'-..::RIKKI ROCKS::.-'
Wednesday, November 10, 2010
Wednesday, October 20, 2010
Halo: Reach
When Halo: Combat Evolved first introduced the world to the Xbox console in 2001/2, a game was a game, no more or less. Instantly, Microsoft’s beast had its crown jewel and console shooters were given a reality check as to what was expected. With their near limitless funding, subsequent releases have thrust gaming into the mainstream media spotlight with such a conviction that was previously alien to a stigmatised industry. Nintendo may deserve credit for introducing a new audience to gaming, but Microsoft have given a voice to the silent majority of gamers. Before so much as a button has been touched, Halo has a legacy unlike anything before its time. Reach is the ultimate product of this legacy.
How exactly do you better a series of games that have consistently innovated an entire genre and refined themselves to near perfection, without belittling their achievements? Bungie’s answer was simply to snowball the best of their previous work into a single package, then give it a makeover. Such ambition is effortlessly realised and it is with this that so many have coined Reach as a ‘Greatest Hits’ – an ode to a generation. So many are however wrong, for this is not a compilation of success, this is the final product of a decade of trial and error.
Reach’s story arc is a detachment but not a departure from the story that generated such a huge amount of fan-fiction. The story tees up Combat Evolved’s but unlikeHalo 2, it does so in a way that doesn’t compromise the integrity of the standalone title; it is a means to an end to a means. The story is entirely logical in the eyes of a player with no previous single player experience, but it holds the delicate balance of enhancing and enlightening what came ‘before’ to the loyal.
As a member of a special forces unit named Noble, the noticeable empirical difference is that of being within a squad. Whilst this has little impact on the way you approach certain scenarios, there is a subtle difference to playing as Master Chief or indeed, an ODST trooper. The first handful of missions tie only vaguely into the plot, which treads new territory in contrast to previous Halo’s very story-driven levels. Such changes allow forReach to hold its own weight, whilst remaining true to what made Halo Halo, however purists will revel in the climactic story-intensive ‘climax’ to the saga.
The freedom from limitations allows Bungie to be as diverse as possible with level design, in both single and multiplayer. Paying homage to the previous installments, environments range from desert wasteland to urban hubs and confined aircraft. The lack of an appearance from The Flood means that for the most part, battles are an extremely tactical affair. Though your A.I. squad mates provide fire, they solely support your own advancement rather than push through the levels themselves. They do however, provide an ideal prop for flanking and the more risqué assaults on elites, particularly on the top difficulty levels. It’s a regular occurrence to find yourself pinned down by the Covenant and such situations require a great deal of creativity and pure nerve to advance from. Such refinements are typical and highlight Bungie’s desire for us to “Remember Reach”. Not playing as a character so powerful and central as Master Chief means that each little scalp throughout the campaign feels all the more satisfying – the scale of the conflict is put into perspective and you genuinely have to fight to survive.
The entire campaign mode can be played through online either with a group of friends or strangers through matchmaking. What made Halo 3 justify the hype was its incredible ability to network the entire game with Xbox Live. This is once again the case, refined. The jewel in the crown here is the implementation of matchmaking into a revamped Firefight mode, debuted in ODST. Players who are a little intimidated by player versus player modes can now play online co-operatively to improve their abilities. The implementation of this online mode simply adds a little more variety to Halo’s already staggeringly versatile multiplayer offering. At the time of writing there still appears to exist a few network issues – players quitting the game often causes long spells of reloading and reconnecting, a problem which is amplified when it is the host who quits. Such issues will be resolved in time; Bungie will be ensuring they have an optimum experience by the time Call of Duty: Black Ops is released.
Short-term flaws aside, Reach’s multiplayer modes are classic Halo and will serve as a go-to title for years to come. With the spectacular level of customisation available in the staggeringly sized Forge World, it has the potential to outlive the Xbox 360 itself.
Even the impressive scores of O’Donnell and Salvatori have taken themselves to the next natural level. ODST’s soundtrack was one of the few true highlights in an otherwise consistent but unspectacular Halo, however Reach’s excels even that. From swooning violins easing the player along to booming climactic scores, it’s well worth throwing a copy of the OST in the e-basket too. The most common of pitfalls when striving for perfection is to polish each individual segment before merging the package together, but for the most part, Reach’s strengths act as catalysts for one another.
The story itself may be the weakest link within the overall product, but the raw quality of the game mechanics reinstate a sense of direction. In the final hours the story then acts as a complement to ensure the final act is a just desert. Deliberate? Possibly. Effective? Undoubtedly.
