Monday, 25 April 2016
LO4 - Analysis of current market trends.
At the moment in the app store on iOS, games similar to ours include Subway Surfers and Temple Run 2 which are 14th and 68th top games in the App Store respectively (based on the iOS app store). These games are all similar due to having either sections (or the full game consisting of) mine cart / train related features whilst being endless arcades.
These games are similar to our concept 'Off the Rails' having similar styles or characters, meaning we would be closely competing against them as a company to push revenue over towards our game. Even though there are many similarities in our game, we have some key differences which may push our game above the competition. These features include:
Track swapping at junctions (points) only, rather than at any point in time.
Signals to give the user information on approaching danger, giving the user more than one way of being successful at the game.
Character as train. In comparison to our competitors, our character is actually a train rather than a human, this gives us unique traits like customisation and much more.
Our coin system 'Rail Coins' provide an effective way to change settings, revive your character, or change your train. The potential is endless... !!
For that reason we believe people who enjoy endless arcade runners will love our game, for the unique features we offer in comparison to our competitors
LO4 - Treatment | Planning Documents
-Treatment or proposal for the final game (fine detail in a document). - Kayna
The Brief
Creation- 28/03/16
Word/Blogger- to type and store documents and material on.PowerPoint- to create pre-production documents on.
Contingencies
The Brief
We have been asked to develop an original game idea and illustrate planning for a new game that we will pitch to professionals within the gaming industry.
Concept Idea
Our final game idea is a never ending mobile game that challenges the player to avoid obstacles. The aim is to stay on the train tracks for as long as possible without dying; otherwise the game will be over.
Target AudienceThe target audience for our game will consist of males and females between the ages of 10-20. We are aiming "Off The Rails" at people of both ethnicities and any subculture that belong to the social demographics B-E.
Key Milestones
Planning - 14/03/16(Identify target audience etc.)
Creation- 28/03/16
(create assets, identify gameplay etc.)
Finalise the presentation- 04/04/16
Pitch the presentation- 14/04/16
Equipment/Resources
Computer - to create all the pre-production documents & design visuals.
Word/Blogger- to type and store documents and material on.PowerPoint- to create pre-production documents on.
Photoshop- to design visuals and platforms.
Internet access- to save files and send them to the rest of the team.
Legal and Ethical Considerations
Copyright– This enables original material such as pictures, music, literature and videos to be protected. It prevents others from using your material without the necessary permissions. It is important to gain permissions so we don't run into any legal implications within the development of our game. we will have to be careful not to infringe the copyright of games like Subway Surfers and Rail Rush.
Rating- This identifies the most suitable age for players of our game. It is based off the content of the game. The app would be rated age 3+ on iOS and Android. It wouldn’t be rated by PEGI since it is a free app and not a major console game. We plan to only include very mild violent content such as when the train crashes. Other than this, "Off The Rails" will be suitable for younger players.
Rating- This identifies the most suitable age for players of our game. It is based off the content of the game. The app would be rated age 3+ on iOS and Android. It wouldn’t be rated by PEGI since it is a free app and not a major console game. We plan to only include very mild violent content such as when the train crashes. Other than this, "Off The Rails" will be suitable for younger players.
Our work gets deleted. - Make sure everything is backed up.A member of the group isn't here. - Make sure we all have access to copies of all the work.Somebody pitches a similar idea. - Research ways to make our game more original.
LO4 Imaginary Entity
Graham, aged 14, is all about gaming. It's a fun way for him to pass his time when he's bored at home and it's subconsciously become a part of his everyday life. Gaming has become one of his main hobbies alongside the rest of his social activities.
Whether he's gaming alone, or with his friends it has become an easy way for Graham to relax and enjoy himself. Graham and his friends play on video games together most days after school; it's become a good form of social interaction for them all. When he's not gaming he is talking to his friends about his most recent gaming experience.
Although Graham focuses a lot on gaming, he's able to pull himself away and focus on his everyday tasks. But when he’s not able to game, Graham keeps up to date with the gaming world through his weekly subscription to a gaming magazine which he spends his nights reading.
Monday, 18 April 2016
LO4 - Pitch presentation
On Wednesday 13th April, we (Me, Alex, Kayna, Sammie) pitched our Off the Rails presentation to Dave from Sumo Digital. This is the presentation:
The feedback we received by Dave was extremely positive and overall no criticism was presented. He showed particular interest in the games visuals (done by me) and that he could envisage the game becoming a real product. He also commented on the overall organisation of the power point being 'well presented'.
