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 PS3. Show all posts
Showing posts with label PS3. 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.


METAL GEAR RISING: A SPECIAL EDITION


Soon available for free download via the PlayStation Plus cleaner Metal Gear Rising: Revengeance will be a Special Edition in Japan on December 5.

As its title suggests, this special edition will include the game and all downloadable content proposed so far, whether the VR Missions, Jetstream and Blade Wolf playable or customize outfits for Raiden. An original theme for the interface of the PS3 will also be included. This Metal Gear Rising Revengeance Special Edition is announced and costs 2480 yen, only on PlayStation 3, since the game is not released on Xbox 360 in Japan. It is unclear at this time whether a similar initiative is planned here.

Tuesday, July 23, 2013

THE LAST OF US : Review



Naughty Dog had desires elsewhere after the Uncharted trilogy on PS3. A revival embodied by The Last of Us, an action game for the third person who will try to make us forget the endless cascades Drake building on a much darker and more mature universe. In these times when the ratio "ten suites for a new license" has never been stable, we longed to discover what the studio in Santa Monica had been well put together. After completing the game, the verdict is final and can be summed up in an avalanche of superlatives.

A GUY A GIRL

Seen from afar who did not follow, it would be easy to summarize The Last of Us to "Uncharted with zombies," the return of GST style and execution to the Naughty Dog helping. This would be a big mistake, however: the California studio obviously wanted to try something different with this production, as well as bring new things, manages to tu highs in almost everything she does.

The Last of Us, it is above all a story: Joel and Ellie. One is a very talkative and troubled past FILF. The other an orphaned teenager, but hardened and big mouth under his real arias Ellen Page. This unlikely duo together by the force of circumstances operates in a post-apocalyptic world where, once again, a large part of humanity has been decimated or reduced to a bloodthirsty beast by a mysterious virus derived from cordyceps. This coating, we have seen again and again in dozens of movies, TV shows and video games, so it could almost be a handicap if the subject had been treated lightly here. Nay!

But you talk more about the game's storyline is a tricky thing because any spoiler you could waste a lot of fun as the plot is well-crafted. Let us therefore rather the structure of adventure and perfectly mastered elements that Naughty Dog to catch the player's attention from the very first second to the last notes of music end credits. As often with the studio, we soon realize that The Last of Us is a marvel of staging and fluidity in the events. The game is divided into several major episodes in which one sees no loading time: naturally connects between all phases of the game cinematics and gorgeous (made with the game engine in boosted version). Immersion quickly becomes total.

Writing quality can make credible and dramatic characters in a world far from the usual Hollywood productions aspect of this caliber. The Last of Us does gift to anyone, whether its main protagonists are anything but smooth, and even secondary players, each playing a real role in the adventure. The story is incredibly well told and interpreted, with the engine as a permanent relationship that is both complex and modest that connects Joel and Ellie, with elements released in dribs and drabs. All this is beyond the scope of cinematics. Dialogues, small remarks are linked constantly throughout the game and show discreetly begins to bond the duo. Some passages will leave you tense, agitated, or speechless. One thing is sure, at a time when the word emotion is in many mouths when it comes to video game, The Last of Us manages to trigger a lot without necessarily seeking to make tons. Leaving nothing on the side either. Because yes, the game itself is at the height of the story it tells.


COPY NINJA



How to play The Last of Us? Like a charm. Ergonomics GST is known to all and will not pose any problem handling side. All responds perfectly with intuitive controls, a system of light coverage, and a camera that never interferes. It does not mean that we can compare the game to his cousin Uncharted as the differences are significant. Here we present a summary of what is best in many other titles in the above often. The gameplay with three heads that results is remarkably balanced and explosive as any aspect or gadget is neglected, whether action, infiltration, or survival.

Who says post-apocalyptic world says reduced to the status of scavengers where the law of the strongest prevails nine times out of ten humanity. This was true in Mad Max, Fallout, or Hokuto no Ken, and it is still valid here: despite the virus and its infected, the other survivors are ultimately what you have the most to fear. To avoid being disembowelled for a bottle of water or a good pair of shoes, it will be necessary to defend yourself with the means at hand. Joel is a robust fellow, able to defend themselves with bare basic combos and finish brutal bonus through interaction with the decor hands. But it is especially comfortable with all kinds of guns, and there's plenty to do in this game where the arsenal is both varied and rather complementary.

