REVIEW – News of The World Games – International World Games Association Mon, 03 Dec 2018 02:16:11 +0000 en-US hourly 1 Tetris Effect Review – Feel The Groove Mon, 03 Dec 2018 02:16:11 +0000 Tetris Effect Review – Feel The Groove. Without context, the premise of Tetris Effect won’t... more »

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Tetris Effect Review – Feel The Groove. Without context, the premise of Tetris Effect won’t stop you in your tracks. It’s Tetris at heart, and its familiar playfield is presented against fantasy backdrops with songs and sound effects that react to your actions. What that basic description doesn’t tell you is how powerful the combination of conducting tetrominos and music at the same time can be. Give Tetris Effect your complete, undivided attention, and you’ll form a sympathetic bond to the notes and puzzle pieces alike and lose yourself in the flurry of color and energy that permeates every stage. It’s a lofty promise, to be sure, but there’s no other way to describe the impact Tetris Effect has once it finally clicks.

Though there are a handful of modes–no sign of multiplayer, sadly–with basic twists on the standard formula that are worth exploring at your leisure, the bulk of the Tetris Effect experience takes place in Journey Mode. It’s an aptly named trip that will take you to recognizable locations like the moon, but more often to abstract settings that are best defined by a list of adjectives. These dreamscapes can be breezy, electric, stressful, haunting, heavenly, or crunchy, to name a few of the standout qualities. The music in each stage may not always be a predictable pairing, but just because you didn’t see a particular harmony coming doesn’t mean it can’t work.

Tetris Effect Review

Over time, you will notice that the game not only hooks you with music, but that it gets you hooked on songs that may not traditionally fit within your musical preferences. Odds are you don’t listen to chanting in foreign languages nor the complicated beats of the tabla on a daily basis, but Tetris Effect makes these uncommon sounds enticing. It’s hard to say what these songs would feel like without first experiencing them during gameplay, but when you’re enraptured in their rhythms whilst simultaneously flipping and reconfiguring puzzle pieces in a race against time, they become relentlessly catchy, sticking with you long after you stop playing.

Because Tetris Effect is so infectious, it’s very difficult to put down once you fall into its rhythm. Tetris has proven itself to be a highly effective game, and one that has an ever-rising skill ceiling that allows it to draw in players who have decades of experience under their belts. Journey mode will ramp up, but in keeping with the sense of going on an adventure, it will also slump down, though rarely for long. The non-linear flow is an important part of the experience that charges you with anticipation and rewards you with relief, and is an unexpected benefit to the standard flow of a session of Tetris.

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The Missing Review – Lost And Found Tue, 16 Oct 2018 01:53:03 +0000 The games of Hidetaka Suehiro (better known as Swery) impart a distinctly identifiable creative vision.... more »

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The games of Hidetaka Suehiro (better known as Swery) impart a distinctly identifiable creative vision. He revels in grounding you in the mundane before throwing you off balance with a moment of absurd humor or plunging you into a sequence of fantastical horror. Before you know it, that ground has opened up and swallowed you whole. The Missing: J.J. Macfield and the Island of Memories feels smaller and less ambitious than his most recent works, Deadly Premonition or D4, but it could not be mistaken for anything other than a Swery game. At heart, it is a 2D platformer akin to Limbo or Inside that alternates between ambiguous narrative beats with frequently macabre puzzles, wrapped in a creeping sense of dread. As a puzzle-platformer, it succeeds in testing your timing and your wits despite a couple of overly finicky sections. As a story, it deftly explores themes of teen sexuality and identity with a rare tenderness, though it would ultimately be better served by a guiding hand that wasn’t quite so determined to have a big late-game reveal.

You play as J.J. Macfield, a first-year college student living away from both home and the prying eyes of a loving yet conservative mother. On a holiday break, J.J. goes on a camping trip with best friend Emily, who goes missing during the night, spurring J.J. to set off and find her. J.J.’s search takes place on the small Memoria Island off the coast of Maine, whose indigenous name translates, appropriately enough, as “the place to find the lost.” Even though it is set on the opposite side of the continent to Deadly Premonition, The Missing sees Swery return to quaint, semi-rural American landscapes where J.J. will travel through fields dotted with windmills, a sawmill, a lonely diner in the middle of nowhere, a bowling alley on a small-town strip mall, a dilapidated church, a highly exaggerated clock tower, and so on.

