Tuesday 20 August 2013

Microsoft unveils Xbox One launch lineup

Thinking of picking up an Xbox One console when it launches this holiday? You’re going to need some games for it.
Microsoft attended to that tidbit on Tuesday at the Gamescom event in Germany by announcing the 23 games vying for your money on Xbox One launch day. The list is chock full of big franchises like Call of Duty, Battlefield, Assassin's Creed and Forza Motorsport, though as is often the case with launch lineups, only about one-third are exclusive to the system. Most of them come from a handful of publishers -- Ubisoft, EA, Activision, and Microsoft account for 20 titles.
Most notably missing from the list isn’t a game at all -- it’s a firm launch date for the system. Microsoft previously announced that the $499 console would arrive this November, but has yet to nail down the actual day.
Nonetheless, here’s the full list of games:
Assassin's Creed IV Black Flag (Ubisoft)
Battlefield 4 (Electronic Arts)
Call of Duty: Ghosts (Activision)
Crimson Dragon (Microsoft Studios)
Dead Rising 3 (Microsoft)
FIFA 14 (Electronic Arts)
Fighter Within (Ubisoft)
Forza Motorsport 5 (Microsoft Studios)
Just Dance 2014 (Ubisoft)
Killer Instinct (Microsoft Studios)
LEGO Marvel Super Heroes (Warner Bros. Interactive)
Lococycle (Microsoft Studios)
Madden NFL 25 (Electronic Arts)
NBA 2K14 (2K Sports)
NBA LIVE 14 (Electronic Arts)
Need for Speed: Rivals (Electronic Arts)
Peggle 2 (Electronic Arts)
Powerstar Golf (Microsoft Studios)
Ryse: Son of Rome (Microsoft Studios)
Skylanders: Swap Force (Activision)
Watch Dogs (Ubisoft)
Zoo Tycoon (Microsoft Studios)
Zumba Fitness: World Party (Majesc
o)

Fifa 14 Features

Fifa 14 Features Revealed

One of the main pieces of feedback the EA Sports team in Vancouver has received since the release of the phenomenally-successful FIFA 13 is that matches can, at times, feel too open, too back-and-forth. It's undeniably exciting, but perhaps unfairly favors route-one football. The changes introduced in FIFA 14 attempt to nurture the art of build-up play, of crafting an attack through the centre of the park, with the hope that the resulting goal will feel all the more satisfying.


Dribbling is reliably one of the most exciting aspects of the sport – that engrossing combination of athleticism and arrogance required to beat an opponent – yet that thrill has always been difficult to capture. FIFA 13 definitely made an effort to rectify that with the introduction of Complete Dribbling, the ability to manipulate the ball in all-directions while standing still. FIFA 14 takes the next logical step – you’ll now be able to move freely while sprinting with the ball at your feet. It’s correcting something that’s long been an accepted but archaic feature of football games: sprinting players are restricted to a measly turning circle of 22.5 degrees. Real-life players aren’t limited by this arbitrary value, however, and can twist and turn in a variety of ways, bamboozling defenders with mazy runs. To introduce this feature, and keep things realistic and more importantly fair, FIFA 14 is also introducing its players to the physical force of momentum.

Momentum does not care for dribbling, and will do it's very best to stop players from doing anything too outlandish. That means players won't be able to change direction instantly without consequence. And you can even see the invisible force working upon the players – new animations let players shift their weight from side-to-side, throwing their arms out to maintain balance. Running with the ball definitely looks more fluid and realistic than before.


Accompanying the introduction of any new feature that benefits attacking comes the worry of making the game unfair to those stuck defending. But the new fluid dribbling system is offset by what EA is calling 'variable dribble touches' – basically, the ball won't be stuck to your player's gluey toes. When sprinting at full-pace, the distance of the ball from the player's foot will vary, depending on the heaviness of the touch. It'll give defenders valuable opportunities to win the ball back, preventing this new approach to dribbling from becoming totally unstoppable. Naturally more gifted players – think Messi, Ronaldo, Bale – will be able to keep the ball more tightly under their spell than an intrepid centre-half wandering into the final third.
Complementing the enhanced dribbling mechanics is the ability to protect the ball. It's best to think of them working in tandem – this is reflected by how they've been mapped to the controller. Sprinting remains on RT/R2 but shielding – previously a fiddly combination of button presses – is now simply activated by holding down LT/L2. While it may not sound like the most spectacular addition, the ability to shield the ball really has the potential to add a huge amount to FIFA's gameplay. It's perhaps most useful to think of it as the ability to buy time on the ball. You can now use LT/L2 to throw your weight around, backing into opponents sniffing around the ball. Time it correctly and you'll win that half-yard to set off on a run, make a considered pass or unleash a more composed shot. It’s making FIFA 14 more physical, and is in many ways the opposite of last-year’s push-pull mechanic that was given to defenders (that's when you tap O or B to jostle or pull the shirt of a nippy winger). Yes, it’s time to give defender’s a taste of their own medicine. Stronger players will naturally be able to shield the ball more effectively. So while Messi might be the best if you want to go on intricate runs, if you want to get physical it’s probably best to do so with traditional number 9s, like Didier Drogba or Andy Carroll.
Build-up play is not only being supported by what you can do on the ball but what your teammates are doing all around you. There’s been a drive to make them much smarter. Marking is much tighter with players making more intelligent defensive decisions right across the pitch. Previously, defenders made judgement calls based on single frames of animation, but that wouldn’t always cope so well with players who check their runs or more complex attacking plays. FIFA 14's defenders now make decisions based on multiple frames of gameplay, resulting in more reliable, less impulsive decision making.


