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 X360. Show all posts
Showing posts with label X360. 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

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.


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.


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.

Far Cry 3 : Blood Dragon : Review

Probably inspired by the ubiquitous wave of retrogaming tinged with irrepressible passion for old pixels, Ubisoft Montreal is offering a big regressive delirium pasting the spirit of the 80s on the engine and gameplay of Far Cry 3. A bold idea, but we can not be all hands will do.




Overall, we can see Blood Dragon as a way total conversion mod Far Cry 3 (which is not required to play), taking architecture and gameplay of the original game, but with a complete cosmetic facelift. The original game, most of the strings we will find him, starting with the open environment and split your time between the main quest of 7 chapters, quests and a little hunting collectibles. Here again the principle of garrisons from the yoke of the oppressor, areas once democratized will serve as shelters but also starting points consisting of quests to hunt a specific animal or release prisoners scientists. Animals and vehicles Far Cry 3 are also present, just retextured to stick to the new spirit of the game voluntarily ringardos

Far Cry Light

To go faster, it is probably easier to focus on what has changed, namely the disappearance of the craft and the player progression system that leaves the choice of skills in a tree in favor of a automatic gain levels at each passage. An idea a little off-color sometimes also since discovered afterwards the acquisition of new capacity. The skills in question are also inherited from the original game and cover all of your talents, elimination stealth reload faster, through the usual increases the life bar. In short, you have here a somewhat simplified version of Far Cry 3 gameplay, always ready to let you choose between the path of nag or more stealthy approach, even if the construction of certain areas heavily favors the former. Because it must be acknowledged that Blood Dragon would sooner be loose, a logical orientation with respect to the real novelty of the title: 80. However, few new piggyback the original sauce, such as the presence of dragons blood, fluorescent creatures that can draw using cyber hearts torn from our enemies. Handy to clear a garrison of its occupants cheaply. Another small feature of the new hero: his tendency to jump mentally ill that allow him to simply jump against an enemy to fall to him on the face and make a run.

Cyber ​​Forbans dogs and robots



In the 80s, when we looked to the future, we often had in mind the neon cyber guys, mutants Communists and especially, especially full neon eyes. This is the menu that features Blood Dragon, plunging the player directly into the atmosphere with its "cinematic" fixed with flashy colors and nonexistent animation. , You are Colt Power Rex, a soldier half-man, "half machine but 100%" American in the words of the intro, fighting against the communist threat but dropped on an infested island soldiers Omega Force serving your former supervisor. Knucklehead, manly and clumsy replicas assumed, winks supported the action movies of the 80s, his patriotism and his tinsel great truths about the duty and the philosophy of the headbutt, not hesitating to intervene Terminator , Commando, Rambo or even Rocky. Blood Dragon is an anthology of the best of the worst decline not in parody, but rather quote the original material already being pure quadratic, Ubisoft does not try to add a layer and "happy" to copy what was at the time and the picture could be the future. Moreover, for the record, the game takes place ... in 2007. Do not bother to take seriously, especially as the game also gives into self-parody, mocking tutorials or super-relevant advice loading screens highly referenced humor but this certainly does not affect all world and it is good to know what we sailed, the least sensitive to this kind of exercise players will therefore better advised to look away. The only real regret is that it is only at the very end of the main adventure that real madness starts, during an end might be called a very weak end to be left alone to discover alike.

The power of fluorescent technostache


The aesthetics of the game is of course to match his tone. Which again greatly divide the crowds. To know which way you store, just take a look at the images on this page. The game is generally very dark, permanent night is simply lit by fluorescent lights from consoles or enemies themselves. All aesthetic considerations aside, the artistic choices Blood Dragon have a fairly painful flaw: they significantly disrupt the readability of places and action. In more mundane terms: between the black and the lights fart eyes, we see no serious shit sometimes. In addition, all sorely lacking in variety. The landscapes of the island are all alike, as well as inland areas, everything is a dark blue-gray tinged with purple and takes more or less the same architecture. An assembly monotonous strand found in some repetitive aspect of side quests, even if they manage to hold and extend the retro ride, completing a rather short about 4:00 to 5:00 main campaign.


