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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.












Pokemon Mystery Dungeon Gates To Infinity : Review


After DS versions frankly disappointing and uninspired, and episodes for download on Wii released only in Japan, the Pokémon Mystery Dungeon series is back for good this time on 3DS, and in one episode. Finished, double versions. It must be said that unlike the parent series, it was more of a gimmick here. So, what do we find behind the doors of the Infinite?

DUNGEON Oddish



Certainly, the world of Pokémon is agitated! Again, we have to save a gaggle of creatures and exciting adventures. As is customary in the series Pokémon Mystery Dungeon, the player is a human turned into a Pokemon. This time, it is possible to choose the creature you are leading and his sidekick among the starters of the fifth generation, that is to say, Snivy, Tepig and Oshawott, and Pikachu and Coupenotte. And go for the big trip! Finally, it begins softly. Our partner Pokémon indeed a dream: to build a heavenly place for Pokémon, called Pokéden. For this, he bought a piece of land that the player will help develop and customize throughout the adventure, which is rather amusing. And there is also a village just off the Village Relay, which obviously has a lot of missions and characters too much, which speak for a hundred years to say nothing.

As can be seen from the first steps in this new world, the mechanics of the series have not changed much, despite some additions here and there, supposed to make the whole a bit more dynamic. Indeed, we see for example in the dungeons new phases of outdoor play unfolding in real time, unlike conventional exploration phases that work per turn. Unfortunately, these walks outside will eventually have little interest because of the weak interaction with the environment. The puzzles are in effect at the grass roots. The mystery dungeons, meanwhile, are still assemblies empty rooms connected by corridors randomly generated. Although there are new types of traps, such as slabs or hidden rooms infested hostile Pokémon, the gameplay is not messed up so far: it is always a question of going from floor to floor by fritant with all creatures that you come across.


DUNGEON MISERY



Despite these innovations, so it falls quickly in through the Pokémon Mystery Dungeon series: adventure is repetitive and lack of relief, because a redundant gameplay and combat system less extensive than in the Pokémon series, even he borrows the codes. The difficulty of fighting well have been revised a little upwards, the disappearance of the gauge hunger and KO just penalizing greatly lessen the tension of exploration and make the game much easier. Difficult in these conditions to feel supported by the adventure. However, some changes made in the name of the sacrosanct accessibility are very welcome: indeed, we finally have clear and functional menus, far from the interface austere and shamefully wrong damn previous episodes on a handheld console. Anyway, as you say it is not enough to make the thrilling adventure.

This is unfortunate because Pokémon Mystery Dungeon: The Gates of Infinity still has good ideas, starting with the game mode in co-operation locally. Four players can indeed make all the more difficult missions, which had always missed in the series so far. To a lesser extent, the title also leverages the capabilities of the 3DS StreetPass incorporating as a backup, but the camera, which allows you to unlock special dungeons called Porta Magna by scanning round objects. Some stalls even Pokéden unlock mini-games operator console, but it is far from cultissimes events Pokémon Stadium. And since it is now in the air at the same time Nintendo, there is a cohort of available DLC missions. Anyway, the game already has the origin of life very satisfactory, in great dungeons, missions and to recruit creatures. Too bad that the pace of the adventure is so if winded.


MINOTAUPE CHIEF

And anyway, why not offer nearly as Pokémon of the fifth generation, when previous versions allowed to cross all species encountered during their output? Apart from this a Pikachu and Eevee by then, there was only creatures Unova right. A little more balance would have been more desirable. Is this a technique to rejuvenate the game? It is true that seeing the first images, we had hoped that Pokémon Mystery Dungeon: The Gates of Infinity make evolve the series. Nothing at the implementation level, Pokémon Mystery Dungeon was still stuck at the time of the Game Boy Advance. This time, you are entitled to pretty well animated patterns, bright colors, and a very convincing 3D. Graphically, the bet is successful with this dusting rule. Unfortunately, the rest just does not follow the same direction.


MONACO : Review


Tax havens attract capital, and in turn the capital attract thieves. So that takes us to Monaco this congenial game. Developed by Pocketwatch Games, the title won the Seumas McNally Grand Prize at the Game Developers Conference 2010, which is still the heir of Crayon Physics Deluxe, but also the price of design excellence - no less . Nice course for a title that arrives so that three years later, PC and XLA.

