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 [...]

Showing posts with label PS Vita. Show all posts
Showing posts with label PS Vita. Show all posts

Monday, October 21, 2013

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.


Tuesday, July 23, 2013

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.

SOUL SACRIFICE : Review




After passing several times in our hands since last E3, Soul Sacrifice finally arrived in our latitudes. Often compared to wrong - and right - to the Monster Hunter series, the title developed by Marvelous AQL and supervised by Keiji Inafune is at the heart of important issues: give a boost to a machine lacking headlines since the beginning year - at least in Europe - and prove he is not a clone of the monster license Capcom. Just that. After spending many hours in his company, it is time to take stock of this dive in hell.

Locked in a cage in the middle of an evil mansion, a man linked to the powers of the magician Magusar, a man, alas, doomed to certain death. Slave in morbid place, being about to be sacrificed arises when an old magic book with yellowed pages by the test of time: Librom. Combining the stories of past battles between monsters and wizards, the book bearing two misshapen eyes and a dirty mouth then invites the player to relive the battles of another age to better understand or modify ...


MAGUSAR ON THE ROOF

First step before embarking on the adventure personalization. Sex is defined, the voice and appearance of their avatar, knowing that these choices are purely aesthetic and can change any of these parameters between two quests. Five minutes later, time to jump into the arena came because let's be clear: Soul Sacrifice, it is first and foremost the raw action of stripping. As a beat'em all, the basics are simple since with three front buttons normal opening shots on basic combos, shots or charged projectiles on strikes. Weapons (sword, ax, etc..), Shields and other armor to temporary effects are also scattered around on the playground Moreover, in the manner of modern 3D action games, enemy lock through the trigger left allows attacks to fly without worry and roll is also part of the range of movements to dodge enemy trickery. Until then, nothing transcendent must admit.

In fact, the interest and originality of the title published by Sony rather just how magic fits the gameplay. Thus, the harvested material (roots, eggs, ogre, bulbs, claws, feathers ... arm) after the fights become offerings acting spells. These are accessible in the lower right corner of the screen are arranged in two sections of three offerings and their use remains strong, since exchange of magic on the fly via the right trigger. In the end, fighting fishing and resource management becomes an integral part of gameplay. Indeed, an offering may be depleted during the confrontation if abused too. Refills are scattered here and there, however, it is possible to achieve short face some demons rather tough. Even though it would be the case, we can recover spells exhausted after a victory with some tears Lacrima, a 'money' earned throughout the adventure.


Wyvern LEAVE OR DIE


Even more than the use of magic, these are permanent choices that make the game up. If the mower strikes, you can ask to be resurrected through some life to a teammate, or just be sacrificed, rewarding an ally of a spell powerful enough to sweep a boss too swift. One can also choose to commit suicide and become a ghost on the battlefield, allowing the state to boost the offensive capabilities of friends alive via the touch screen. Decisions, we must take as an enemy when banged. Is it better to save it to increase its vital and defensive capabilities or, conversely, to sacrifice in order to improve his offensive skills and therefore the magic? This duality permanent choice makes it more attractive as a wizard fighting can ally with the player afterwards, something obviously impossible if one chooses to ease his suffering.

As we noted in our preview, the increasing level shows natural or flexible because life balance / magic can be changed if desired. A mission that requires having a solid bar life? Simply cut off - finally - magic points to earn XP in the box 'health'. A very significant process in terms of progression, which allows part of bearing some gaps in AI in the solo mode. Indeed, the allies is not the most memorable and these are often run over by the big demons (Cerberus, Wyvern, Werewolf ...) they do not anticipate little or attacks. It is therefore necessary to waste time constantly resuscitate rather attacking the boss in question. Nevertheless be noted that it is often useful to keep the same allies rather than change, high affinity creating better results in the end.