DEAD ISLAND RIPTIDE : Review

If Dead Island was surprised mixing genres of RPG, FPS and survival of his result here would benefit more than the element of surprise. No big deal since developers Techland seem to have released this Dead Island Riptide to satisfy the fans before a probable third episode. But beyond its appearance Dead Island 1.5, Riptide is it really worth some attention?



Dead Island Riptide is what might be called a transitional episode. Certainly, no new segment has not yet been formalized but no doubt that Techland is already working on the issue, especially as the end of this album sounds in some ways like 28 Weeks Later. So, your feelings will vary depending on your knowledge of the previous game with the Riptide is ultimately a lazy clone making some additions here and there. However, and as paradoxical as it may seem, Riptide is for fans of the first Dead Island, which is a direct result, while the gringue all other players by offering a vast game than its predecessor, enhanced with new creatures, weapons and whatnot. In this case, difficult to give a clear and determined about the value of this title as the balance is finally balanced between frustration and joy of plunging back into this heavenly hell judgment.

artificial paradise


For those who take the boat running, know that Dead Island is a little video game that Planet Terror is the cinema: a product scenario completely crazy kitsch but damn enjoyable. Thus, the first part of the saga of Techland we recounted the woes of several characters stranded on an island infested with zombies. So the big bis spot with all that that implies caricatures and scenario pretext for a heap of guts. Seen in this light, all might seem suicidal except dads Call of Juarez had the good sense to maximize the atmosphere B-Movie to offer an adventure briskly borrowing moult genres of video games while developing a system deeper game than one might imagine at first. The result is surprising in more ways than one, opted for an increase based EXP and skills to unlock while the obligation to recover everything behind to create makeshift weapons offered the fights hand-to-gross appearance of a body stripping. Unsurprisingly, Dead Island Riptide uses the formula and do not forget to sprinkle some all original ingredients.

A copy

Opening on the direct purpose of Dead Island Riptide gives us quickly into the bath. Thus, after importing the character of Dead Island or chose one of the five available packings (one adventurer is unpublished) starting directly to Level 15, we are again facing the nightmare. Hardly time to smile to face more shots situations and characters that have never been to escape from a military ship from running aground. Back to the starting point, and it is left for a trip through the jungle to try to learn a little more about the origins of the virus, how to get rid of it and eventually find a way to take the powder 'escampette. So quickly, exploration premium on the scenario whose interest is just as important as how Final Season Derrick, a sense of déjà vu is invited swiftly. And because the construction of Riptide is a decal that of its big brother. Progression through a jungle, a huge village serving hub, Japanese tunnels (replacing at short notice sewers Dead Island), a new city, a military base, everything, absolutely everything, is modeled on the first episode. So know that if you're looking for originality, you're not in the right place. By cons, if this aspect does not bother you any more than that, you should once again take a huge foot.

A gore and cry

So if Riptide draws its strength from the ideas of its predecessor, it is undeniable that despite the total lack of ambition of the project, the title comes out through well-oiled mechanisms. The zombies run, hit, spit, some newcomers screaming in our ears to destabilize us and in this infernal chaos, the focus is always on creating weapons although you can quickly find a sling to firearms. So yes, it is regrettable lack of unreleased mods, ok, our characters have the same capabilities but strangely, if one is aware of all these defects, it is delightful to browse the new adventure. Of course, impossible to put blinders on when we consider the news which can be summarized in a few extra weapons (mines, a missile or various knives), a new vehicle (boat) and the famous tower defense phase . Regarding the latter, as saying that Techland could do without. Indeed, these passages ask you to barricade a makeshift headquarters by placing barbed wire and Gatling at strategic points and watering during the VERY long minutes of zombies until such time that the Horde is completely destroyed. The name is not trivial since these sequences are neither more nor less than Horde in the adventure solo or co-op as it is of course possible to play with three friends. In short, all is unnecessary seen between two phases of tower defense, it smashes the zombie every five minutes.

