There are a lot of reasons why someone might want to check out a guide like T Dub Sanders'. One might be interested in the underside of the game testing field. Others might just want to know what they can gain from a guide that is written to help people understand their role in the gaming industry. Others still are just pining for that ultimate career working alongside game developers and designers.

Whatever the reason, T Dub Sanders has put together one of the biggest and best game testing guides on the market – one that shows the underpinnings of the career in their raw, real format. There are no false promises of automatic testing or sitting at home and playing the newest games for hundreds of dollars a day.

That stuff is all pretty much a pipe dream and most people know it – yet many guide writers try to tell everyone that they can become the biggest and best new game testers in a field that doesn't really exist every day and too many fall for it. On the other hand, what T Dub has put together is a much more realistic, much more comprehensive look at what game testing is really about – the hard work and dedication that goes into becoming someone in charge of all that code each day.

By showing what it really takes to be a game tester, T Dub opens up an actual, realistic path to getting into the industry. He showcases skills needed to get started as a tester, the classes or college majors that people better be willing to invest in if they want to be a professional in this field and much more to help them figure out not only if the career path is right for them but if they are going to be cut out for it. That means a great deal for someone who may or may not know exactly what a game tester does and how it operates.

For anyone that is thinking about taking the path toward becoming a game tester, one of the first things that needs to be done is to learn more about what the career entails. Those people should pick up T Dub's newest guide and get a real insider's look at the job and how it really works. If you're serious about doing what T Dub shows you, you'll be on the fast track toward game testing in no time flat.
Showing posts with label meets. Show all posts
Showing posts with label meets. Show all posts

Monday, July 29, 2013

Tiny Token Empires Review: world domination meets 3-match puzzler

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Posted June 9th, 2013 at 13:04 EDT by Dane Smith0 CommentsReview Score

Tiny Token Empires

PSU Review Score6.5Avg. user review score:0.0

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Summary

A new take on an old genre, Tiny Token Empires tries to be creative and innovate by splicing two genres together. Unfortunately, the dodgy controls and lack of depth means any time you do put into it isn't ultimately all that rewarding.

We like

The innovative combatTongue-in-cheek humor

We dislike

The abysmal controlsRudimentary visualsThe lack of depth

The ancient European world is at defcon 1 as the Romans, Greeks, Persians and others fight for supremacy in this unique take on the strategy genre. Using a puzzle system to determine attacks, and a tongue-in-cheek script to keep things light, BiP media tries to reinvent a genre that did not get a lot of love this console generation.

Tiny Token Empires is separated into two modes: campaign and free play. Campaign tasks you with performing certain objectives over a pre-determined scenario to progress from level to level. Starting out as the Romans as a tutorial, players are required to beat every mission to unlock the next empire to use. There is a tongue-in-cheek story to keep the game light so those looking to just relax and laugh will enjoy it. However, gamers who want a detailed narrative that will keep them on the edge of the seats need to look elsewhere. Free play allows you to choose any empire and a scenario that keeps the game fresh. From conquering all the territories to just burning down every opposing capital, there are enough differing objectives to keep people coming back for more.

Like most turn-based strategy games, resources are produced every turn from the territories controlled and captured. Building bigger cities allows a higher revenue stream as well as unlocking other buildings and units, while every other building available simply unlocks units. In order to build the first level of a city requires a `general` character to be located on specifically marked territories. This adds an extra layer of strategy. However, this is about all there is to the game`s micro-management. Items will give your generals special abilities, and there are various unit types of differing powers, but this is not a Romance of the Three Kingdoms game that allows for uber-management. Even a Dynasty Warriors: Empires game has more strategic resource management than this. It's good for the casual strategy fan but hardcore fans must quickly enjoy the simplicity or else it`ll be boring.

Combat is very innovative as it tries to incorporate a match-3 puzzle system for generating attacks. When in battle players take turns moving a block on the board until it matches three in a row vertically or horizontally. The matching colours charge up your troops of the same colour; for example, red blocks will charge up red troops, purple for purple, and so on. Manage to match four or more and you get an extra turn. What makes this system random and fun is when something is matched it disappears and the blocks fall down, allowing for a chain reaction that can lead to massive combos. The detriment to this system is that it's really slow as you`re trying to find the best match, with some battles taking 20-30 minutes. The game allows you to auto-battle at any time, which is good, but also defeats the purpose of this innovative system at least for the single-player experience. It all depends on how much you love match-3 puzzles compared to your time invested in other things in life.

For those lucky enough to play against friends of a similar skill level then the game can play out like RISK, going back and forth over the same territory in one direction while trying to expand into another. But a lot of the strategy, initially in its early genesis, comes down to getting the most city territories and your Hermit, which allows you to hire generals and buy items. As each empire has its own Hermit, and not getting yours or losing it can be devastating, especially if it is too far away.

Graphically the game looks reminiscent of a PSone title. The shading is up to par with the current generation but there is so little of anything that is animated. Everything is done in picture stills and except for the opening movie the game is a giant board of ancient Europe half the time, and the other half being the match-3 board during battle. Having Mass Effect-level graphics is not always needed for some kind of strategy games, but when there is more happening on the SNES Rampart battle map then there is a problem. It takes away from the virtual experience and so you might as well play RISK ... (continued on next page)

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Wednesday, July 24, 2013

PS4 launch game Warframe announced, 'Mass Effect meets Ninja Gaiden' by Unreal developers

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Posted June 5th, 2013 at 22:18 EDT by Kyle Prahl5 Comments

Warframe, the co-op shooter involving space and ninjas, is coming to PlayStation 4 as a free-to-play launch title.