Progress is made through navigating simple platforming obstacles, solving not-so-simple physics and environmental puzzles, and occasionally running the gauntlet of dramatic action sequences. An early puzzle sees you using rocks to counterweight a see-saw so J.J. can use it to reach a higher passageway, and indeed, there’s a real weight and physicality to J.J.’s movement that helps support core narrative concerns gradually revealed across the course of the game. Control isn’t instantly responsive, and when performing basic actions like jumping or turning around you have to wait for animations to complete before continuing. J.J. can also transition between standing upright, crouching on all fours, and lying prone in order to traverse, and it understandably takes longer to reorient yourself when flat on your belly than when standing on two feet. This weight makes you feel like you’re controlling an actual human body that doesn’t necessarily behave in the manner you would like it to–again reinforcing those narrative themes–but also comes into play with how you go about solving various puzzles.

The Missing Review - Lost And Found

Early on, J.J. inherits the ability to survive incidents that would otherwise kill you. Fall too far, for example, and you’ll land with a sickening crunch. But you won’t die–you’ll get back up and continue on as a dark, shadow version of J.J., only with, say, a broken neck leaving you dazed and staggering. Lose a leg and J.J. resorts to hopping around and inevitably falling over, severely restricting your movement. Lose your arms and J.J. can no longer pick up objects or climb.

This grotesque mechanic informs a number of the game’s puzzles–fail to crouch under a spinning buzzsaw and J.J. might be decapitated. You’ll control J.J.’s head, rolling along the ground, and now able to squeeze into otherwise inaccessible crevices. Certain high impact “deaths” result not only in such injuries but flip the entire world upside down, sending J.J. tumbling to the ceiling along with any other objects affected by gravity. At any time, though, you can return this shadow version of J.J. back to original human form–limbs fully re-attached, neck un-snapped, world no longer upside down–thus ending the thematic body horror show and, more prosaically, allowing you to quickly retry that jump you missed or puzzle you mishandled. It is possible to actually die–hurling your decapitated head onto yet another spike trap will do it. But this simply resets you back to the last checkpoint, typically only a few minutes away at the start of the current puzzle section.

The Missing extracts a lot of mileage from this not-really-death mechanic. Together with the physicality of the platforming and the introduction of fire-, electricity- and water-based environmental interactions, puzzles are rarely too obvious and mostly satisfying to piece together. There were only two occasions when progress was halted by what felt like unfair means, where seemingly feasible puzzle solutions were overlooked by pedantic design, but these only make up a small number of the game’s challenges overall.

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F1 2018 Review – Victory Lap Mon, 08 Oct 2018 03:10:26 +0000 F1 2018 Review – Victory Lap. Despite the cars being the quickest they’ve ever been... more »

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F1 2018 Review – Victory Lap. Despite the cars being the quickest they’ve ever been in the sport’s history, Formula One in 2018 is about much more than pure speed. Impressively, the technical nature of driving the fastest, most advanced cars on the planet is something Codemasters goes to great lengths to portray in F1 2018, and the experience is all the better for it. Behind the wheel, an updated, more intricate tire model and the new Energy Recovery System controls push the game closer to a realistic simulation than the series has ever been before. This shift complements some smart changes to career mode around upgrades and media interaction that expand and broaden the game’s appeal beyond a single season.

F1 2018 returns to the starting grid with a huge number of different game modes. Take control of your favorite driver in a single Grand Prix weekend, or lead them to the title in one of numerous championship events across varying disciplines. If racing against other players is more your thing, F1 2018 includes both ranked and unranked multiplayer lobbies, along with a full, 21-race online multiplayer championship that can be raced with strangers or friends alike. But where F1 2018 shines brightest is in its Career mode, which sees you assume the role of a custom-created rookie who’s new to the F1 paddock, freshly signed to a team of your choice.

Who you sign with will dictate the performance expectations laid out in your contract for the coming season. Sign with a first-class team like Mercedes or Ferrari and you’ll receive a car that’s both capable–and expected–to challenge for wins every race weekend. Sign with a lesser team like Williams or Toro Rosso and you’ll need to adjust your expectations to something more realistic to their performance level, and help the team move up the order through building performance upgrades to improve your chances.

F1 2018 Review - Victory Lap

New performance parts come quickly in F1 2018 with the upgrade system having been overhauled to give you more resource points for completing team goals. A steady flow of good performances now mean you can afford to bring multiple upgrades to subsequent races, giving you a noticeably better performing car, and a greater shot at a better finish in future events. The faster flow of upgrades feels far more rewarding than the slow trickle of past games, letting you make tangible gains on the opposition over a season. To keep things interesting in the long run, regulation changes at the end of the year can completely wipe out an upgrade tree, resetting the grid order in the process, making it possible for new teams to rise to the top, and the current dominant teams fall to the midfield.