Reach is the most spectacularly euphoric hello and goodbye in gaming history. Just as Halo 2’s single player was criticized for being a means to an end, Halo: Reachshould be lauded for being an end to a means. It is an encore and a lap of honour for the most iconic trilogy of the past decade, complementing rather than trying to outdo its forbearers. Every aspect of Reach pays homage to the ‘Best of’ Halo, but successfully refreshes them to feel integral to the experience. With Reach, Bungie have encompassed every strength of every department to deliver their defining end product; a hello to some, a goodbye to many but a thank you to all.
FIFA 11
As I write this, Liverpool sits atop the Barclays Premier League log with seven wins out of seven games. Torres is in fine form, the team has gelled and even the manager is garnering praise. It should be noted, of course, that this is in FIFA 11’s Career Mode. Real life tells a different tale, but that’s about the only discrepancy betweenFIFA 11 and genuine football, because in just about every avenue EA has nailed the crux of the sport.
Following on from the vuvuzela blaring antics of World Cup: South Africa, FIFA 11 is a slower, more refined version of the beautiful game. Attention in particular has been paid to the passing mechanic. No longer can you rely on splitting a defence simply by using a through ball, or gain the upper hand via an aerial lob over the back four. Rather, an astute eye and an ability to read the play is key and the best route to goal is often from a cross into the box. Much like real football then. Moreover, lobbing the keeper is now too difficult to rely on, and while it was often a sure-fire route to goal inFIFA 10, more inventive tactics are required this time around. For instance, making use of Ribery’s pace down the wing and playing the ball in a “triangle” can often break a defence down, but it takes time to master and for the first few hours you’ll find yourself floundering, whether you mastered FIFA 10 and World Cup: South Africa or not.
The pace of the game is significantly slower, so much so that you might be prompted to change the game’s speed to “fast”. But, persevere, and you’ll soon find that the greater challenge leads to greater rewards. Matches are often decided by a solitary goal and being the one to break the deadlock can be considerably rewarding. Keepers are difficult to beat and defenders hound you, but these frustrations dissolve when you watch the ball sail into the top right hand corner of the net, courtesy of a perfectly timed finesse shot from outside the box.
In almost every respect, last year’s FIFA 10 feels arcade by comparison and FIFA 11takes a significant stride forward in recreating football. The pace, midfield battles and overarching feel is so reminiscent of the actual sport that, at times, you’ll be astounded. Much of the realism is down to the fine details. Player’s remonstrations illicit a smile and their movements are incredibly lifelike. The Rooneys and Drogbas of this world shield the ball with aplomb and their strength makes for an intimidating proposition. In fact, FIFA 11 plays a far more physical game and jostling occurs throughout the field; ironic, considering that the Premier League has been besieged by injuries and criticized for becoming too physical this year. FIFA 11 couldn’t have arrived at a better time.
Unpredictability abounds too. Manchester United against Blackpool should be a sure bet, but stepping into FIFA 11, you almost never feel assured of a victory. On the higher difficulty levels, every match is a taxing affair. Goals that do arise are often as unpredictable as they are in real life. Trying to find space and gaps in the midfield takes real skill, and you’ll able to save your finer moments to a replay theatre. Lower the difficulty to Amateur or Semi-Pro and the defenders will back off you, allowing for shots outside of the box. Cleverly however, with the difficulty scaled down, the opposing team never plays stupidly. FIFA 11 retains its realism even when the AI is deliberately affording you space.
John Motson and Andy Gray reprise their roles from FIFA 10, but commentary is the weakest aspect of the game. Motson’s delivery is sound, but Gray’s direction feels aimless. “I don’t usually say this, but they’ve won the match”. Hardly award winning stuff when Barcelona is 6-0 up against Accrington Stanley. Motson falters too. During matches he’ll often spark up and say, “Oh, it could be a goal” when the goalmouth opportunity is long gone. This is not so much Motson’s fault as the game’s — for it’s a matter of timing rather than delivery — but all the same, when almost every aspect of the experience is so carefully constructed, the commentary does feel backward.
Musically, however, FIFA 11 boasts a good selection of songs that cater for the wide audience that engage in the series each and every year. Adrian Lux’s “Can’t sleep” is catchy, and there’s even a song from up-and-coming Cape Town duo, Locnville.
The new Career Mode acts as a hybrid of the Be A Pro and Manager Modes of old, and custom tournaments can also be created. Still, considering that Pro Evolution Soccer 2011 will arrive with the Uefa Champions League, it’s a tad disappointing that EA has failed to retain the license themselves (considering that they produced a Champions League title a few years back). Then again, while the PES series has struggled for player and team licenses, FIFA 11, much like its forebears, is spot on in this regard. Simply taking a search through the transfer market will reveal the depth of the players on offer. It’s possible to run the gamut between the Messis and Ronaldos of the world and complete unknowns from lower division clubs. The fact that every single player comes with attributes and information regarding their age, height and skill levels is impressive.
