FIFA 14 :New Imprssions

About a month after the first confusing presentation, a new hands-on session on the PS3 and Xbox 360 versions of FIFA 14 was, at first, surprising.

KILLZONE : SHADOW FALL

The new Killzone is one of a handful of titles widely promoted by Sony to show that the PlayStation 4 is in the belly [...]

BATTLEFIELD 4

We agree, the multiplayer of Battlefield (or Call of Duty actually) is the centerpiece for many of the game [...]

Monday, October 21, 2013

NINTENDO WII STOPS PRODUCTION




Nintendo warned, perhaps to prepare millions of players in emotional shock: Wii, released in 2006, is officially no longer produced in Japan. The manufacturer has stated on its official website, adding that the group's factories no longer came the ancient machine.


The countdown is now launched for the disappearance of the console on the shelves in Japan as elsewhere, although it is unclear if there are supplies in Europe and the United States. While Sony and Microsoft are preparing the launch of the PS4 and Xbox One, Nintendo has officially passed both feet in the new generation, with its Wii U.

Trailer Battlefield 4: Anthem Trailer


The time Battlefield 4 approach, and with it the likely dozens of hours in multiplayer that the followers of the swallow in its beta game modes to persuade others, here is a new intended to dazzle the eyes video.

It will be recalled that Electronic Arts officially opened very valves October 29, current consoles like PC, waiting for the next-gen version of the launch of the Xbox One (November 22) and the PS4 (29 November).


DBZ BATTLE OF Z



We take a first date for Dragon Ball Z Battle of Z, the new playable up to eight simultaneously with four members per team. The game is confirmed for January 23, 2014 on PS3, Xbox 360 and PS Vita.



Expected to present more information about the European release, although it would probably not wait too long to review land Goku, Vegeta and everyone else on our machines.


METAL GEAR RISING: A SPECIAL EDITION


Soon available for free download via the PlayStation Plus cleaner Metal Gear Rising: Revengeance will be a Special Edition in Japan on December 5.

As its title suggests, this special edition will include the game and all downloadable content proposed so far, whether the VR Missions, Jetstream and Blade Wolf playable or customize outfits for Raiden. An original theme for the interface of the PS3 will also be included. This Metal Gear Rising Revengeance Special Edition is announced and costs 2480 yen, only on PlayStation 3, since the game is not released on Xbox 360 in Japan. It is unclear at this time whether a similar initiative is planned here.

KILLZONE SHADOW FALL PASSE GOLD



There's one at least not miss the advent of next-gen. Killzone Shadow Fall, as emblematic of the launch of the PS4 is "gold", so ready to be duplicated for marketing.

This is Angie Smets, executive producer of the game, which confirmed the info on his Twitter account. The FPS Guerrilla will be available as scheduled on November 15 in the United States and November 29 at home to give them dose of FPS for all the fans of Sony brand.

Sunday, October 20, 2013

DRAGON BALL Z 2

Legend Title to all those who have experienced the explosion of Dragon Ball Z in the mid-90s, The Legend Saien will soon be back on his 3DS. It is indeed the ultimate game compilation intended for J-Legend Retsuden, a cartridge which meets several licensed titles released on the NES and Super Nintendo in Japan.

Probably reserved for import to a rights issue, this game 3DS includes among others two sets of Saint Seiya the Famicom, the first Dragon Ball NES released in France, or a game of Yu Yu Hakusho SFC at the time were still talking of Namcot. Japan planned release on November 7.


Sonic Lost World

We know Sonic is an old video game glory, yet with the exception of Sonic Generation that focused more on the nostalgic fiber, there have been few products worthy of blue hedgehog and his legendary speed. To fit all the sauces, and not always the tastiest, fans of the first hour ended up sulking their mascot, while newcomers have paid little interest to Sonic. Sonic Lost World could reconcile the two generations.



Dr. Robotnik is back and looking once will not hurt, to dominate the world. To do this, he is assisted by Strange Six monsters all crazier than each other. Again, it's Sonic to intervene and thwart his rival, in an adaptation that takes more or less against the foot of what we were entitled to expect a traditional Sonic.

More than just "Sonic Galaxy"

This is curiously as Super Mario Galaxy we back our favorite hedgehog. You move at the beginning of your adventure on spherical worlds that you're ripping open the assailant multitude of enemies that block the passage and avoiding the many obstacles in your way tomb. Borrowing from the most recent episodes of Sonic , you have auto-aim . When you jump a red target appears on your closest opponent , and you just press jump again to defeat the key automatically . This sighting system has already proved its worth and is even completely necessary at certain stages of the game because you will often find yourself facing huge precipices and the only way to cross is to jump from one enemy another to access the opposite edge of the abyss . At the same time , Sonic can run on walls, adding an additional asset to the ubiquitous speed of this episode . By opting for this broad influence Mario Galaxy and Sonic Lost World by providing a nervous gameplay ( Sonic must for any self-respecting element) , Sega perfectly bridges the gap between tradition and modernity. The veterans will appreciate the difficulty of crossing certain , while newcomers will excite the sense of urgency that emerges of the title. In addition, the blue hedgehog is seen with a new form of attack , which is a powerful kick firmly told the face of your opponents will allow you, instead of single, double jump, to overcome enemies toughest . This new movement perfectly complements the core competencies of Sonic , and may even become necessary against certain opponents.

