Showing posts with label Game Reviews. Show all posts
Showing posts with label Game Reviews. Show all posts

Sunday, December 13, 2009

Level Up Faster in Mafia Wars

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  1. You level up by gaining experience points. To maximize experience earned, you must choose either fearless (more stamina to fight) or maniac (more energy to do jobs).
  2. Try to set a time every day to play the game. That way you will be consistent with your energy and stamina bars filled up to the maximum.
  3. Get a buddy. Get a friend that also plays the game. Be sure that both of you connect at different times, and send energy packs to each other on a daily basis. This way you will maximize your energy.
  4. Schedule your time so you will be able to deplete your energy bar, level up, and use your daily energy pack. If you time it right, you might be able to enhance your character by 3 levels or more in one day.
  5. Don't be afraid to fight. Add stamina points and pick fights often. Fights are a great source of experience. Your stamina (to fight) and your energy (to do jobs) recharge in parallel, so it is always a good idea to deplete both every time you can.
  6. Get buddies to put you as 'Mastermind' on their mafias. Also do the same for them and you will gain more experience from jobs and level up faster.
  7. Recruit to your mafia, so you can pick fights with larger mafias and get more experience.

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Friday, December 11, 2009

Get Your Mafia Wars Energy Faster

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  1. Start out by choosing the Maniac class when you create your Mafia Wars character. This class has a faster energy refresh time in Mafia Wars. Choosing this class in Mafia Wars will help you level up your character faster because you will be able to complete more missions per day because your energy will refill faster.
  2. Use reward points to fill up your energy in Mafia Wars. Each time you complete a job tier or level up your character in Mafia Wars you will earn reward points. You can go to the godfather and use your reward points in Mafia Wars to refill your energy. This will allow you to complete more missions by filling up your energy faster in Mafia Wars. You can also purchase reward points in Mafia Wars with your credit card or you can complete offers to gain more reward points so that you can use your Mafia Wars reward points more often.
  3. Master all of the jobs 3 times in the Boss tier in Mafia Wars. When you master all of the jobs in the Boss tier in Mafia Wars you will be rewarded with a golden throne. The Golden Throne in Mafia Wars will give your character 2x energy regeneration every time it refreshes in Mafia Wars. This will double the amount of energy that you get each time it refreshes in Mafia Wars.

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Wednesday, December 9, 2009

How to Master Mafia Wars

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1. Jobs/Investments
You’ll want to do some jobs to get some money. But pretty soon, you won’t have to do any jobs, because with the right investments, you can make more money letting your investments do the work for you. At that point, you’ll just be doing jobs to level up. Stick to doing jobs that give you the highest payoff/energy used ratio or the highest experienced gained/energy used ratio. This will let you gain money faster or level up faster, or both.

Once you have some money, you’ll want to invest it. Stick to getting the most out of your money. Mafia Mike’s is the best investment you can make, so get as many as you can. After that, only buy properties with the highest return to investment ratio. Don’t forget to include the land cost into this figure; once you build on land you lose the return the land gives you.

It’s better to stick the money in the bank until you can put it to use later. The bank will charge you a 10% laundering fee, but that’s much better than losing it all in a fight.

Once you have a stable income, you can move on to outfitting your mafia with weapons, armor, and vehicles.

Note: As you complete jobs, you will level up, and you will gain experience and Godfather points. Do not spend them without reading the section about leveling (below).

2. Winning Fights
To win more attacks, outfit everyone in your mafia with the weapons, armor, and vehicles with the highest attack ratings. The higher your average attack rating per mafia member is, the better your chances are of winning the fight. Usually the best weapons are awarded from the Godfather.

To win more when you are attacked, you should also have the weapons, armor, and vehicles with the highest defense ratings. When you are being attacked, your mafia will use those items to defend instead of the attack weapons. Again, the higher your average defense rating per mafia member, the better your chances are of winning the fight.

3. People that want to take you out
Instead of spending endless amounts of stamina trying to kill your attackers, spend 1 stamina point to have them killed on the hit list. There is always someone out there willing to kill your opponent for a tiny $10,000. You get to keep your stamina, and they learn you are ruthless and will not tolerate being attacked.

The benefit of this is twofold. Not only can you get even with your attacker, but you can also focus the entire game around defense. Since you won’t ever be attacking anyone, you can spend those experience points on defense, and increase your chances of winning more when you are attacked. This will keep your statistics higher throughout the game.

