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Secondary evidence on Action/Adventure Game Games where you can free roam around the map are popular due to the reason that you can do your own thing with in the game world which makes it interesting. GTA 5 for example is a huge action/adventure/RPG game meaning you can play single player missions like any other game + you can free roam around the map and find or do things to suit your needs, say if you want to go and practice flying a plane on GTA 5 then within the game it will allow you to go and get a plane and let you fly it all over the map. So the point is that the audience likes RPG games because of the fact that it lets you do what you want within the game, you haven’t got rules or limits and the game doesn't tell you what to do. For over 30 years, adventure games have been the most story-driven computer game genre. Since its inception in 1977 with ADVENT , many have found adventure games to have a true immersive quality that can be compared to reading a book or watching a movie. If you are interested in playing games that can be thoughtful, engaging and intelligent, and provide some mental challenge while they’re at it.

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Secondary evidence on Action/Adventure Game

Games where you can free roam around the map are popular due to the reason that you can do your own thing with in the

game world which makes it interesting. GTA 5 for example is a huge action/adventure/RPG game meaning you can play single

player missions like any other game + you can free roam around the map and find or do things to suit your needs, say if you want to go and practice flying a plane on GTA 5 then within the game it will allow you to go and get a plane and let you fly it all over the map. So the point is that the audience likes RPG games because of the fact that it lets you do what you want

within the game, you haven’t got rules or limits and the game doesn't tell you what to do.

For over 30 years, adventure games have been the most story-driven computer game genre. Since its inception in 1977

with ADVENT, many have found adventure games to have a true immersive quality that can be compared to reading a book

or watching a movie. If you are interested in playing games that can be thoughtful, engaging and intelligent, and provide

some mental challenge while they’re at it.

DESTINY

Adventure games are not based on what the dictionary defines as adventure. Some are, but many forsake danger and

excitement for more relaxed, thoughtful endeavours. They are also not: role-playing games that involve extensive combat,

team-building and points management; action/adventures such as Uncharted and Prince of Persia where puzzle-solving is

clearly a secondary focus; side-scrolling platform games such as Mario or LittleBigPlanet; pure puzzle games

like Bejeweledor Tetris.

Genre definitionAdventure games focus on puzzle solving within a narrative framework, generally with few or no action elements. Other

popular names for this genre are graphic adventure or point-and-click adventure but these represent only part of a much

broader, diverse range of games.

Grand Theft Auto V offers one of the best sandbox experiences ever, filled to the brink with stuff to do. The vistas are

magnificent and amazing stuff just seems to happen wherever you go. But at the same time the story is tired and the

characters unoriginal. Your appreciation of Grand Theft Auto V will depend of what you want out of the series. The freedom

and joy of discovery is hard to beat but the rest still has some ways left to go.

GTA V continues the game series' tradition of raising the bar for open world action games.

Tons of gameplay hours, plenty of missions and activities with an awesome collection of vehicles of various modes of

transportation and a large array of firearms put the grandeur once again into Grand Theft Auto.

This game deserves a better user score. I hope nobody takes it serious, because there are a lot of butthurt fakevotes.

Well to the game. This is the GTA you've always been waiting

for! Yes it's true. You loved San Andreas because of gameplay? You loved Vice City because of music and atmosphere? GTA 3's

innovation? GTA IV's story? Well I'll explain.

The journey of the three protagonists and their pursuit of the dollar in the beautiful, sun-drenched state of San Andreas is a

breath taking experience. Quite simply put, this is the best video game I have played for the current generation of

consoles.

The journey of the three protagonists and their pursuit of the dollar in the beautiful, sun-drenched state of San Andreas is a

breath taking experience. Quite simply put, this is the best video game I have played for the current generation of

consoles.

The last of us

The Last of Us, a surpassingly confident and handsome survival thriller from the cinematic populists at Naughty

Dog, serves the post-apocalypse straight. Set 20 years after a fungal disease brings American society down and turns the infected into mindless monsters, its gorgeously ruined

world, zombie body horror and cynical portrayal of survivors turning on each other are all very familiar themes right now. They don't come from the collective subconscious of a world

in crisis so much as from a dozen tastefully chosen inspirations, among them The Walking Dead, Half-Life 2, 28

Days Later and The Road.

There's another layer of modern mythology at work though, and it's a quintessentially American one. The story follows

Joel, a taciturn and bitter Texan smuggler, and Ellie, a precocious teenager, as they travel from Boston, through

lawless Pittsburgh and all the way west to the Rockies, covering the best part of a year as it does so. The seasons change and the pair have to fight off bandits and scrape

together what they can from their surroundings to survive, often travelling on foot, sometimes on horseback. It's the

classic journey into the west, the pioneer's tale - but turned on its head, because this anti-Western isn't about the birth

of a nation. It's about the death of one.

This melancholy twist is just one of several things that lifts The Last of Us far above its clichéd basis. The others are the outstanding engineering and art and sound design, the fine direction and performances, the touching relationship of the

two leads and the tough, tense action gameplay.

The Last of Us is a major technical accomplishment and heralds a great Indian summer for PS3. Animation is incredible and lighting is profoundly

atmospheric.

