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Rabu, 27 Juni 2012

Sony Targetkan 10 Juta PS Vita Terjual!



Ambisius, itu mungkin menjadi kata yang tepat untuk menggambarkan kondisi Sony dan Playstation Vita mereka untuk saat ini. Fakta di lapangan menjadi bukti yang nyata bahwa PS Vita, selama 6 bulan “kelahiran”nya, mulai memperlihatkan tanda-tanda blunder sebagai produk gagal. Dengan tingkat penjualan yang rendah di berbagai region di dunia serta dukungan game eksklusif yang masih minim, PS Vita memang memang diinjak-injak di kompetisi handheld, bahkan oleh sang leluhur – PSP. Walaupun demikian, Sony tetap optimis bahwa perangkat gamingnya ini akan mampu terjual lebih banyak di masa depan.
Sony sendiri berharap dapat menjual kurang lebih 16 juta unit handheld di tahun fiskal 2012 ini, angka gabungan dari PS Vita dan PSP. Dari angka tersebut, Sony menargetkan angka penjualan hingga 10 juta unit untuk handheld teranyarnya – PS Vita. Sebuah angka yang hampir mustahil mengingat kondisi PS Vita saat ini yang harus diakui, tidak terlalu “sehat”. Namun sang president dari SCE – Andrew House meyakinkan bahwa akan ada banyak game-game besar di musim liburan tahun ini untuk memastikan hal tersebut terjadi. Walaupun demikian House juga mengakui bahwa PS Vita tidak akan menjadi sumber pendapatan Sony untuk tahun ini. Mereka lebih berharap pada Playstation 3 yang memang sedang berada dalam masa keemasan.
Sony menargetkan 10 juta unit PS Vita untuk tahun 2012. Realistiskah?
Untuk kesekian kalinya, melalui House, Sony menegaskan bahwa mereka belum berencana untuk merilis dan memperkenalkan konsol generasi selanjutnya dalam waktu dekat. Seperti kebijakan di awal, mereka yakin bahwa Playstation 3 masih memiliki rentang kehidupan yang cukup panjang. Buktinya? Kemunculan game-game berkualitas seperti The Last of Us, Wonder Book, dan Beyond. Oleh karena itu, House yakin bahwa masa depan Playstation 3 akan tetap kuat. Bagaimana menurut Anda sendiri? Realistis kah target Sony untuk menjual 10 juta PS Vita di tahun ini?

Street Fighter X Tekken Menuju ke iOS!




Popularitas perangkat iOS sebagai salah satu pemutar konten multimedia terbaik di pasaran memang tidak perlu diragukan lagi. Setelah sempat diragukan mampu tampil sebagai kekuatan mainstream di dunia gaming, kehadiran game-game berkelas seperti Angry Birds dan Infinity Blade seolah menjadi pembuktian yang tidak dapat disanggah. Hasilnya? Semakin banyak developer dan publisher yang tidak segan untuk merilis seri khusus dari sebuah franchise raksasa untuk perangkat-perangkat iOS ini. Salah satunya adalah Capcom. Alih-alih merilis game klasik mereka, Capcom memutuskan untuk menghadirkan salah satu seri game fighting terbaru – Street Fighter X Tekken untuk iOS.
Capcom sendiri sudah mendemokan versi “port” ini pada ajang E3 2012 kemarin. Seperti kebiasaan game-game fighting yang hadir di iOS, Street Fighter X Tekken ini juga akan mengalami perombakan sistem kontrol yang jauh lebih sederhana. Dengan penempatan tombol virtual di sisi kanan bawah layar perangkat iOS Anda, Anda akan disuguhi “shortcut” untuk melakukan pukulan, tendangan, special attack, dan tag. Format pertarungannya sendiri masih serupa dengan mengusung format tag-team, hanya kali ini tampil dalam format 2 dimensi, tidak seperti 2,5 dimensi milik konsol. Untuk sementara ini, Capcom baru memastikan kehadiran 9 karakter termasuk Ryu dan Kazuya di dalamnya.