LIKE A HURRICANE

It is in the old pots that the best soups. This proverb not only delight all the grandmothers of the world as it applies perfectly to the video game. Thus, one could say that the developers of Monaco: What's Yours Is Mine Revisited recipe Pac-Man, as we found in all the emotional markers: it is fun, it's clever. To summarize the concept, it plays a thug who must perform various missions without being spotted by the guards. Levels are seen from above, but it is possible to see that our own character can see. At most, some noises are suggested by patterns in the gray areas, such as steps, for example. This limitation of the field of vision is clearly one of the highlights of the game, since you can never totally control the environment, where the excitement every time you open a single door. The danger is everywhere, and as some guards around, the parts that were thought safe the first time that the cross can become real wasp nests when it returns. Again, this is clever.

To further spice up the game, it is possible to embody different types of criminals. At the beginning of the adventure, there are four jobs: the expert locksmith locks the lookout for sharp vision, the perfect pickpocket to pick up the loot and cleaner which can easily get rid of enemies that have not spotted . Four additional classes to unlock throughout the missions. If the goals do not change depending on the character, the means to achieve it are very numerous and the approach is therefore more or less depending on the selected job, although the game does not really put us as a barrier for our pleasure. One can either play the nag, even alert everyone and quickly being overtaken, or while acting in the dark, or sneak in with a disguise, or break down the walls. But better still play it fine to try to collect all the bonus story then unlock more missions.


TOP THIEF



But what is better than a thief? A group of thieves, of course. Clearly, mechanical Monaco make sense in multiplayer, where the excitement is tenfold and cooperation strongly suggested. Four players can join forces to rob all principality, either locally or online. Although it is possible to raise to infinity as a player is still alive and coordinated actions are performed faster, the multiplayer mode is more difficult, since it is easier to detection. There is even a very nice unlockable PVP mode, but you'll have to earn it. In Monaco, the action should be fast and accurate, and fortunately, the grip is ultra-sharp thanks to the simplicity of the actions. It suffices to stick a few seconds to an object to interact with. If one opts for infiltration and one uses no weapon, so it is quite possible to draw in levels simply by using the left stick. Malin, you're told.

However, what is less malignant, are the guards. The AI ​​of these gentlemen is very low because they will stop racing thieves quickly and seem rather blind. Worse still, to escape them, they only need to change floors, even after stirred up a crowd. It is a shame and it breaks immersion and stress, but it does not prevent them from finding sometimes cornered and clubbed. And even if you kill them, sometimes through an NPC there to raise them too. I must say that the poor have only one life point, when the thieves running around with them all a busy bar. There are chances for the scum, as they say. In the list of blackheads, we can also mention the scenario that develops only through written English dialogues before each mission. This unfortunately is not very exciting, and we will quickly zap directly from an angry finger on the button.


COLOR BLOCK

Finally, Monaco: What's Yours Is Mine, it is also a matter of style. Minimalist and colorful graphics are really nice, even if it takes a little time to adapt, the title is perfectly readable, thanks to the simplicity of the designs. Everything is done anyway so that we fully understand what is happening on the screen, even add large arrows here and there to indicate the right direction. The noise level is also good at all, with catchy melodies and sounds reminiscent Winterbottom. So actually, we regret a little bit that the title was not translated into French, but we will still have the pleasure of hearing our beautiful language of Molière from time to time in the levels, since the characters speak French (with voice ... unexpected). Yes, we are in Monaco!

PERSONA 4 ARENA : Review



Ten months is the time it took to wait for Persona 4 Arena finally arrives home. As if, without warning, we were back in the 90s, with its staggered outputs and publishers also pay attention to our situation grannies are punks with dog Monoprix the corner.

For those who do not know the origins of this title, Persona is basically a series of Atlus mixing RPG and everyday life. Driven by a volley of high artistic direction and a neat background featuring teenagers experiencing their contradictions, the series was a huge success with the third and fourth installment. Atlus is then made up his mind to conquer the arcades and had a deal with Arc System Works, BlazBlue talented developers to deal with the transition from one genre to another. Thus was born Persona 4 Arena.


AEGIS REFLECT!