The enemy is far from being stupid, to play the Gears of War against a handful of mercenaries is not necessarily the best idea because the ammunition is scarce in The Last of Us The map of infiltration and the assassination silent in the back, will be yours as soon as it is possible for multiple benefits. The economy of balls of course, but also the avoidance of attention because rascals surplus will quickly surround you. To better locate their prey, Joel will "activate" a kind of scanner allowing him to see through walls. An element not very realistic in a game that is often yet, but can be disabled in the options for those who want a more hardcore experience.


MEIN CRAFT

The fights are more stressful turn when one is dealing with infected. Eaten by the virus to be unrecognizable, they are concentrated in distinct areas, dark, where there really is not good forever. There are three main types of monsters fast and aggressive runners, blind clickers but hearing fine you instantly puff carotid first contact, and the Colossi, huge monsters, powerful, and less slow they not look. Everything would be much easier if these horror creatures were not terribly complementary. Because of their blindness, clickers can be easily avoided in most cases, but runners can see them charge you screaming at the slightest eye contact, calling the killers shot all around. The clickers are also much stronger than normal and can not be killed by stealth unless you have a superintendent or a machete.

This is where the inventory management in combat makes sense because, as in the old Resident Evil, The Last of Us forces the player to continuously manage its arsenal to increase his chances of survival. Except here, take a look in his inventory does not pause the game ... And this is a crafting system that offers us the title with tons of wastes and other pieces of scrap metal pick in every nook sets for tinkering useful things. Care Kit, blades, smoke bombs, homemade grenades, etc.. There is a little bit of everything, and gear good fortune will save the ass repeatedly. In return, it will take time to prepare because you do not run from one area to another shrinking violet in The Last of Us Getting facing an infected or bandits by visiting herd of that there are more than two bullets in the magazine or the care package is not ready equivalent to certain death. The gameplay requires you to make regular, orderly, what you need, but also to dig around for raw materials. This also makes the less linear progression.

Note that this philosophy is also reflected in the management of arms: Joel may only select a handful of guns using the directional pad. Falling face five enemy soldiers at all and with a total of 9 mm in which there are only three bullets and a gun with two cartridges is the kind of situation that occurs regularly in the game however Joel gain skills that the help in the adventure because in addition to the crafting system and the improvement of firearms, The Last of Us is also proposing to boost its hero through pills to pick up. Points, ability to use the Superintendent to avoid instant death (such as knives Resident Evil Rebirth), speed to care for and make first aid kits ... You must choose because the pills are rare and quite expensive these skills, but the game is worth the candle while providing some customization in the way of playing.

The gameplay is thus obtained based on several strings whose cooperation is also part. If artificial intelligence is the most brilliant time - enemies do not just wait and you arrive regularly in the back - it was a bit more difficult when it comes to fit your allies. You may notice that the soldiers are a bit cross-eyed monsters screw Ellie screws or other partners who will lend a helping hand during the adventure, and focus a lot on the player. Nothing dramatic, but seeing an enemy remain inactive while the girl passes under his nose is a bit unfortunate. By cons, Ellie is really useful in combat and not only to play extras. A good point. If an ally gets caught, what happens anyway, it will quickly go under penalty save game over but the timer is relatively generous.


PLAYSTATION PLUS



With these basics mastered, whether pure gameplay or story, The Last of Us already has a lot of advantages to seduce. But more importantly it has that little hard to define thing that separates great games titles stage of each generation, those we remember 10 years later. This involves managing the pace of the adventure that offers a big fifteen hours that you do not absolutely see happen with a right amount of difficulty. For survival horror aspect, subtle but more convincing than in the last two Resident Evil together. The variety of situations that rarely repeat with the rich gameplay, guaranteeing each approach several times and areas rather large game when there's action. Through regular integration of strong characters that bring new elements to the story, while influencing the evolution of the duo Joel Ellie. Finally, the game marks the accuracy of tone contrasts with the deliberately grotesque appearance of Uncharted. We do find some epic passages but overall everything is much more determined, nothing is overplayed, and the tone is decidedly mature fly.