Street Fighter X Tekken ini akan tersedia untuk perangkat iOS dengan spesifikasi di atas iPhone 4 / iPod Touch 4 yang sudah mengusung iOS 5 di dalamnya. Sayangnya belum ada kepastian kapan Capcom akan meluncurkan game ini ke Apple Application Store dan harga yang akan diusung untuknya. Namun bagi Anda penggemar Street Fighter X Tekken versi konsol, versi iOS ini dapat dipastikan akan hadir dengan kelemahan klasik – kontrol layar sentuh yang tidak nyaman. Tetap tertarik? You’ve been warned..

Review Ghost Recon – Future Soldier: Semi-Arcade, Semi-Tactical




Nama besar Ghost Recon sebagai salah satu franchise game shooter militer memang tidak perlu diragukan lagi. Namun berbeda dengan sebagian besar game serupa yang lebih mengusung tema arcade, Ghost Recon selalu identik dengan gameplay yang lebih realistis dan taktis. Anda hampir tidak mungkin dapat menyelesaikan misi dengan hanya mengandalkan keberanian, nekat, dan tembakan peluru yang membabi buta. Franchise game yang satu ini selalu menuntut Anda untuk berpikir strategis, menetapkan rencana, membunuh secara efektif, dan menghindari konfrontasi sebisa mungkin. Inilah yang menjadi identitas dari sebuah Ghost Recon.
Menghidupkan kembali sebuah franchise yang sudah lama vakum memang bukan pekerjaan yang mudah. Oleh karena itu, tidak berlebihan rasanya jika Ubisoft berusaha menghadirkan kejutan dengan menciptakan sebuah konsep baru untuk Ghost Recon. Lewat Future Soldier, Ghost Recon menampilkan banyak hal yang tidak pernah dihadirkan di seri-seri sebelumnya. Gebrakan pertama tentu saja datang gameplay nya yang kini berubah menjadi third person shooter yang lebih berfokus pada penggunaan teknologi secara efektif dan efisien. Namun di sisi lain, ia tetap datang dengan berbagai elemen khas Ghost Recon yang seolah tidak tergantikan. Kesan Pertama yang dihadirkan untuk game yang satu ini sendiri dapat Anda baca melalui preview kami sebelumnya.
Lantas bagaimana dengan performa game ini secara keseluruhan? Mampukah ia menghadirkan sensasi Ghost Recon yang sama walaupun datang sebuah konsep yang baru?

Plot

Anda akan berperan sebagai Kozak - bagian dari tim Hunter berssama dengan "Ghost Leader", "30K", dan "Pepper"
Cerita konflik ini sendiri dimulai ketika Anda memerankan salah satu anggota tim Predator yang akhirnya harus tewas selama bertugas di Nikaragua karena ledakan bom yang masif. Amerika Serikat tentu saja tidak tinggal diam menerima serangan seperti ini. Mereka langsung membentuk sebuah tim reaktif dengan “Hunter” yang beranggotakan anggota-anggota khusus dengan nama sandi “Ghost Leader”, “Pepper”, “30K”, dan karakter yang Anda gunakan – “Kozak”. Tujuan utamanya? Mencari pihak yang bertanggung jawab atas peledakan bom ini serta memutus jalur distribusi senjata ilegal yang berkembang di belakangnya. Hunter sendiri memang didesain sebuah unit khusus yang tidak hanya dilatih secara militer, tetapi juga dibekali dengan berbagai perlengkapan militer tercanggih Amerika Serikat. Proses investigasi ini ternyata membawa Hunter ke dalam konspirasi yang jauh lebih dalam.
Investigasi yang dilakukan oleh tim Hunter membawa mereka menyusuri jaringan perdagangan senjata di seluruh dunia, dari daerah konflik Zambia di Afrika, Nigeria, Pakistan, Norwegia, hingga menuju ke satu titik: sebuah kelompok ekstrimis yang menamakan dirinya sebagai Raven’s Rock yang berbasis di Rusia. Namun Raven’s Rock bukanlah sekedar sebuah kelompok teroris biasa yang hanya sekedar mengangkat senjata dan berperang demi idealisme yang “absurd”. Organisasi ini sudah menyusup ke dalam strutktur birokrasi pemerintahan Russia dan memiliki akses ke berbagai informasi dan teknologi resmi militer Rusia. Tim Hunter menemui tantangan yang super-berat.
Setelah kejadian yang menimpa tim Predator di Nikaragua, Hunter ditugaskan untuk memburu pihak yang bertanggung jawab atas serangan tersebut. Investigasi ini membawa Hunter ke dalam konspirasi yang jauh lebih besar.