EARTH, WIND & FIRE

Like any good game that meets Soul Sacrifice is based on a multitude of elemental affinities, ice> fire> poison> stone and so on. Obviously, some enemies have weaknesses - fire against harpies, ghouls against stone, ice against Jack O Lantern - and it will sometimes go groping to find the most harmful spells based bestiary of the selected mission. Progression by failure, then, but in any case frustration. From a quantitative point of view, it is clear what to do. On the one hand, you can collect hundreds of offerings and improved several times. On the other hand, mergers are possible to create new kinds of magic: defensive, offensive or subtle (copy of a spell ally, best ground transportation, attracting the attention of enemies fruit etc..).

This wealth, it is also found - a little - in the scenery through. Thus, if the alternating indoor and outdoor environments shows just aesthetics, the presence of aquatic arenas part modify the attack patterns, since everything is slower. Some spells like "The Ember Soldier" are also much longer be active. More than ever, it will be important to manage the distance vis-à-vis enemies. In addition, some areas momentarily give bonuses / penalties to attack or defense, which again can change the game in battle. Despite all this, after dozens of hours on the clock, it is difficult not to feel a certain level redundancy driven environments and faced bestiary.

Precisely speaking of feelings, so be clear: the game is fun to use, simply. Where Monster Hunter may annoy some because of its collisions, extreme slowness of entertainment and its general weakness, the game Sony wants more nervous - as to be always trying to make a youngest '. I must say that the short format quests - one minute to fifteen minutes on average - is well suited to support.


"SACRIFICE, PAY THE PRICE, COLD AS ICE SACRIFICE"



Fears that there is little issued on a purely technical level are unfortunately confirmed. So yes, the art direction is to die, really. Dark fantasy lovers will be delighted to Berserk, the character design, armor, enemies (huge rats pierced screw and trash, cyclops, centaurs ...) transpiring class. All is running fine and no loss of frame rate can be reported, even online. However, we regret the extreme poverty of the textures (soil, vegetation etc..) That clearly think the PSP boosted. Similarly, if hell is synonymous with aliasing and colors sometimes too dull and bland rather than alcohol and rock'n'roll, we prefer to spend our turn ...

In any case, a title will never stuck to a better game because if in defiance of repeated player barely defeat a archdemon efforts (this is their first names), you may choose to sacrifice part of his body. The magic that follows is monumental and often takes the whole screen, the price is aligned accordingly: defensive capabilities halved for immolation, altered vision for a look sacrifice runes inactive bonus for offering arms, etc.. Of course, lost limbs are whole again if we have enough tears Lacrima. There is something really exhilarating to use these demonic furies, but also something disturbing, as if a part of us literally flew. At the same time, what more inhuman than a human sacrifice?


THE GRIFFIN SLEEPS



Also, needless to mention that life is huge. The multiplayer mode, both locally and online, remains impeccable and battles will have four absolutely epic. The quests grouped into pacts Avalon are many, some of which are accessible only to a specific stage (magic level 15, for example) while others require the player specific conditions for success: defeat enemies in less than two minutes, get a number of specific memories, etc..

As for Stakhanovists collectors, they will get their money given the number of different offerings, besides the traditional trophies and scores missions that we can always improve. For information, they are higher or lower depending on many parameters: assault and attacks against employees, third eye (sort of heat vision) enabled, hit points, allies made sacrifices, accomplished time ... The quest for the high score is not trivial, however. It rewards skill and players who score high are rewarded with better offerings than those who achieved an average or feeble note.

Finally, one can only applaud the work on the soundtrack. The musical themes designed by Yasunori Mitsuda (Chrono Trigger, Xenoblade and many others) are all simply gorgeous and remain head once the console is turned off. A real pleasure hearing. As for the location, it will rely on honest English dubbing and subtitles French decent. However, we would like to see land the Japanese voices for the time reserved for pre-orders of a major brand selling video games. Perhaps a sacrifice common sense will make other than tumbling through a DLC announced paying ...

Monday, July 22, 2013

DRAGON BALL Z : BATTLE OF Z Screenshot





Week after week, show after show, Namco Bandai still manages to spread bursts of screenshots for its ongoing productions: while the Comic Con in San Diego was completed, it was the turn of Dragon Ball Z: Battle of Z to exhibit.

