything new with Mr. Freeze’s story or boss battle.More Batman is always good, and freeze rays change up brawls in an interesting way, but I’m disappointed that Cold, Cold Heart doesn’t do anything new with Mr. Freeze’s story or boss battle.More Batman is always good, and freeze rays change up brawls in an interesting way, but I’m disappointed that Cold, Cold Heart doesn’t do anything new with Mr. Freeze’s story or boss battle.More Batman is always good, and freeze rays change up brawls in an interesting way, but I’m disappointed that Cold, Cold Heart doesn’t do anything new with Mr. Freeze’s story or boss battle.More Batman is always good, and freeze rays change up brawls in an interesting way, but I’m disappointed that Cold, Cold Heart doesn’t do anything new with Mr. Freeze’s story or boss battle.More Batman is always good, and freeze rays change up brawls in an interesting way, but I’m disappointed that Cold, Cold Heart doesn’t do anything new with Mr. Freeze’s story or boss battle.More Batman is always good, and freeze rays change up brawls in an interesting way, but I’m disappointed that Cold, Cold Heart doesn’t do anything new with Mr. Freeze’s story or boss battle. Written by Corey May, Ryan Galletta and Dooma Wendschuh, the game's main storyline is set five years before that of 2009's Batman: Arkham Asylum and follows a younger, less-refined Batman. A bounty is placed on him by crime lord Black Mask, drawing eight of the world's greatest assassins to Gotham City on Christmas Eve. The villains, including the Joker and Anarky, take advantage of the chaos to launch nefarious schemes, while Gotham City police try to apprehend Batman.
The game, played from a third-person perspective, focuses on Batman's combat and stealth abilities, detective skills, and gadgets for combat and exploration. Aside from the main story, Batman can help the police deal with crimes, and confront other supervillains terrorizing the city. Arkham Origins introduces the ability for Batman to virtually recreate crimes, allowing him to investigate the scene and identify the culprit. The game is the first in the series with multiplayer capability. Warner Bros. Games Montréal took over development duties for Arkham Originsform series creators Rocksteady Studios. While the game received generally positive reviews, it was criticized for replicating previous Arkham games' content and unnecessarily modifying it, while the multiplayer aspect was considered an unnecessary addition to the series. A companion game, Batman: Arkham Origins Blackgate, was released with Arkham Origins for Nintendo 3DS and PlayStation Vita, and a spin-off mobile game for the iOS and Android platforms was released in October 2013. An animated sequel, Batman: Assault on Arkham, was released in 2014, and a successor game, Batman: Arkham Knight, is scheduled for release in 2015.
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Versatility is the greatest strength in Far Cry 4’s first-person exploration and combat. I scaled cliffs with climbing gear in search of treasure, religious monuments, and hostages in need of rescue. In venturing into the Himalayan mountains, I stole oxygen masks and snowmobiles to survive, and used the unstable environment to crush enemies with snow. Long-lost letters told a tragic story I wanted to learn more about. Collectible calling cards had me on the trail of a serial killer, and gorgeous vistas had me in awe of Kyrat’s lakes, mountains, and other spectacular scenery. This is sometimes compromised by lower-resolution textures and an inferior draw distance on Xbox 360 and PlayStation 3, but Far Cry 4 is comparable to Far Cry 3 in terms of visual fidelity, and up to expectations for old-generation hardware. I loved discovering every inch of Kyrat because it always presented compelling opportunities. Liberating it from the oppressive government was always front and center; as in Far Cry 3, enemy-occupied towers serve as platforming puzzles with a fulfilling sense of personal progression. Climbing to the top gives you a broader perspective of the world, highlighting notable places and unlocking new objectives. Liberating outposts is more challenging in Far Cry 4 than in its predecessor, and more satisfying as a result. Take the stealthy approach and you can disable alarms individually to prevent enemy reinforcements, and use bait to attract tigers, bears, and other animals to occupy the enemy’s attention. The hard counter to this is the Hunter, a new, silent enemy wielding a bow and capable of charming animals into fighting for him. He creates another unexpected variable that made me think even harder about how these excellent combat systems worked together. The Himalayan country of Kyrat is a place of myth, faith, secrets, lies, and beauty, and it's one of the best-realized locations I've ever explored in a video game. Kyrat is a colossal, dense, visually diverse place that feels lived in, torn up, and ancient. Far Cry 4 capitalizes on every available strength to make it an amazing open world for