Raven's Rock bukan sekedar militan "serabutan". Mereka juga dipersenjatai dengan senjata-senjata berat dan canggih
Dengan kekuatan yang semakin besar dan logistik yang lengkap, Raven’s Rock akhirnya meluncurkan kudeta melawan Russia dan menjatuhkan pemerintahan resmi mereka. Tidak ayal lagi, misi Hunter kini jauh lebih kompleks dibandingkan misi awal mereka. Ini bukan lagi sekedar mencari sebuah kelompok bersenjata tanpa nama, namun sebuah misi untuk menjatuhkan sebuah negara yang direbut dengan kekuatan militer yang tidak resmi. Mampukah Hunter mampu menjatuhkan Raven’s Rock? Mampukah Russia diselamatkan dari kudeta militer kali ini? Anda harus memainkan game ini  untuk menemukan jawabannya.

Mad Riders Review

The Good

  • Pleasing aesthetic  
  • A real sense of speed.

The Bad

  • Dull, unoriginal racing  
  • Narrow course design restricts freedom  
  • Getting stuck behind scenery mid-race.
Sometime between populating getaway resorts with the walking dead in Dead Island and evoking the perils of the Wild West with the Call of Juarez series, Polish developer Techland also released the flawed Nail'd, an off-road arcade racer with a manic sense of speed and expansive big-air drops. Beyond some minor additions to its already tried-and-true formula, the downloadable Mad Riders is essentially a remake of its older brother and suffers from a lot of the same problems as a result.

  As off-road arcade racers go, Mad Riders deals with mostly familiar standards. Your chosen all-terrain vehicle features a boost meter, which can be fuelled up by performing midair tricks and quickly sliding around corners. Driving through some lines of colour-coded tokens gated along specific parts of a track also provides you with small supplements of boost, while driving through others grants you the option to open up previously hidden shortcuts. You can also gain boost by performing stunts three times in a single jump and maintaining your boost unabated for just a few seconds. This system also works the other way around by providing an occasional boost to the poor soul stuck lagging behind in last place.
Doing all of these things--as well as winning races and making good time in checkpoint-based trials--contributes XP to your overall level. This grants you access to more ATVs with their own relative attributes and new tournaments and modes. However, the statistical differences between each ATV are far too negligible to take seriously, as the game's frenzied pacing never necessitates any sort of performance-based consideration. This dampens the weight of the progression when levelling up and unlocking better ATVs, since you never really feel a strong need to upgrade. Plus, because you don't get a good look at your ride during races, spending time customising its colours and appearance is a rather moot undertaking.
The laws of physics do not have jurisdiction over Mad Riders. Just like in its predecessor, Nail'd, the sheer speed and velocity of the racing is strangely unhinged, but that feeling doesn't get put to good use. The tightly spaced nature of each course tends to funnel you forward with little room for tactical freedom beyond the aforementioned shortcuts, making the courses feel unnecessarily restrictive. Equal time is spent between bouncing off the sides of the course and actually racing on it--you often feel as if the game's gravity is forcibly dragging you down from the air after a jump merely to keep you on track. You can partially contain this last effect by "air steering," that is, pulling down on the thumbstick to extend the distance of a jump and pulling up to shorten it. This can be handy, although it's a tactic that rarely proves vital unless you're looking to top a time trial score or gain some extra air in a stunt event.