Each team has a unique upgrade path for each of the four performance departments, and each can be directly influenced by your interactions with the media, who will hound you occasionally after a session with questions on your performance. Keeping your team morale high will keep upgrade costs down along with decreasing the chances of parts failing during development, while saying the wrong thing and upsetting them will have the opposite effect. Although answering the same questions regularly gets tiresome fast, the resulting morale changes to your team make the hassle worth it.

Performing above expectations puts you in a stronger position for contract negotiations, which thanks to the changes to the upgrade system, feels like a more relevant and rewarding process than before. A high driver value gives you more room to push for a deal that will generate more resource points, including the new addition of contract perks, which can grant strong bonuses from extra resource points for upgrades up to faster pit stops.

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Shadow Of The Tomb Raider Review – Guerilla Girl Thu, 04 Oct 2018 03:52:57 +0000 Shadow Of The Tomb Raider Review – Guerilla Girl. The Lara Croft who appears in... more »

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Shadow Of The Tomb Raider Review – Guerilla Girl. The Lara Croft who appears in Shadow of the Tomb Raider has made a ton of discoveries, lost a lot of friends, and killed countless living beings. She has incredible drive and self-confidence, and her enemies fear her. It’s taken a lot for the character to get to this point, and if you’ve been along for the ride since her excellent revival in 2013’s Tomb Raider, you may be pleased to hear that Shadow of the Tomb Raider is the same style of experience we first saw in 2013, only bigger and with more added to it. In fact, there’s seemingly very little, if anything, that’s changed dramatically or been discarded from the formula. But while that means Shadow retains a lot of the components that give Tomb Raider that fantastic, timeless sense of wonder and discovery, it also means that Tomb Raider’s interpretation of blockbuster action-adventure mechanics is starting to feel half a decade old.

It’s a little unnerving to spend time with the seasoned Lara of Shadow of the Tomb Raider, because her experience has changed her into a hardened, obsessive, and selfish individual. She’s reached true colonizer form, determined to get the game’s McGuffin, blind to the collateral damage, much to the concern of her lovable partner Jonah. Her demeanor is reflected in a renewed focus on stealth, where the new mechanics and the jungle setting give Lara the opportunity for Predator-style ambushes. She can cover herself in mud for additional camouflage, string enemies up from a tree, and craft Fear Arrows, which cause humans to freak out and attack each other. You’re also now able to transition back into stealth after being discovered, provided you can get away and break line of sight. There’s a big emphasis on these new abilities, as tooltips throughout the entire game will continually remind you that they exist. But while her expanded skillset gives you more options to confidently and quietly hunt everyone on the map, it also highlights the cracks and inconsistencies in Tomb Raider’s enemy logic and the limitations of the game’s relatively unsophisticated core stealth mechanics.

Sound still does not play a significant factor in Tomb Raider’s stealth. While firing at someone and throwing objects will draw attention, moving through rustling vegetation and making loud footsteps don’t seem to faze anyone even though the game suggests that it will, nor will taking out a soldier right behind another with his back turned, but those rules also seem malleable. There were times when my attempted stealth approach went wrong, a gunfight broke out, and after the dust settled I was shocked to discover an additional patrol of guards in the same area, only a few seconds away from the action, carrying on with a conversation as if nothing had happened.

Shadow Of The Tomb Raider Review - Guerilla Girl

Lara’s Survival Instincts ability once again will give you information on which enemies are safe to quietly take down without alerting others, but it can also reveal puzzling inconsistencies in enemy AI. There were too many times where I was able to get away with taking out a guard with one of his coworkers staring right at us, only meters away. Other times, the game will tell you it’s unsafe to take out an enemy because of someone with line-of-sight halfway across the arena. You can’t always trust your own perception of the map, even if it seems obvious, and using Survival Instincts feels necessary to constantly verify that the game agrees with your idea of what is safe or unsafe–expect to be taking out a lot of bright yellow men in monochromatic environments. When playing on Tomb Raider’s hard combat difficulty, which removes enemy highlights, this uncertain behavior makes stealth tougher than you might think.

The new abilities also have their quirks. Though camouflaging yourself with mud rightly makes you harder to notice, you can abuse it to the extent where you can roll right under the nose of a guard–it’s thrilling for you, but makes you pity the enemy. Mud is also typically available at the onset of major stealth sections, or very close to hiding spots that require it, making the mechanic feel more like an innate ability rather than a tactical option you need to seek out. Fear arrows have disappointingly varied results, too. More than a few times I would find myself stalking a patrol of men from a tree, shoot a fear arrow at the shotgun-toting soldier, and watch as he proceeded to miss every point-blank shot.