The news was exclusively revealed by IGN, who had plenty of developer insight to share. Digital Extremes--the team behind the Unreal series, Dark Sector, and The Darkness II--is bringing the game over from PC, where it is still in beta phase. Steven Sinclair, the game's creative director, describes Warframe as "Mass Effect meets Ninja Gaiden" and details how supportive Sony has been throughout the process of bringing it to consoles:

"Sony caught wind of [Warframe], and said, ‘hey, what do you think of bringing it over to PlayStation 4?’, and we were very surprised to hear that," he said. "Sony has been incredibly supportive and available, and [PlayStation 4], in my opinion, is incredible to develop for. It is awesome, and I don't want to speak disparagingly about any existing or prior platforms, but we showed Warframe for the first time to our entire studio, and everyone had their jaws on the floor, how 1080p, silky smooth and beautiful it was. So, I’m really, really enjoying working on the machine."

You will too--Warframe will be a PS4 launch title later this year. A companion app on iOS and Android will reinforce the game's presence, which is already shaping up to use crafting, customization, and cooperative focus to deeply engage its players. And Warframe will be a PS4 exclusive... for now. Digital Extremes has no current plans to bring the game to other consoles.

Kyle Prahl hopes Warframe will channel Unreal Tournament 3, one of PS3's best multiplayer games. You can follow him for E3 coverage on Twitter and Facebook.

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Friday, July 19, 2013

Wonderbook: Diggs Nightcrawler review - Shrek meets L.A. Noire

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Posted June 4th, 2013 at 05:31 EDT by Richard Archer1 CommentsReview Score

Wonderbook: Diggs Nightcrawler

PSU Review Score8.0Avg. user review score:0.0

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Summary

A fun but short detective game that utilises the Wonderbook in great ways.

We like

Great plotLovely immersive graphics and soundIntuitive use of Wonderbook

So did Humpty Dumpty fall or was he pushed? Someone in Library City knows the answer and solving the Humpty case is going to take the skills of its top two detectives, Diggs Nightcrawler and you.

Wonderbook: Diggs Nightcrawler is the new game from Moonbot Studios and the second title so far to use the new Wonderbook technology, following the release of Book Of Spells last year. The game has the player team up with gumshoe Diggs to solve the murder of Humpty Dumpty, the Don of Library City, and by finding clues and helping Diggs the player attempts to crack the Humpty case.

The investigation starts with a marvellously imaginative scene in which Humpty, predicting his own demise, begs the player to solve his impending murder by finding Diggs the detective and bringing the criminal to justice. Sure enough Humpty is bumped off and the game starts to unfold. The story and use of the Wonderbook begins at a steady pace as Diggs chases suspects and investigates the crime scene. It's also here that the immersion into this world of nursery rhymes and film noir sucks the player in and never really lets them go.

As the game progresses Diggs and the player must work out who bumped off Humpty by traveling around Library City seeking out clues and looking for pieces of Humpty's shell, all the while avoiding danger. While doing this players meet the cities' brilliantly reimagined nursery rhyme inhabitants such as the three little pig detectives, Itsy Bitsy spider the nightclub singer and her backing band the blind mice. All the characters and locations have a great authentic noir atmosphere mixed with a healthy dose of imagination that Tim Burton would be proud of.

         

Not everyone wants the Humpty case cleared up though and danger comes in many forms, such as being framed by the three little pigs or being thrown in a river in a barrel by L.J. Silver the pirate leader who can only speak in ‘arrs’. Everyone it seems has got something to hide or secrets to impart and it’s up to the player with the help of the Wonderbook to search for clues, chase villains and help Diggs with his detective work.

Detective work has never looked so glamorous as Library City and its inhabitants are bought to life with gorgeous looking graphics. The streets and clubs look authentically dingy, almost like something right off a Hitchcock set, and using Wonderbook players can cleverly rotate the environment and do so smoothly without so much as a flicker disrupting the game. The great look of the locations are supported by the detailed style of its inhabitants who have been beautifully animated as they move round the screen really bringing the game to life. Complementing the great look and adding further layers to the great atmosphere is the marvelous period sounding music that plays unobtrusively in the background and swells to match the action or just nicely sets the mood.

         


Controlling Diggs and the investigation is handled well by use of either the Move controller, the Wonderbook, or both. The Move controller is often used like a magnifying glass to look for clues, whereas the Wonderbook brings each scene to life from any angle and can be tilted, turned or used in many other ways to help Diggs. For example, if Diggs needs to look at a clue the player will rotate the Wonderbook to the correct angle so Diggs can see it, or if you are in a car chase a simple tit enables you to steer past obstacles and ram the baddies' car. Whatever the player ends up doing the controls are intuitive and easy and at no time was I struggling to work out what to do.

Overall, Diggs Nightcrawler is a great game but that doesn't mean it’s faultless. The major problem is that - engrossing though the Humpty case is - it doesn't take long to solve, with probably just over an hour’s worth of gameplay altogether. There is some replay value bought in with different trophies to earn which will require multiple playthroughs, but at the most there is only two to three hours gameplay. Of course, the game is squarely aimed at seven-year olds and above ... (continued on next page)

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