Success in Mad Riders often relies on beelining through a race from beginning to end with little improvisation. Some may enjoy this throwback to the physics-ignorant racers of old, but the game's fast-paced focus becomes diminished by a lack of real danger--which cheapens the thrills of rocketing through a course at unreasonable speeds and ultimately conspires to make the game a sort of dull roller-coaster ride. The most common frustration you run into is getting stuck behind a tree or rock after veering ever so slightly off a track's narrow pathway, which stops your momentum dead.
The game's bright colours, cheesy voice-overs, and positive reinforcement bring to mind a late-'90s arcade racer vibe. The commentator's repetition of the phrase "Sidewinder!" when you're drifting around corners will surely drive you insane, but thankfully there is an option to shut him up. An understated cel-shaded aesthetic also lends itself well to the game's sharp-looking rocky mountains and lush forest environments. It's a fairly appealing look that adds some much-needed personality.
The online multiplayer modes are the same as those found in the single-player component, allowing up to 12 players to take part. A sense of speed is well maintained throughout, and playing with others helps to liven up the otherwise dull racing. There are some issues, however, such as having to quit out and start a new lobby to change your chosen queue of modes, which is pretty frustrating.

  Between its pleasant visuals and nostalgia for the Sega-styled arcade racer scene, Mad Riders could have been more enjoyable than it is. Instead, it's just plain boring. More than anything, it simply feels like a game you've played a hundred times before. This lack of personality makes Mad Riders difficult to recommend when there are better, more accomplished racers out there.

Resident Evil: Operation Raccoon City Review


The Good

  • You see key Resident Evil events from a new perspective  
  • Competitive play offers brief thrills.

The Bad

  • PC-specific interface and technical flaws  
  • Fundamentally problematic cover system  
  • Scarcity of ammo at odds with bullet-sponge enemies  
  • Stupid AI  
  • Sloppy details constantly get in the way of the fun.
PC owners deserve better. Resident Evil: Raccoon City was hardly a quality game on consoles, but you'd hope that developer Slant Six Games might have given the PC platform at least a little respect. Alas, all the signs of a sloppy port are apparent from the moment you boot up the game. Ridiculous menus that only half-support the mouse and quick-time events that indicate to wiggle the C key like it's an analog stick are just a couple of these indicators. Capcom, the game's publisher, earned a reputation for careless PC ports years ago with games like Onimusha 3 and Resident Evil 4. It now carries on that dubious tradition with Raccoon City--only this time, the game it's debasing is one that was never worth your time in the first place.


These problems are a shame, considering the possibilities. The game puts an intriguing spin on events you might have already witnessed in previous Resident Evil games. You're a member of Umbrella Security Services' special Wolfpack team in the infamous Raccoon City, where the T-virus has turned the population into voracious zombies, and mutant dogs lurk in shadows, ready to ravage the defenseless. From this new perspective, you face a glowering Nicholai Zinoviev and watch Ada Wong wilt in Leon Kennedy's arms. You infiltrate storied locations like the Raccoon City police department, and fight off zombies in front of the Kendo Gun Shop. Some of these regions are legitimately atmospheric: city streets are awash in a neon red glow, and ominous-looking equipment hints at the atrocities that occurred within Umbrella's underground laboratory.
You might miss some of the more subtle touches, however, given how dark Raccoon City is. This is a Resident Evil game, so you expect to push through pervasive gloom. But environments are poorly lit, everything cloaked in a dim cloud that obscures your vision without ramping up tension. (Compare this visual design to the infinitely superior Left 4 Dead 2, which provided proper visual contrast and still elicited your innate survival instincts.) The problems don't end here, though: Resident Evil: Operation Raccoon City drowns in its own faults, many of them so basic it's a wonder they appeared in a final product.
These faults infest the gameplay from the very beginning, and remain to the very end. Consider a battle versus the infected William Birkin, which takes place in the very first mission. At first, you can't turn and run; all you can do is slowly back away and shoot. If you brought a shotgun to this unexpected battle, sorry: you really should have brought an assault rifle if you wanted to be effective here, assuming you have enough ammo in the first place. Eventually, you're allowed to flee, but the game doesn't tell you that, and so you back into the streams of flame bursting from the corridor's walls. Want to run past the beast? There's an invisible barrier on either side. You'd suppose that AI-controlled teammates might help, but they're not even in view, apparently filing their nails in the corner while you get caught in an inescapable series of knockdown attacks.