Those who wonder if the fact of using a license in two radically different genres into the road can be reassured immediately. Persona is based primarily on the hyper characterization of his characters and a concrete scenario, and fighting games Arc System Works makes even though they do not use the same tools. For if Atlus made the textual RPG and combat systems that go with Arc scripted its games via the visual novel and offers scenarios as thick as the game system that accompanies them. This strategy allowed them to conquer a new public not very fan of the fight, but the Japanese applicant scripted original production design. It is probably this dichotomy convinced Atlus to tell anything less than a direct continuation of the story of Persona 4. The scenario goes back to Inaba, two months after the end of the RPG, to discover that the Midnight Channel is active again and our hero will have to put on the face in order to get by. Each character has its story mode with some branches giving rise to for optional, and it is obviously necessary to unlock certain paths for the real end of the game

Unfortunately, no metronomic management Persona 4 here. The slow pace and very own introspective style visual novel genre are that the story is actually quite short but spread over thirty hours, it is also closer to a bonus OVA as a true result. If the implementation is the road, the scenery and artworks are of good quality and very successful dubbing, you can not say that the plot is exciting enough to excuse the lack of pace and interest, or the repetition of certain scenes through different perspectives. Everything works fine, there is pleasure his favorite characters, and the choice to integrate third characters can vary profiles and environments ... But we would have preferred a more dense fashion history where players take turns instead of all experience the same thing. Last caveat: the French translation is totally absent from the title, it will be necessary to read English to enjoy. After ten months of waiting, it's really not serious from Atlus.


MITSURU KIRIJAUNE



Visually, however, it's heavy. The artistic direction while vibrant colors has been transported from one genre to another, resulting in menus and presentation beautiful. Meanwhile, the voice acting is excellent, the music from the RPG decanted through rock remix more dynamic and brings a sincere and not making head way. Nice detail: the game is less noisy than BlazBlue characters whose propensity to bellow (with echo worthy of the Grand Canyon) fatigue during long gaming sessions's own Arc System Works visual tab is also present with detailed sprites and in a very fine style pixel art that always fun to see.

We even noted a change in the design of the characters: while those of BlazBlue were based 3D models often made too rigid or made them lose in aesthetics and readability of those Persona reconnect with a style closer to Guilty Gear. They are drawn, sometimes less consistent physically, but the best on the eye. Damage, however, that the roster has only 13 boxers, although differences between each compensates for this small number. All this is still accompanied once internship mixing 2D and 3D successful and strong stuffed details that flatter the eye, all of which are obviously enhanced by the clean under artistic direction. In short, this is a no-fault for the eyes and ears, as often with Atlus and Arc.


MITSURU GUY

Speaking of habits, there are known methods of games: arcade, score attack, training, versus, challenge (series of combos), lesson (to learn the basics of the game), and of course online gaming (which is functional but desert, thank you for the delay) and a gallery mode to unlock images, videos and music. The difference here lies on the side of the combat system. In Persona 4 Arena, each character is actually two entities: the human and persona, a kind of incarnation of his personality. Two buttons are assigned to both the human and the persona. In general human has the quick shots and practices (anti air, brush, etc.) and the persona has more big shots or capabilities that complement its host.

Both acting as separate from each other entities, we end up to handle two characters each having two attack buttons which are generally complementary. Uses vary, but we distinguish three main areas: cover the attack, compensate for the lack of coverage or protection. And Yu and Chie make a takedown and cover their attack while Mitsuru or Kanji enjoy shots with more range when Elizabeth and Aegis protect to keep the distance. This is somewhat reminiscent of Carl and Relius in BlazBlue, or Eddie Zappa Guilty Gear, except that here the entire cast has this capability and its use is facilitated by a reduction in the number of buttons and shots. Once the idea understood, it begins to make his mark and the game becomes more clear.


LABRYSBANE



Gameplay side, there are the usual sauce Arc System Works, at least for the system overall Thurs Characters can run on the ground and in the air, the special moves are easy to get, combos require more memory than timing. The shorter combos and hit stop - pause during the impact of the coup - less pronounced than in BlazBlue make the game more fluid and suggest a closer feeling of Guilty Gear. Projections lead to combos, also breaks guard, found an instant kill and equivalent cancellation shots in exchange for great bar and a burst to emerge a combo.