Sea, sex and gun


Finally, it is difficult to Riptide strongly advise those who made the previous installment as we are served by the same game set in different drowned in bright sunshine environments. But on the other hand, if you liked the first episode, you should logically you laugh with the Riptide, although Techland has not even bothered to address shortcomings of its predecessor. In sum, there are always small amount of annoying things (some jumps that go wrong, being able to get in the car one side Single Player ...) and the fragility of our characters (even high-level) results still many premature deaths. Certainly, this aspect led to a respawn system linked to our savings we would have liked a little better managed in the sense that these deaths are more bulky than penalizing since we quickly get a bunch of money is if that difficulty we search everywhere. Also include the overflow quests Fedex or obligation to roam whenever in long, wide and across the map to reach our goals. Again, we feel that everything has been designed to force us to visit, to use vehicles and trudge in scrubs strength of stiff but it got tired ... While at regular intervals, the machine restarts on a bang with a lot of excessive situations allowing us to take advantage of new, more lethal toys. Dead Island Riptide is it an indispensable? No, but if you know what you are buying, it's a safe bet that you will enjoy once again.

RIDDICK : A NEW GAME IN PREPARATION



When not busy blowing up big cars on the big screen, Vin Diesel is also a fan of video games that reveals its future plans on the use of Riddick franchise.

Interviewed by IGN during ComicCon held last weekend in San Diego in the United States, the actor unveiled a new game project based on the world of intergalactic killer was in preparation. The concrete details of the thing are rather chick right now, just know that it will be a game approach massively multiplayer where you will be visibly invited to play as a mercenary of the space. It is known that against the development team will be at least partially formed of some of the creators of the previous (and quite successful) Riddick games.

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.














Injustice: Gods Among Us : Review



Back in shape with Mortal Kombat in 2011, NetherRealm Studios is back this year by tackling once again to the DC superhero universe aec Injustice.

This time, there is no question of us lay an absolutely dramatic crossover but to devote an entire fighting game with colleagues and enemies of Superman, Batman, Wonder Woman and all other. Opportunistic adaptation to false air of pseudo-skin or a real Mortal Kombat fighting game worthy of your attention? Here is our verdict.

INFINITE SUPER-IDENTITY CRISIS ON EARTH V IN THE 30TH CENTURY!

If superhero worthy of respect tend to completely sacrifice any illusion of social life to devote himself completely to the cause, even if the actual wear masks when they are civil, others try to play pranks on the tightrope between tights and family life. The problem in these cases is that a psychopath always comes a little more melted than others to reduce one of these two lives in ashes. Once is not custom, it is the turn of Superman pay the price at the beginning of Injustice scenario since the Joker had fun the Kryptonian drugs, which has a little confused Lois and Doomsday.

It's stupid, especially when the detonator of a nuclear bomb hidden in the middle of Metropolis was more synchronized with heartbeat of the lady. As Mortal Kombat in 2011, the new fighting game NetherRealm Studios is based on a strong architecture solo, to give us a real game mode scripted where most of his peers are content to string matches to a big boss villain in too bad.

It was suddenly the right to a real superhero adventure, a quality quite similar to what is on paper in most cases, we will cross the controls a good part of the cast through the chapters. As it is immersed in a DC Universe game, there is necessarily a case of yet another inter-dimensional travel between our Earth and one of its copies a bit twisted, for the greatest pleasure fans of incomprehensible events. Everything is fortunately very easy to follow, rather well done though not necessarily surprising and never too wordy to make us forget that we are primarily there to put on the face.

The cut-scenes are linked naturally without drag and replicas transcribe very well the spirit of each of the stakeholders, demonstrating a true respect for the original media. Side dubbing, the original version is the proper and very good while our French version ranges between poor and adequate. See for yourself, but given the pedigree of some of the actors VO (Conroy and Newbern, etc.), the choice seems we quickly saw. Quite friendly with his inspirations sometimes come from Red Son or even Irredeemable, the solo part Injustice misses the faultless little because of QTE sequences between some ridiculous games.


POWERS



Folded five to six hours, the scripted way of Injustice: Gods Among Us is obviously the main course of his solo but remember still the petits fours. It inherits the mode S.T.A.R. Labs, which takes the concept of the tower challenges Mortal Kombat asking us to fill 240 sometimes useful mini-missions often silly, with different playable characters. The Battles mode, on the other hand, a little monkey modes solo classic fighting games simply by sending us against an armada of enemies until a strong final opponent (but not abused, miracle).

