Saturday, July 20, 2013

OMERTA : CITY OF GANGSTERS



Haemimont and Kalypso abandon time dictatorial islands of Tropico and offer a detour towards the United States. It is not yet said they decided not to drag the body into the mud. Omerta: City of Gangsters invites us also to leave his rotten expression in all of us, in almost total impunity since it carries us in Atlantic City prohibition, when the whiskey is monnayait lead but never had more than the color of gold. A context marked shenanigans, big guns and jazz in the city of Nucky Johnson for a game that aims to quench the thirst of all lovers of management and tactical turn-based battles. But after drinking the dregs, one wonders if the developers did not cut their cam fleet.

RUM, WOMEN AND BEER, THE NAME OF GOD!

Exit megalomaniacs bearded welcome slicked emotionally. The arrival of the twenties sign overseas birth of a blessed time for all unconcerned about their relations with the constabulary auto-entrepreneurs. Following the vote of the Volstead Act in 1919, the transportation and sale of alcohol became illegal throughout the country, to the chagrin of a few million lads gays little envious to submit to the forced dehydration. Concerned about the health of their American brethren, the Sicilian Cosa Nostra decided to help them by exporting its legendary expertise in business matters and shady crime. Demand is high, and this era truly marks the rise of large-scale organized crime in the Uncle Sam She will be born the legend of Al Capone, otherwise known as Scarface, Lucky Luciano or Enoch Johnson , treasurer of Atlantic City whose exploits are recounted currently under fictionalized form in the series Boardwalk Empire HBO.

Thanks to this man and his very personal interpretation of the law, which is now known as the Las Vegas of the East Coast had its moment of glory. Close to New York and the coast, it quickly put a point of honor to become a harbor for Canadian vessels carrying beer and liquor board, and flourished in a short time the clandestine distilleries, gambling dens and brothels , as evidence of the superiority of civilized man over the animal. This is the city of opportunism that developers offer as food to our greed and our business acumen. Here, the cops are more like tax collectors spree only to law enforcement officials, and local pundits are won blows envelopes plump and thoughtful gifts. But to get a place in the sun, you'll have to elbow and Thompson, local gangs jealously defending their turf and seeing a dim view of the arrival of a new guest at the table to share the cake.


GREEN CARD ...

We understands quickly launching the campaign solo Omerta: City of Gangsters. With a brief but friendly multiple-choice questionnaire, we sculpt our character's past, namely his childhood, why he came to the United States and his portrait. These choices can essentially define the skills that we will accompany the irresistible rise and thus determine his fighting style, strengths and weaknesses without going through spreadsheets as clear a falsified balance sheet for the uninitiated. Still, our champion landed costs while the ship has only one idea in mind: to start a successful business independent brewer without getting angry with local oils. After one or two hired thugs to help transform the hops, it becomes clear that the world of street is dangerous, and lend a hand to the local baron often comes to be swell. After swearing that it does take longer, he's so determined to conquer the position of capo di tutti capi, the joys of hand-kissing and jowls cotton Marlon Brando.

Although this scenario has already seen a hundred times elsewhere, it is nice to see that it operates correctly this particular universe. However, players that we have really wanted a gameplay that shows up to the entanglements of the time. It is divided into two distinct parts, one for management, one for fighting. Up his small business in real time. To get started in business, just choose one of the city offering a mission from the general map of Atlantic City. Once there, you must fulfill the objectives entrusted to us as and when to move to the next. According to our progress in the scenario, it may as well have the choice between three different pacing or a single scene. In order to give a semblance of interest in this election, every trip is an opportunity to receive different rewards. So go downtown will give us the opportunity to recruit new members of the family while the pier offer more powerful weapons for some of our associates and will increase the number of active members of the clan of three to four. These bonuses are obtained locally in the main scenario stupidly down or carrying out secondary tasks whose conditions are not always explicit. The impatient therefore be content to listen to the briefing room and darken chaperone headlong towards their target while others will take the time to stroll and to establish their domination not miss anything.


... CREDIT CARD ...

The first handicap to overcome for neurotics completeness is to navigate on the map. Not that planners have designed plans for an evening too tipsy, on the contrary, as is the great American tradition, all the streets are perpendicular desperately, and nothing so much like a right angle to another four ninety degrees. And as three-quarters of the buildings are already built, you want a lot of courage to those who are used to create blocks with well-defined functions do not have to browse the map in all directions at the time of find a particular type of building. In Omerta: City of Gangsters, we do not build, except a casino or a law firm. We buy it expels, is fire, but just enough to clear the current tenant without damaging the main structure. And it does not transform a room stall in clandestine work. The types of assets to appropriate fall into three categories: offices are scullery and used to power businesses, legal or illegal, that will bring us money. Once properly stuffed, maybe do you consider to buy a site to build a prestigious building as frenzied coverage whitening done by our accountant in the broom closet. And even after blaze strafed the house or a storefront, you can not change the type of activity of our new acquisition.

