Sunday, July 21, 2013

DOKURO


Available for several months in Japan and the United States, exclusive Vita Dokuro finally rears his nose last week on download services from Sony. Mix of action, platforms and reflection, as developed by Game Arts (Grandia) has caught the eye of some players with a sleek and 2D graphics rendering effects rather cute lines in chalk. But the game is it the road beyond its seductive art direction?

THE PRINCESS IS IN ANOTHER CASTLE

Worthy heir to a tradition known to all, the game offers free GungHo a Princess Peach from the clutches of a Dark Lord Bowser. However, unlike the saga of the mustachioed plumber, the hero does not run after his bride throughout the adventure, but must escort him to help him find the exit levels. To do this, the player must constantly change the shape of the main character: Dokuro skeletal demon can perform a double jump in exchange for a ridiculous attack while Prince Charming, in spite of a simple jump can be beautiful and use a powerful foil as Raphael in Soulcalibur. In practice, it's easy because tapping the touch screen twice to become the handsome prince while a dual pressure on the back pad snaps back to its original shape. It should be noted that we can not stay in human form indefinitely since hourglass indicates the time remaining in a corner of the screen time. Finally, the powers of the little skeleton, too limited in duration, can draw lines using the touch screen to fix a rope to a barrel explode, light a candle ...

If trips involve phases of platforms and enemies of the action sequences, the heart of the title is solving puzzles. And on this point, so be clear: we must be armed with a lot of patience because it dies quickly - in a shot or two as enemies - and often repeated. Indeed, the game clearly based on a principle of die & retry, offers no checkpoint system in the current level, the less gifted but can manually move to the next section ten times than during the game. Since a couple of worlds each consisting of ten courses are planned, and that the difficulty begins to be felt in the second third of the game, so be advised to blood players not take long sessions.

Even more frustrating and annoying than the behavior of the princess to rescue, making the AI ​​in ICO Yorda almost pass for a model companion, not a ball. Thus, we must always keep in mind where the beautiful as if nothing is blocking its path, it automatically advances straight. Suffice to say that must be observed to better the environment in advance and anticipate the consequences of Mrs. mechanisms activated: box put on such switch platform that dates back wall explodes, etc.. We can not count the number of levels recommenced - since the beginning so - because of a badly negotiated timing of a particular hitbox or a few annoying bugs collision.


Dokuro Scissorhands

Despite a difficulty that could lift the PS Vita in the proper sense, Dokuro is significant because the puzzles are relatively varied between gravity to reverse a number of mechanisms to be activated in the correct order and so on. Fighting against bosses, which occur at the end of some worlds, are rather original if not drives them. Indeed, they imply some reflection and allow in their own way, well reuse mechanical interviews already in the adventure. A journey that, due to the large number of courses, requires at the very least a dozen hours to complete. Most guests are motivated revive certain levels to collect the missing pieces - at the rate of one per level - and dig up additional trophies.

In addition, if the graphics engine reminiscent of early Burton glue really well in the game world, we can only lament the slow movements of the characters, dissonant sounds and sound repetitive band. Offering a unique theme world, the soundscape would increase the fighting Ni no Kuni for a non-redundant piece is saying. Finally, we specify that the location is correct, still images and dialogues translated into French between worlds to learn more about the universe.

0 commentaires:

Post a Comment

Powered by Blogger.