There’s still some satisfaction to be gained in Shadow’s stealth, though. Waiting with bated breath for patrols to move on, and figuring out the order in which to eliminate guards like some kind of violent logic puzzle, is still enjoyable. But the new mechanics don’t really add anything significantly interesting to that baseline experience–the big spotlight on them suggests a more sophisticated stealth system that isn’t there. You get the feeling that Lara is a cold-blooded predator, that much is true. But it’s not satisfying when the prey is so dumb and easy.

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Life Is Strange 2: Episode 1 Review – What Doesn’t Kill Us Tue, 02 Oct 2018 02:42:19 +0000 Politics ebbs and flows through Life Is Strange 2, whether or not the characters are... more »

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Politics ebbs and flows through Life Is Strange 2, whether or not the characters are always aware of it. Unforeseen circumstances upturn the lives of the Diaz brothers, and in typical Life Is Strange fashion, while the supernatural lingers around the edges, it’s ordinary humanity that displays the ugliest sides of this heart-wrenching story. With a narrative that is unashamed to present a mirror to the most uncomfortable realities of the US in 2016, a diverse cast of characters who are fleshed out lovingly and respectfully, and mechanics that reinforce relationships between characters, the first episode of Life Is Strange 2 tells a story that deserves to be heard.

The plot begins a week after the final presidential debate between Trump and Clinton–and before tragedy strikes the Diaz family. You adopt the role of Sean, an artistic, sporty teenager with a tight-knit family supported by his single dad, Esteban. Sean’s life at the beginning of the game is punctuated by his efforts to be a track star, begrudgingly taking care of his nine-year-old brother Daniel, and figuring out whether he should pack condoms for the party he’s attending that evening.

Dontnod continues the pinpoint depiction of the teenage experience that it first displayed in the original Life Is Strange. Occasional unironic uses of words like “emo” and “BFF” rarely dampen the startlingly familiar conversations and texts between the game’s primary characters. The messaging system which appeared previously in the series is back, and it’s a delight to take the time to read each and every one of the dozens of texts in your backlog when the game starts. It informs the relationships between the characters and how they each see their place in the world; Sean’s conversation with his best friend Lyla evolves from entirely believable teenage banter into a grim exchange over watching the final presidential debate, foreshadowing the sociopolitical climate that defines the events to come.

Life Is Strange 2: Episode 1 Review - What Doesn't Kill Us

Conversations never occur in a vacuum, devoid of pre-existing relationships between the characters. Whether it’s Sean commentating on how his Dad hates sushi but buys it for them anyway, or Lyla lamenting the price of therapists, Dontnod’s writing makes almost every one of its characters feel like a fully realized person with their own fears, motivations, and intricate web of relationships. It’s this writing, alongside the game’s fierce attention to detail, which supports the strength of its overarching narrative and character development.

Interactions are also more dynamic and free-flowing than before. Changes in the world elicit a reaction from both Sean and those around him, which feels far more realistic and aids in grounding the characters in the world. If Sean switches on his music player he’ll sing along to the cued up track from The Streets, and Lyla will comment on the music playing during their Skype call. Some conversations will even start automatically when you enter the range of a person who has something to say to you.

Small changes to the series’ standard gameplay mechanics and their effects on the story deepen your immersion further. When the journey grows arduous, it’s wonderful that the game lets you join in the boys’ small moments of joy. While the brothers bounce on a motel room bed to Banquet by Bloc Party, the game ties your left mouse button to a camera zoom and mouse motion to bopping the camera up and down so you can jump along with them. The game’s licensed tracks and original score by Syd Matters, who also scored the original, underpin the tone of the game and the internal states of the characters to great effect. There’s a mix of teenage adrenaline, curiosity, and uncertainty in the score during Sean and Daniel’s first foray onto the open road that does a good job of putting you inside Sean’s headspace.

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Yves Guillemot has large thoughts approximately the destiny of gaming Tue, 28 Aug 2018 09:39:21 +0000 Yves Guillemot has large thoughts approximately the destiny of gaming. beyond simply higher images and... more »

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Yves Guillemot has large thoughts approximately the destiny of gaming. beyond simply higher images and greater strength for new systems, Guillemot sees a destiny in which the concept of domestic consoles should exchange altogether, and games could embrace new era to develop in principal ways.

speaking to IGN at Gamescom, Guillemot defined a vision he’s laid out regularly inside the beyond: that the destiny of home gaming will arrive via streaming.