These facilities provide a title, it is based on Street Fighter II, in order to remove certain aspects develop other deeper. Thus, if the game is remote indeed, the mid-distance so Street Fighter is generally absent subscribers, encouraging the body to attack a much more powerful body than usual. This attack is characterized by a tendency to use up and down strokes that open fast combos on doing a lot of damage, where a Street Fighter prefer a duo of dirty tricks and projections. The combos are often much longer than in the series from Capcom.

Overall, if the playing surface is not difficult to understand (like a dirty attack on the other side of the screen or melee, the moves and combos are easy to do), the salt of the game and the real difficulty comes from the technical approach and openings guard. Unfortunately, these are things that are always very difficult for a beginner, and they are not tutorials or challenges based combo 20 hits that teach such techniques.


YUKIKO AMAGUISE

But Persona 4 Arena appears for the first time aware of this problem and makes a secure, simplified, and a breakdown of its mechanical, so that everyone can both easily recognize, but also easy to use. Self-combo, automatic combo used in hammering a single button, is the most striking example. No-skill course, but abused? Not really, because it does not open custody and does not cause much damage. It exists only to give a player a punishment / confirm button if it does not have the reflexes needed to do better.

The dragon punch which is done with two buttons follows the same logic: the important thing is not to make the dragon, but the place for that key. And if it is kept, the damage through punishment are multiplied compared to usual. Thus, it is the understanding of the game and the reaction are rewarded more than the pure technicality. In making this simplification, Arc tries to open and show the tactical part to an audience that probably would have dropped face difficulty handling, and would then have been impressed by flashy but ultimately not that interesting combos.

Securing and mechanical breakdown are best embodied in the Universal Guard breaks from Guilty Gear, ideal to break the defense of an opponent under pressure. Here, everything is done to be able to bind when the attack manages to touch, whether you're a beginner or seasoned player. If the shot button, the character starts running towards his opponent to hit him, leaving a brief moment to realize what just happened. Then the opponent is sent into the air or against the wall and the game returns to normal. Clearly, players sometimes have difficulty predicting their actions have in Persona 4 Arena of extra time to take advantage of their tactical advantage.


IT IS IN THE AIR

In the same kind of idea, the player has an invincible roll which allows to approach, limiting the frustration of the game away. You can also make a small leap to the ground to place the air blows easily. Even normal shots work so decomposed or essential: small strokes are linked up to three times without timing, air base hits touch twice to allow the player not to miss, anti-air are effective. .. And globally, every time the game speak very clearly to the player through their design, leaving no doubt as to their use.

This does not mean that the game is less cruel than other productions of Arc System Works. Unfavorable matchups really are, some characters are abused and others too low, up / down variations of some fighters are crazy to even veterans of the genre. But for once, the game seems to have the means to talk to all players, not just through a theoretical tutorial mistranslated as is too often the case. Here, learning is the result of a true reflection on the representation and use of mechanical games, with the desire to make the game too technical yet accessible, without much altering the depth of the game We can only rejoice and pester the delay in the location, which only leaves us alone or with friends to enjoy.

FEZ : Review



The first time we heard of FEZ, it was almost five years ago on a forum of independent developers. Since then, the game Polytron Corporation has received two awards at the IGF and another at IndieCade, has been delayed several times for tweaking and ended up in a highly anticipated documentary, ruining the way the health and life name of its inventor, Phil Fish.

The Canadian game designer has also made many players back because of his statements on the current Japanese productions and many other reactions sometimes childhood on social networks. But as games and their creators are not tested, see what lies beneath its FEZ pixels put into perspective.

PC version: Exclusive Microsoft is over, Fez comes a year later on PC, with the promise of bugs and other technical issues corrected. In fact, there are still issues to be resolved as evidenced by the SAV Polytron, but the game still appears much smoother in transitions between rooms and especially stable. No sudden crash or corrupted save point in our party, it is better than nothing. However, with the exception of display options (choice of resolution, full screen / windowed) and management of backup files, no significant improvement has been made in this version. Fortunately, the game is still as exciting, even during a second visit to the world of cubic Gomez.


There is a mixture of carefree FEZ discovery and obsessive research that we meet more often in a video game. In the manner of some of the 80 major titles, the player is practically abandoned to itself in a vast world filled with codes, inhabited by a handful of beings concise and often enigmatic word. There are really only two places inhabited in the fragmented world of the game, the first being the village where the adventure begins in the bedroom of the hero Gomez history to recreate the illusion of a role-playing or adventure Japanese old. Visit the village for tutorial, basic dialogues and events from disrupting the original quiet are applied to the letter, the disturbing element is the bursting of a golden cube which is expressed using glyphs and Gomez offering a headgear Arabic - the fez title - opening the doors of perception. Wearing the mystical artifact, the hero actually becomes capable of detecting the third dimension of the world, until completely flat.