A new approach to service saga

Sonic Lost World also dusted mechanical who are aging in the construction and the sequence of levels. You will not only confronted with spherical levels, you also browse levels 2.5D look great , pleasantly reminiscent of the older episodes. Identified a tough challenge and sometimes even small puzzles ( although not devious ) , the sequences of worlds give thanks to their diversity of approach, a real dynamic Sonic Lost World , which allows the player to be kept in suspense continuously . Divided into seven worlds punctuated boss, each world with 4 levels , Sonic Lost World vary pleasures and environments (some of which will be very familiar ) , offering a true relief in the game approaches Internships 2.5 D in 3D phases slides on a rail or free falls, this new version of Sonic is appealing in many ways , to graphically . The world is rich and colorful , pleasant animation and art direction of the title will seduce many. If the cut-scenes ( dubbed in French ) are dispensable frankly , the rest of the world is immersive enough that we quickly take the game

Scattered here and there , many " Wisps " (already seen in Sonic Colors ) exist to temporarily boost the skills of Sonic and you turn into a powerful rocket to go to a distant planet , a kind of high-powered drill that allows you to evolve under ... Far from being inevitable , these bonuses are still some significant , making many possibilities, different situations and the ubiquitous fun . The achievement gives these as other boundless energy , and , despite a sometimes poorly calibrated camera , which makes certain actions or phases platform a little confusing , the player is caught by this colorful and appreciates abrupt changes of angles contributing to the nervousness of gameplay. Sometimes quite difficult , Sonic Lost World does not mean forgetting the players less patient or less persistent in offering if your dead succeed , a small item in the form of angel wings, which teleports you automatically to the latest part level . Still, this item is not recommended , in that it will prevent you from releasing enough animals to unlock access to new areas. This system introduces an extension to the fairly good life as if you go for a straight line , and most important if you choose to explore everything. Indeed, no Sonic is set by default to move closer than a sprint jogging ( you must press a button to make a real run ) , you can , if your heart tells you, search every corner of the world to the environment , the architecture of some spherical levels suitable very well to this kind of exercise. Perhaps too , some parts being built so that you get lost a bit , so that you can find yourself stuck in your progression, lack of proper readability levels . Still, fans will enjoy looking fierce red rings , taken together , unlock content that we let you discover nature by yourself.

Among the defects , we could mention the untapped certain skills "old " presence of Sonic Spin Dash like that you will not practice much. The different game modes are in turn unattractive . Mode against the clock , as its name suggests, you will be prompted to browse a particular level as quickly as possible , while the multiplayer mode allows two players to race on the same screen , or a successful map cooperation . It is also noted that the Wii U version of Sonic Lost World differs significantly from the 3DS release: some bonus or items are exclusive to one or the other version , although you can send items such as an RC vehicle from your 3DS to your console. Not necessarily wise choice because ultimately very unhelpful , who helps out more than it really is . But do not spoil our fun Sonic Lost World , without a revolution the world of hedgehog, should satisfy those who expect a Sonic him back in great shape and that will accommodate the new direction series .

The Legend of Zelda : A Link Between Worlds

An impression of seeing an old friend not seen for over 20 years ... This is the first feeling of the player when entering this new adventure of Link that is a direct response to the monumental The Legend of Zelda: A Link to the Past, released Super Nintendo in 1992. After about two hours of play, 3DS propped in hand, the question seems not allowed: this gaming travel appears simply magnificent ..


                


The adventure begins with a dream of Link, pretty way to ensure a smooth transition between the two games. Recovered from his emotions, the boy left his room and joined the local blacksmith who gave him his first mission : bring the captain of the guards sword he has forgotten. Along the way , Link finds himself quickly involved in the rescue of a young girl trapped in a sanctuary. Therefore, our hero will not cease to travel within the realms of Hyrule and later Lorule (which are parallel ) to meet all more familiar , wacky or dangerous one than the other characters. A course starting with Princess Zelda and the villain of the piece , Yuga , which, thanks to its great power , wants to free Ganon . But many secondary characters are also important . As Irene , a very nice witch you can call by ringing a bell : it then transports you free on her broom to one of the save points on the map that you have used . Wonderfully convenient ! There is also the villagers Kakarico (aka Cocorico - the names were in English in the demo , but will of course be translated in the end) , as the gravedigger or fortuneteller . Not to mention several essential merchants to buy refills of life , weapons (such as the shield ) or bonuses (such as Fruit Scoot which teleports you directly to the entrance of the dungeon where you are) . And finally there was the purple rabbit Lavio , peddler , who lives at Link and he praises its objects ...

Revenue Lavio ( li )

Hammer , bow, boomerang, fire stick , grapple, stick wind bombs ... objects / weapons available from Lavio - in exchange for a handful of rubies - are needed to enter the dungeons and face the boss. Indeed, whenever new dungeons appear on the map , a symbol on a tower at the entrance to one of the corresponding objects in Lavio . At the beginning of the adventure, when you finish the first dungeon , two new ones appear . You are free to choose whatever you want . The south is available after learning to swim with a particular character , while the north opens when you are equipped with the hammer - for rent with Lavio - to push the tree trunks blocking the entrance. It is also advisable to keep this special item for exploration because it also serves to kill as some enemies and move more easily. As such, the second tower is organized vertically, you have to knock on blocks with a hammer to pop and bounce on trampolines , in order to achieve higher levels. Incidentally, the relief effect inherent in the 3DS is proving quite impressive as the player has almost the impression of experiencing the scenery and objects around him. Very cool. A big boss generally expected to the end of each dungeon , as here a big yellow caterpillar (it should hit its tail to inflict damage) . Note that in case of death of Link in a dungeon , Lavio automatically retrieves its objects. Link must return home for rent again. Anyway, at that time , the game offers Link two choices : either restart the game at the entrance of the dungeon , or from his home ...