“technology is clearly stepping into that route. The machines might be more powerful and the gadget to switch statistics might be more green, so at one factor, we will have a better revel in streaming something than having to buy a system and trade the system often,” Guillemot told IGN.

To Guillemot, this doesn’t always imply the manner we traditionally play video games will go away, but he does see an plain trend within the way people are gambling – and buying – Ubisoft’s video games.


“I suppose it is tough to say these days, but what we see is there is a trend,” he defined. “earlier than, it was not necessary to be connected. nowadays, as games [evolve] over the years, ninety five percent or even ninety eight percentage of the people that play our video games are constantly taking the free maps or the brand new occasions, the updates we do on a ordinary foundation.”

As for pricing, Guillemot thinks there can be diverse alternatives for people to choose up new video games. “we’re going to have extraordinary models. every person will be capable of pick the model that suits for the form of amount he or she desires to invest,” he stated. “What i’d like is the variety of models. I don’t like one particular manner to participate. I’d want to preserve one-of-a-kind styles of strategies in order that each person can play with each other.”

every person might be capable of pick out the model that fits for the sort of quantity she or he wants to make investments.
As era improves, Guillemot believes the real technique of creating video games can exchange as nicely. At E3, Ubisoft announced a partnership with HitRecord to solicit creations from the network as a way to be utilized in past top & Evil 2. Guillemot says that is just the beginning of something that would remodel the manner we consider sport improvement.

“We experience it is very essential to bring the network into the introduction of the game so that they truly sense more at home after they play,” Guillemot said. “Going to HitRecord turned into a way to arrange the ones things in this kind of manner that it is able to work with many humans. it is running thoroughly. we’re seeing lots of proposals that are remarkable. it is honestly going to improve the diversity and attraction of the sport.

“[In the future], video games are going to be truely large worlds. it will be honestly true to have extra creators being able to create environments to be able to be absolutely distinct from what only a team [of developers], even supposing it’s 500 human beings, can believe.”

inside the games he’s predicted, with huge linked online worlds that gamers have a part in developing themselves, Guillemot sees a brand new manner for generation to develop.

“it’s so interesting to look what many players can do together and what they could build,” he stated. “it would be horrific now not to use that, to help us to examine what the arena goes to be. We aren’t going to prevent all of the troubles, but we will discover how we react in [certain] situations. How will we build those otherwise? What form of social surroundings do we need to live in? How humans behave in a few exclusive sorts of situations, and so forth. So why not use it? We live together in those games, we act, we do matters. We should introduce what the subsequent technology are going to carry to us so that we can assume and play with them before they truly exist for everybody.”

Guillemot sees new technology as one of the maximum exciting factors of running in games, and believes that embracing new tech has been a big reason for Ubisoft’s increase.

“Our creators at Ubisoft, they love to try new things. Being able to find out what you could do with new era is a huge reward for all the creators at Ubisoft, in order that’s one component. however the second aspect is that gamers are extra open when it is new technologies. they may be open to change. we adore that very an awful lot because it offers a danger to all our creators to take extra danger and to head in directions which can be new. That’s what we’ve got been doing inside the final 30 years and that gave us a possibility to enter genres that had been taken with the aid of different publishers. Innovation, the use of era, being helped by era is giving us a chance to develop and create new types of games.”

On that word, Guillemot sees new technology as an possibility to make video games greater accessible. “Accessibility has constantly been a huge issue in our industry. whilst you have a look at whilst the Wii got here, there had been so many human beings that could play that couldn’t play earlier than. then you definately had the iPhone with touch. It become excellent. We should continue to make certain we can find structures in an effort to provide the possibility for anybody to play. that’s what we cherished very much in VR, that it is clean to play, so all people can play. Our remaining purpose is to present an possibility for all and sundry to be able to participate in our video games.”

With motion and touch already established techniques of manage, Guillemot believes there are nevertheless new frontiers to probe for interacting with games, and in return video games will feel even greater real than they’ve been capable of up till now.

“I think voice is something that we don’t use enough but,” he stated. “I agree with that with the capacity to hit upon the movement of our eyes, our face, or our feelings, it may not be long before we are able to honestly make certain our person in a game is surely feeling, having plenty of feelings that we are having and showing on our face.

Our last purpose is to provide an possibility for anyone to be able to take part in our video games.
“it really is the kind of factor so one can provide us greater reality, a hazard to experience that we’re sincerely in some thing that is close to fact, i’d say. because if your NPCs also are reacting to what you experience, you will experience it is greater actual. it’ll create extra feelings.”

With all of this in thoughts, Guillemot is realistic approximately how hard it will likely be to make these adjustments come to be a truth, but additionally thinks they aren’t in such destiny.