Screenshots in combat with or without inferface, Super Saiyans galore and a handful of artworks that go, all seeking to demonstrate the fidelity of the game with the universe created by Akira Toriyama, the publisher shows strong generous and there are pictures of what to look for. Nth fighting game involving Goku and his clique, which should explain its strong title inspired Battle of Z will be available later this year on PS3, Xbox 360 (download-only) on PS Vita.














GUACAMELEE : Review



After giving us the very nice Tales from Space: Mutant Blobs Attack! last year Drinkbox proves its commitment to the PS Vita, unsheathing (already) a new crazy platformer: Guacamelee. Finished aliens viscous room for tacos and tequila shots (in moderation) in this new generation self proclaimed "Metroidvania brawler" as saying that Drinkbox do not attack anything this time. But under his foufous and nonchalant air, Guacamelee actually conceals an adventure with some wonderful cojones. If Señor!

"LIVIN 'LA VIDA LOCA!"

With a second almost palpable degree Guacamelee tells the funny story of Juan, a young muchacho rather any who embarks on the heels of the demonic Calaca after the guy has captured the daughter of El Presidente. As obvious, Drinkbox us therefore helping the damsel in distress to launch a delirious adventure that does not pray to reveal a gallery of eccentric characters: a witch slightly neurotic, a rooster teacher or catch a goat / old sage rather milk soup. Yes, it goes a bit in all directions and the dialogue is often the opportunity to drive the point of the ridiculous and absurd.

And the atmosphere is obviously completely loca perfectly supported by an explosive artistic direction with a rather simplistic geometric graphic style enhanced by a range of flashy colors to perfection. It's beautiful, fluid, consistent, striking. In short, it is difficult not to fall in love with this ultra colorful and whose designs are more subtle clad in a few big names in video game references.


"METROIDOS Y CASTLEVAÑA"

Even if the hero Guacamelee is far from unstoppable charisma of Alucard or Samus Aran - it is even a transparent hair, unfortunately - he finds himself immersed in any case a game system actually largely inspired adventures these two legends. We discover a world of one piece, built in clusters around the small town of Santa Luchita which acts as hub. But of course, access to all areas of the game, you will first discover the different powers that lie at the heart of Juan temples heavily guarded. Walls too high or blocks of color blocking his way, such as Juan will have to overcome obstacles in learning throughout its journey powerful new attacks (hook up, down or sideways), a classic double jump (called here "jump kid") or turn into chicken (best power ever, obviously).

Of course, all of these capabilities are so many surprises that motivate them to advance in the adventure as they will discover some secret passages where we may identify for money (useful to pay for upgrades Juan) or bonus stamina and health (divided into fragments to collect hearts like Zelda). But these physical powers, Juan also eventually gain the ability to change size and switch with a click of the Dead to the world, a parallel universe with only subtle differences with reality in mind A Link to the Past, Soul Reaver or the most recent Outland.


"VAMOS A LA GAMEPLAYA!"

Operated timidly at first, it can eventually become the basis of some particularly devious passages in which we must learn to switch between realities with a devilish timing, while assaying its jumps to the millimeter. For the excellent level design of Guacamelee is a great place to phases of platforms including the difficulty slowly grows over our progress in the game to finish with a final dungeon, a real highlight of the adventure points. But despite this sadistic trend, as Drinkbox never becomes frustrating for both. The respawn system is particularly merciful here and if these passages require patience and dexterity to the point of seriously up our blood pressure, it never gets to the point of wanting to throw the console across the room.

In contrast, there is a little less inclined to keep calm before some fights. For Guacamelee does not lie to its initial promise and present alongside these passages platforms worthy of a good dose of good beat'em all big fights. Again, the difficulty is increasing and our range of shots is enriched according to our findings in the temples of the game, dodge, projection, devastating combos, special moves ... all the ingredients are there. The fighting then eventually require a good command, especially the enemies patterns varied enough to also end up having fun playing with the two-dimensional or hide behind shields only sensitive to some of your powers.