first-person action and adventure, while failing repeatedly in creating enjoyable characters within it. Its most notable misfire is the hollow, ambivalent protagonist. Ajay Ghale, the American son of Kyrati freedom fighters, returns to his Himalayan birthplace to scatter his mother’s ashes, and becomes embroiled in his parents’ revolution. It’s a smart, human premise that justifies Ajay’s rampant warpath throughout Kyrat, but Ajay isn’t remotely as interesting as the things he does. All of these missions feed into Far Cry 4’s brilliant economy, where everything in Kyrat has a cause and effect. Hunting and skinning animals lets you craft holsters to hold more weapons, or wallets to carry more money. Reclaiming enemy territory creates fast-travel points and opens side-quests promising huge cash payouts. Destroying propaganda posters unlocks new missions as well as earns experience points. XP unlocks new skills, like aerial takedowns, damage resistance, and riding elephants, which is both hysterical and actually useful. It also presents opportunities to become a better hunter — unlockable injections show off animal and enemy locations, or double the damage you deal and take. Far Cry 4 borrows heavily from Far Cry 3’s superb player progression (many of the skills are direct carryovers), and then layers new rewards on top of it. New Karma Events unlock gear, discounts, and XP for spinning spiritual prayer wheels, or killing specific enemies in randomly occurring objectives. Half the campaign’s main missions are strong, memorable, and take advantage of Far Cry 4’s flexible combat. These quests typically explore Ajay Ghale’s fascinating family history, or the ethically gray future of the Ghale’s faction, The Golden Path, and the dark places your choices can take it. The Golden Path’s bickering leaders, Amita and Sabal, are the emotional anchor for this part of the story. They’re unified in their goal to dethrone the despicable king of Kyrat, Pagan Min, but their conflicting personal philosophies cause volatile problems for the country. I was often conflicted about who to side with during single-player missions – both make strong ethical arguments for why you should, say, claim an enemy opium farm to fund your revolution, or destroy it to free Kyrat from narcotics. Where the Golden Path goes, and which missions become available, differ depending on who you choose to lead the revolution. When Amita and Sabal aren’t involved, Far Cry 4’s cast of mostly poor characters compromises its campaign. The weaker half of the story relates to Pagan Min and his lieutenants. I barely remember what the missions were, or what completing them accomplished. Pagan Min is a great character, thanks to an excellent, gleefully sadistic and twisted performance from actor Troy Baker. But Min is completely misused. He has a thunderous introduction, followed by a disappointing, minimal presence throughout Far Cry 4’s 15-hour campaign. Worse, his poorly explained henchmen don’t have time to become interesting before vanishing from the story in sudden and confusing ways. When I’d finished with a story I simultaneously loved and loathed, I keep returning to my meandering around Kyrat. I uncovered new temples. I found more of Ajay’s father’s journals, chronicling the struggles of The Golden Path’s rise. I wondered whether I’d made the right choices for Kyrat -- a country I didn’t want to leave, and a place I’ll continue fighting for as long as it keeps giving me reasons to. THE VERDICT Diversity is one of Far Cry 4’s strongest assets, and it overwhelms the mostly disappointing story with countless opportunities for free-form adventure and fun. Visual variety, tons of distinct side-quests, and a dense world with plenty of options always gave me something I wanted to do, and its satisfying economy had me obsessing over completing every side-quest. It’s a little safe, overall -- its competitive multiplayer stands out as a gamble that paid off -- in that it has many familiar elements from Far Cry 3 transplanted to an amazing new place, but those elements are incredibly empowering and rewarding. These encounters emphasize the importance of improvisation in Far Cry 4. The unpredictability of a situation getting out of hand often leads to catastrophic, unforgettable moments — like the time I blew up a bear with C4 to protect the hired guns I'd called in to help take an outpost. Once, Ishot grenades from my personal helicopter and watched the fire trap the enemies below. Another time, I mounted an elephant, smashed through a gate, and flipped a pickup truck into a man. Tossing enemies with my elephant’s one-hit-kill trunk is basically everything I dreamed it would be. Outpost battles — particularly the four larger fortresses owned by government officers — are at their best when a friend drops in for some two-player co-op. Adding another player to the volatility of Far Cry combat leads to new kinds of hectic, hilarious moments. Cooperative multiplayer also introduces new tactical opportunities, like having one player blow