“it’s no longer that a ways away. matters circulate faster [now],” he said. “we’ve got visible so many adjustments inside the last five years that we realize we should expect what it will grow to be in order that we can begin constructing our engines. we can begin waiting for what players will want to play. that is why we speak a lot approximately what we see. that is what goes to create the Ubisoft of 10 years from now.

“In adopting era early, we are able to be capable of be part of the guys so that it will be there at the cease. in case you begin the race early, you’ve got a danger to be there on the end. in case you start too late, you have to run lots quicker and also you get tired.”

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Review Switchblade stimulated car racing spost Fri, 24 Aug 2018 09:50:26 +0000 Switchblade is the arena’s first “MOBA stimulated car racing sport” with many particular details. Calling... more »

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Switchblade is the arena’s first “MOBA stimulated car racing sport” with many particular details.

Calling itself the “international’s first MOBA-inspired motion-automobile racing game,” Switchblade is step one from the Lucid video games writer, however those who are contributing to it are not new dream activity. Created with the aid of a group of veteran builders from weird Creations, publisher of the famous game assignment Gotham Racing and Blur, Switchblade is a MOBA based totally on-line racing game released on computer platform and ps four.


Switchblade functions 5v5 combat similar to the super MOBA video games, with separate training, towers with powerful fight skills and the ‘crowd-pleasant’ which you need to escort. a few screenshots from the game have made matters appear a bit clearer, matters which you manifestly would care about in a car recreation in preference to warriors, and there special attention to your motive force because the driver can switch among motors in a match.

All of this provides a really perfect blend between the motion of conventional MOBA games and some of the things that are precise to Switchblade. If all of this sounds fascinating and thrilling to you, go to the site and join up for the beta to your pc or PS4 to experience it all your self.



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How to play game Fishing Kings Free+? Thu, 05 Jul 2018 04:09:05 +0000 Description Now you can play the best fishing game on mobile for FREE! Grab your... more »

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Now you can play the best fishing game on mobile for FREE!
Grab your rod and make the biggest catch!


Download the game and start playing for free. As you play you will earn cash and XP, which can be used to unlock tons of extra items and new locations. Or purchase packs of cash from the shop to unlock them faster. It’s up to you!

Visit 5 beautiful 3D-rendered locations from around the world, including saltwater fishing in the Bahamas or exotic places like the Amazon River and the Waikato River in New Zealand, each with 3 different fishing spots.

Fishing Kings Free+

From bass and piranhas to golden dorados and marlins, catch a wide variety of fish in every location you visit. You can even learn more about each species thanks to in the in-game fishing diary.

The underwater camera is a unique feature on the iPhone/iPod touch that puts you in the heart of the action as you struggle to reel in the big one! You can also just have a look at the dozens of fish swimming around you.

Unlock achievements in your Gameloft LIVE! profile, show off your best scores on the dedicated website and vie for the title of Best Fisherman.

Whether you’re an experienced fisherman or a fish out of water, the gameplay aims at providing you the most realistic fishing sensations, thanks to a wide range of available moves and actions, from casting your line to hooking and struggling with fish.

Catching a trophy marlin is more than luck! Access a wide range of fishing gear and use the right tools to catch the species you want.


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Review: Robots & Rockets Fri, 27 Apr 2018 09:55:12 +0000 Review: Robots & Rockets – Every so often, I chance upon a game whose simplistic... more »

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Review: Robots & Rockets – Every so often, I chance upon a game whose simplistic appearance belies its strategic potential – where simple yet well implemented mechanics make for an experience both enjoyable to play and strategically enticing. Games such as Sushi Go, No Thanks, and Coup, for example, earn themselves a regular spot in my play rotation for this very reason. Well, now I can add Robots & Rockets to this list, as from the very first game it’s had me engaged and thoroughly enjoying myself.

Review: Robots & Rockets

Initially, Robots & Rockets didn’t appeal to me. The name felt lacklustre and the card art simplistic, so I assumed the required strategy would follow suit. This proved not to be the case however, and while the game’s core design is simple in nature, its mechanics are detailed and suit many different play styles. Whether playing with kids or adults, I found myself enjoying this with everyone equally – for different reasons.

The premise of Robots & Rockets is simple – you represent an interstellar travel agency and must book passage for robots to the various planets. At the start of the game, players are dealt a hand of five robot cards representing either groups of robotic passengers or special actions. At the same time, the top four rocket cards are turned face up and placed in the centre of the table – these display the destination and number of available seats in each rocket. Players then take it in turns to play robot cards onto the rockets with the goal of filling the final seat to launch the rocket.