Again, Injustice spread the competition by offering an impressive number of variations of this exercise. Classic mode, against the Gentiles against the wicked, with random buffs in a two against, against all the cast, with a life that goes back to the opponent, etc., etc.: it is enough to spend a very long time . Add to that a very traditional training mode but particularly complete (indicators frame delight perfectionists a bit manic, Customizable six technical / display combos satisfy beginners) and you have plenty to occupy your afternoons.

Also provided as it is, the package solo Injustice never eclipse mode fan favorite fighting game play, namely the sacrosanct versus. It is here that we will organize a timeless duels against a face to the computer, a local colleague or a stranger who repeats the same sequence nauseum online. Before taking up arms and challenge the world, we have to assimilate the basics of injustice which, despite its hopeless look of skin for Mortal Kombat, ultimately not lack of original tricks up its super-sac.

Side organizations buttons, already Injustice differs from Mortal Kombat by adopting a unified model in three power levels. It inherits the shot of a trio low, medium and strong attack forgetting the choice of punches and kicks, at the discretion of our character. The characteristics of each of these three attacks also differ slightly from the classics of the genre, since this is rather the target area every shot and any special features that will change according to the selected power. The lock button has also disappeared to be replaced by a parade to the Street Fighter, so that you activate by pressing in the direction opposed to our opponent. To taking it to the body triggered by two buttons (or shortcut) and generalized to place a small overhead or large families juggle combinations are added.


INJUSTICE FOR ALL

Then comes to adding our fourth attack button, the superpower. Quite original, it actually completely change utility and role depending on the character chosen to better recreate his special abilities. Flash will eg supersonic speed with a single touch on the magic button, which literally slow time for his opponent during a short period. In Solomon Grundy, the superpower button will instead start taking the body that can be combined chain of three to get buff for the rest of the game. Doomsday will invoke a layer of protective armor, Green Arrow and stuff draw arrows, Catwoman launch a devastating combo, Black Adam summon a lightning shield, Nightwing and Wonder Woman change weapons, etc., etc..

Each branch has in addition to its small mechanical dedicated some to be loaded prior to exploit their potential fully (Catwoman, Flash, etc.), others require a rather special combination (Green Arrow, Grundy, etc.) or simply a cooldown (Superman, Deathstroke, etc.). The touch of a super assistant still fairly standard combat system enhances immersion in the DC Universe and also allows users to really change the approach of fighting for each character. When Bane fart Venom, we immediately tend to distance ... This is the most refreshing and unique system of Injustice fighting aspect, but not the only attempt by the developers to change a little our habits.



NetherRealm Studios has actually tried to recreate the extremely destructive side of a shock superhero via the decor. Each hit will be exchanged the opportunity to see our environment tremble, collapse or explode into pieces when not simply send our enemies flying through buildings to land in a second sub-arena. Violence and the exaggerated side of things give a side quite explosive, and quite enjoyable, clashes, further enhanced by the ability to interact directly with some decorative elements. A car parked in Metropolis and may be entered (using a dedicated shortcut) a Superman cornered to flatten his opponent, who may retaliate by entering the turret attack on a military vehicle positioned two steps. Each level is studded with interactive elements of this type and they will cause enough damage to require a perfect knowledge of the field to win.

Again, developers have taken into account the particularities of each fighter and he obviously did not have to wait to see Batman enter a sedan with the same ease as Doomsday. Perhaps there rather place an explosive before dodging, not just when it bounces on the cover to extricate itself from a bad pass. Although knowing the habits of our favorite at this level foal is obviously a must, although it is quite possible to disable interaction with the decor for players who just want to pound the facies with bare hands.


BREAKING THE BAT (CAVE)

With decor that explode and are exploding in all directions, Injustice is built on an architecture of excess, which climaxed with super attacks each hero. Triggered the simplest way with a dedicated gauge (which can also be exploited for the usual shots EX), these attacks are a true celebration of abuse personified by some characters in the DC universe. You have to see Superman literally stick a stratospheric uppercut or Doomsday beat his victim through the crust to believe. Advanced players will also use their gauge to get out of a bad combo or even respond with the wager, a new system that allows to build a certain amount of bar to eventually regain life or flatten the opponent.