DIRTY SANCHEZ

Sometimes, unfortunately, we could also find themselves overwhelmed and lost in a confused mixed hair where it becomes difficult to understand what happens to us. The few boss of the game will also test our agility so that our patience, but in the end, victory in Guacamelee takes so rewarding that they easily apologize some small wanderings flavor. This is a heady feeling masochistic that many modern video games seem to have forgotten to wake up with us now ... With an excellent mix of gameplay, so book Drinkbox rhythmic adventure that knows the difficulty go crescendo. So it is with a slight regret that we see come the end after a half-dozen big hours - depending on your control and your curiosity about the few perks to offer. But ten small euros - which are sufficient to provide cross buy the game on Vita and PlayStation 3 with a bonus gentillet coop mode, but not necessary - let's face it would be inappropriate to play foodies!

MURAMASA : THE DEMON BLADE : Review



Odin Sphere, and soon GrimGrimoire Dragon's Crown, the small team of Vanillaware sends a strong signal to the entire community of fans of Japanese games. No, 2D has not said its last word, and as long as we are given the means, it is still possible to perform miracles at the time of the Unreal Engine, CryEngine and the other engines 3D fed hormones. Proof is Oboro Muramasa, a sexy action-RPG is now no longer available to Wii owners.

PS Vita Version: Released in March in Japan, Muramasa Rebirth is available since last month in an American version that we hastened to import and consume. First shoulder jaw: the visual rendering, absolutely gorgeous. This portable version is a constant refinement for peepers, the OLED screen of the Vita give the impression of continuous development in the prints of Hokusai. The goldsmith work of the artisans of Vanillaware is simply enhanced by the support. In addition, we greatly appreciate the efforts made by Aksys in terms of location. The revised English translation can finally enjoy the storyline without cringe. The two main protagonists and the various NPCs, they seem more alive now. From a more pragmatic point of view, we can now attribute the jump to a button rather than pushing the directional pad up. Casually, this makes the handling slightly redesigned as more nervous and comfortable in hand. However, use the same button to jump and initiate a conversation was perhaps unwise, the hero (or heroine) making a leap instead of starting the discussion if not exactly the right place. This detail aside, the game is identical to the Wii version since no touch functionality has been implemented. We thus find that heady mix of raw action and RPG elements own. For those who want to push through the experiment, we recall the existence of DLC including four fighters and as many short scenarios taking place during the Genroku era. Each add-on should contain two chapters and enable responsibility of taking a new weapon each time: shuriken, hoe, hammer and a pair of claws.


The opening cinematic Muramasa provides the framework: we are in the seventeenth century Genroku era, on the main island of Japan. The dark forces that lie dormant in each sword gradually take control of their own, to the point of awakening in them the desire of conquest and omnipotence. The voracity of these damned souls is such that they led to the awakening of gods and demons hungry dragons. Guided by two mysterious spirits, the young swordsman Kisuke and Momohime princess will stand to put an end to the chaos, through the Japan side to side in search of the cursed sword. The first two paths in parallel for a convoluted story that draws its inspiration from the myths of Japanese folklore.

LEGEND OF NINJA SPIRIT

Words can not describe the exquisite refinement that Vanillaware has shown to give life to the world of Muramasa. Sublime, magical, mesmerizing, achieving further pushes the boundaries in 2D, with huge, detailed and beautifully animated sprites. Just look at the range of expressions of heroes, their little glances sent the player to take the measurement of the work. Goldsmiths, neither more nor less. The performance is all the more remarkable because it never acknowledges any bad taste or any rhythm problem. Slowdowns Odin Sphere are forgotten, and even if they are recycled from one end to the other of the map, the "tables" are taken literally: genuine prints enhanced by a choice of harmonious color. Admiring the player through Muramasa as an art gallery, overwhelmed by so much beauty, so much taste, too much simplicity. The liveliness of movement, load times invisible as the imperial composed by Hitoshi Sakimoto contribute to manic dynamism of the whole, as if Ninja Spirit and Legend of Kage had finally found their heir twenty years later. And as often with titles refined to the smallest detail, visual discoveries begin primarily in the service of gameplay. Without all these freezes to punctuate a slash katana without the plumes of smoke emanating from enemy corpses, fighting Muramasa would probably not have the same impact.