A lick of paint

Undoubtedly , the most important object of Lavio turns out to be the bracelet allowing Link to turn into a painting . To do this, the player must approach any surface (wall, rock ... ) and simply press the A button Paint form 2D Link can then move , plated on the wall , only the left or right ( but never in ascending or descending order) . We must therefore observe the architecture design. For example, to climb the floors of the second tower , it may turn into paint and move to stick on a block of stone that regularly move up and down . At the top , you must quickly you take off the block by taking the normal form of Link ( just press A again ) . The ability to turn into a painting achieves remote platforms or inaccessible places. But it is also a way to get a bunch of ruby painted on the walls and especially into the wall cracks to get to the other side of a room. Some of these cracks, the particular aspect, offer to travel the world Lorule.Enfin alternative form of painting , Link also has the ability to momentarily escape from enemies or traps. For example, if a risk of crushing rock , it can turn into paint and paste it on the nearest wall to avoid the danger. Warning, your movement as paint is still dependent on a power gauge that empties in seconds As you move . Fortunately, she then refilled quickly enough. Moreover, this gauge also provides some objects Lavio . For example , it decreases quickly when you shoot many arrows in a row with the arc ( in the first dungeon , these arrows are used to enable remote switches in the form of balls perched on top of towers) .

An accessible gameplay

No doubt the familiar player in the world of A Link to the Past will easily find its brands through gameplay almost identical , with stylized graphics and soundtrack great ( with the typical music and sound effects as in the discovery of a secret passage ) . However, the novice adventurer , who has never practiced the original game should have little difficulty , since the game has some elements that facilitate adventure, like a red cross on the map showing the exact location of make for each mission or dungeon. Or up to 20 markers positioned on the plane, very useful for remembering important people or places . Finally , handling turns could not be more easy. Thus, according to the pressure on the joystick , Link advance more or less rapidly, while the directional pad can slightly move the camera on the screen around it. With the A key, the young boy has the opportunity to pick up or throw an object ( barrel , pot , bush ... ) , turn into paint next to a wall and talk to a person nearby ( there are sometimes choice between two responses to the screen in a dialogue, but no real influence on the course of events ) . For its part, the B button is used to give sword ( holding it down , he shot his load and performs a broad attack around him ) . R , maintained key can use the shield to counter enemy attacks or projectiles , while the Y button is for special items , including Lavio as an oil lamp which sets fire to enemies. Link can carry up to 20 objects / weapons at the same time . And to equip it , it's easy : just move your finger on the screen down to the dedicated box . Note that on the 3DS, the top screen displays the action , while the bottom screen is used to manage objects and displays the map of the world on which it is possible to zoom .



Good news by visiting the Kakariko Village, you can compete against other players through StreetPass. For now, the maximum number of players is still unknown, as is the detail of the fighting. But what we do know is that the characters of other players in the form of a shadow Link, and only the selected objects before the confrontation may be used during the fighting. Then gauge your character's life (hearts) fills completely before and after the fight. And even if you lose the fight, you keep your personal belongings. Last but not least: 50 StreetPass challenges are present, such as "Win 10 times a struggle," "Use the oil lamp to kill your competitor" or "Winning the battle after eating a green apple." In the end, there is thus no doubt that A Link Between Worlds should be an adventure as magical as colossal.

Tuesday, July 23, 2013

THE LAST OF US : Review



Naughty Dog had desires elsewhere after the Uncharted trilogy on PS3. A revival embodied by The Last of Us, an action game for the third person who will try to make us forget the endless cascades Drake building on a much darker and more mature universe. In these times when the ratio "ten suites for a new license" has never been stable, we longed to discover what the studio in Santa Monica had been well put together. After completing the game, the verdict is final and can be summed up in an avalanche of superlatives.

A GUY A GIRL

Seen from afar who did not follow, it would be easy to summarize The Last of Us to "Uncharted with zombies," the return of GST style and execution to the Naughty Dog helping. This would be a big mistake, however: the California studio obviously wanted to try something different with this production, as well as bring new things, manages to tu highs in almost everything she does.

The Last of Us, it is above all a story: Joel and Ellie. One is a very talkative and troubled past FILF. The other an orphaned teenager, but hardened and big mouth under his real arias Ellen Page. This unlikely duo together by the force of circumstances operates in a post-apocalyptic world where, once again, a large part of humanity has been decimated or reduced to a bloodthirsty beast by a mysterious virus derived from cordyceps. This coating, we have seen again and again in dozens of movies, TV shows and video games, so it could almost be a handicap if the subject had been treated lightly here. Nay!

But you talk more about the game's storyline is a tricky thing because any spoiler you could waste a lot of fun as the plot is well-crafted. Let us therefore rather the structure of adventure and perfectly mastered elements that Naughty Dog to catch the player's attention from the very first second to the last notes of music end credits. As often with the studio, we soon realize that The Last of Us is a marvel of staging and fluidity in the events. The game is divided into several major episodes in which one sees no loading time: naturally connects between all phases of the game cinematics and gorgeous (made with the game engine in boosted version). Immersion quickly becomes total.

Writing quality can make credible and dramatic characters in a world far from the usual Hollywood productions aspect of this caliber. The Last of Us does gift to anyone, whether its main protagonists are anything but smooth, and even secondary players, each playing a real role in the adventure. The story is incredibly well told and interpreted, with the engine as a permanent relationship that is both complex and modest that connects Joel and Ellie, with elements released in dribs and drabs. All this is beyond the scope of cinematics. Dialogues, small remarks are linked constantly throughout the game and show discreetly begins to bond the duo. Some passages will leave you tense, agitated, or speechless. One thing is sure, at a time when the word emotion is in many mouths when it comes to video game, The Last of Us manages to trigger a lot without necessarily seeking to make tons. Leaving nothing on the side either. Because yes, the game itself is at the height of the story it tells.