Your team will also defend much more cohesively, boxing in players, denying that easy outlet pass. This intelligence is also present when you’re attacking, too – players will now cannily check their runs, turn defenders, run along the defensive line. They’re all handy visual cues, subtly letting you know what options are available. It not only looks closer to the real game with lots of incidents happening across the field, it's hoped that it'll also provide a more intuitive way of conveying information to the player, especially those unfamiliar with the series.
The intention isn't to make the game more challenging but all that more satisfying. There’s that word yet again. If last year was all about ‘unpredictability’, FIFA 14 is definitely about creating ‘satisfaction’ and nowhere is this more evident than scoring goals.
Ah yes, that unrivalled moment of pure elation which defines the sport. Scoring in FIFA isn't always easy. It shouldn't be, but sometimes you're left baffled as to why your shot was so hopelessly, embarrassingly off target. If you're a FIFA aficionado you'll probably know exactly what you did wrong, but other people aren't so sure. One of the reasons for this confusion is the lack of visual feedback given to the player – that is, the character animation in FIFA 13 doesn’t reflect what you did wrong.

Players in FIFA 14 contextually adjust to their feet and stride length to prepare themselves to shoot. FIFA’s producers refer to this as ‘getting into phase’. So if the ball is stuck under your feet or you’re being closely marked by defenders, the resulting shot will reflect these pressures – it’ll be snatched or taken slightly off-balance.
The biggest overhaul to shooting is probably the ball physics themselves. EA Vancouver has decided to adopt a "non-linear drag coefficient which more accurately imitates the flight of a ball than the extant linear deceleration algorithm". Got that? Yeah, me neither, but what that actually means is that balls now fly through the air with greater realism. It allows for a variety of new shot types (you can see some of them in action in the video above). There’s nothing predictable nor plodding about the ball's trajectory – it'll dip and fizz with all the erratic energy of a modern ball. These physics are specific to shooting either - you'll notice the effects in long-ball crosses and so on.

Those are the big marquee features – dribbling, shielding, team-mate intelligence. But there promises to be a glut of tweaks to fundamental elements too, such as curved lofted through-balls and second-chance tackles. Elsewhere, career mode will benefit from a cleaned-up user-interface and a refreshed approach to scouting, which simplifies the process of finding the exact player you need for your side.


These features were showcased using brief examples taken from the game and using test-bed footage (an early version of the game without finished graphics), so I didn't get to play the game or put any of these new features to the test. They promise to make the game more exciting, even a touch more accessible, but each new addition seems to have been smartly integrated into the existing gameplay. Dribbling doesn't confer an unfair advantage to attackers because defenders are now much smarter and track runs more closely.
FIFA isn't broke – 65 million games are played globally each week – so there's no pressing need to 'fix' it. In fact, there's a bigger risking of alienating that audience by making the wrong change. It's far too soon to know if EA has succeeded in creating a more satisfying experience but I'm already waiting for kick-off.

Tuesday 30 July 2013

HOW TO BUILD A CUSTOM GAMING RIG

I started gaming when i was young and although am still young many years have gone by and the gaming world has evolved. With the introduction of demanding games like Crysis 3 and Assassins Creed this means you need a powerful machine.Many of you pc gamers either use your laptops or desktops for gaming but very few of us play those games at high or medium graphics. I will show you how to build a cheap rig that will tackle the latest games at medium and high graphic settings( varies with the game).