Review: Robots & Rockets

Review: Robots & Rockets

Visual aides are used very well in the design of Robots & Rockets. Robot cards, for example, provide the player with two important pieces of information – a destination and the number of robots it represents. This information is communicated via text, but also reinforced by card colouring, pips, and a graphic representation of the robots. This is helpful, not only for players who cannot read, but as a means to quickly identify cards in your hand and facilitate easy play. The rocket cards are similarly styled, with pips and colour-coded sections accompanying written values to help easily identify the necessary information.

“That doesn’t sound particularly complicated, Dave – where’s the strategic potential?” Well, I’m glad you asked!  The strategy in Robots & Rockets is derived by how you play and how the game is scored. When placing robot cards on a rocket, players may play as many cards as they wish, providing all robots wish to go to the same destination. So, for example, let’s say there was a rocket with 6 available seats headed to Venus (blue) and Saturn (Yellow). In this example, you are holding two action cards (more on these later), a robot card for 1 passenger to Venus, a robot card for 3 passengers to Venus, and a robot card for 2 passengers to Saturn. If you wished to place passengers heading to Venus on that rocket, you could play one or both of your blue Venus robot cards to fill that number of seats – so either 1 passenger to Venus, 3 passengers for Venus, or both together for a total of four passengers to Venus.

The way you play your cards is crucial to your strategy, as only the player who fills the final seat on any rocket (regardless of who placed the preceding robot cards there) gains ownership of the rocket and any points it may yield. As such, it’s not always prudent to play the largest number of robots, as in doing so you may be setting the rocket up to be stolen by one of your opponents. Fortunately, Robots & Rockets comes with some action cards to help you negate some of that risk.

Robots & Rockets comes with four distinct action cards that may be played on a player’s turn prior to their robot cards – hopefully helping them steal some points or reduce some of the aforementioned risk. There are also rules about exchanging action cards for more robot cards, but I won’t detail that in that in this review. The first action card is the “Robot Transfer” card, which allows you to transfer matching coloured passengers from one ship to another. Coupled with robot cards, this can be a good way to quickly secure yourself a rocket. The next action card is called “Tractor Beam” and allows you to steal a completed rocket card (along with all its passengers) from another player. The third action card is the “Force Field” card, which is reactionary and can be discarded to void a Tractor Beam. The final action card is an “Orbit” card, which prevents players from interacting with a rocket for an entire round (thus allowing you two sequential turns on that rocket). All cards are extremely useful and add a second layer of strategy to the game.

Use of the Orbit card wasn’t clearly defined in the instructions, so at first we were playing that a Robot Transfer could still be played on a rocket in orbit. I’ve since clarified with the designer that this is not the correct way to play; however, this left the Orbit card feeling a little overpowered. That said, there are only four of each action card in the deck, so with a hand limit of five cards, it’s not like you would be able to build up a dominant hand of action cards to “swoop in for a win”. Outside the Orbit card wording, the instructions were ok – a little ambiguous at times, but they taught the basics of how to play well enough. If interested, we’ve done a “how to play” video, which can be viewed on the video tab above. The designer, Sye Robertson, has also confirmed that the instructions will be re-written for the next release of the game.

Many paragraphs ago I mentioned that a key part of your strategy in Robots & Rockets related to how the game was scored. The scoring mechanic in Robots & Rockets is something I’m still not sure I love or hate. It has the ability to turn the best laid plans on their head, providing balance and a way for trailing players to catch up – however, it can also feel unfair. The winner is determined as the player who has the highest number of passengers on any rocket cards claimed during the game. This is calculated once the game ends – after the robot card draw pile is exhausted and no further moves are available. However, players don’t score points for all the passengers they have collected during the game – only the ones that they were contracted to deliver.

Once the game reaches its end, four contract cards are revealed. Each represents one of the four planets in the game and, starting with the player who collected the most rockets, are taken sequentially by each player. Players then earn points for any robots they successfully delivered to the destination on their contract card. So, for example, if I managed to deliver 12 robots to Saturn, but I drew the contract card for Mars, then none of those Saturn robots would count towards my final score. This introduced a modicum of end-game strategy which could rapidly turn the tide and forced players to balance the robots they collected much more during the main game.

In summary, Robots & Rockets is a fantastic game that should be part of any gamer’s collection. It’s easy to learn and only takes about 25 minutes to play; however, it provides a surprisingly deep experience via the use of simple, yet well implemented, game mechanics. Simple enough for kids, yet complex enough to prove entertaining for adults. Buy it!