COPY NINJA



How to play The Last of Us? Like a charm. Ergonomics GST is known to all and will not pose any problem handling side. All responds perfectly with intuitive controls, a system of light coverage, and a camera that never interferes. It does not mean that we can compare the game to his cousin Uncharted as the differences are significant. Here we present a summary of what is best in many other titles in the above often. The gameplay with three heads that results is remarkably balanced and explosive as any aspect or gadget is neglected, whether action, infiltration, or survival.

Who says post-apocalyptic world says reduced to the status of scavengers where the law of the strongest prevails nine times out of ten humanity. This was true in Mad Max, Fallout, or Hokuto no Ken, and it is still valid here: despite the virus and its infected, the other survivors are ultimately what you have the most to fear. To avoid being disembowelled for a bottle of water or a good pair of shoes, it will be necessary to defend yourself with the means at hand. Joel is a robust fellow, able to defend themselves with bare basic combos and finish brutal bonus through interaction with the decor hands. But it is especially comfortable with all kinds of guns, and there's plenty to do in this game where the arsenal is both varied and rather complementary.

The enemy is far from being stupid, to play the Gears of War against a handful of mercenaries is not necessarily the best idea because the ammunition is scarce in The Last of Us The map of infiltration and the assassination silent in the back, will be yours as soon as it is possible for multiple benefits. The economy of balls of course, but also the avoidance of attention because rascals surplus will quickly surround you. To better locate their prey, Joel will "activate" a kind of scanner allowing him to see through walls. An element not very realistic in a game that is often yet, but can be disabled in the options for those who want a more hardcore experience.


MEIN CRAFT

The fights are more stressful turn when one is dealing with infected. Eaten by the virus to be unrecognizable, they are concentrated in distinct areas, dark, where there really is not good forever. There are three main types of monsters fast and aggressive runners, blind clickers but hearing fine you instantly puff carotid first contact, and the Colossi, huge monsters, powerful, and less slow they not look. Everything would be much easier if these horror creatures were not terribly complementary. Because of their blindness, clickers can be easily avoided in most cases, but runners can see them charge you screaming at the slightest eye contact, calling the killers shot all around. The clickers are also much stronger than normal and can not be killed by stealth unless you have a superintendent or a machete.

This is where the inventory management in combat makes sense because, as in the old Resident Evil, The Last of Us forces the player to continuously manage its arsenal to increase his chances of survival. Except here, take a look in his inventory does not pause the game ... And this is a crafting system that offers us the title with tons of wastes and other pieces of scrap metal pick in every nook sets for tinkering useful things. Care Kit, blades, smoke bombs, homemade grenades, etc.. There is a little bit of everything, and gear good fortune will save the ass repeatedly. In return, it will take time to prepare because you do not run from one area to another shrinking violet in The Last of Us Getting facing an infected or bandits by visiting herd of that there are more than two bullets in the magazine or the care package is not ready equivalent to certain death. The gameplay requires you to make regular, orderly, what you need, but also to dig around for raw materials. This also makes the less linear progression.

Note that this philosophy is also reflected in the management of arms: Joel may only select a handful of guns using the directional pad. Falling face five enemy soldiers at all and with a total of 9 mm in which there are only three bullets and a gun with two cartridges is the kind of situation that occurs regularly in the game however Joel gain skills that the help in the adventure because in addition to the crafting system and the improvement of firearms, The Last of Us is also proposing to boost its hero through pills to pick up. Points, ability to use the Superintendent to avoid instant death (such as knives Resident Evil Rebirth), speed to care for and make first aid kits ... You must choose because the pills are rare and quite expensive these skills, but the game is worth the candle while providing some customization in the way of playing.

The gameplay is thus obtained based on several strings whose cooperation is also part. If artificial intelligence is the most brilliant time - enemies do not just wait and you arrive regularly in the back - it was a bit more difficult when it comes to fit your allies. You may notice that the soldiers are a bit cross-eyed monsters screw Ellie screws or other partners who will lend a helping hand during the adventure, and focus a lot on the player. Nothing dramatic, but seeing an enemy remain inactive while the girl passes under his nose is a bit unfortunate. By cons, Ellie is really useful in combat and not only to play extras. A good point. If an ally gets caught, what happens anyway, it will quickly go under penalty save game over but the timer is relatively generous.


PLAYSTATION PLUS



With these basics mastered, whether pure gameplay or story, The Last of Us already has a lot of advantages to seduce. But more importantly it has that little hard to define thing that separates great games titles stage of each generation, those we remember 10 years later. This involves managing the pace of the adventure that offers a big fifteen hours that you do not absolutely see happen with a right amount of difficulty. For survival horror aspect, subtle but more convincing than in the last two Resident Evil together. The variety of situations that rarely repeat with the rich gameplay, guaranteeing each approach several times and areas rather large game when there's action. Through regular integration of strong characters that bring new elements to the story, while influencing the evolution of the duo Joel Ellie. Finally, the game marks the accuracy of tone contrasts with the deliberately grotesque appearance of Uncharted. We do find some epic passages but overall everything is much more determined, nothing is overplayed, and the tone is decidedly mature fly.

Specification 2013 requires, The Last of Us also features a multiplayer mode line is of the order of detail compared to the monument that represents the story mode, but still worth taking. Both game modes are simple and play up to four against four. The Supply Raid is to recover as many objects on the battlefield to use with craft with 20 "life" shared by the whole team. As for Survivors mode, it is a team deathmatch to the best of seven innings. Classes of fighters to choose from, customization, skill slots ... Nothing memorable or very unusual here, but effective gameplay guarantee some good shooting to those who want to extend a little fun once the main game loop. As you might imagine, the DLC will also enrich a little thing with season pass and the whole shebang.