Parts of the presentation that I performed:
- Gameplay
- Title Screen
- Textures (tracks)
- Textures (signals)
- Budget (extra at end, not included in final powerpoint)
Monday, 1 February 2016
LO4 - My Responsibilities & Team Roles
My Roles
In our group (Me, Alex, Kayna, Josh and Sammie), we are working on the game Off the Rails which is an iOS / Android game. The roles i have been assigned are:
Gameplay Design
Vehicle Design
Logo Design
Asset Design
Presentation of the final piece
Bits of other things to help the team
Team Roles
In our group (Me, Alex, Kayna, Josh and Sammie), we are working on the game Off the Rails which is an iOS / Android game. The roles i have been assigned are:
Gameplay Design
Vehicle Design
Logo Design
Asset Design
Presentation of the final piece
Bits of other things to help the team
Team Roles
Treatment or proposal for the final game. - Kayna
Competent production schedule for the final game. - Kayna
Gameplay with associated visuals. - Matt
Target audience – Moodboard, description, imaginary entity. - Kayna, Alex, Josh, Sammie
Relevant legal and/or ethical issues – PEGI rating, Copyright, Music etc.- Alex
Platform details and requirements – Justification for selection. - Alex
Examples of levels – Visuals and layouts. - Matt
Plot synopsis and characters. - Alex, Kayne
Financial breakdown of development costs - Sammie, Josh
Monday, 11 January 2016
LO4 - Choose One Game
Boat Bashers
Boat bashers is a closed world arcade game in which 4 players (or x players > 4 play AI's) battle it out in speedboats to bash into each other causing damage until only one remains. Power-ups give in games advantages to help you become the winner! Maps would be relatively big, and power ups can give players an edge over their opponents. Power ups could include: bigger boat, faster boat, boat change and much more.
The best platform for this game would be the mobile market, with 4 player being over Bluetooth or Wi-Fi, or on PC with controller/keyboard combination with split screen.
The target audience would be quite large for this type of game, as the only restricting feature of this game would be classed as 'violence'
The genre it would fit into would be arcade.
Games thats Boat Bashers is similar to do include: Driver: Speedboat Paradise, or Riptide GP2. These games are similar to the concept idea Boat Bashers as they both involve boats and the cartoony physics i wish to pastiche.
Boat bashers is a closed world arcade game in which 4 players (or x players > 4 play AI's) battle it out in speedboats to bash into each other causing damage until only one remains. Power-ups give in games advantages to help you become the winner! Maps would be relatively big, and power ups can give players an edge over their opponents. Power ups could include: bigger boat, faster boat, boat change and much more.
The best platform for this game would be the mobile market, with 4 player being over Bluetooth or Wi-Fi, or on PC with controller/keyboard combination with split screen.
The target audience would be quite large for this type of game, as the only restricting feature of this game would be classed as 'violence'
The genre it would fit into would be arcade.
Games thats Boat Bashers is similar to do include: Driver: Speedboat Paradise, or Riptide GP2. These games are similar to the concept idea Boat Bashers as they both involve boats and the cartoony physics i wish to pastiche.
Sunday, 6 December 2015
L03 - Task 1 | Game Review of Grand Theft Auto V
Grand Theft Auto V Review
Grand Theft Auto: V (or 5) is an open world, action
adventure video game developed by Rockstar North and published by Rockstar
Games. It was released on the 17th September 2013 for older consoles
like the PlayStation 3 and Xbox 360. Furthering this the games then was re-mastered
for next generation consoles such as the Xbox One or PlayStation 4 and
re-released on the 18th November 2013. This introduced many new
features such as first person mode, new options in the online mode, and overall
enhanced graphics. Finally the game was then brought out on the PC on the 14th
April 2015. To this day GTA V is one of the top selling games ever released,
being 4th on the ‘list of best-selling video games’ page by
Wikipedia. This not only outlines the games success, but the quality of the
game for such ratings.