Despite all its originality and its actually not that rare delicacy, the combat system of injustice still seems to suffer from a rather risky balancing for now. The game revolves around a mechanical combos quite similar to Mortal Kombat, with juggles at any cost, which sometimes leads to sequences in the limit of infinite. It suffices to connect five minutes online to find some since some players are already based on a strategy based vitam ad nauseam repetition of the same combo three times, followed by a special to ultra without chance to respond to the other side.

Of course, we imagine that the weeks of play and updates help, this kind of abuse will be corrected in the long term but it remains relatively unattractive. With his solo provided his explosive side to the excess and the system could be more fun than balanced game, Injustice seems to occur primarily as a fighting game for fans of fast fun and / or the DC universe rather than 'aficionados also demanding the qu'insupportables versus fighting. The good news is that, despite the appearance of characters already visibly abused, online gambling is already running like clockwork without any lag. It has undergone some minor disconnections, but always when choosing the character or level and never match, so nothing very annoying. Remains to be seen how all this will stay in place once the United States woke up and arrival European release.


FASHION VICTIM



Quite satisfactory for the player who seeks above all to have fun in good company watching TV, injustice committed by a big crime against dirty mouth. Technically speaking, the fighting game NetherRealm Studios is a fine example of HD gaming end generation that is fine but at least it's fluid. Rather, the real concern comes from the art direction, it is more catastrophic than a visit Darkseid. It's simple, the cast has one or two miracles (Green Arrow, Deathstroke), a handful of survivors of accuracy (Black Adam, the Joker, Catwoman, Batman) but the rest of the workforce is so ugly unnamed. The developers of video games adapted comics always want to go to their small rehabilitation of basic concepts, but if it is to give birth to such horrors as not to tire.

This unprepossessing appearance is unfortunately not arrange with the release of additional suits as alternative outfits pass the miracle to be even uglier. The big concern is that most appearances copied and pasted directly from the world of comics seem to have been reserved for offers pre-orders, special editions or a release via the iOS version of the game Joy. Note also that NetherRealm Studios does not improve on the animations, often steep, and modeling of the female characters, Wonder Woman is particularly missed. A note for those who experience the system of the game unlocks a whole bunch of more or less interesting trinkets in the Archives, as concept art for example. Too bad gains XP end versus delay our access button "start the duel" ...


FAN disservice



Besides the horror of the wardrobe in this game, another big disappointment geek will probably some members of the cast for fans of the DC Universe. The trap when adapting such exemption is to transform it into the elite club, with almost all bad chosen enemies that the A-list is called. Especially in DC, where the exclusive club includes thieves whose popularity literally orbits all the other heroes present. It includes the hit quite as NetherRealm Studios has wanted to avoid (too) promote the sworn enemies of Superman and (especially) Batman or zap "evil clones" on Zoom, Owlman or Bizarro.

Understand that we have quite enjoyed being able to control or deal with characters like Brainiac, Darkseid, Mr. Freeze, Hush and Ra's al Ghul, but we must admit that the cast would be a little too turned around the two superstars of the American publishing house. One can imagine all the ways that these revelers are at the top of the list of characters to include emergency via paid DLC by NetherRealm Studios. Any respectable it was the willingness of developers to get some of the members cast a little further was still a little hard to justify some choices randomly Ares, Killer Frost and Solomon Grundy.

The first place as Nemesis Wonder Woman but its so generic concept (in the comics and in the game) makes it a poor choice, we would have preferred retracted in favor of Circe or Cheetah, reinforcing the probably won passing a female cast not well supplied. Killer Frost visibly fills the quota of Sub-Zero pasting that was not given to Mr. Freeze for the reasons mentioned above, but it is his presence unnecessary in a game where the powers of ice exist elsewhere (Superman, Green Arrow). And even if Freeze arrives later by the magic of the blue card. If NetherRealm insisted refresh us to death, Captain Cold would have been a much more justifiable enemy in the genre considering that Frost is supposed to be the appointed enemy of Firestorm ... that does not even appear to the hero side casting.


BORN ON A MONDAY, christened ON TUESDAY, MARRIED ON WEDNESDAY ...