That entire scene is absurdly bad, as if the game is actively working to make you hate it. But the problems aren't just specific to individual encounters; some invade the entire game. One such problem is the cover system, a core component of third-person shooters like Raccoon City. Here, you don't need to press a key to take refuge behind a wall or curb. Instead, you lumber up to it and automatically stick--a fine idea in a world where games are able to read your mind. Raccoon City, sadly, does not exist in such a world, and so you slip into cover when you rub against a shelf, or fail to stick to a wall that, for some unknown reason, won't let you take cover at all. You may seek to pop out and take potshots, but instead slide around the corner, as if volunteering to become a targeting practice dummy.
The shooting model is functional, at least, each weapon handling more or less as you expect it to. There's little joy to the shooting, however, because the weapons don't feel particularly powerful. Normal zombies twitch and lurch based on the impact of your bullets, but enemy forces and larger monsters like hunters don't always react to your shots, so you don't get that sense of power you expect from a shooter. It doesn't help that enemies are bullet sponges. It takes seemingly forever for certain foes to die, so you and your teammates pump out clip after clip, hoping that it's enough to take down that nasty T-103. Well, you might expect a tyrant to take such a beating, but when it's a bunch of lickers absorbing all this damage, the action stops being fun and becomes a slog. How perplexing, then, that the game would be so stingy with ammunition, considering how much you have to waste on these foes. You find yourself without ammo frequently, and scavenging environments for bullets so you can shoot your guns is far less entertaining than actually shooting them.

There's a reason that co-op shooters like Syndicate and Left 4 Dead have comprehensible rules regarding the placement of ammo stashes; the resulting ebb and flow allows you to focus on the shooting and gives teams a moment to refresh and regroup. Raccoon City has no such rules in place; you are never sure whether there is ammo nearby, or where it might be found. Of course, we should want our games to rethink traditional mechanics in interesting ways, but developer Slant Six's deviations come at the cost of fun. One such example: you can't tumble out of the way of a charging hunter, but you can sprint forward and belly flop--always a treat when you wanted to run toward a health-giving herb, but then leap on top of it rather than consume it. Another example: for some reason, you have to shoot the locks off of special weapon containers before you can collect the gun within. Perhaps this was meant to deliver some tension, but it just feels like a waste of time and ammo.

Men in Black: Alien Crisis Review


The Bad

  • Dull shooting  
  • Poor attempts at variety  
  • Dusty, dated visuals  
  • Short and overpriced  
  • No way to invert aiming.
The bad old days of movie tie-in games are back. MIB: Alien Crisis is an on-rails third-person shooter that is boring to play and ugly to look at. The musty dialogue fails to reproduce any of the charm of the movie franchise, and you can see everything the game has to offer in the span of an afternoon. This creaky relic of the past retails for full price in the present, making it one of the most shamelessly exploitative games in recent memory.