(SPOILER WARNING – DO NOT READ UNLESS WISHING TO LEARN WHAT
HAPPENS IN THE GAME)
The game has both multiplayer (called GTA Online) and
campaign mode, in which you partake as three characters - Michael, Franklin and
Trevor – to rob banks, steal aircraft and much more content that action seekers
will love. The game uses two original characters, Michael and Trevor in its
campaign which allows fans of the enterprise to relate to previous games in the
Grand Theft Auto series. From the beginning of the game you play as Trevor, and
Michael who are in their young stages of life and assist with the robbing of a
bank which goes horribly wrong, leading to close friend Brad dying and the team
splitting. After 9 years the player meets Franklin, a young coloured character
and soon meets up with Michael after a repossession gone wrong scenario with
Michael’s car. This then leads to a small heist with a jewellery shop and
causes Trevor (now living as a drug dealer in the `rough` parts of the state)
to hear that Michael is not dead, but alive. This causes Trevor to become
curious, and leads to the three characters forming an alliance. During this, Michael’s
family deserts him, The FIB (federal investigation bureau) catch up with the
team and Trevor discovers about the death of Brad, instead of friend Michael.
This leads to the team splitting but eventually regrouping
for the planning of their most dangerous plot yet, raiding the Union depository’s
gold bullion reserve. The plan is set ahead and is completed successfully, and
following this the three head their own ways, ceasing to work together but
remaining mutual friends.
(SPOILER END)
The campaign was a brilliant plot with many twists and turns
making you feel for all sides and even after the story is complete, players can
still spend hours upon hours of purchasing, customising and using cars, guns,
aircraft and much more; as well as exploring the state of Los Santos fully and
partaking in minigames that live up to solo game’s performance, including golf,
tennis, darts, and much more.
This is all without mentioning about the games multiplayers,
which unlike the games outstanding campaign, does fall short as some aspects.
As expected the games performance and graphics are outstanding, and this
transfers to the multiplayer as well. Features like online heists demand teamwork
whilst minigames like team death match or last team standing allow players to
enjoy the ‘shoot ‘em up’ approach, going against everyone else. If the player
doesn’t feel like doing and minigames, they can free roam the open world with
everything being customisable, including the player, cars, house, garage and
weapons. Players can also meet with friends and do daring stunts, like base
jumping off cliffs or skyscrapers; or diving in the ocean.
Contrastingly however, the game’s multiplayer does encounter
a few flaws, including the ‘must shoot everyone’ problem which occurs when
players feel unsafe around others, an example of which could be placed in the
scenario of two players (labelled player one and player two). If player one has
the feeling player two wants to hurt player one, then player one may kill
player two. This causes player two to become violent to player one which
further causes an escalating war. Unfortunately many players feel like this in
Grand Theft Auto: Online which in my opinion, has led to players not bonding,
or becoming friends.
Regardless the online multiplayer of the game is still very good, and is amazing to say players get all the campaign as well for the $50 (~£37) price tag.
Online multiplayer has also received negative feedback due
to micro-transactions being in the game, allowing players with real world money
to purchase in game currency via ‘shark cards’. This would allow a player to
gain better cars, apartments and guns without the need of earning them. However
due to the overall good balance of combat and vehicles in the game, this wasn’t
much concern to me as many players found the game to still be incredibly fun
even if they weren’t driving an upgraded sports car. What’s more, the game also
allows vehicles to spawn in randomly, meaning that players can still fly the
expensive planes, drive expensive cars, and sail expensive boats without the
need to buy them.
Upon playing the game on the PC, I immediately felt it
needed to be played with a controller, as shooter games don’t feel the same
without the trigger feel that a controller has. Others may have a different
opinion but for this reason I felt that the game was made for console, even
though the port for controller usage on the PC has become widely accepted now.
The controls on both keyboard and mouse and controller were fast, responsive
and smooth as expected, and in game prompts for entering vehicles (press Y to
enter) made for an overall better experience. As previously mentioned the
trigger for shooting guns felt good as always and vibration sensors made for a
more immersive feel. However for new players who have never played a GTA game,
getting used to the different button mapping for the game may be difficult (for
example on many games the right analogue stick pressed in causes the player to
run, however on GTA the sprint button is mapped to A [on a 360 controller]).
For none tech savvy players, the game review ends here. In
my opinion the game is a brilliant addition to the GTA series and should be
really considered to be bought if you haven’t already, the effort that has gone
into the game can be seen when playing and aesthetically, the game is beautiful
and mechanics work great. I would personally rate the game 8.8/10 for in game
performance and beauty, with the only flaws being as stated earlier about the
multiplayer.