The punch. A quality that we do not repeat enough, distinguishes the great games of the mass action. For action and system for short game, Muramasa impressed. Simple combinations enough to handle the basic strokes, rolls and other dash. From there, the combos are linked with a system of repechage, juggles for intimate, much thinner than it appears in the timing. With a little practice, it is quite possible to plug in a bunch of enemies in a single attack, without giving them any respite. Already heady base, the system is getting stronger with a simple idea: Change sword. In Muramasa, Momohime and Kisuke always carry three blades to choose from a list of more long short swords and large swords. Each course has its own characteristics, and especially his own special attacks, Ogi the many and varied forms, from simple sequence of shots to super deadly tendrils. What prepare subtle sequences. Better each time the player changes weapon, the screen splits, slashing all enemies around in a flash. It is also necessary that the spirit of the blade is 100% and rested enough to unleash its power. This energy gauge require your attention. As the spirit of the blade is animated, the katana serves weapon and shield, if it is empty, the sword breaks, leaving the heroes to thank you enemies. The only solution chopping another sword from the scabbard, or use an object to accelerate the regeneration process. A principle that makes sense against the boss where to meet "naked" causing great dodge sessions.


MURAMASACRE

As an Action-RPG, Oboro Muramasa respects immutable codes of the genre: the level up through experience gained in combat, and inventory management. To cope with the boss more impressive that the game reserve, Momohime and Kisuke will forge swords more powerful, presented on a single graph, so the kill. Two basic conditions are required to have access to new models katanas: get the required number of souls, and show its full force. In one case, simply to thrash enemies and rummage tables looking for wisps. In the other, it is the food that comes into play. Like Odin Sphere, the food is an inexhaustible source of domestic wealth, and it is a parade of typically Japanese victuals that we are witnessing, foaming at the mouth. Swallowing good food not only to regenerate in combat (live octopus!), But also to earn points at the same time force. Suffice to say that the buffet stops and revenue collection become a top priority on the shopping list, in addition to the usual talismans quickly to boost stats. To balance the gameplay, a gauge limit the untimely hunger kitchen and therefore overeating. With such a system, cherish his swords become a real hobby, especially as each boss releases a blade that will unlock the branches giving access to more powerful models on the table. An eternal.

Fighting, kitchen and big boss. Difficult to make clearer in terms of game mechanics Guided by a small, discreet arrow and a mini-map overlay, the player always knows which way to go and what territory visit. And difficult to deviate, since swords bosses are needed to pave the way to the next, breaking the psychological barrier of the corresponding color. Spurs exist, but is generally far from the Metroidvania formula despite appearances. This is perhaps the only flaw of Muramasa, this redundancy in the tables and in the action genre beat'em all, an inevitable problem with a formula where fights occur more or less randomly. Regardless, the game Vanillaware away everything in its path, so that it becomes impossible to release the knob once entered a few intricacies of the system. See the end credits with a character is not long nor insurmountable, six to eight hours at most for those who depart from the path. But to unlock the full picture of the 108 swords and see the alternate endings, it will be essential to replay the game with the second hero, and take the opportunity to fill the alternative challenges that await you in the stem. Good thing the boss for Kisuke and Momohime differ, as the backup is the same for both, it is possible to take part "finished" to complete the collection. Knowing that two modes of higher difficulty await more addicts, including a furious release (only 1 HP and end of the debate), we understand that Vanillaware has left nothing to chance, whether you are a novice player or a hardcore gamer. Definitely great art.


Sunday, July 21, 2013

RAGNAROK ODYSSEY



If the Vita now has a set of roles with top quality Persona 4 Golden, it also hosted in its catalog Ragnarok Odyssey, a Monster Hunter-like for those who prefer the plains filled blobs warlike high schools where assassinations rage. Developed by Game Arts, the studio behind series like Lunar and Grandia, the title can hunt monsters by the hundreds while with three traveling companions. What wisely wait until the arrival of Soul Sacrifice?