Also, you can check out a website I found where you can put their ID up on hit list without using stamina. It's http://www.mafiawarshits.com

4. Leveling
When you advance your level, you are awarded experience points and godfather points. Early in the game, focus on increasing your energy. You should do this until you can have enough energy to do most of the jobs (I recommend about 40-50 energy points). After that, focus on defense and stamina. Later in the game, you can adjust the strategy a bit to fit your needs.

Normally, you should not spend Godfather points on anything except weapons. If you wish, you can earn godfather points by completing offers or purchasing them. In the event you earn some extra godfather points, use them to boost your skill points or to get specialty weapons. The other options (like giving you cash or a full energy refill) will come in time with no interaction required by you anyway, so why spend precious godfather points on them?
5. Mafia Size
You don’t need a large mafia to be successful at Mafia Wars. In fact, the larger your mafia is, the harder it is to play the game, especially early in the game. When you have a large mafia, you have to outfit each member with the best weapons, armor, and vehicles you can get your hands on. This costs a large amount of money, and unless you have a very large income, it’s better to just build your investments so you can afford to grow your mafia later. Once you have a large income (at least $1 million per hour), then you can start to grow your mafia. As you grow your mafia, remember to get both attack and defense items for them to use.

Tips & Warnings

  • When you are not logged in, money that you have earned from investments since you logged out cannot be lost in a fight. However, money you have not invested or deposited in the bank can still be lost.
  • If you have health below the fight threshold, you won't see when someone attacks you (and if you attack someone, they won't see it on their updates...an easy way to tell if they are too weak is to try to add them to the hitlist. If the game asks you how much money you want to spend, they are not too weak; otherwise, you will get a message telling you that you can't add them to the hitlist).
  • Do not build your mafia size until you have enough money or Godfather points to outfit your entire mafia with the best items for fights.

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Sunday, November 8, 2009

Pro Evolution Soccer 2010 Review

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The last couple of years have been a bit disappointing for Pro Evolution Soccer and its fans. The title has been criticized for its failure to innovate, and subsequently it has lost its crown as the king of football games to the increasingly fluid and more realistic, FIFA series.

As a result, this season is perhaps the most important one in the history of PES. Konami must be confident of reclaiming number one status though, as it proudly furnished us with a preview release a full two months before the official release date. Naturally, we were pretty excited to see how it plays and, for the first time in years, the new version of Pro evolution Soccer doesn’t manage to disappoint.

Off the ball

One thing that was widely panned in Pro Evo 2009 was the menu system. The set-up menus looked like they were built in half an hour by a four-year-old. Navigating the in-game tactics and formation menus on the other hand, was like trying to crack the entry code on the front door of the Pentagon. Thankfully, things have been improved greatly in PES 2010. Although the garish pink and black color scheme remains, all the menus are better organized and more ‘professional’ than the previous version.

The tactics and formation system has been treated to a complete overall, and it’s a thousand times better than the previous fiddly series of menus. Team tactics are controlled using slide bars, to precisely set elements such as pressing, defensive line, counter attacking etc. Preview windows explain exactly what will happen to your line-up as you make changes to these tactics. Player ‘cards’ are another feature that’s been talked up in Pro Evolution Soccer 2010. Each player has a series of cards when you view his stats that show you instantly the areas he is good in (e.g. free kicks, goal poaching, heading, etc.) This system is far easier on the eye than having to focus on huge lists of stats, like you had to in the previous Pro Evo.

In terms of the team line-ups and clubs included in the game, it’s too early to say from this preview version exactly who, and who won’t be featured. But rest assured, all the major European club leagues (with the possible exception of the Bundasliga) will be included. The international team selection has also been updated and a few new countries have been added. So, if you’ve always wanted to take control of Montenegro, Oman, or Mali, you’ll be in luck.

On the ball

Of course, as with real football, the most important stuff happens on the pitch. And here, thanks to a completely revamped game engine, Pro Evolution Soccer is more realistic than ever before. In fact, it’s almost too realistic.

The player likenesses are better than ever before, naturally. Faces are rounder, limbs are less jagged, and the animations are fluidly lifelike. Not only this, but individual players techniques and physical attributes are accounted for in PES 2010. Take a shot as Henry and it will be an Henry-style strike; Make Rooney run and he’ll run like Rooney; Fall to the ground as Drogba and he’ll dive just like the real Drogba (however, we didn’t find a way to make Drogba swear at the camera or attempt to intimidate the referee - features we hope to see in the final version).

The ‘feel’ of Pro Evolution is still as absorbing and you’ll be able to pick it up and play it in much the same way as you have with the last 10 or-so versions. However, there have been plenty of tweaks to the gameplay to make it more realistic. The first is that it feels a little more sluggish. The ball feels much heavier than before, and it doesn’t quite zip off the surface like it used to. What’s more, turning and dribbling now feel like you’ve got treacle on your boots.