Motherboard
This is practically what defines the rest of the parts that you will need to buy. Choosing the right mobo can really be tricky for a beginner so watch out. What you require to look at before choosing a mobo is the maximum RAM supported, motherboard size, type if memory, expansion slots,, processor socket, chipset etc etc.In our case we will take an Asrock G41 motherboard that you can find on OLX at ksh4500. I know i know its not high end but as i said its a cheap rig. 

Processor
You need to make a choice between Intel and AMD but that decision should be made before buying the mobo. The processor doesn't really matter in gaming. There is no need to buy Intel i7 or i5 processors  the computational power in comparison with that of a 3.0 core 2 duo will be relatively close. It will just be a waste of your mulla. Am not saying that there will be no difference in the gaming performance, its only that the difference will not be that significant in relation to the price difference. Our choice 3.0 GHZ Core 2 duo at khs5000.

Graphics Card
This is what determines your PC's gaming performance so you need to choose something with high GPU. You will be probably be looking at either  ATI and Nvidia cards.When choosing your graphics card don't always look at memory, more memory does not always guarantee performance. What you need to look at is the slot( most use PCI express), CPU matching, power consumption and series( the more recent the better).
We are going with Nvidia Geforce GT 610 that goes for ksh6500.

RAM
There has been debate about the DDR2 and DDR3 chips in my opinion i would go with DDR3 due to the reduced latency etc. Having a higher Ram will improve multitasking by getting rid of paging file this mainly applies to games and other graphic intensive applications, We will go with 4gb Cosair ram chip it goes for ksh3200.

PSU
The PSU supplies power to all the hardware in the PC. The voltage required is determined by the type of hardware in your PC so be careful when choosing it, We will go with Cool Master GX that goes for ksh1000.

Peripherals
This include keyboard, mouse, headphones and lcd monitor.
 21' LCD monitor   ksh6000
 Multimedia keyboard  ksh500
 Mouse       ksh500
 Headphones   ksh1000

With that you have your rig and all at ksh28,200 and now you can start gaming.

COOL PC GAMING SETUP'S


Truth be told that the PC is one of the most powerful gaming machines known to man. I know that there is debate between console and PC gamer's, everyone has their opinion but it would be so naive to say that a custom built gaming rig can suit your gaming needs. A good gaming setup is based on creativity, funds and gaming preferences, too much said check out this rigs.









 

Friday 26 July 2013

What 2013 offers that lacked in 2012


Many gamers were quite pleased with the release of 2012 games like syndicate and unveiling of what we thought at the time was the best gaming experience ever. Well it is gone and we have seen what it had to offer however 2013 is really promising and we will see why.

2012 saw the release of games like Metal Gear Solid; Rising, Brothers in Arms, Strike Suit Zero, Prototype 2, Max Payne 3 and many more intriguing games. I must say game developers really had a wonderful year with release of all those titles you can imagine of the sales. Some  of those games were not as original as we expected a good example is Prototype 2 that can be well said to be James Heller’s version of the first title although with some new features. I am quite optimistic that 2013 offer not only unique gameplays but high end gaming graphics in the game releases. We are only halfway and the star is shining bright with release of games like Metal Gear Revengeance( I was really waiting for this one), Tomb Raider and Bioshock Infinite. We have already tasted what 2013 has in store for us and there still more titles to forestall, the likes of Watch Dogs, Final Fantasy XV and Titanfall.

PC gamers were not overly overwhelmed by the Graphic cards released by Nvidia and ATI in 2012. Nvidia released the Kepler that had been delayed from 2011. The Kepler cards that succeeded the Fermi architecture and that used a 28 nm production process had really caught the eyes of many who were awaiting their release before Christmas. These cards really made a show last year, the cards triple the dual-precision floating performance pf Fermi to hit up to 6 dp GFlops. That was last year, this year Nvidia is expected to release the Maxwell that will feature more than double the performance of the kepler with 14-16GFlops.


Last year saw the release of only one major console and that was the Wii U. It is powered by an IBM Power based Multicore Processor that is embedded with DRAM and clocks at  !.2GHZ. It is rumored



to be 50% more powerful than the PS3 and so close to the Next gen Xbox. Its GPU is based on AMD Radeon High Definition and it has a RAM of 2GB with 1GB allocated to system functions. This year we expect to be amazed with the release of two very powerful consoles. Sony and Microsoft release their consoles this year that are the PS4 and Xbox One respectively. Many say that this time Sonyh have really outdone Microsoft with the PS4 specs. The PS4 is said to be running at a memory of 8Gb GDDR5 while the Xbox One at 8GB GDDR3.

It is evident that 2013 is very promising and we are still yet to see what the year has in store for us.