ATTENTION TO EDGES



This spatial awareness will give him the means to leave his village in order to accomplish a mission imposed arbitrarily: find all 32 pieces of giant cube or dislocated to prevent the world from suffering the same fate. The challenge is great, but the challenge proves ultimately not so high. If it looks like an action / 2D platform game open in the manner of a Metroid or Castlevania, Simon's Quest line, the concept of death is totally absent from FEZ. No enemies, no life bar and a character who returns to the last place sprained foot in a fall "fatal" or suction in the anti-matter areas that appear randomly throughout the exploration . A wise choice, given the somewhat peculiar Applied Physics travel and breaks Gomez. Not to mention the errors of judgment during rotations of view, a central game mechanic that gives volume to the pixels with remarkable ease.

With a simple press RT / LT or RB / LB, perspective pivots right to one side or the other of the set angle, which allows you to see all four sides of the same place to reveal a door, fragments cube or continuation of an ivy snaking around the block. Playing with perspective also allows the meeting separated scales, moving platforms or reading generally obscure symbols inscribed on a wall. Once the basic interactions stored (with the indices of the small block rainbow sky as a guide knowing how to be discreet), progress quite easily and without pressure by collecting cubes or pieces of cubes, but also key and treasure maps stored in chests. The influence of Zelda is clearly claimed, with a formula that combines the advantages of 2D and 3D, while maintaining the almost absolute freedom to explore the very first episode of the saga. Tables aerial view were simply converted into rooms for several sides, connected by doors and a handful of teleports.


I CRACKED THE CODE, I CRACKED THE CODE

Map, not necessarily obvious at first reading with all its connections, in fact perfectly transcribed arrangement of rooms, tables and their I / O space. Icons legend and gold banding indicating the levels fully "cleaned" are also very useful for those who want to find all the secrets of FEZ, without stopping at the first end almost served on a plate, if only one has a dash of common sense. In the manner of Mario 3D is not inherently difficult to find enough open sesame to the ultimate holder of the game and find out what it conceals. By cons, it will take a lot of patience and understanding to get their hands on anti-cubes, artifacts and other objects by deciphering the clues and ubiquitous in the decorations codes. Without this second quest made possible in part by a new game + as smart as teasing, playing Phil Fish as it is a shadow of itself, such a limited aspect that sets the initial 2D village before Gomez opens his eyes.

It would be criminal to spoil the real surprises of the adventure, as efforts to discover and solve additional puzzles embedded in the DNA of FEZ masquerade as the status game nice gimmick (like Super Paper Mario, Echochrome or Crush ) than the benchmark for overall design. Construction levels already deserves respect for having managed to make navigation a kind of evidence despite the many translations to be made, but any cryptography and information with the ability to be discreet before jumping in the eyes (among other ) also show a great degree. Developers know as well bring the player into the world of Gomez that make out to appeal to as simple as a pen and paper outside help. Followers of tricks to break the fourth wall will certainly appreciate all the fans of deciphering symbols. A game that relies on the intelligence and logic of the user without a face challenges unfairly twisted and silly conventions, we do not cross that often.


FEZ TAGADA



Especially since FEZ is also interesting in its construction and in its aesthetics, without varying complex tones, moods and graphic effects. The pixel art can be considered a vulgar decoy nostalgic by Grumpy, but it is totally justified in relation to the inspirations and about Polytron, in addition to being executed with great care. Each table vibrates through its delightful animations and varying colors, thanks in part to the day / night cycle not having a cosmetic concern. The game allows several tributes to the generation 8/16 bit, as well as pure hypnotic sequences carried by a synthetic soundtrack sometimes casual and airy, sometimes dark and heavy. Listenable largely on the site of the composer Disasterpeace (aka Rich Vreeland), it is very much in the mood of joyful mystery of the title. Certain assumptions even want the full version contains a clue to solve the final puzzle (?) Black monolith, defeated only by the gross manner or confidence Phil Fish at the time of writing these lines.

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