PERFECT CELL

It has already been said, The Last of Us is very strong in its implementation, but it goes far beyond the simple stage or cinematic staging. The game is also a marvel of 3D, pushing further the limits of the PlayStation 3 was thought for a long time with. The work on the textures, animations, facial expressions, the variety of environments and fluidity of this little world commands respect. In fact, it relegates HD lambda productions antiques row. The engine is both beautiful, smooth and clean, with image processing that we do not think one day see this generation of consoles. The effects of light, shadows, changes atmospheres, underwater passages, pyrotechnic effects or insignificant details as everyday objects found in the ruins everything, absolutely everything is neat.

A degree of finish that is found equally in the sound aspect of the game linings are well above the norm, yet unobtrusive music with high penetrating power, and perfect in addition to constantly adapt to sounds your environment. It is ultimately not surprised when the end credits of the game had a good quarter of an hour with hundreds of people to thank. A technical observation as close to perfection necessarily requires a lot of arms, but also talent, sleepless nights and sweat. All this was worth it: the technique has rarely served as immersion in a video game.



Pirate Gameplay Walkthrough Video: Naval Exploration | Assassin's Creed ...




After very own images unveiled, Ubisoft unveils quietly commented thirteen minutes of gameplay for Assassin's Creed IV: Black Flag.

Lulled by the sweet voice of the game director Ashraf Ismail, so you can learn a little more about this new episode of the series, very focused on the filibuster and the first to be developed on both existing consoles and new generation machines . This long trailer shows the main protagonist of the title, Edward Kenway, in action in various fields: our pirate chef and demonstrated his talents assassin, explorer and navigator, all without ever losing its hood.

Helped by an obedient crew, ship defying physical and athletic as always, Kenway executes people, loots a cargo of rum and unearth buried treasure before our very eyes, a little history to detail the possibilities allowed by exotic open world game if the interface visible in the video clearly correspond to the keys of Sony consoles, remember that awaited Assassin's Creed IV: Black Flag released October 31 on PS3, Xbox 360, PC and Wii U, and a little later in the year on PS4 and Xbox One.


NEW TOMB RAIDER MENTIONED



In an interview with Kotaku, the future author of the comic book series Tomb Raider revealed that the works - which will begin publication February 26, 2014 - will be the link between the recent reboot of the license and its sequel.

"We start [the comic book] a few weeks after the end of the game, everything will be in continuity, in the canon of Tomb Raider, and this leads directly to the result," explains Gail Simone. If we know for now that the comic Lara Croft will travel around the world, as she usually did in the past, nothing has been announced about the storyline for the next game , even more official that was implicitly confirmed on Twitter by David Anfossi, new boss of Eidos Montreal. No doubt we are to re-hear about.

CALL OF JUAREZ : GUNSLINGER : Review

Relive the hunt for the biggest bandits Western anyone? If so, that's good because that's what Techland offers through a nervous title with a tasty atmosphere and a unique narrative quality. It embodies Silas Greaves, bounty hunter in his spare time, telling her in a saloon feats to a captivated audience. The homecoming of the series is it successful, and most importantly, the quality is it to go with such a small price?




"A bad episode, that you can plant a series! "Said one day an old farmer in Arizona about the saga of Call of Juarez. After a third episode missed frankly, things have, it seems, evolved. Determined to make their mea culpa, Polish developers have now understood that a game on the Wild West has to happen at the time of the Wild West. The result today is a nice arcade FPS's claims formed, leaving only in dematerialized and an introductory price attractive. It is clear that the title, despite some flaws, is fulfilling its objectives and will keep you entertained for 6-7 hours, or even a little more if you are focused on scoring.

When "budget" rhymes with "limited ambitions"

Let's start with the realization since we always learn the bad news first. First, know that its graphic aspect, the game features a cel shading rather economical, allowing a Chrome Engine 5, a little older, a breather. The motor home, used since "The Cartel" episode starts to show its limits (who said "Riptide"?) And we feel that Techland has wanted to give a second life to this album. The transition to such a report, inevitably recalling the Borderlands is a success for a first try, even if one could blame him some imperfections. Some textures are a bit limited and the clipping is a little too far. Everything remains fluid at all times and relatively pleasing to the eye.

However, we quickly get used to the technical choices that allow for a consistent style while avoiding the developer to squander the budget as where it could clearly not excel. Remember that this is probably the "result of the last chance" for the saga. The artistic touch is relatively well controlled and it is with great pleasure that we visit typical of a good western atmospheres: abandoned mine, ghost town, saloons and other populated expanses of wild Indian in short, the works! The cut-scenes We note in passing very "cartoon" bringing a little more fun in a way not missing lightness.

The soundtrack on the other hand is generally a success. The music is pleasant without being masterful and well accompany the fight sequences. In terms of voice, again the work is quality. The voice acting of the main stakeholders, VOST, perfectly punctuate your missions, dialogues are well written and often bring a touch of humor. Special course to doubling the hero who leads his boat a deep, pleasant voice mention contributing to the quality of the narrative. This is a point to which we return later because the speech Silas holds a crucial place in the game

On the menu tonight: arcade gameplay effective and advanced variety

Do not see Gunslinger as a title that showcases the subtlety. It is actually a nice big arcade défouloir said that giving the player more tools to manage its gunfights. Besides the QTE multiple executions and dodging bullets fatal, include among others the now classic bullet time, which will save your life more than once. Next up, the skill system allowing you to specialize your hero through three trees used to build character bounty hunter will be appreciated. So you can spend your points earned in battle and become a master of guns, a sniper made a castagneur or a mixture of all three. All of which allow you to vary the pleasures in effective but too little diversity action sequences.