Build a cheap supercomputer


Select the case for your supercomputer. This should be large enough
to hold all of the required drives, while still providing enough room
for air circulation to keep everything cool. Server cases are perfect
for this task since they are designed to hold large components that
likely produce a lot of heat. Keep in mind the form factor of the
case, which will determine what kind of motherboard it will
support. A standard ATX case will be compatible with the most
motherboards.

Screw the motherboard into place. This vital component should be
picked out with the processor(s) in mind. A supercomputer will need
a lot of processing power. Most supercomputers have multiple
processors, so if that is a desired feature, you will have to select a
motherboard with multiple processor slots and matching processors.
Another option is to select a motherboard that supports a single
processor with multiple cores. A quad core processor provides the
computing power of four processors on one chip.

Slide the processors into the sockets, and lock each arm down to
hold them in place. Snap the heat sink and fan over each of the
processors to help keep them cool. Each fan should connect to either
a fan header on the motherboard or directly to one of the Molex
power connectors from the power supply unit.

Install the hard drives. A supercomputer needs a lot of storage
space. It is possible to install several terabytes on a single system.
The largest limiting factor is budget and the motherboard's hard
drive hookups. Usually the motherboard will provide enough
hookups for four hard drives. If needed, a peripheral expansion
card that provides additional hookups can be used as well.
Install the rest of the computer hardware as you usually would.
Make sure there is enough RAM to support supercomputer tasks. A
memory bank of at least 4 to 8 gigabytes should be considered for
maximum multitasking potential. Ensure there is adequate airflow
through the case, and that all wiring is secured out of the path to
prevent it from causing restrictions.

Install the operating system. While a commercial desktop system
such as Windows Vista will work just fine, the full power and
stability of a supercomputer won't be realized unless a server
operating system is used. The Windows Server platform or a Linux
distribution specifically designed with servers and supercomputers
in mind will provide the most power from your hardware
selections.
(I must warn you you should turn the supercomputer off to avoid it drawing a lot of electricity.

Wednesday 24 July 2013

Xbox One vs PS4 review


Ps4 vs Xbox one (Next Generation Gaming)


Processor

 
Both Xbox one and PS4 use AMD chips that combines the CPU and GPU in one chip. The chips are estimated to run at a clock speed of 1.60 GHz. The two might seem equally the same but on paper PS4 is much more powerful with estimated peak shader throughput of 1.84 TFLOPS against that of Xbox one which is 1.23 TFLOPS, but in my opinion this is less important and what matters is  what is noticeable when you hook up the console to the TV.
Ram and Storage
Sony also beats Microsoft when it comes to ram although both are running at 8 GB of ram the ps4 prouds itself with a marginally faster GDDR5 memory compared to GDDR3 offered by Xbox one. Xbox one is not all that out rated it prouds  itself with 32MB of eSRAM of embedded memory that Microsoft says will be of great use to developers as a cache. Although PS4 has faster memory the combination of the CPU, GPU, and eSRAM in the Xbox one is like having a supercomputer in your lounge.

Controllers


The Xbox controller is just a reincarnation of the previous generation controller but it has some additional features like the new impulse triggers for better feedback. There is also a bit of change in the design of the D-pad and the thumb stick.  The ps4 Dual shock controller is quite different from that of its predecessor with a track-pad in the middle and an integrated ‘Move’ motion control.

Console design

Both give the user a taste of next-generation consoles.  The Xbox one takes the design of a last century VCR unit.  The only thing found on the front is the slot loading Blu-ray disc drive. Most of the ports are found in the back including the HDMI port. The PS4 console is quite smaller compared to the  Xbox one but a little bit sleek due to its angular shape and two halves design. It comes with a Blu-ray/DVD drive as well as USB 3.0, Ethernet and Bluetooth. It’s a shame that Sony has not yet embraced HD tech in their console.






Motion peripherals


Xbox one is packaged with the updated kinect device that has the capability of keeping track of six people at once. It can now cope much better with smaller and darker rooms. It has a 3D scanner that can recognize faces and identify subtler movements. It also has a 1080p camera that will come in handy for chatting. The ps4 eye that comes separately works with the controller to track the player’s movement in 3D space. The ps4 eye comes with 2 cameras and four microphones and will be capable of 1280×800 video a 60fps, 640×400 at 120fps and 320×192 at 240fps. Sony has really tried in their upgrades but not for the motion, it is still K.O for Sony.

Price and release dates 


PS4 has been announced with a price tag of $399 that is averagely ksh35,000 while the Xbox one has a known release date of November this year but it’s more expensive and will retail at $499 that is ksh40,000.
                                                                                                                                                                                                                                                                                                         By C.K. Njiiri