Probably developers were they hesitant to the idea that a player can mess up the "delicate balance" of the game by mounting a clandestine brewery where before there was a speakeasy. As expected, the properties are thought to work synergistically. The manufacture of adulterated liquor used to supply food stalls and pharmacies selling the "medicinal" alcohol legally and motels are all at boosting productivity distilleries. For each of the three types of buildings, there are two changes to get a small bonus or not share it with the rest of the empire. Ultimately, we are left to reap alcohol, weapons and dirty money, we convert into respectable course notes with a slight loss to get started in real estate or any other activity in ceremonial the attention of the police. The big problem with this huge circus is that whatever we do, we find ourselves drowning in notes after a few minutes, despite all our purchases and corrupt cops to escape investigation. The benefits are extremely easy to make, and a dead octopus succeed in maintaining its accounts balance. Management is therefore part in extremely repetitive and slow, the first notes come all alone in the speed of a moped in full coast while thirty minutes later, the whole city is ours and own money that flows faster one can not spend it.


... RED CARD

Fortunately, there is fighting. From time to time, a rival just use a knife under our noses and we must teach him respect. Time to suppress a yawn, the loading screen is over and here we are on the zoomed version of a portion of the district. Everything is going to turn, according to a point system of movements and separate action points. They are determined for each recruit through its statistics cunning, strength, intelligence and others. As for XCOM, the choice is left us to provide them with weapons, provided they have bought something to replace their gear out. The guns are inexpensive and action points are very useful to complete multiple enemies, shotguns and machine guns sprinkle everything that has the misfortune to spend within their reach but lose efficiency beyond a few meters, and melee weapons are especially useful for causing damage over several turns or to lessen the capabilities of the enemy. Little extra subtlety, combatants must manage their courage as well as their health during the clashes. It may fall too low, they could not escape or have only some points to spend when it is their turn.

Nothing shocking really. The rest is also very classic. The objectives are always the same: kill everyone or retrieve documents, and rid the floor. The increase on the scene is jumping from one coverage to another, which are also often inefficient and arranged against common sense. A circular is still viable and offer protection in one direction, and the plane used as wall, but not the lamps. Finally, in a corner, the loose is effectively protected from one side before it chooses to hide, leaving the other exposed. Finally, we sometimes feel that press against a wall uses an extra movement point compared to just move in one place. No matter anyway. The fights are equivalent to that part of the management difficulties, and sometimes shows even more grotesque. The fault in particular a strangely suicidal artificial intelligence that uses only very rarely shelter, takes when it has no chance of hitting, moves erratically and sends snipers to pieces in melee in single file . We understand quickly that unfortunately our best ally called Tommy Gun, and just to hide until all this beautiful world together in one compact well before a lot carnage and complete survivors Colt point blank.


BY CAST LEAD, SAVED BY THE BRASS

As says so the hero at the beginning of the adventure, the American dream is bullshit. Potential good ideas, like the RPG side of the game that asks you to choose your changing characters after crossing levels are marred by the general flatness. And while a good game management campaign is a big part tutorial for free, there is no point to venture here. These are the same cards, or nearly so as they all look alike, pounding without lens. Given their ridiculous size, each folded in half an hour that we spend three quarters of the time to look at our bank account swell without knowing how to deal. The multiplayer is not better off, since it displaces all the management part and offers entertainment for all its flawed system to share in cooperation or opposition fight when another willing victim is not trunk route and you refile control his minions. Misery ...

Now it is down, tendons an open hand Omerta: City of Gangsters, saying that it is not beautiful, it is not so bad either. The graphics are good, and the interface has a delightfully quaint old board game that waste cards have turned sepia. And he sings well, for those who love the old jazz manouche guitar-based and brass, although knows little pieces. A soundtrack was provided more fashionable, the scenario easily weighing fifteen to twenty hours to anyone really wants to return missions bottom. Voices, without being catastrophic, are not extraordinary and sometimes border on bad taste when they parent foreign accents, including the rabbi. And to drive the point home, some texts and translations would probably deserved a little more work. Skeptics meditate on the following description: "Prison: residential buildings and warehouses." Donuts also distribute the outstretched hand.

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