Then comes the friend Solomon Grundy, very funny indeed and quite fun to play, but that seems to take a little room for anything as an enemy historically opposed the original Green Lantern (not the game) and a duo Superman / Batman that really did not need reinforcements on that side. If NetherRealm Studios was keen to provide a nag again, we would rather vote for Gorilla Grodd, whose powers have increasingly led to some not unpleasant originality. This is also applicable to other choices cast Injustice criticism: a lack of ambition in the use of potential super powers present in the DC universe.

People who give fungi or sway energy to face, it does not really lack in games bastons "classic" so much trying to shove it all with daring selections. On this side, we would have liked to see what the developers could make characters such as Parasite, Martian Manhunter or Clayface. And why not Giganta and Dr. Psycho for that matter. In short, fans of guys in colorful tights could discuss for hours on the subject, and the arguments will increase probably even when the inevitable DLC arrive. Do not forget that despite all the cast is also provided that poorly dressed with 24 faults of taste to take control. Will probably not revolutionize the genre or impress the aesthetes but enough to break the face alone or with others for hours.

ARMY OF TWO : LE CARTEL DU DIABLE : Review


Batman and Robin, Tango and Cash, Raynal et Roquelaure ... History has proved it: two, it is always better equipped to face the horrors of life. It is with this almost immutable principle EA Montreal came out in 2008 Army of Two, a playable GST coop 'and gameplay relying on the synergy between the two players.

Five years and more later, "The Army of Two" returns for a sequel developed by Visceral Games, supported by a new duo of heroes, a new graphics engine and a taste debauchery of pyrotechnics. Enough to kill two birds with one stone?

THE OTHER IS ME

Army of Two The saga never really shone through his scenario. And that is not changing development studio that new episode escaped the implacable rule since the pitch of the Devil's Cartel could be summarized roughly the epic two large heavily armed nags who all fart in Mexico background of war against the drug cartels. There are a few twists - visible for miles - and a gallery of secondary characters who will put their two cents but in most cases it will be knock the Latin tattooed sweatpants and paramilitary mustache with a vengeance without much risk the breakdown of neuron. Nothing insurmountable in itself a security-oriented pure action and hard but the veterans will see the 40th day still with regret that the moral choices of the second episode (with small sequence comic illustrating the consequences) are purely and simply passed to you. A nice and rather damn good feature that was once again its place here. Damage.

The other disappointment will focus on two new companions that Cartel Devil. So goodbye Rios and Salem, who were not already an overflowing charisma: the protagonists of this new album is now called Alpha and Bravo - probably the result of a long and grueling brainstorming - embodied by two heroes of the most insipid and Unfortunately, as much as their elders. Nothing serious here much since we spent most of his well hidden behind a ballistic mask look great time. More annoying if the gameplay of Army of Two: The Devil's Cartel is still moving towards the cooperation between the two door-guns, it is somewhat depleted compared to previous episodes.

For if we will still be entitled to as contextual actions when the short scale is made to his counterpart, not to mention the concepts of "aggro" and covering fire, it will give up on the possibility of designating certain targets to his colleague, pretending to go to better capture the enemy or to get back-to-back to send the lead panoramic way. Instead, Army of Two: The Devil's Cartel introduced Overkill mode that will allow Alpha and Bravo literally unleash hell (with great fanfare bullet time and infinite ammo) for a few seconds, once the proper gauge filled, for a result on the set and enemies near the tsunami.


2 BAL 2 DEAD

For it is in its ability to send watts during the seven hours of the campaign lies the main force of Army of Two: The Devil's Cartel. Buoyed by the popular Frostbite 2, the title of Visceral Games is rather pleasing to the eye, without tu peaks provided, while offering destructible environments. Cans of gasoline, tanks, cars ... Little or nothing can resist the barrage of Alpha and Bravo fire show a pleasing easy to resolve disputes under kiloton explosions, all supported by a classic but effective implementation stage, with the exception dubbing in French disappointing, resulting in some moments of bravery and heartfelt situations necessarily over the top.