The best players can be acquired for a price, but occasionally a team will completely deny your request. This usually occurs if the player has recently switched clubs, and the fact you don’t get every transfer request your own way is a welcome step in the right direction. All the same, with Kaka, Anelka, Maicon and Rooney in the same team, my Manchester United squad was hardly bereft of talent either.
Online FIFA 11 sparkles. You can now take the reins of a keeper and the game runs with the tagline: “We are 11”. Quite simply, 11 vs. 11 matches. You get the feeling EA has held back this feature until now so that they can coin the phrase, but cynicism aside, the implementation of goalkeeping is handled well and makes for a diversion from the routine of playing normal matches. Being able to create your own player and import your game face is another welcome facet and a hefty set of objectives encourages the use of your created footballer in the Arena and on the field during matches proper.
As expected, FIFA 11 plays a fantastic brand of football, but its depth and nuance is surprising all the same. Huge strides have been made since FIFA 10 and the World Cup 2010 offering of the summer, and in a few short months, EA has seemingly overhauled the experience, narrowing the gap between real football and the version we re-enact on our screens. Whether you’re an aficionado or a newcomer to the series, FIFA 11 takes practice and perseverance, but once you’ve come to terms with its expectations, it’s the finest football offering on the planet.
Saturday, June 19, 2010
Animation industry gears up to fill demand supply gap
The Indian animation industry may be taking center stage by fast emerging as an important destination for outsourcing assignments from the global studios such as Walt Disney Pictures and Cartoon Network. And the country may be equipped with the requisite work force, but the real challenge is the talent crunch that the industry is facing at the moment. The latest NASSCOM report has stated that the Indian animation industry is estimated to grow at a CAGR of 22 per cent by 2012 while the global animation market is pegged to touch USD 950 million by 2010. In addition, many entertainment giants, such as Walt Disney, Sony Pictures and Turner Entertainment, which make television commercials and computer games, are off-shoring animation content to India. "Today many Indian studios and production houses are currently packed with work be it outsourced or in-house. Most of them are even working on multiple co-productions simultaneously. Hence, the Indian animation industry is certainly facing talent crunch as more and more studios that are international are off-shoring animation content to India. There is a huge gap to fulfill these requirements," says Bhavika Chouhan, VP-Marketing Head, Maya Academy of Advanced Cinematics (MAAC). "Most animation institutes impart the basic skills required to get a job in the animation industry. However, the most important thing in animation is the knack of portraying ideas and emotions as well as making them visually attractive. Thus, it is important for animation institutes to try to nurture the creative streaks, knowledge of fundamentals of visual communication, the nature of media and the art of storytelling," says Anuj Kacker, chief operating officer, Aptech Ltd. & Global Head Arena Animation. Animation institutes and industry experts feel the demand supply gap can be filled only through quality education to the aspiring animators. "The number of professionals joining the animation industry has been growing at a compound annual growth rate (CAGR) of 18.2 percent and is expected to grow at the same rate. Though India possesses the work force with the requisite skill set, what remains an area of concern is the education imparted to this work force from the quality. This is where animation-training academies play a huge role in providing an a comprehensive training to the animation artists in advanced 3D principles along with project experience, making them industry ready," Chouhan adds. India already offers a significant cost advantage in animation and game development, as compared to other outsourcing destinations such as Taiwan and South Korea. A key factor restricting the growth of animation and gaming in India is the scarcity of skilled professionals. "Increasing the level of interaction between the industry and existing institutes to develop a comprehensive training module can result in bridging the demand-supply gap of skilled professionals. Industry support in the form of funding, and enabling environment for domestic market development can further grow the opportunity," Kacker suggests. On their part, aspiring animators seem to be brushing up their talent with every bit of update on their field. "India is rapidly growing as a major animation outsourcing hub with screeching growth rates of 30 per cent. The gap between demand and supply is huge as the industry requires more than 30000 professionals. Nowadays, students prepare themselves to accept the challenges of the quirky work atmosphere from day one. Students pursue the larger things which in turn will ensure that they train on the most precocious technologies," says Shrishti Jain, an animation student. |
Wednesday, September 2, 2009
Hw Far is d missin of d AP CM true!!!!!!!!
letz suppose tt he really went missin....thn...wat do think might b d reasons fr it...!!!
was it a crash landin...but d vital point here is y was d CM travellin in a heli...which is made in 1999....isi'nt it sad dt d CM of a state is travellin in such an old heli...wat abt his security...is this is hw d security fr a CM in ourr state supposed to b????!!!!!!!
if this is d treatement d CM of a state is given...thn think guys...hw is a common man treated....!!!!
isint this a shame to d state govt...???!!!
yea i think it is...!!!
its bin almost a day since d CM is gne...bt tstil he hasnt bin found...lolzzz...
forget abt d CM....even d heli in which he's bin travellin hasnt bin traced....is this hw advanced d state technology is????!!!!
it is really a sad situation...really....