Ragnarok Odyssey - Screenshot éditeurReprenant the world of Korean MMORPG Ragnarok Online, the game published by GungHo draws its inspiration from Norse mythology since it is talking about a war between humans and giants. As in the cult series from Capcom, the story is extremely light and is just a pretext for battles that are at the very least 95% of the gameplay. Before getting into the nitty-gritty, the player creates his avatar by choosing traditional attributes: name, gender, skin color, type face and hair, tone of voice, accessories, etc.. Few choices are offered at the beginning but others are unlocked later and changes are possible during the adventure, which makes customization much richer. Besides the physical aspect, the player also decides the class of heroes among the six available: warrior, blacksmith, assassin, mage, hunter and the first choice of your servant, clerk.


WINTER IS COMING

Of course, every job match a weapon type and specific characteristics. Thus, the hunter is the only one to attack from a distance with his bow while others prefer the body-to-body, the blacksmith with a huge hammer and a cleric shield and a small mass, for example. Points awarded in attack, defense, agility and area damage varies depending on the class chosen, the player can easily find a shoe to fit. It should be pointed out in passing that the magic is almost nonexistent, mages and clerics are only able to summon respectively buffs weapons and healing. To conclude on the properties of jobs include the warriors and priests are the only class able to ward off some attacks, a successful guard can occasionally stun the enemy.

Ragnarok Odyssey is removed monster ad nauseam. Extremely repetitive solo, the game features the same pattern of tireless quest to another. To make it short, we accept a mission from the Citadel acting as central hub, it is transported to the scene, we take care of the type and number of monsters listed in the allotted time, they pick up the loot and no different. Unable to explore the outside world in his own way as a classic RPG, the only player to make the hack slash with a bestiary which is struggling to renew a section to another. Suffice to say that you have not finished cross mushrooms, wolves, giant rabbits and other trolls caves over the nine main chapters composed of a dozen missions each. For a boss fight felt good, how many clashes henchmen uninteresting? Too, for sure. Therefore, we can not recommend too to practice in small sessions as to avoid too feel the daunting approach quests. The missions are fairly short - about ten minutes on average - and lend themselves quite well to the portable format.


HEY BILOOT

In terms of gameplay, the game of Game Arts offers the real-time combat for less dynamic. Specifically, there are two weak and strong attacks, it can send the opponent in the air when one maintains the appropriate button. Once the projected scoundrel, it is possible to continue the combo while avoiding any ground attacks from other enemies. Some sequences based on five shots are also present but most of the time, hammering a button in order enough to overcome the small fry. Fortunately, the boss, them, require a little more savvy to be destroyed. Once their attack patterns are identified, it is at first to approach wisely using running and dodging, which decreases the action bar. Then, once the animal to reach and through a lock system in two colors (white for the nearby red for resistance), we can strike targeting a specific body part. Finally, like a fighting game, a gauge fills up and as you type in order to eventually activate "Dainself" mode. A state that includes the increase in raw power, but in return, lose life when the shots do not touch. These battles necessarily show more difficult than normal fighting but nothing stuck chandeliers provided.

The player has the opportunity to bring three types of potions before starting a quest to regain life, heal a poison or a spell, or recharge the action bar faster . Moreover, we have the right to die twice during a mission, the third failure bringing the character to the central hub while having validated recovered far objects. Moreover, the interest of the loot is relatively small in Ragnarok Odyssey. The only mounted level occur when completely finished a chapter. The rest of the time the booty amassed can be sold and reinvested in potions or exchanged at various merchants to have a new color jacket or - more interesting - get cards. In fact, they can be accumulated in order to grant the player bonuses (and sometimes penalties) significant: +1 attack, increased resistance to poisons ... In all, we find more than sixty times and it will make the right choice according to their properties in relation to the types of monsters encountered.