The game starts slow, but it means business. After an unexpected and arresting bit of pre-credits scene-setting, we join Joel in Boston's Quarantine Zone. He's reluctantly

saddled with Ellie after his partner leads him into a deal with the Fireflies, a resistance movement combating the

oppressive martial law. Knowing only that he needs to get Ellie to a Firefly nerve centre somewhere across the

continent, Joel heads off to find his estranged brother, a former Firefly. Along the way, they battle the infected and

cross paths with a few friendly (and not so friendly) survivors as well as encountering the ruthless and sadistic Hunters, a faction that preys on the weak for their supplies.

As beautifully mounted as it is - a jaw-dropping scene of epic decay around every corner, the sight lines arranged and lit with a care that would make Valve weep - The Last of Us takes some time to get under your skin. For the first few

hours, the characters evade you to the point of seeming bland: Joel is terse and muted while Ellie, child of the

apocalypse, is too blithe to convince. You've also fought stumbling and screeching zombies like the infected in too

many games before, not to mention crouching behind cover and shooting at jackboots in riot gear.

It's the gameplay that clicks first, which will come as a pleasant surprise to those left cold by the shallow, breezy spectacle of Naughty Dog's rollicking Uncharted games -

especially the borderline incoherent smoke-and-mirrors of Uncharted 3. The Last of Us is made by a different team and is a very different beast. It's purposeful and mean, with lean

meat on its bones.

GTA 5

Grand Theft Auto 5 is a welcome overreaction. Rockstar has rammed Los Santos and the surrounding desert and

mountain areas with more things to do than I could describe in half a dozen reviews. I'm not sure it feels like the biggest

open world in the series' history, but I think that's just because it's so easy to travel across quickly, and it's

certainly the most densely packed with hedonistic thrills, stuff to buy and steal, random events and weirdoes who want something. Then there's the promise of GTA Online,

the evolving, persistent multiplayer component due to land for free at the start of October.

Packing in all those activities - from trash-diving to skydiving - hasn't impeded Rockstar's world-building either. Los

Santos takes the basic geography of Los Angeles and files it down into something tight and entertaining to navigate,

where every street has its own story etched in phony colonnades or chain-link fences and landmarks are lifted

from real life (Grauman's Chinese, Chateau Marmont) or the silver screen (the house on stilts in Lethal Weapon 2 springs

to mind), then woven together with practised ease.

Perhaps these are obvious targets and perhaps GTA has little to add to the discussion, but the way the writers and designers crystallise what's absurd about them is still rare

and welcome in a mainstream video game, and it feeds into what I love most about GTA: cruising around, glorying in the

details and watching and listening as the game holds mirrors up to things we see every day - and then breaks

them over someone's head. There's an intoxicating richness to that experience when you first arrive in Los Santos that

I've missed in the five long years since GTA 4, and the game bites just as sharply after 30 hours.

The main thoroughfare through the game, though, is Rockstar's latest narrative hike up the criminal mountain, except this time it's delivered with a twist: GTA 5 has not one but three main characters, each with his own history

and goals. Michael's a retired bank robber, bored out of his mind in a Vinewood mansion where his wife flirts with the tennis coach and the kids play video games and hang out with sleazebags. Franklin's more sympathetic - a young black man with a gangster-wannabe best friend and an

appetite to learn. Trevor, who we meet later, is a certifiable bad guy who kills people for no reason and is tougher to

like.

Things start off interesting as Rockstar plays it fairly straight, dragging Michael out of retirement with wit and a

few good set-pieces as Franklin falls into step alongside him, before they plan a heist together and Trevor comes onto the

scene. Apart from a few story-specific periods, you can switch between the three of them at any time by picking someone else on the character wheel. The camera zooms

out into the sky, pans to their location and zooms in to find them - you might catch Michael cycling through the hills or

Trevor waking up half-naked under a rock - in a process that only takes a few seconds. If they're in the same location

then the transition is instant.

GTA 4's famously bouncy suspension is gone, replaced with more refined physics. Cars have a habit of self-righting now, too, so you spend less time cursing while upside down.

We assumed they were just being coy, precious or wary - perhaps all three - but they also had half a point. For all the many inspirations Destiny takes from WOW and its breed of massively multiplayer games, it is not your traditional MMO.

The networking technology is different, the multiplayer dynamics are different, the scale and structure of the

content are different. It is a more intense, more compact style of game, but also a more fractured one. Although you'll

often see other players around you - even when you're soloing a story mission - it struggles to create the immersive world and sense of community that the best MMOs inspire.

Some have been quick to dismiss it as a kitchen-sink hybrid: a bunch of derivative, focus-tested features slapped

together without thought for how well they coalesce. That's understandable, but unfair. The deeper you penetrate into Destiny's systems, the more you'll appreciate how subtle,

finely crafted and distinct this hybrid is. The ingredients are (almost) all familiar, but the recipe is quite unusual.

And yet we come back to that elevator pitch, because while it might be crude, it's also useful. "What if World of Warcraft looked and played like Halo?" If you find that an attractive prospect - spoiler: I do - then step right up. If you haven't

played first-person shooters for years because you find their campaigns disposable and their competitive multiplayer

intimidating, Destiny presents a viable and engrossing third way. If, however, you have come to this game expecting to be taken on an epic science-fiction ride by the masters of space opera who made Halo - well, you're liable to leave disappointed before this frustratingly detached game has

condescended to reveal its true treasures.