Although the primitive free kick controls haven’t really been improved, the new penalty system in Pro Evolution Soccer 2010 marks a departure from previous releases. Instead of bringing up a completely different behind-the player screen, the camera doesn’t change anymore, so you take a penalty as if it were any other set play.

Collision detection has been smartened up in Pro Evolution 2010, and you can’t just expect the ball to stick to your foot once it’s been delivered. Mis-control it and it can go flying off your toe into row-Z, or worse still bounce of your shin and into the path of an oncoming striker.

No doubt the new gameplay features will infuriate you at first and you’ll feel like it’s ruined the game for you. Remember though, that it always takes a while to settle into a new Pro Evo, and once you’ve got used to it, you’ll be praising the ingenuity of the developers for creating such a realistic and challenging simulation of the beautiful game.

Sunday, January 11, 2009

Command & Conquer: Red Alert 3 Review

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Red Alert 3 is a raucously fun strategy game that overcomes its issues with both style and substance.

The Good

  • The story and cutscenes are wonderfully corny   
  • Fully cooperative campaign gives standard missions new life   
  • Each faction is fun to play thanks to cool, balanced units   
  • Vibrant visual design and smooth performance.

The Bad

  • Problematic pathfinding and other glitches   
  • Clunky co-op invite system.

So here's the setup, told in a hysterically overacted cutscene that could have been ripped directly from a bad sci-fi flick: Russian leaders, including the premier (played by a heavily accented, wonderfully hammy Tim Curry) travel back in time to kill Albert Einstein. The theory is that doing so will change the course of history, causing the Soviet Union to dominate as a world power. Instead, this bit of time tampering gives rise to a new threat, the Empire of the Rising Sun--and, of course, more broadly played histrionics. The whole thing is a live-action riot: JK Simmons as US President Ackerman is all anticommie swagger, and George Takei scrunches his face into superserious knots as the Emperor. Then there is Jenny McCarthy as Tanya, stroking an enormous toy gun in one scene, holding a sexy pose but still prepared to slit a man's throat in another. Skimpy, ill-fitting costumes, blatant computer-generated graphics, and bad accents--it's all quite wonderful, with tongue firmly planted in cheek.

All three factions--Soviets, Allies, and Empire--are fun to play, and though not dramatically different from each other, they’re distinct enough to make each of them feel fresh. For instance, Allied structures can be placed only after fully completed within the build queue (a standard C&C mechanic), whereas Soviet refineries can be placed immediately and assembled afterward. The new faction for the franchise, Empire of the Rising Sun, is even more flexible in this regard, but it also requires a bit of micromanagement. In this case, you queue up movable vehicular pods called cores that then unfurl into the appropriate structure. Additionally, most Empire structures (with the exception of defensive turrets) can be placed anywhere without the fetters of a nearby base, which makes them the easy choice for players who like to establish an early presence across the entire map. Of course, these differences extend to ore refineries, but in all cases, resource collection is more measured than in prior C&C games. Gem fields are gone, which makes ore mines your only source of income. The method of implementation is a departure for the Red Alert franchise, given that it generally means a one-to-one ratio of ore collectors to refineries and a resulting slower pace.

Nevertheless, a slower economy doesn't make for less explosive gameplay, and each faction boasts a number of awesome units to throw into the fray. Some of them, such as attack dogs and flak troopers, are carryovers from previous games. But no matter whether you're using familiar units or new ones, clashes are fiery and tense, especially when you've grasped the nuances of each unit's secondary mode. This is particularly true when playing as the Empire, considering that most of its units are more than meets the eye; they transform between two distinct states with differing strengths. For example, the mecha tengu can attack infantry from the ground or do antiair duty in the skies. This flexibility translates to most Empire units, making them fun to use as long as your finger is hovering near the F key on your keyboard, which toggles between unit abilities.

This isn't to say that Soviet and Allied units aren't equally entertaining to use. All factions use ground, air, and sea units, with many of them doing double duty in water and on land. For example, the ever-helpful Soviet bullfrog can transport troops across land and water (and can amusingly spew infantry a good distance with its man-cannon). Late-game skirmishes bring the best and most fun-to-use units, such as the Allied aircraft carrier, which sends a squadron of drones into the fray and is one of Red Alert 3's most autonomous naval units. The campaign introduces these units with style, and the size to which some of its maps expand will often keep you busy across the entire map, particularly during the frantic final missions.