AI enemies to perfectible and level design dirigiste

If we dig a little deeper into the critical, one could say that the fighting regulate mostly taking cover to eliminate one by one each enemy themselves are often stashed. And since the gunfights are almost all playable stages, we would have liked a wider "bestiary" to avoid some redundancy over hours. There are many Indians, sometimes favoring the body-to-body, the sturdiest enemies that you must slay, or the boss, but the limits of AI and scripts are quickly felt. On the enemies of Completion for example, we must admit that they leave us wanting more, and while some out of the ordinary (including one thinks of hide and seek in the sawmill), their sequences are set globally all in the same way: take cover with the right timing and buggers blows dynamite and bastos in the face.

That said, make no mistake, although improved, AI is rather good job when it comes to follow the predefined route, to hide and take us to view as a rabbit. The real concerns are hardly visible, even if the scenes on trains you will see a typical behavior of FPS AI unsophisticated: the enemies you aim and shoot, even when you're not in the room . The "fault" is due to the level design, which at these levels, is intended to be very narrow and not necessarily adapted to the scripts of your opponents. Reassure us immediately, these sequences are few problems. Speaking of level design, it is good to define Gunslinger as a FPS deliberately very interventionist in order to trigger the appropriate narrative. Remember that you are playing in the memories of an old man telling, years later, it happened at precise moments of his life. So do not expect out of predefined rails during your part: you have a well marked path and very few alternatives.

A narrator in the heart of the plot and game design



Too few games where the story takes a major place, and that's a pity. Gunslinger is one of those games that, like a "Bastion" or "Alan Wake" put the narrator at the heart of the adventure. Here, the interest is based on the status of the latter, and the evolution of his story. Silas, decidedly focused on whiskey, will tell his story sometimes rough way, changing some details in the evening or returning to historical facts, which directly affects the part of the player. An example of a stalking bounty hunter takes him to the door of an abandoned mine. The narrator explains that he had, at that time, the opportunity to borrow a difficult path and populated with enemies. The player, who is obviously not a choice, enters a gallery infested with bandits, who also eventually collapses on itself. Is then expected to have the game over screen when suddenly the narrator speaks again and evokes this dangerous path, saying that it was obviously a bad idea to borrow and he finally chose to stay a safe level. Rewind the action, you're back near the entrance of the mine and a ladder appears before you magic! This is obviously an example and it is best that you discover these "stories tainted" by yourself in order to maintain the element of surprise which adorns most chapters.

The narration altered: we want more pleasure!

We note nevertheless a certain inequality levels vis-à-vis the concept of narrative altered. If chapters such as marshes are an opportunity to observe an impressive range of processes such as changes in climate or environments building before our eyes, it regrets that some sequences just confined to the appearance of scales or opening passages. Nothing serious about 6-7 hours of play, of course. Let's just say that the concept is so valuable that we would have liked to see much more often exploited, and especially more equitably distributed between each level.

Between revenge and redemption ...



Always about the content, we welcome the presence of a New Game Plus Mode to test different levels of difficulty while keeping its objects and improvements. If you wish, you can also play without HUD, which will enhance the immersion to repeat the adventure as a real cowboy and discover the two epilogues proposed. Besides the story mode, there is an Arcade mode you will face hordes of enemies, and that showcases the scoring and online rankings. Similarly, if the many duels the story mode you liked, remember that you can relive them through a dedicated mode, giving the opportunity to chain millimiters clashes where reflexes count as much as placing your hand over your six-shooter.

RATCHET & CLANK : Q-FORCE : Review

To celebrate the 10th anniversary of Ratchet & Clank, Insomniac has released a few months ago a Full Frontal Assault on PS3. Now here on the PS Vita with a few new developments that should not unfortunately yet sufficient to impose its original fans of the first hour concept ...



After a crushing defeat in elections, former President Qwark galactic adventure begins sad, lost in his spaceship. Fortunately, a mysterious villain it quickly out of its torpor and began to sow chaos in the galaxy. This is how the reformed Full Frontal Assault with essential Ratchet and Clank. This little world is launching soon in action and I must admit that from that moment, the scenario goes frankly secondary. Thus, if the characteristic humor of the series is present and a few sentences are fly, the story is told is both flat and uninteresting. That said, this has never been a real highlight of the series and the interest is certainly not.

An original concept

It is therefore necessary to go boost the defense system of five different planets. In doing so, we discovered an unprecedented growth and a bit confusing: it begins the game with six generators that must be protected at all costs the many waves that sends the enemy. For this, the environment must be traveled in search of bolts for building various turrets, mines and other barricades. Some can slow the enemy, making dance for example, when others attack. Finally we find here all the elements of tower defense. The goal is then to preserve and protect its generators, without forgetting the more traditional exploration and action. Indeed, in parallel with the base defense, it should attack the enemy positions to obtain weapons (which improve the use) and unlock new. This provides greater firepower to consider a real offensive and so win the game by boosting the defense system of the planet concerned.

A framerate to pick

Already boring PS3, this adventure on PS Vita suffers from technical problems rather annoying. First, the framerate is unfortunately very low, despite a significant decline in the level graphics. Texture quality was obviously downgraded, but it is more problematic they struggle to display. Similarly, the complete disappearance of the shadows associated with objects and characters can be extremely painful during some phases of platforms in the program. Load times are also excessively long while the music stutters as the game itself. Short, Full Frontal Assault Vita is not a technical success, but fortunately, the developers have taken care to correct some faults of the PS3 version. First, the enemy attacks based on the player are scripted to not have to leave an area in combat and so do all creatures spawn eliminated. Death is also less punitive (except at the score) because in this case again, enemies killed not reappear. We lose probably challenge and dynamism, but it is no longer necessary to play cooperatively to get by. Full Frontal Assault campaign that does not show up altogether satisfactory: his life is rather low, while a certain repetitiveness installs quickly, and despite some new enemies who landed in As.