There's nothing aliens hate so much as being encapsulated in bubbles.
You play as a disgraced archaeologist turned art thief turned man in black, Agent P, who joins the agency after stealing an alien artifact for the villain, the improbably named Emilio Chauncy. Agent P's sardonic attitude is clearly modeled after Agent J (played by Will Smith in the movies), but his attempts at witty irreverence fall flat. The by-the-book female agent you pair up with is a bland foil for jokes about authority and increasingly flirtatious banter, but the hackneyed writing utterly fails to capture the humorous juxtaposition of nonchalance in the face of the bizarre that serves the movies so well.
With the hope of humor dashed, you are left to rely on spectacle and gameplay. Alas, Alien Crisis is an unattractive game that would have looked dated years ago. Homely character models waggle their mouth holes during cutscenes, and the barren backgrounds offer precious little distraction. Action sequences are a visual mess of bright, blurry projectiles and explosions, and your clumsy-looking alien enemies are covered in a milky sheen.
There's nary an echo of the slick visual style of the movies, and so you are left with the gameplay. As in most light-gun shooters, you progress automatically to the next point in the level when you defeat all the enemies at your current point. At any given location you can jog between two or three cover positions or just hang out in the open and fire away. Moving is a good way to avoid grenades and get a better angle on some enemies, but you can usually clear most foes from a stationary position.

Using the analog stick, the PlayStation Move, or the Top Shot Elite, you slide your reticle around the screen to target your weak alien enemies. Baffingly, there is no way to invert your aim, so if you only have a controller and like your down to be up, you're out of luck. Your small arsenal consists of a few unremarkable guns (the iconic noisy cricket being an explosive exception), as well as a few attachments that add a bit of variety. You can freeze an enemy and shatter him, use an antigravity grenade to lift a group of foes into the air, or slow down time temporarily. The most versatile attachment lets you encase enemies or innocent bystanders in a bubble that you can then shoot it to make it bounce around the area and kill foes.
Yet even with mildly interesting attachments, it's all very boring. Enemies move at an unhurried pace through open spaces, making it easy to spot and eliminate them. You face only about a half dozen different foes, who perform the same few actions (take cover, shoot, reposition), so repetition quickly sets in. By using attachments or spamming your scoped weapon, you can increase your score multiplier and drive your score even higher, but seeing bigger numbers pop out of downed enemies doesn't make the dull action more lively.
When you aren't shooting away willy-nilly, there are short stealth sections in which you must shoot security cameras and trap baddies in bubbles. Wait for the cone of vision to pass, shoot the camera, bubble the alien, move on. Inconsistent detection means you might get caught doing the thing you got away with moments before, but frequent checkpoints keep these setbacks from being more than mildly irritating. Car chases through (or rather, above) the streets of New York City provide some faster-paced action that, while inoffensive, is far from exciting.

Other attempts at gameplay variety are more irksome because they drag on much longer. Investigation sequences have you walking around a small area at a snail's pace, hovering your scanner reticle over anything that glows. This could have been a good place to bring in some humor or fantastical alien mythology, but save one or two interesting descriptions, the writing and dialogue here are as lifeless as elsewhere. Ditto for the conversation sections. The occasional choices you must make are neither interesting nor impactful, leaving you to wait through lengthy dialogue, desperate for a humorous morsel that never comes.
Despite this padding, you can complete the story mode in about three hours. There are timed challenges with target scores to shoot for, and you can run these split-screen with a friend or take turns competing with up to four players locally. But this is the same bland shooting action from the story mode, and the prospect of competition does little to enhance it.
All of this boredom and blandness is exacerbated by the fact that MIB: Alien Crisis frequently subjects you to loading times in excess of 30 seconds, leaving you to wonder what exactly it's working so hard on. But perhaps the most egregious offense is that the game is currently retailing for full price. Even with the included voucher for money toward a movie ticket that may or may not be redeemable in your area, this is a shockingly high price. Fortunately, it makes your decision easy: Don't buy this game.

Game of Thrones Review


The Good
  • Strong story with interesting twists  
  • Both the heroes and the villains are nicely fleshed out  
  • Moral choices give flexibility in how you progress  
  • Clever side missions.