Each narco-trafficker sent to the other world, the duo of mercenaries garners a small stipend for the player to spend at the end of each act, via the Armory. To buy new Gun we have previously unlocked by leveling up, of course, but also to customize the last of the gun butt, purchase additional outfits and new ballistic masks. For those who feel torn between the artistic side, it is also possible to create your own mask with a gaggle patterns in all genres. Comprehensive and well done, this menu will allow aesthetes headshot customize their spook to great effect. A good place then.


Quarterly

Despite some good ideas and an admirable willingness to eyeful, Army of Two: The Devil's Cartel accuses too many shortcomings to be able to figure in the pantheon of great action games. Indeed, despite a life in the middle of the current standards, the title of Visceral Games proves incapable of offering a challenge worthy of the name, so it will directly start the campaign difficult to hope to meet some resistance. Weapons, if they are heavily sized, have an almost non-existent back, using the target (non-disabled) almost all the work and enemies, but not very many smart, beautiful have come from all sides, impressive ability to collect Alpha bursts with the ease of a Leclerc tank, coupled with the possibility of Bravo come to raise us in a loop that you will often tend to push through, even if s' expose, rather than take advantage of a system of coverage it is true enough clumsy.

Thus, it is sometimes impossible to take cover behind a wall yet large enough to shelter and generally tack of walls in walls will most often a challenge due to lack of flexibility and precision in orders. Finally, it is much better side because if multi Army of Two: The Devil's Cartel can claim to be playable in co-op online, hard not to wince at the lack of system drop in / drop out, become the standard of this kind of segment in recent years, forcing the player to restart the chapter from the beginning in case of participation of a third party. All the more frustrating that working with a human partner is still the best way to break the monotony that settles invariably after a moment, Army of Two situations: The Devil's Cartel really is not a model variety, both in situations in the level design. Not a bad game so far, but still a fair bit about too many aspects to leave a lasting impression. A small price, it can still easily do, especially if you have a friend at hand.



NEW SCREENSHOT FOR ASSASSIN'S CREED IV BLACK FLAG



Nothing stops Edward Kenway, the pirate hero of Assassin's Creed IV: Black Flag. Neither the waves rabid or headwinds, especially not the summer holidays. The character of Ubisoft therefore offers a small media appearance, through the publication of seven new images.

Too thin to be authentic, like these starlets glossy reluquez you over the shoulder of Madame, these catches still give a good overview of the technical and artistic ambitions of the title, is expected on just almost all media. Scheduled from October 31 for consoles this generation output.



















Review :GEARS OF WAR : JUDGMENT



How to respond to Gears of War Marcus Fenix ​​now laid down their arms? In charpentant a prologue set a decade before the events of the trilogy, which puts Damon Baird and Augustus Cole, another iconic duo of the series, in the heart of the debate. As its name does not necessarily indicate, Gears of War: Judgment recounts the trials and tribulations of the two characters and their accomplices before a war crimes tribunal. Liable for a particularly disastrous bombing squad Kilo must justify its actions. And incidentally send heavy.

IT'S NOT ME MADAM JUSTICE

We can no longer be taken as a traitor at the end of generation. Gears of War Judgment is built on the same pattern as its predecessors, with a side faux air add-on, the other insurance rediscover a super game licked technically, the game mechanics archi lapped. For those who have incorporated the Terms once in his life, this new Gears brings nothing fundamentally new, but he dominates the subject in its kind, the TPS nag, violent and merciless.

Fluidissime we play alone or in split screen, loaded with details, with a slightly more colorful art direction for not being accused of gray / brown game, Judgment puts everyone agreed on the technical level. Issue and gameplay, the cover system is still in place. Although others have refined the formula, with a more flexible management of the body-to-body, always a little frustrating when the enemy out of the line of sight, we always take as much pleasure in the slightest knock head Locust's excess. Especially when she's hiding behind a large shield Mauler or a machine gun in the end. View ballistic arsenal win some blunderbusses bonus, if we find the classics (archery, one-shot, the gun cracked), and during the Markza Locust, the Breechshot, making a killing . Firepower, rate of fire, back: they are also funs to take control efficient. Unless their effectiveness makes them de facto essential.