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1MORE Spearhead VR gaming headphone review Sat, 14 Apr 2018 08:28:23 +0000 1MORE is an audio company that’s best known for their excellent 1MORE Triple Driver in-ear... more »

The post 1MORE Spearhead VR gaming headphone review appeared first on News of The World Games - International World Games Association.

1MORE is an audio company that’s best known for their excellent 1MORE Triple Driver in-ear headphones but the company is beginning to branch off into creating over ear and gaming headsets. Case in point: The 1MORE Spearhead VR is the company’s first gaming headset and it’s an impressive first attempt. The Spearhead VR features customizable RGB with different effects as well as DSP settings to simulate a surround sound setup.

1MORE Spearhead VR gaming headphone review

During our testing, we were impressed with the 1MORE’s great sound but came away disappointed by its little quirks. They’re by no means deal breakers but they’re something to be aware of if you’re considering the 1MORE Spearhead VR as your main PC headphone.


The 1MORE Spearhead VR features your typical gamer-oriented design, which means there are more glowing LEDs than an airport. The 1MORE logo, ear cup rings and superfluous mic “lightsaber” all illuminate and can be controlled in software. Beyond changing the color, you can set the Spearhead VR to breathe or mimic a heartbeat.

The headphone boasts a steel headband but a majority of the headphone is made of plastic. This is a bit disappointing as we were blown away by the all-metal construction of 1MORE’s excellent Triple and Quad Driver in-ear headphones.

1MORE Spearhead VR gaming headphone review

1MORE Spearhead VR gaming headphone review

The use of plastics also means we get annoying microphics – mechanical sounds like taps, creaks and cable noise are all transmitted through the headphone. Simply moving your head will result in hearing the cable scrape against your shirt. Tapping on the ear cups also creates a hollow sound that reverberates in the acoustic chamber for several seconds. This is absolutely maddening if small extraneous sounds bother you.

Controls for the 1MORE Spearhead VR can be found on the right earcup with a slider to toggle th noise cancelling mic on and off, as well as a volume wheel that can also change the amount of bass on the fly by depressing and rotating the wheel. In terms of connectivity, the Spearhead VR connects to your PC via a microUSB cable but 1MORE includes a nice 3.5mm cable so you can use the headphones with other devices on the go.


With all EQ and DSP turned off, the 1MORE Spearhead VR offer balanced, spacious sound: Bass is tight and controlled, and highs ever so slightly rolled off, and mids are solid with the bass only bleeding into the mids if you crank up the bass EQ or DSP. In short, these headphones will serve those looking for a headphone that is good for both gaming and music.

However, annoyingly, there’s a soft but still audible hiss from the headset when no music is playing, which isn’t a big deal but will drive audiophiles bonkers.

Turn all of the various 3D effect on, the sound quality gets noticeably more artificial sounding. Namely, the software tries to create a sense of space around your head but resolution takes a dive. You’ll hear enemy footsteps just fine but you’ll want to disable the virtual surround sound DSP settings when listening to music, which you can do inside the app. What we’d like to see 1MORE do is create shortcuts so that gamers can quickly switch sound profiles with a keyboard shortcut instead of having to launch the app and toggle presets.

Comfort – which is extremely important for gaming headphones – is just average. The quick-adjusting headband is nice but there’s slightly more clamping pressure that we would have liked. Additionally, our ears started getting steamy during extended gaming sessions even though the Spearhead VR features perforated ear pads.

One highlight of the 1MORE Spearhead VR is its noise cancelling microphones, which made our voice communications come across loud and clear in multiplayer games and calls.


The 1MORE Spearhead VR are an impressive first attempt by the company at crafting a gaming headset that also excels at music. Sound quality is a highlight as the Spearhead VR are more than capable of performing dual duty as music and gaming headphones. However, be sure to turn off any of the fancy virtual surround settings if you want to listen to your tunes without messing up the balance of the original recording.

While the sound quality impressed us, build quality could use some work. The headphones boast a steel headband and metal ear cup pivots but the rest of the headphone is made of plastic that creaks and groans when flexed. The problem is made worse by the annoying microphonics, which means you’ll hear a lot of cable noise when the microUSB cable slides across your clothing.

Against the competition, the 1MORE Spearhead VR are an undeniable value at $150 (about £106, AU$189) for all of its features. Gamers on a budget should check out the Kingston HyperX Cloud while audiophiles with bigger wallets should check out the V-MODA Crossfade Wireless 2, which accepts an optional mic for gaming. Alternatively, hardcore gamers who don’t care about music will want to check out the brutal-looking ASUS ROG Centurion 7.1 headset.

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