For the real geek, let’s get onto benchmarking results and
other advanced gameplay features. On a PC running a Nvidia GTX 760 OC 2gb, 8gb
Ram and AMD FX-4130 3.8ghz computer; the game runs on high graphics setting at
around 45 fps on a 1080p monitor, however with a GTX 770, the game should run
on very high with no problems. The game has some artifacting in places, however
this is only minor and can be dealt with quite easily by waiting for the
terrain to load. The games engine runs quite well with high attention to detail
on post rendering effects, and texture quality. On ultra-settings the game
could be compared to real life quite significantly, and character animations
run smoothly with no major out of place bone movement.
The game’s first person mode also allows for the spectating
of interior views of vehicles which are rendered to significantly good detail.
The only flaw for the rendering of objects, was the vehicles model structure,
which on the DLC vehicles has only a plain carbon texture on the bottom of the
vehicles, putting a negative view on Rockstar’s time usage with regards to the modelling
of DLC vehicles.
Online mode seems to also be in-effectively coded, taking
the user ~3-4 minutes to get into a networked session, compared to other games
in the genre, which take only around 30 seconds to get online with friends.
However this may be due to the amount of processing needed for the game to load
all server-side settings and player co-ordinates, as well as terrain placement and
player save data to be loaded successfully.
In conclusion, my review on GTA V with regards to
benchmarking results and rendering performance causes the game to drop to a
7.8/10 due to the lack of effort seemingly gone into making the game the spick
and span game it is made out to be. This along with slight artifacting can on
occasion cause a player to lose a fight, even though networking latency (ping)
is overall very good. In my opinion the game is still great to get if playing
on a next generation or high end PC, but not so much for budget gaming PC’s or
older consoles like the Xbox 360 or PlayStation 3. Thank you for reading this
review, and hopefully it has pushed potential buyers of the game to a well
thought out decision. This review is all the opinion of me, so gameplay may be
felt different to different players. Please take this into consideration when
thinking about purchasing a game. Thank you.
Monday, 12 October 2015
Starter Task - Second Person
Second person allows the user to experience the game as if it were their own. Using words like ‘You can’ or ‘You can’t’ it provides the user with the feeling that if they own the game, their experiences would feel the same as the reviewers. It also suggests that the review feels more personal than if it wasn’t in second person
‘Forza 5 is gorgeous and smooth as butter, and it’s utterly enchanting handling makes it a joy to drive hard, but this game is more than just a rock solid technical titan for the Xbox one’.
This review would influence me to play the game by using all the games characteristics and quotations from experienced car reviewers/drivers.
Sunday, 27 September 2015
L02 - Written Comparison
In reading/viewing reviews in two different media, one
aspect which really stood out was the formality of both articles. In the
magazine the review seemed to be shortened, leaving what some people would
consider important for a game review out. However for what the magazine stated
it was written with formal text, very little form of comedy and a ‘stereotypical
review’. On the other hand the video review stuck with moderate formality, but
also went into a lot more detail than the magazine review, providing more
information about the deeper story, graphics and objective of the game.
Genre was portrayed in both media to be a horror game, which
although was never stated for certain provided elaborate information on the
game horror tone. Once again the magazine did this in a more concise way than
the video, which went into more detail about the horror side of the game.
Target audience was never really mentioned in the magazine
but through what the magazine stated in a simile (‘…is that awkward person you
don’t want to talk to at any any given time’), suggesting that the game is more
for the teenage variety. Console information also backs this up by being for
the Xbox One, a console with the vast majority being sold to teenagers. The
target audience in the video was never really mentioned either, however the
video did say ‘Horror fans praised the short, experimental genre’ – suggesting through
genre that horror fans will enjoy the game.
The games narrative portrays the same concept in both Medias,
although worded differently. The magazine review went more into depth about the
well-known character of slender saying ‘whenever slender man appears the screen
goes nuts… the longer you succeed in escaping his clutches, the more frequently
he’ll show up’. Similarly the online review mentions about the game based on
the horror aspect, which becomes more difficult the further you get into the
game.
Gameplay is where the magazine review becomes seemingly
biased towards the game, not really mentioning the gameplay but masking it with
‘If you like horror and you’ve yet to have the pleasure of Slender Man’s
company, his xbox one incarnation is absolutely worth its budget price tag’.