Out of the arsenal, the most significant new Gears of War Judgment is the ability to adapt the difficulty of sections depending on the mood of the day or his skill. We're not talking just zap Veteran or Demented, but Temporary penalty that will increase the score at the end of section to a maximum of three stars. Well integrated into the scenario, with asides heroes in voiceover to justify their inclusion in the trial, these sequences "declassified" limited at best arsenal at worst visibility, a small fog effect obviously expensive designers saw its recurrence . We do not forget the timer which runs to add a little tension, or simply the enemy reinforcements to come between you pound two mortar rounds. Activated or not through the red seal Gears Graffé on the walls, these challenges spice up the action, a really good idea, especially for the coop.


THIS IS DECLASSIFIED

Inevitably, the protection of a drone wins immediately in intensity when flying bombers némacystes play, not to mention passages tower defense much more difficult when an army of Ragers darken at full speed knock the turrets that you have knowingly placed between lines. The game also boasts of adjusting the difficulty with a smart spawn system, to better accommodate the enemies burst profile players, as we have seen firsthand on one or two sequences a little hot. Stars cumulated "Declassified" are among the many trophies, Success and other designations that will swell your chest and your overall level, common in solo and multi, as usual with the series, an incredible amount of messages will s' view to certify your progress, and many skins will be added to the wardrobe, at least those that are not offered for sale on the marketplace ...

For the rest, nothing has really changed the country of Gears of War, and swallow the six chapters of the single player campaign in cushy father, never really dipping whatever the scenario, which proceeds through flashbacks and ellipses (up 'save us the usual detour through the sewers). Without its annexes challenges, Gears of War Judgment would be a pretty scary platitude, as also confirmed by the second season "surprise", Consequences, which is released after a few chapters. A purge planted in the Gears of War 3, without any justification, as an illegitimate DLC that would have been ashamed to offer for sale. The final cable car would almost want to jump on the platform. Fortunately, it only after an hour of play A mind, so be it by downloading the first Gears, offered as a bonus with the first editions of the game

The main campaign reserves anyway some nice sequences, even sometimes duplicating the same environments to prolong the pleasure. Landing sequence will become a defense headquarters mirror mode when the squad Kilo want back to shore. We can not escape either the arrivals of enemies in waves, with a few seconds of beating to prepare its defenses - probably to introduce beginners to the concept in force in the multiplayer modes, which are based in part on the attack / defense. In short, although we would have liked to end a little more daring situations, more bosses or phases vehicles (there is only one sequence in armor-robot, for example), People Can Fly s is generally fared well.


MULTI VITAMINS

Gears of War: Judgment also knows some multiplayer side touches. If we find the trio "Rat Race" (Deathmatch), "Domination" (with areas to take) and "Team Deathmatch" Horde / Bestial modes of the previous episode did seem captured the attention of developers to merge and become the fashion "Invasion". Now as Human Locusts play face to face with a choice among several classes. As always with the larvae, which are the points earned in battle that will determine the evolution towards more powerful classes - the famous Raging completely berserk solo is also one of the possible choices. Terms side, the five crew members will have to balance their strengths by choosing from the Engineer, Scout, Medic and Assault. One treats using grenades area of ​​effect, the other place turrets and repair electrical son undermined by Tickers opposite, and so on. Clearly, it will try to stopgap to protect its base, strengthening defenses as soon as possible, sending ammunition to those who are stranded or marking enemies with grenades recognition. You never know, a Scrap could jump over the lasers defense without being seen.

Rather well organized, with phases of attack / defense that we seemed well balanced regardless of the camp, Infestation unfortunately suffers from a lack of maps, with only four playgrounds Even more frustrating than the Most of them fast enough to suffer a funnel effect, although we appreciate shortcuts can borrow Tickers between two walls to sprint and feint their opponents. The same goes for the other three modes, which are also just four cards for multi launch. Suffice to say that the DLC already comes with its nose in the wake of the Season Pass, which must be remembered double office experience points for all those who decide to checkout ... Finally, even if the communication focus on multiplayer gaming, why depriving ways that made the reputation of the series? The Horde is here replaced by a "Survival" mode, which requires pushing ten waves of enemies locusts controlled by AI, with the system of Human-side classes. Effective, but definitely too classic when we remember the Horde 2.0 mode, with its scalable to strengthen the will of points earned defenses. In short, there are good and not so good also the multiplayer side, while this episode would clearly have to get everyone to agree.


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