A truncated multi

At the same time, know that it is possible to engage in online multiplayer races, but only one against one. Mode two against two of the PS3 version has gone on Vita, which unfortunately limits the value of these tests. These games take place in three stages: first, the players were lucky to find a game and connect safely must rush on some strategic positions giving weapons and funds. These are then used to organize the defenses of the base and recruit the necessary troops to storm the enemy generators. All this can be quite strategic and rather nice to use, but unfortunately quickly turned round with only 5 maps are program (still 2 more than the PS3). Better if you have the PS3 version, you get the Vita version for free. Note that the cross-play mentioned in the announcement has been forgotten along the way, which, while not catastrophic, is harmful. We obviously expected a bit more of a Ratchet & Clank.

DONKEY KONG COUNTRY RETURNS : Review



This is the advantage of a rich catalog of known and appreciated licenses: to fill the holes in the schedule with modifications and / or remakes. Nintendo proves once again with Donkey Kong Country Returns 3D, which will not wait long before being adapted for the Wii to the 3DS. Two and a half ago. The straw that broke the barrel?

LIVES AT ESRD



For once unanimous, players like criticism welcomed as it was Donkey Kong Country Returns to its release on Wii. With a solid gameplay, a varied level design and a stern-but-fair challenge, Texans Retro Studios have proven themselves quite capable of taking over from Rare, and their talent might as well speak beyond Metroid Prime. Portable format dictates that the 3DS version has undergone some adjustments. Starting with difficulty, unusual for a stamped Nintendo, and probably considered at odds with the expectations of gamers on the go. Far from insurmountable, DKCR requires a bit more concentration than Super Princess Peach. That's why the title suggests immediately the choice between "original" and "new version", which changes some basic settings, starting with the life bar of the two gorillas. 3 hearts instead of two, it did not look like much, but in the jungle, terrible jungle, it is always good to take. A good point that even the addition of Diddy Kong inflate the life bar to a maximum of six hearts, beyond its reactor to extend the jumps (and its launch peanuts coop). What saved the day against some bosses a little painful.

Another gift to the distracted players, the arrival of exclusive bonuses should make it easier for less experienced players. Green balloons three gold coins to prevent the fall, a portable barrel 5 to recover Diddy at any time, and especially a temporary shock-avoiding many jets console on famous courses barrel or monorail; they are easily recognized by the walls are shaking. For those who have definitely struggled with Newton and gravity, there is the temptation of the Super Guide, already in place on the Wii, but the 3DS version is probably already enough flowers like that. Note that the choice between the Wii and 3DS settings can not be changed once launched in the jungle, but fortunately, the game offers three slots backup to taste the spicy version, and get down to business as soon as the mood takes you. For more fierce, the ninth world behind the Golden Temple is enriched, for a total of eight new well devious courses. Unfortunately, we have been able to discover only through the official trailer, because they could not get all the KONG letters and all the puzzle pieces to unlock. Disappointing for those who, like us, hoping to access by simply looping the game once.


DONKEY sissy


The 3DS version is also the opportunity to dust off the foibles of the original game, including everything about the gameplay to the Wii-breaker nuts nothing coconut. No need to shake the controller to launch a super jump or blow on a dandelion hoping scrape a bonus. Two different configurations are waiting for you, one to the analog stick, the other to the cross. Matter of taste, but the second was our preference, simply because she can hold down a button to run and grab everything within reach, like a vine or a barrel. In a game that requires a minimum of concentration and precision, it is anything but luxury. This mobile adaptation also can play quietly in cooperation, a choice that helps to overcome many obstacles, since the manner of Rayman Origins, the game continues until one player is still in the race. Be careful though the stock of lives, which tends to scroll breakneck speed But in the register of the platform to share 3D Donkey Kong Country Returns is a delicacy, although it will settle for local multi, each with its cartridge to enjoy.

Irreproachable fun plane, Donkey Kong 3DS generates almost faultless, except for one menu. How to convert such a visually rich game, with also some effects and environments teeming 2.5D licked, Monster Games had to trim the fat. At the expense of fluidity. As always with this kind of question, it is a matter of sensitivity, and it may be that some players are wholly inappropriate attention. But when we knocked on the Wii version, the visual difference is felt at first glance, whether the sharpness of images or frame rate, revised down for the game to fulfill its ambitions techniques. It's pretty obvious on internships scrolling, or those who are particularly loaded effects, as this level punctuated by the appearance of giant waves. It was sometimes difficult to distinguish some shots, the risk of making some fights warmer than expected, like moles and being boss. It does not prevent you enjoy the lovely visual finds it licked Thurs Between levels in shadow, the sequences back Rambi, carnivorous spiders want your skin, Donkey Kong connects the exhilarating situations, combining the requirement of game platforms antique and modern one level design rich in secrets. A success.

METRO : LAST LIGHT : Review



Released in 2010, Metro 2033 had managed to get a place in the crowded world of FPS with a narrative as beautiful as poorly optimized engine and an original and compelling post-apocalyptic world. A game in hand, which relied strongly on player immersion with some effectiveness, making some forget the shortcomings of gameplay yet very present.

Three years and the fall of THQ later Ukrainians 4A Games rely cover with Metro Last Light led by Deep Silver for another snorkeling in the bowels of the Moscow metro.

THE GENERAL LINE

The game now takes place in 2034 in Moscow and still in the subway but does not mean the adaptation of the book Metro 2034 Dmitry Gloukhovski. In fact, Metro Last Light develops an original story that takes the direct sequel to the first game and in which there are Artyom in pursuit of the last dark, humanoid creature with psychic powers, having escaped the destruction of the nest in 2033. Dark corridors, stations crowded dormitories or dive into the nuclear winter surface Artyom will again see a lot of countries throughout his adventure. A journey that will still mostly underground but not redundant, however. Every place has a meticulous care and has a special atmosphere and its own, some designs are so breathtaking. It welcomes back the heavy and dirty atmosphere that gave the game its first interest.