through the front door while another sneaks in through the back to stab distracted guards. Far Cry 4’s competitive multiplayer does a marvelous job of capturing the freedom, scale, and surprises of its co-op and campaign. The 5v5 competitive multiplayer, called Far Cry Chronicles, sees two asymmetrical factions fighting in different ways, using the wide-open environments to their particular advantages. The Golden Path plays more like an aggressive Far Cry player tends to -- guns, explosives, vehicles, and traps. The Rakshasa, who borrow supernatural powers seen in Shangri-La, relying on invisibility, and different types of arrows for their bow. I adore the Rakshasa style -- teleporting with the Blink Arrow, whether for navigation, escape, or an instant kill, is a great tool. Summoning a tiger or bear to guard an area works beautifully. Chronicles also has a strong economy, with in-game successes earning coins to spend on new weapons, attachments, or skills, such as stronger stealth, faster movement, or a closer connection to wildlife summons. The maps aren’t terribly notable in Chronicles, and the modes are simple, unremarkable, but functional, but borders on miraculous that the heart and soul of Far Cry 4 found its way into a competitive mode at all. It’s a bummer that matches start whether or not teams are even, and that not a lot of people are actually playing it, because this is actually great. Don't skip multiplayer because it isn't why you play a Far Cry game. The supernatural side-story set in Shangri-La stands out above every other objective, though. Like a miniature Far Cry 3: Blood Dragon doled out in chunks throughout Far Cry 4, the psychedelic, stunning aesthetic of its crimson foliage and golden skies is completely unlike Kyrat, as is the foundation of its combat. It’s linear, by design, but introduces enough new and interesting ideas to have an identity of its own. Teaming up with a fierce tiger, slowing time, and firing five arrows at a time to take down fearsome demons is a huge change of pace. The myth is explained episodically, and while I didn’t fully understand the legend, I couldn’t seek out the next piece of Shangri-La’s weird, wonderful world fast enough. Just Dance Now is a game in the Just Dance series developed by Ubisoft. The game was released on September 25, 2014 in both the App Store and Google Play. The trailer for the game was revealed at the Electronic Entertainment Expo 2014 on June 9, 2014. This ad-supported version of the game is available for free download, accessing a limited library of songs. A few months prior, a beta version was available in the aforementioned stores for most parts of Europe. Just Dance Now is intended for people who may not have a console to play the original game, who live in regions where consoles are unavailable and/or expensive, or who want to play without using a console. The game is available as an app and allows a connection to a television, a computer, a tablet, or through streaming the game on screen from the synced website. The device is used as a controller, much like the Wiimote, Nintendo Wii's main controller. Multiple players may connect simultaneously, and there is no limit to the number of players allowed.The app offers three free songs a day to play, while the rest require a timed VIP pass which can be purchased through the app. Sleeping Dogs is a 2012 open world action-adventure video game developed by United Front Games and Square Enix London. It was published by Square Enix and Bandai Namco Games for Microsoft Windows and the PlayStation 3 and Xbox 360 consoles. Set in contemporary Hong Kong, the single-player story follows Wei Shen, an undercover Hong Kong-American police officer on assignment to infiltrate the Sun On Yee Triad organisation. Game play centres on Shen's fighting, shooting and parkour abilities and on gadgets that can be used for combat and exploration.- Players must complete missions to unlock content and continue the story, but they may instead wander the game's open world and engage in both legal and criminal activities. The latter may incite a police response the intensity of which is controlled by heat system. Actions such as fighting driving and racing grant Shen statistical rewards and earn the player achievements. Sleeping Dogs 's difficult and prolonged development began in 2008. The game was announced in 2009 as part of the True Crime series but was cancelled by Activision Blizzard in 2011, as a result of the project's delays and budget issues. Six months later, Square Enix bought the publishing rights and renamed the game Sleeping Dogs, without the True Crime license. During development, United Front staff visited Hong Kong to conduct field research for the visual environments and sound. Upon its release in 2012, the game received positive reviews for its combat, voice acting, experience system and depiction of the city; but its graphics, camera, and animations were criticised. Within one year, the game had sold over 1.5 million copies. New outfits, missions and addons, as