As an odd remnant of the bygone days of the arcade, light-gun games have been struggling for relevance for years now. Namco's Time Crisis series--arguably the last franchise to bring anything significant to the genre--attempts to co-opt the popularity of free-movement first-person shooters with Time Crisis 4 for the PlayStation 3, but it misses the point. What you're left with is some pretty straightforward shoot-and-duck light-gun gameplay shot through with stale FPS action and some clumsy motion controls.
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Like Time Crisis 3, you've got a submachine gun, a shotgun, and a grenade launcher in addition to your standard pistol, though these secondary weapons require ammo that you can pick up by repeatedly shooting specific color-coded enemies. At several points, you'll have to defend a location for a set amount of time while enemies come at you from multiple directions. The game says you can point the GunCon3 at the edges of the screen to move between the different positions, but in our experience, this is far less reliable than just thumbing at one of the analog sticks. There are some fun moments in the arcade mode, such as a sequence where you're the gunner on a helicopter as it sweeps through skyscrapers while engaging enemy choppers and ground units. But too much of the game is still beholden to rigid light-gun convention, and it feels like you've gone through all of these fights a hundred times before. The arcade mode is short, though the way the game metes out continues and extra lives means that it'll take at least a few runs before you'll get through the whole thing.
The time crisis series of games is one of the biggest and most influential of the light gun games. I think that the first Time crisis was the first light gun game that I ever played in an arcade and I distinctly remember buying a psx along with the home version of Time crisis with the Gcon45 light gun just so I could play it at home and hopefully same on the 1 coins long term!if(typeof ez_ad_units!='undefined')ez_ad_units.push([[300,250],'lightgungamer_com-medrectangle-4','ezslot_3',112,'0','0']);__ez_fad_position('div-gpt-ad-lightgungamer_com-medrectangle-4-0');
Sometimes you simply want to sit back and relax--y'know, just watch a video on whatever mobile device you have handy. We used to have to jump through multiple hoops to do that; for instance, I'd run DirectShow Dump to strip out any DRM nonsense and then use 3GP Converter to transcode the video into different formats. These days, we have it easy. For some people that means watching show clips on cell phones. Other folks download Tivo content to a PSP or iPod. Me? I record shows on my Media Center PC and transfer the recordings at the touch of a button.
Mini-notebooks: These relatively limited portables are small, but powerful enough to play some low-impact games. First, take a look at a new service currently in beta called Good Old Games. When it goes live, you'll be able to purchase DRM-free old-school PC games optimized for XP and Vista and download them to any machine. If you still own some classic titles, emulators can also do the trick; my favorite for old graphic adventures is ScummVM. And be sure to check out a bunch of great freeware games that should work on your micro machine.
Laptops: Notebooks vary in size, shape, and power. Of course, anything that works on a mini-notebook will play on a regular laptop, but the best piece of advice I can give otherwise is to set up a Steam account. It has a wide variety of modern games, from multigigabyte first-person shooters to tiny casual games, and everything you get is linked to a single account. No discs to worry about losing. And when you need to hit the road, you just click the File, Go Offline option before you disconnect--any game that you've downloaded will then work on the go.
The acquisition provides Activision Blizzard access to both the largest network of mobile gamers through their current free-to-play titles, and the skills and expertise to develop and grow the reach of their hit console titles on mobile, and make them available any place, any time.
The importance of mobile gaming is already well documented with revenue suggested to hit over $30 billion this year, and surpass that of console games[2]. This growth is not expected to slow, with predictions of a further $10 billion to be added in the next 2 years. Nearly half of our panelists engaged with a game in September, making it the 9th most engaged with category on smartphones, and reports suggest that the number of individuals gaming increasing, and the time spent playing mobile games is entering into multiple hours per day.
We're not even supposed to know about this game yet, but, aaaah the hilarious joys of print mag exclusives. You see the thing that most softcos haven't quite worked out yet is that plugging leaks on the wonderful Interweb is like trying to use a sieve as a bucket, and so over the last 24 hours the net has been alive with news of possibly the most eagerly awaited first person shooter of all time. Actually, make that the most eagerly-awaited game of all time if those hastily scanned in screenshots are anything to go by.
Taking place sometime after the events of the bizarre ending of Half-Life, the sequel is set in City 17, a fictional Eastern European location that has been overrun by an invading horde of spindly-legged aliens. Valve has been deliberately tight lipped on the storyline so far, preferring to blether on about the technical side and its "Proof Of Concept" project, but from the various articles we've seen so far, its apparent that the game will be set across 12 chapters, with each said to provide three to four hours of gameplay in each area.
But the excellent set pieces will apparently be much more interactive this time around: "Many times in Half-Life, it was fairly obvious that you were witnessing a scripted sequence. A good example is the falling elevator sequence at the beginning of the game, which happens the same way every time. [In HL2] we've used our tried and true devices as springboards for jumping into new kinds of scripting where the borders between scripted and unscripted aren't so obvious, Laidlaw revealed in PC Gamer (US)."
The team only locked down the game's proprietary 'Source' engine back in September last year. Given that the original was based on fairly ageing, albeit heavily modified Quake engine technology, it's good to see Valve has at least opted for its own technology this time around, and even more surprising that it has seemingly pulled it off with a degree of panache lacking in so many me-too first person shooters clogging up the release schedules.
Rather fortunately, Valve has set the base minimum at PIII 700, with a DX6-compatible graphics card, although God help you if you're thinking of doing the game any justice at that level. A rather more realistic 'optimal' target has been set at a GeForce 4-equipped P4, which by the time the game comes out shouldn't equate to a ridiculous outlay for those poor buggers faced with an upgrade. We still bitterly recall paying 1,500 for a 486 DX2 66Mhz in 1994, so don't even think about bitching about the cost of PCs now, ok. You don't know you're born sometimes.
Interestingly, the game will be the first major videogame release that players will be able to download direct from the developer, with Valve's wonky Steam system being employed to allow you to avoid that tiresome visit to your local store. Apparently retailers won't miss out, with negotiations underway to allow them to host Steam servers. Let's hope it sorts out the system by the time the game hits, or it could end up being one of the biggest farces in gaming history. 2ff7e9595c
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