The gameplay twist within the campaign is the addition of a co-commander. If you play on your own, this position will be granted to an AI player of a fair level of competence, and you'll be able to issue basic one-click commands, such as "hold this spot" or "attack this structure." There are also some contextual commands when mission objectives get more intricate and require very specific actions, such as destroying a reactor or capturing a building. This addition makes the largest campaign missions feel wonderfully dramatic, with engagements scattered across the map involving not just your own units but friendly ones as well. It also adds a bit more oomph to the light puzzle-solving missions so common to the genre ("take these three units and follow these specific instructions"), because it requires the assistance of your compatriot. On the other hand, it makes the campaign easier than you would expect, seeing as how your AI comrade will usually buy you enough time to rebuild if you make a costly mistake.

But as with most games, it's better to add a real friend than deal with the occasional questionable decisions of an artificial teammate, and Red Alert 3's greatest asset is its cooperative campaign, a first for the genre. Should you go this route, your online partner (co-op play is unavailable on a local network) will take the role that the AI otherwise would, making the specific objectives mentioned above even more satisfying. It's a treat to play this way, and as you can imagine, completing a mission with a real-life counterpart is more compelling; it's a wonder that strategy games haven't attempted this sort of venture before. Unfortunately, getting another player into the match is a bit cumbersome. You must choose the mission and then enter the online lobby to issue the invitation, and when you invite the player, the game offers no feedback to let you know that the invite has been sent. The invited player does receive a notification pop-up and an invite notice, though there are times when the invitee won't receive an issued invitation, for no discernible reason.

Although the single-player/co-op campaign is great, multiplayer should give Red Alert 3 the same longevity that Tiberium Wars and Kane's Wrath have enjoyed. This is where the strengths and weaknesses of each unit become clear, and where distinct faction differences are even more palpable. For example, should you play Empire, you'll find that the lack of early-game antiair units makes you extremely vulnerable to Allied air attacks. As a result, immediate base harassment is all but necessary, unless you want your ore collectors and refineries to face early retirement while you spend funds on tech that will unlock the necessary units. Compared to previous Command & Conquer games, Red Alert 3 matches are more measured, thanks to the slower economy. This means fewer early rushes and greater emphasis on scouting, as well as a better chance to get the most interesting units into the mix. The big game-changer here are special powers, which can be terribly devastating and can dramatically turn the tide of the match.

There are 28 maps on which to play, an impressive number indeed. The best of these, such as Secret Shrine and the cleverly named Reef Madness, pleasantly mix land, sea, and air combat thanks to varied terrain that encourages entertaining mixes of units. All in all, Red Alert 3 is, with a few exceptions, relatively well balanced and thus an obvious choice for competitive strategists who wish to showcase their battle prowess online. Ladder and clan matches are available and function much the same way as they did in Command & Conquer 3, and as before, the in-game BattleCast option lets you broadcast your game to others, even allowing for someone to provide on-the-fly commentary. Like C&C3, it even comes with telestrator tools that let you draw directly over the match in progress like a sports commentator giving a play-by-play. If you need offline practice, you can skirmish against the AI, though the short live-action video intros that obscure the minimap when you encounter an opponent were a bad idea here. These portraits are a fun feature of the campaign but are annoying during stand-alone skirmishes when the need for a functioning minimap far supersedes any amusement that these scenes provide.

The overall Red Alert 3 experience is a raucous one, but it lacks the technical tightness featured in the last few Command & Conquer games. Pathfinding is probably the most noticeable and annoying issue, particularly when amphibious units are involved. Units get stuck jogging in place against a wall or stopping at the edge of a plateau, and the addition of water to the terrain seems to confuse them even more. We also ran into a number of glitches: Units clipped into bridges and got stuck, performed incorrect animations (for example, units would swim across land), and in several skirmish games, we could pull the camera out indefinitely until the screen went black.

Red Alert 3's visuals pop right off of the screen. The colors are bright and vivacious, and therefore perfectly suited to the game's in-your-face mirth. Tropical maps are drenched in golden light, and multicolored beach umbrellas dot the shores, both contributing to and contrasting with the visual splendor of exploding hammer tanks. They also feature possibly the finest water effects yet seen in an RTS game, and the sunlight dances pleasantly on the turquoise waves. Electrical effects such as those emitted by Tesla coils also deserve particular mention for the flashiness of their violent zaps. Units are detailed and the most unusual ones look really cool, so though Red Alert 3 doesn't push a lot of polygons, its lovely design brings a modern look to an older franchise while running smoothly on a variety of systems. One interesting graphical feature is the yellow outline that surrounds selected units, which is a neat choice but a double-edged sword. On one hand, it lets you easily identify your own selection on the screen and can be a welcome visual cue. On the other, the outline is a bit too thick, which makes it difficult to identify which type of units you've selected. It also makes it easy to get confused if a competitor chooses yellow as his or her unit color in a multiplayer match.