well as three expansion packs, were released as downloadable content in the six months following the game's debut. A remastered version, subtitled Definitive Edition, was released in October 2014 for Microsoft Windows, PlayStation 4 and Xbox One. It features improved graphical resolution and gameplay, setting and audiovisual quality changes based on community feedback. A sequel, Triad Wars, is in development and is set to be released in early 2015. Playing Sleeping Dogs kept me on the edge of my seat, but not for the reasons you might expect. Sure, Sleeping Dogs’ melee combat and gun play provide plenty ofthrills, the driving is extraordinarily fun in all of its arcadey glory, and there’s a whole lot to do in the version of Hong Kong Canadian developer United Front Games created. But at the end of my nearly 20-hour experience, none of that mattered to me as much as the story did. It’s that story, coupled with rock-solid mechanics and a task-heavy world that sets Sleeping Dogs apart from its competition. See, Sleeping Dogs isn’t your typical Grand Theft Auto clone. Unlike recent titans of the genre -- Grand Theft Auto IV, Red Dead Redemption and Saints Row: The Third -- your character, Wei Shen, doesn’t have roguish, violent tendencies just because he’s a criminal looking to make a few bucks. Rather, Shen is a calculated and complicated figure, an undercover cop with plenty of experience in both the UnitedStates and Hong Kong who returns to his native land in order to help get the city’s thriving criminal enterprises under control. But as Shen gets sucked further and further into the Triad underworld he initially wants to unravel, his motives – and which side he’ll end up falling in line with – become increasingly blurred. Sleeping Dogs’ blurred lines come to the fore as soon as you’re introduced to the game’s unique leveling system, which allots Shen experience points in three specific areas: Cop, Triad and Face. The experience points are, in turn, used to unlock new, unique abilities. Cop and Triad points often intermingle with one another as you complete the game’s primary missions, rewarding you for how careful you are with innocents and personal and private property (Cop) while simultaneously challenging you to brutalize your enemies with as much reckless abandon and gore as you can muster (Triad). Face, on the other hand, has everything to do with how the citizenry of Hong Kong feel about you, making it not only the most abstract of the experience meters, but perhaps the most interesting as well. Doing all kinds of favors for the anonymous masses net you Face experience, so whether you’re assisting a merchant, chasing down some drunks or otherwise generally helping out the working class folk (and the occasional two-bit criminal) of Hong Kong, expect your Face meter to rise steadily. A unique, multi-faceted experience system like this makes Sleeping Dogs a moderate liberate affair than its contemporaries. On most main story missions, for instance, you will be docked police points for ramming into street lights with your car, accidentally striking a civilian or letting stray bullets seep into a storefront. But this is balanced by your brutality with Triad members. Using the game’s array of exceptionally gory kills is a great way to build that Triad meter to its maximum level as quickly as humanly possible. The experience system’s dynamics will keep you on your toes, and because you can replay missions once they’re completed, you could always go back to try things a little differently if you’re unsatisfied with the outcome as it currently stands. Sleeping Dogs’ version of Hong Kong is purportedly influenced by and designed after the real city. Its four districts are distinct, and the map sprawls considerably, although it’s probably not quite as big as Liberty City or Steelport. What makes it stand out, however, is how alive and well-populated it is. The AI in the game is smart, the passing chatter of NPCs well-executed, and the ebbs and flows of the city as it vacillates between day and night make it a believable setting worthy of exhaustive exploration. Stellar voice acting simply adds to this emphasis on realism and believability. The game employs a unique mixture of Chinese and English that doesn’t sound corny or ill-executed. Characters openly change things up depending on the nature and cadence of conversation, and you can follow along, when necessary, via subtitles. This approach is bold and risky, but it's also top notch and worth commending. The graphics, on the other hand, are good, but they certainly won’t blow you away. There are definite draw distance problems to be had with the game and some texture loading issues as well. At its heart, Sleeping Dogs does many of the things its top echelon competition in the genre already does pretty well, but where the game really shines is in the handful of things it does decidedly better. Hand-to-hand combat, for instance, is button-mashy and simple – almost Arkham City-like - but works really well and makes Grand Theft