This seems to be a ‘Sales tag’ for the game and doesn’t really mention much
about the gameplay. The online review heavily contrasts with the magazines
stating ‘A vast majority of it boils down to finding a certain number of
objects whilst a increasingly dangerous enemy stalks you’. This provides the
gameplay in Its literal gameplay objective stating it how it is, rather than
covering it up with lines like ‘Is absolutely worth its budget price tag’.
Characters aren’t mentioned much in either review, and the
main protagonist isn’t mentioned at all. Although not anonymous the articles
seem to define enemy ‘Slender’ rather than yourself. The magazine gives an
especially short portfolio of slender stating him to be ‘a lanky dude in a suit’.
Platforms were mentioned in both to be on the Xbox One.
Stating it how it is.
Personal recommendation of the writer once again seems to be
biased towards buying the game in the magazine article, saying that ‘If you
like horror and you’ve yet to have the pleasure of Slender Man’s company, his
xbox one incarnation is absolutely worth its budget price tag’. This (same as
before) points the user to buying the game rather than mentioning anything
wrong with the game. The online reviewer’s opinion more heavily critiqued the
game, saying ‘Slender the arrival manages to deliver some truly impressive
scares, although you’ll have to wade through the muck of repetitive tasks and
unfair enemies in order to experience them. I preferred the original free
version of the game…’.
Sunday, 2 August 2015
L01 Business Report | Rockstar Games / Rockstar North
Rockstar Games – Research
Structure
Rockstar Games is a video game development company and
company created in 1998 to create ‘the most innovative and progressive
interactive entertainment’ and is owned by Take-Two interactive. Based in New
York City, Rockstar Games is commonly known for its AAA title Grand Theft Auto
series. Rockstar Games are also commonly known to providing open world games
with free play ability (no solid story line). The company comprises of several
other acquired or renamed companies which have merged to create the Rockstar
Brand.
Although Rockstar itself was created in New York City,
the company was actually founded by English games designers Sam Houser and Dan Houser; both of whom
are co-founders of the company. Rockstar games has also bought English games
company BMG Interactive shortly after passing ownership to Take-Two
interactive.
Platform Tech
Rockstar Games develop
across multiple platforms, including games consoles Microsoft Xbox and Sony
Playstation, aswell as having a huge market on the PC as well. Rockstar also
have recently developed applications to run alongside their games on the mobile
platform, and have also released some of their best games to the mobile
platform aswell. Rockstar also have spent time developing for Apple Mac which
is unusual due to the software and hardware limitations on these devices.
Although Rockstar has developed multiple award winning games they are still yet
to release console exclusives; in-game editor for Rockstar’s GTA V was
originally thought to be only for the PC, which would have been a PC exclusive,
however, due to the overwhelming success of this in game feature as a company
the decision was made to release this content to gaming consoles aswell.
Game Types
Rockstar games develop
across multiple different genres and game types, although most commonly they
are well known across the world for their work on the Action, Drama and
Freeplay genres with their award winning Grand Theft Auto (GTA) series
following exactly that. Due to their popular success in their mature game
development, it might come to some surprise that RockStar also have made games
such as: ‘Rockstar games presents: Table Tennis’, a game developed for the
Nintendo Wii console aimed at a younger audience and placed within the sports
genre. The company have also developed games in the Racing, western and stealth
genres as well.
Games on multiple platforms
The majority of games
created by rockstar appear over multiple platforms, mostly Xbox, Playstation
(next generation and old generation) and PC. Games include all from the GTA
series, Max Payne series and also the red dead redemption series. Some of
rockstar’s GTA games have also now made it onto the mobile platform with the
increased hardware capabilities over the past few years. The rockstar company
has also taken a real step towards gaming over multiple platforms with new
cloud features allowing gamers to transfer their in-game character wealth and
content between consoles easily and simply.
Regulatory Bodies
Rockstar Games uses PEGI
(Pan European Game Information) for it’s information board. PEGI is a games
rating Information Company that states the legal age to purchase the game and
could either be: 3, 7, 12, 16, or 18. Most of rockstar’s games fall under the
18 category however some of their games for (e.g) the Nintendo wii, fall under
the ‘3’ category as they are aimed at younger children.
Development
Software
Rockstar Games uses the
RAGE (rockstar advanced game engine) which is developed by the RAGE Technology
Group and was used to produce award winning games GTA V, Red dead redemption
and Max Payne 3. RAGE technology group
is a company owned by rockstar san Diego and is not commercially available for
other companies to use.