The feeling of being isolated in a hostile environment, or conversely prey, being smothered by the overcrowding of the last bastions of humanity is fully restored by staging effective and graphics rendering particularly flattering on PC. If some details are a little spot (rare vegetation for example, or certain textures), the title is based on the effects of light and superb art direction mastered, rough as the climate of the Urals. Despair literally oozes through the screen, but also in every little detail of background. NPC dialogues between micro individual tragedies through the many allusions to the historical context of Russia (Stalinist Communism, thrust of fascism, corruption), each element of Metro Last Light seems to naturally articulate with each other to give us a especially rich and coherent universe. The power of immersion as is undeniable, especially when moving the dialogue in Russian, and can live a real trip full-fledged company Artyom.


GOOD FROM RUSSIA WITH LOVE



All this takes the form of a particularly interventionist and contemplative game with sometimes startling times (like splitting a crowd of fanatics in a neo-Nazi rally) but, unfortunately, some less inspired. Blame it on a somewhat disjointed scenario that it is difficult to identify the issues and that the succession of "capture / escape" (sometimes cleverly replaced by "left for dead / escape") for inspiration. Fault as a particularly violent cutting levels with a lot of very narrow maps, some loadings will be separated by 10 minutes of chitchat and some walking in a corridor. Loads between each map are fortunately very fast PC, but hard not to be frustrated by this aspect of the ground running.

Gameplay side, the title remains close to its origins with tense confrontations against fierce monsters, the increase in tension in dark areas and crossing enemy lines. This latter aspect can be done in two ways: either the old bourrinant or by sneaking in and getting rid discreetly permanently or showing mercy, sentinel. The human enemies are rather violent and our character is a bit clumsy, contemplative will require the direct approach is not particularly recommended. It is even less than the game retains the principle of alignment points masked and kill too many people instead of saving prevents us from having access to the "good" ending.

It will therefore be inclined to favor the stealthy approach. Infiltration levels offer a number of ways to move forward, Artyom can start small knives for silent assassinations and the ability to debunk all the lights to cover us is a real plus. Indeed, the villains are mainly for our presence in the light, a small light on our shows telling us about our situation is good and black, blue you can see us. A simple system that urges us to really use infiltration.


CRIME AND PUNISHMENT



Unfortunately, this is in these situations that artificial intelligence shows most limitations. You can literally get close to 10 cm from the front, a target to knock him quietly, and without it we can see without his friend, yet looking in our direction, noticing. You can also get several meters high next to a guard without it no one is interested or explode some lamps silent without it many people do not care, even if that light is in their field vision. Small bugs or real programming defects, hard to tell but the examples are too frequent to be harmless. Catastrophic IA literally ruin passages infiltration.

On paper, the system was expanded and seems full of promise, but these mistakes lead to absurd situations completions, which often ruin the immersion. In combat, it is not much better since opponents will be bypassed without worry or anticipate them. And they are generous trigger when it is in their line of sight, but as soon as we lost the initiative to get around and wait as the slaughterhouse. We now understand that the clashes in narrow hallways trying to hide the really annoying problems.

Nevertheless, the gunfights are pleasant cobbled look through weapons (that we can improve in-store) and nice sound work even if the whole is a little too static. Confront the monsters is not very subtle, but proves quite stressful so gratifying. They attack in packs and are resistant to bullets, which sometimes will result in frantic races in Moscow rubble to find a way to recharge or run. In the open air, although radiating from the destruction of our gas masks in combat there is still a good source of panic when we will start searching every nook and cranny looking for a new mask. These semi-open outer passages are really successful and help break pleasantly succession corridors-cutscenes. Certainly aware of the rigidity of the progression, the developers have managed to vary enough situations to avoid the monotony to settle permanently.


WAR AND PEACE

Metro Last Light is all about the immersion, its ability to make credible path cross Artyom in a chilling post-apocalyptic world. We are surprised to find themselves suddenly faced with a game too easy: the bullets found in large numbers, like for other explosives and Molotov, filters for the gas mask and never miss Artyom seems to have a titanium skin . Normal is only 8 hours to finish the game with a few people and even fewer difficulties fashion - at most a few concerns readability goals. The game features a system medikit for critical situations, but they will almost never be useful, especially with generous checkpoints. Hard Mode will force us to be more cautious, but that does not ultimately change much. Most players then take the direction of Ranger mode.

Everything is more rare, the HUD disappears and the balls are much worse. It does not solve the problems I. A. or gameplay, but it makes the most dynamic shooting (any stray bullet that can be fatal) while enhancing the appearance pleasantly survival sticks so well to the world of the game Unfortunately, PC, the famous Ranger mode a preorder bonus and will be accessible to others by passing again to the body via a paid DLC. While the console versions feature classic online pass and have access to the full game, PC gamers who bought their full pot game will not have access to this mode gives access yet to experience the most authentic Thurs A simply unacceptable and unjustifiable practice.


DRAKENGARD 3 : Work in progress



Square Enix has cracked some new images of Drakengard 3, hosted on the Japanese game's official website

You can see the attacks of swords and spears in action, one of the novelties of this episode is the ability to switch weapons on the fly to avoid breaking combos. Faster and more maneuverable, swords will push the tension gauge heroin faster, which will go into a state of excitement to cause more damage. For their part, the spears will have basic attacks with power and increased range, able to break the defense of enemies with armor or shields.

Obviously, it is always possible to use the help of a dragon to mess up in the enemy ranks, as can be seen on one or two screenshots. And as a bonus, the curious will find the second page two visual Four, the more reserved and the only virgin among the five sisters Utautai. Remember to finish the Japanese release of Drag-on Dragoon 3 is keyed to October 31 on PS3.












Powered by Blogger.