Auto IV look subpar and archaic by comparison. This is good, as you’ll be relying on hand-to-hand combat with the occasional weapon thrown in – such as a kitchen knife, a pipe or a nightstick – for a majority of the game. Likewise, Sleeping Dog’s driving mechanics are immaculate, outclassing its closest competition as United Front Games invokes some of the spirit that made it so successful with ModNation Racers. In other words, expect to be surprised by how much better Sleeping Dogs does certain things than games you’d, at first glance, think completely outshine it. Then again, the game’s single biggest issue is with its camera. The camera often repositions itself towards center even when you’re using the analog stick to maneuver it while driving. This can significantly complicate navigating tight quarters or getting a look around your vehicle in open spaces. The camera can also be frustrating in some combat situations, though this is far less pronounced. The camera’s real deficit rests almost solely in conjunction with driving around Hong Kong, but this problem shouldn’t be overblown. You won’t always – or even often – encounter situations where this is a problem, and it generally doesn't detract from how fun it is to drive around. But it’s still worth noting. The Definitive Edition of the critically acclaimed, award winning open-world action adventure, reworked, rebuilt and re-mastered for Xbox One. All 24 previously available DLC extensions from the Xbox 360 version have been integrated into the game, including the story-extending episode Year of the Snake and the horror-themed Nightmare in North Point. Alongside a wealth of new technological, audio and visual improvements, Hong Kong has never felt so alive. A vibrant, neon city teaming with life, Hong Kongs exotic locations and busy streets and markets hide one of the most powerful and dangerous criminal organizations in the world: the notorious Triads. Play as Wei Shen - the highly skilled undercover cop trying to take down the Triads from the inside out. You'll have to prove yourself worthy as you fight your way up the organization, taking part in brutal criminal activities without blowing your cover. Destroy your opponents in brutal hand-to-hand combat using an unmatched martial arts system. Dominate Hong Kongs buzzing streets in thrilling illegal street races and tear it up in explosive firearms action. Sleeping Dogs Hong Kong is the ultimate playground. Undercover, the rules are different. FEATURES: -With all previously available content included and a wealth of new improvements, Hong Kong has never felt so alive. -A mature, gritty undercover cop drama where a wrong decision can blow your cover at any time. -Explosive action fuelled by a seamless mix of deadly martial arts, intense gunfights and brutal takedowns. -Epic high-speed thrills: Burn up the streets or tear up the sea in a vast array of exotic cars, superbikes and speedboats. -Hong Kong is your ultimate playground: Enter illegal streetraces, gamble on cock fights, or kick back with some karaoke. There are countless ways to entertain yourself in Hong Kong's diverse districts. ![]() Actually computer games have lots of advantages, but most of us don't realise that thing. Well it also have disadvantages, but which can be avoided. First lets discuss disadvantages- The games are mostly never ending and interesting this drags you to play it for extended periods,wasting your time and lacking time to spend socially,most of people playing games for extended periods will not move socially free.They will strain your eyes.Games will consume less physical energy, causing lack of burning calories,this may lead to obesity.The games are having pornography,violence,mild language and adult content making inappropriate for children.The 47% of 16+ games are being played by people below the age of 16.Children don't understand that all the things are frictional and try them in their real lives,causing disasters. And the positive points are- First of all we can get a fluent english with best vocabulary,the 23% of best grammarians in world have gaming as their hobby. The another important thing is we can get History,Geography from games such as Assassin's creed.We can get combat techniques (but not recommended to use on others , only use in place of necessity). Game will increase your imaginary skills and making you think you logically. The games will stimulate your body and making you active.Games will make your brain sharp increasing fast response.The games will increase your emotional quotient, making you to give a best emotional response for a situation. WHAT THE CONCLUSION WILL U GIVE?????? Play computer games they will have better advantages.But you should have better timings.Adult supervision is necessary. Play games with moderate or low violence, and make yourself peace.Not only play indoor games play mostly outdoor and move socially. To get any Kind of game Go2 our store and get any game free Just click the STORE tab and fill your details and order the game you want |