Along with buoyant visuals comes an upbeat soundtrack featuring a fun mix of ambient music and rocking battle cues, not to mention an array of boisterous explosions. Although much of it is unremarkable, there are some real standouts used during the campaign, such as a flowing new-age track used in Soviet missions, and some jolly Asian-inspired themes that set the mood during the Empire campaign. And what would a Command & Conquer game be without fun unit responses? When special unit Natasha asks if you like her scope in that thick, fake Russian accent, it's hard not to let out a guffaw.

A few problems aside, Red Alert 3's cooperative campaign and cool new faction offer plenty of enjoyment for players who don't mind a little cheese with their meat. This isn't exactly the genre's next step forward, but it's a slick and entertaining evolution of a classic franchise that's hard to dislike. Rest assured, that quirky exterior masks a strong campaign and an equally substantial multiplayer component that will keep you and your dolphins busy well into 2009.

Wednesday, October 29, 2008

Game Reviews - Pro Evolution Soccer 2009

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In hindsight, we'd go one further. The myth that EA makes the bimbo football game and Konami makes the cultured one is - to return to the note upon which we began our FIFA 09 review - thoroughly dead. But that doesn't necessarily mean the same is now true in reverse. FIFA 09 may be excellent, and the last few Pro Evolutions have gone backwards, but what of PES 2009?

At its heart, we suspect, lie many of the same lines of code that drove the success of the series on PS2 for so many seasons, because the fundamentals are unchanged: player movement is on eight directions (with in-betweens during sprints), passing is zippy, and ball movement is physically convincing, if a little heavy. The graphics reinforce the impression that PES is reliant on existing content and assets, too, because despite the usual claim that it's "undergone a stunning graphical update", movement animations are wooden and repetitive, and the players look more like they've undergone a stunning facial beating under a railway bridge.

FIFA, by inevitable comparison, is so smoothly plastered with graphical Polyfilla that almost every angle of ball receipt, every tweak of the analogue stick, is covered by an appropriate animation, which frees the players and football to move organically in ways that PES wouldn't countenance. It's not quite that perfect, but the fact is we used to talk about the difference between PES' loose ball and FIFA's gluey boots, and these days it's the difference between PES' grids of movement and FIFA's cloud of possibilities. No wonder Peter Moore's crowing about the review scores.

But while the visual comparison between PES and FIFA is now rather harsh on EA's Japanese adversary, Konami's re-minted PES Production Team in Tokyo is a bit like the James Bond film crews - their grandfathers worked on this stuff, doncha know, and they know a bit about it. So it shouldn't be a surprise to discover that while PES 2009 lacks FIFA 09's fluency - graphically and mechanically - and the EA game's authoritative command of licences, it still plays much better than last year's effort thanks to a few nips and tucks, and gives PES fans who can't break away from its hard-coded diagonals and toxic waste likenesses their best return for a few years.

'Pro Evolution Soccer 2009' Screenshot 1

Dirk Kuyt's stamina stat is reassuringly mental, even if he does look like a dead-eyed Gary Busey.

PES moves at a fair old trot, and while the attacking principles are the same as they are in FIFA - pass the ball, retain possession, go backwards when you can't go forward, drag players out of position to make space, be ruthless when you do - wing play is more effective, with a high frequency of goals from diving or jumping headers, and the trick moves that used to be on the right analogue stick have now migrated to the d-pad or left stick (whichever you use for movement), so they're easy to incorporate into your approach play, rather than an afterthought. Nippy strikers and wingers have less trouble holding onto the ball under duress, too, reaching the byline fairly often in spite of typically adhesive pursuing defenders.

This is because, absent the need to counterbalance FIFA's omnidirectional player brains, PES doesn't have to be so rugged and physical. Defensive pressing is more about pushing wingers inside or driving your opponents down blind alleys. Aggressive pressing with two players - similarly suicidal in both games, since it leaves tons of space for AI or a wily human opponent to exploit - results in a fair few niggly trips, but there's less bullying. If you want the ball, you're going to have to chase it and earn it, which in turn encourages patience in attack. Once you have it, as with FIFA, the basic vocabulary of controls and a sensible approach will bring you results, but there's a huge range of subtleties to master, whether it's different types of pass, cross and shot, flair techniques, off the ball instructions, when it's best to make substitutions, and so on.

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