Saturday, 1 August 2015
L01 Games Analysis | Just Cause 2
In this analysis of the game Just Cause 2, i will be commenting on different aspects of the game as well as make comments on the overall game experience.
The story being told throughout the game is that you are an agent named rico on the isle of Panau here to investigate about corrupt president baby panau. As you progress through the game you realise that what you were told is a lot worse. The story informs the gameplay by centring the single player gameplay around the story. In which you complete tasks around the world to cause ‘chaos’ which leads the unlocking of more story missions. The story uses stereotype a lot, with hatred experienced towards the corrupt president and Rico (main character) having no fear at all. The story connects to the target audience by having a near enough invincible main character with the ability to do anything.
The game was produced by Avalanche Studios on March 23rd 2010. The use of a near enough invincible character makes the audience feel the same way. For most people this was a brilliant way for them to develop the game as no-one can become frustrated with the game, henceforth significantly improving the gameplay aspect. The overall physics engine was fantastic with Air, land and sea vehicles functioning near enough perfectly. One this that was missing though was a destruction engine, due to the lack of computing power at the time. The overall physics engine allowed enhancements to the gameplay by providing a unique method of attacking a mission, making every mission unique.
Characters are relevant to the target audience by providing a supreme character to play as which makes the audience feel in Rico’s shoes. This appeals to the audience as it provides a character that the audience of the genre will love. The characteristics of the genre towards the characters are suggested with the ninja look and weapons mounted on Rico’s side. Overall the character feels very strong and as stated near enough invincible.
The target audience for the game just cause 2 is > 16 males who enjoy the shooting and open world genre. Indicators for this include the campaign which contains swearing that younger children might not like to hear. It also contains strong violence. The game appeals to the target audience by containing the open world approach when the player can complete the game in whatever way they want, which allows a dynamic twist to the story.
The game compares to others with similar audiences quite similar to games like GTA V or Call of Duty, due to the open world and shooting genre.
The style of this game is a third person
action shooter and the genre of the game is an action/open world genre. It
shows the stylistic conventions of the genre by having a huge open world layout
and shooter campaign in which you play as main character Rico who is an
overpowered spy.
In comparison with other games with the same
genre, Just Cause 2 did extremely well and won multiple awards. Although it was
released in 2010 it still competes extremely well with newly released titles of
the genre today, such as GTA V and Fallout 4.
The story being told throughout the game is that you are an agent named rico on the isle of Panau here to investigate about corrupt president baby panau. As you progress through the game you realise that what you were told is a lot worse. The story informs the gameplay by centring the single player gameplay around the story. In which you complete tasks around the world to cause ‘chaos’ which leads the unlocking of more story missions. The story uses stereotype a lot, with hatred experienced towards the corrupt president and Rico (main character) having no fear at all. The story connects to the target audience by having a near enough invincible main character with the ability to do anything.
The game was produced by Avalanche Studios on March 23rd 2010. The use of a near enough invincible character makes the audience feel the same way. For most people this was a brilliant way for them to develop the game as no-one can become frustrated with the game, henceforth significantly improving the gameplay aspect. The overall physics engine was fantastic with Air, land and sea vehicles functioning near enough perfectly. One this that was missing though was a destruction engine, due to the lack of computing power at the time. The overall physics engine allowed enhancements to the gameplay by providing a unique method of attacking a mission, making every mission unique.
Characters are relevant to the target audience by providing a supreme character to play as which makes the audience feel in Rico’s shoes. This appeals to the audience as it provides a character that the audience of the genre will love. The characteristics of the genre towards the characters are suggested with the ninja look and weapons mounted on Rico’s side. Overall the character feels very strong and as stated near enough invincible.
The target audience for the game just cause 2 is > 16 males who enjoy the shooting and open world genre. Indicators for this include the campaign which contains swearing that younger children might not like to hear. It also contains strong violence. The game appeals to the target audience by containing the open world approach when the player can complete the game in whatever way they want, which allows a dynamic twist to the story.
The game compares to others with similar audiences quite similar to games like GTA V or Call of Duty, due to the open world and shooting genre.
The game JC2 is
available on PC, PS3 and Xbox 360. And is now more suited towards the PC due to
the creation of the multiplayer mod, which allows players to now enjoy the open
world together.
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