RAGNA half, HALF AND HALF SUN RAIN

Who said said major graphics power for a laptop. Alas, this is not the title that will treat for the eyes, most are poor textures and design very original characters. In addition, the scenery as the vegetation has the unfortunate tendency to appear via a pop-up effect that you'd straight out of the previous generation. As for the specifics of the console, they are not used, the camera can be rotated through the back pad and then enlarged map display with touch screen. Speaking of which, note that the camera is very fast problem when fighting in confined environments, and that one is overwhelmed by a dozen enemies. Receiving no French localization, game Game Arts has, however, a soundtrack to the medieval quality color composed by Kumi Tanioka, a musician who has worked on the series of Final Fantasy Crystal Chronicles, among others.

In addition, if the title has a very honorable life solo - expect a good thirty hours out quests - you can also get into the multiplayer game if you can find the world. Overall pretty empty servers allow anyway to track the monster up to four and one can not recommend enough to start at the same time. Indeed, the game takes into account the level of the lesser player. In other words, if the player is Level 7 and her three friends are only Level 2, quests will be available than those available in 2, hence the interest to evolve simultaneously. Playable both locally and online, the multiplayer features a somewhat dated interface that does not necessarily encourage the sessions. And if your allies have decided to take ten minutes to dress and otherwise modify the voice of their avatar, there is nothing to do except wait. Brief note finally that various elements try to break the monotony in which the game is installed, such as changing class possible in Chapter 2 or the epic assault the fortress at the end of the third act. Nothing that scotchera the player on the screen yet, but it's still welcome.





NINJA GAIDEN SIGMA 2


To see him jump from platform to platform every three months, we end clearly identify the profile of Ryu Hayabusa. The kind of guy in the ego-trip, which does not hesitate to increase the apparitions and duplication to cut everything that presents itself to him, through the edge of the Dragon Sword to the test of time. He is back on PlayStation Vita, almost a year after the first version "Plus" convincing to start the machine in Europe. Ahead of the Curve?

SQUARE, TRIANGLE, SQUARE (X3), TRIANGLE

In the chronology of events, Ninja Gaiden Sigma 2 Plus is like the ultimate version of Sigma 2 (PS3), itself derived from Ninja Gaiden II 360, the last episode really supervised by Tomonobu Itagaki. "Ultimate" in terms of content, it is a certainty. Nothing missing or nothing to mark the return of one of the sharpest in recent years action games, whether it be Vita features additional characters or game modes as the first of its Sigma time, the grip allows some tactile interactions, to shoot arrows and guide its Ninpo spells, which is not used much in the presence of an automatic targeting rarely taken to default. However, the possibility of strengthening the power of magic Touchpad jumped. There is also the famous difficulty Heroes, which provides a temporary safety valve when the life gauge goes into the red. Cumulative health system introduced with this episode, which sees life back once cleared of any hostile presence, this mode will probably novices to grow nicely without having to undergo martial law Ninja Gaiden. Those who have passed the stage of the Acolyte can start instantly in "Warrior" or "Mentor" and directly reach the other cheek. For all those who remember the land, the series of Tecmo has gained acclaim for daring to challenge a punitive difficulty, which requires control guard, dodging and combos do not end up without potions when the wind of boss was coming.

Sigma 2 Plus does not forget its quota of girls, with the presence of three heroines in the series, Rachel, Ayane and Momiji, who each have their specialty and therefore their range shots, plus a costume unlocked automatically. For those who want to measure their potential immediately without going through the History box, this version recycles a "Missions Tag" mode to evolve duo in closed arenas, and a truly unique fashion "Race Ninja". The interest is limited to fans who take the time to study the configuration of the 5 courses available to optimize their advance. The race is based on both the speed of execution, to join the tags of course, but also on good sequences, since the multiplier associated with gauges combos ensure both maximum damage and green balls, second welcome bonus to push the end of the countdown, the purple balls allow them to gain speed. A nice distraction, although the lack of rankings ruin a little desire to excel. The same goes for the Missions Tag, however. If we appreciate the opportunity to change partners on the fly with a simple press of the directional pad, why is stuff of progressively difficult missions alone (35 in total), in the absence of co-op Online? Especially when these same missions highlight a lack of finishing shouting side of the port.