The Bad

  • Middling visual design  
  • Easy-to-exploit combat.
The appeal of a novel is readily apparent. Fascinating characters and intricate plots suck you into elaborate worlds, and you furiously flip pages to find out what happens next. But video games are more complex than that. Stories are just one aspect of the total package, and the balance of the various elements determines how effective the adventure is at getting you invested. In Game of Thrones, the story deftly carries the mantle of the book (or the show, for that matter) it's based on, and the addition of moral choices gives impressive flexibility in how events play out. However, the other aspects struggle to keep up their end of the bargain. Confined exploration and entertaining bouts of shallow combat are adequate enough, but are hardly a draw on their own. Thankfully, Game of Thrones pushes its story to the forefront, creating a flawed though memorable addition to the Song of Ice and Fire universe.

Mors was never warned about the dangers of running with a sword.
Game of Thrones doesn't retell the story of the novel. Rather, the game's story travels a parallel path to the cataclysmic events that rocked a kingdom. You view Westeros through the eyes of two separate characters created just for this adventure, Alester Sarwyck and Mors Westford. Alester returns to his home of Riverspring after spending the last 15 years in self-imposed exile. Merely walking through the gate should, by rights, make him the ruler given that his lord father recently passed, but his conniving bastard brother, Valaar, stands between him and his rightful seat of power. Internal conflicts flare up in Alester as he tries to wrestle power away from Valaar without succumbing to the dirty influences whispering in his ears.
Way up in the north, Mors calls the Wall home and the Night's Watch his family. Trapped in his own exile after he disobeyed orders during the war that placed Robert Baratheon on the Iron Throne, Mors mercilessly slays wildlings and deserters to stay true to the sacred oath he swore. When a letter arrives from the Hand of the King commanding him to protect a mysterious woman, he travels to southern lands to keep her safe.

Both Mors and Alester are strong figures that have a clear idea of the difference between right and wrong. Alester puts his family and townsfolk above all else. He would rather be humiliated at the feet of Queen Cersei than suffer the wrath of her displeasure. The greater good is a burning flame in the back of his mind, always reminding him that things are better for everyone if he doesn't let his pride get in the way. Mors couldn't be more different. He acts with his rigid view of morality in mind at all times. To kneel at the feet of evil is to align yourself with wickedness, so he takes the punishment for his choices without wavering in the slightest.
Dialogue choices determine how others react to your characters. If you approach a prostitute in Mole's Town with insults on your lips and violence in your heart, she may run away instead of offering you the valuable information you require. But if you appear to be a pushover, a clever villager might talk himself out of punishment for a murder he committed. There's no morality judge to keep you in line. You respond in conversations with whatever you most want to say and bear the consequences of your actions. Regardless of what card you play, the world changes slightly as you get deeper into the story. Alliances are frequently forged and destroyed, so choose carefully. There are five different endings based on what you do in the last chapter, but the bigger changes occur throughout the adventure as characters are either present or absent based on how you treated them earlier.

For the most part, Game of Thrones stays true to the world George R. R. Martin created. A web of intrigue stretches from the crown in the Red Keep all the way north to the Wall. Black Brothers fight wildlings, Gold Cloaks keep peace based on the Lannisters' whims, and everyone mutters quietly of the Others who reside where snow flourishes. Occasional missteps feel out of place for those intimately familiar with the source material, but aren't egregious enough to take you out of the experience. For instance, as in most role-playing games, you have a healthy assortment of armor to clothe your characters in. However, draping a Lannister cloak over Alester's shoulders is just strange, and there's no reason Strong Belwas' gauntlets should be in a Westeros dungeon. Plus, why are street vendors selling wild fire? But such discrepancies are nitpicky considering how true to the books most of this game is.
The only time the story stumbles is in the dialogue. Certain characters are dangerously close to being gruff caricatures rather than fully realized people, existing only as easy straw men to tear down. And though the main cast is well acted, supporting characters are woefully inconsistent. Thankfully, the dialogue is good most of the time. And the villains are just as fleshed out as the heroes. Valaar is particularly well crafted. A bastard who was spat on for most of his life, Valaar has a thirst for power that's so overwhelming that he performs any act, no matter how insidious, to curry favor with the queen. Violence bubbles under the surface of every conversation with him, making you yearn for the moment when you can thrust your sword through his throat.