Izuna "FRAME RATE" DROP

If porting Sigma's first name was not beyond reproach, this suite of Vita downright disappointing. Impossible to speak of fluidity when any enemy presence slows the pace of the action, with almost lunar movements when big monsters accumulate. It was one of the basic problems of Ninja Gaiden II as a whole, but this version Vita pushes it even further, even trying to tamper with the speed cameras in the options to soften the lack of visual fluidity . Between frequent slowdowns and distant camera drowns Ryu in space, hard to feel as immersed in Vita on consoles. Too bad, because this lack of finish adds to gameplay a little less exciting. It is not a question of fighting system, still convincing despite the weight of years: between the possible sequences, the variety of weapons and dismemberment of enemies, often the best way to get out of trouble, Ryu Hayabusa n ' has lost none of her nervousness. However, as time passes, and the poverty level design is obvious. Levels aisle as a chapter, we are far from the control and the virtuosity of the first episode, even if the result is still in the bidding side pit boss. So think twice, then.

Saturday, July 20, 2013

TOKYO JUNGLE MOBILE


Curiosity from Japan and so far reserved for holders PS3, Tokyo Jungle compensated his poor technique a great concept, a crazy story and clever mechanical. Instead of giving a simple mobile porting requested by a good portion of fans, Crispy's preferred adapt its copy for PlayStation Mobile, the equivalent of XNA on Vita. Unfortunately, this Tokyo Jungle Mobile has lost many of its attractions when converting ...

In terrible devastated urban jungle of Tokyo, the rules have changed a bit since the last expedition. By a strange phenomenon grid of different areas of the metropolis, animals now move from box to box, with reliable movements pawns chess. This does not mean that they each move in turn: actions always occur in real time, without the constraint of distance or points to manage - except for hunger and health. To stay in shape and not see his life meter disappear slowly, eating regularly is essential. If herbivores should avoid confrontations up to focus on finding mushrooms, fruits and other succulents, carnivorous have no other choice but to attack other animals to survive. Nothing complicated in principle, especially if you are careful to take her by surprise targets to maximize damage, but caution is still required when one tackles a band or bigger than animal itself; a cow or a horse can become very violent if they nibble the rump with a hyena or a wildcat.


BITES THE ARENA

The good news is that all the playable animals - fifty bugs in total - is available without having to put their hands in their pockets. Just cross the animals in question, to crunch a number or perform other simple conditions for the right to unlock other animals, with the score points collected at the end of each game. Score that as PS3, is linked to the achievement of objectives set in permanently and impossible to miss, even for the most stunned. Overall, it is mainly to kill a number of prey, ingesting a particular amount of calories or reach a specific place on the map of Tokyo, but sometimes the challenges are becoming more complex as the Years pass (fast) in the game Our animal also suffered the ravages of time and must necessarily find a mate - preferably fertile with pink hearts - to hand over to his descendants, under penalty of being perpetually hungry and weakened. Toxic clouds were kept to spice up the challenge enough statement, but it is no longer managed randomly and only appear later in the parties.

The bad news is that many of the ideas of the grinding area were downgraded or simply discharged without any form of compensation. The hilarious story mode is for example more of the game and leaves only the survival mode based on the score for fun, knowing that the online is the absence subscribers despite the capabilities of the Vita in this area. Also lessened the possibility to equip or use objects to enhance performance of his protégé, while giving it a look unlikely, there is just time to time some gifts that meet the gauges or provide a temporary boost to the manner of poor energy drink. It must also deal with a much less extent map, certainly more adapted to short gaming sessions and the accelerated pace of play, but also no surprise or secret passage. Finally, the title never use the touch screen and allows himself to be more visually cheap than the original despite the totally fixed isometric view, which is no small feat. This is not the most important element of the game, especially when it is sold at reduced prices but the animations in two stages and sometimes questionable readability sets are still difficult to digest.

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