Specification 2013 requires, The Last of Us also features a multiplayer mode line is of the order of detail compared to the monument that represents the story mode, but still worth taking. Both game modes are simple and play up to four against four. The Supply Raid is to recover as many objects on the battlefield to use with craft with 20 "life" shared by the whole team. As for Survivors mode, it is a team deathmatch to the best of seven innings. Classes of fighters to choose from, customization, skill slots ... Nothing memorable or very unusual here, but effective gameplay guarantee some good shooting to those who want to extend a little fun once the main game loop. As you might imagine, the DLC will also enrich a little thing with season pass and the whole shebang.


PERFECT CELL

It has already been said, The Last of Us is very strong in its implementation, but it goes far beyond the simple stage or cinematic staging. The game is also a marvel of 3D, pushing further the limits of the PlayStation 3 was thought for a long time with. The work on the textures, animations, facial expressions, the variety of environments and fluidity of this little world commands respect. In fact, it relegates HD lambda productions antiques row. The engine is both beautiful, smooth and clean, with image processing that we do not think one day see this generation of consoles. The effects of light, shadows, changes atmospheres, underwater passages, pyrotechnic effects or insignificant details as everyday objects found in the ruins everything, absolutely everything is neat.

A degree of finish that is found equally in the sound aspect of the game linings are well above the norm, yet unobtrusive music with high penetrating power, and perfect in addition to constantly adapt to sounds your environment. It is ultimately not surprised when the end credits of the game had a good quarter of an hour with hundreds of people to thank. A technical observation as close to perfection necessarily requires a lot of arms, but also talent, sleepless nights and sweat. All this was worth it: the technique has rarely served as immersion in a video game.



Pirate Gameplay Walkthrough Video: Naval Exploration | Assassin's Creed ...




After very own images unveiled, Ubisoft unveils quietly commented thirteen minutes of gameplay for Assassin's Creed IV: Black Flag.

Lulled by the sweet voice of the game director Ashraf Ismail, so you can learn a little more about this new episode of the series, very focused on the filibuster and the first to be developed on both existing consoles and new generation machines . This long trailer shows the main protagonist of the title, Edward Kenway, in action in various fields: our pirate chef and demonstrated his talents assassin, explorer and navigator, all without ever losing its hood.

Helped by an obedient crew, ship defying physical and athletic as always, Kenway executes people, loots a cargo of rum and unearth buried treasure before our very eyes, a little history to detail the possibilities allowed by exotic open world game if the interface visible in the video clearly correspond to the keys of Sony consoles, remember that awaited Assassin's Creed IV: Black Flag released October 31 on PS3, Xbox 360, PC and Wii U, and a little later in the year on PS4 and Xbox One.


METRO : LAST LIGHT : Review



Released in 2010, Metro 2033 had managed to get a place in the crowded world of FPS with a narrative as beautiful as poorly optimized engine and an original and compelling post-apocalyptic world. A game in hand, which relied strongly on player immersion with some effectiveness, making some forget the shortcomings of gameplay yet very present.

Three years and the fall of THQ later Ukrainians 4A Games rely cover with Metro Last Light led by Deep Silver for another snorkeling in the bowels of the Moscow metro.

THE GENERAL LINE

The game now takes place in 2034 in Moscow and still in the subway but does not mean the adaptation of the book Metro 2034 Dmitry Gloukhovski. In fact, Metro Last Light develops an original story that takes the direct sequel to the first game and in which there are Artyom in pursuit of the last dark, humanoid creature with psychic powers, having escaped the destruction of the nest in 2033. Dark corridors, stations crowded dormitories or dive into the nuclear winter surface Artyom will again see a lot of countries throughout his adventure. A journey that will still mostly underground but not redundant, however. Every place has a meticulous care and has a special atmosphere and its own, some designs are so breathtaking. It welcomes back the heavy and dirty atmosphere that gave the game its first interest.

The feeling of being isolated in a hostile environment, or conversely prey, being smothered by the overcrowding of the last bastions of humanity is fully restored by staging effective and graphics rendering particularly flattering on PC. If some details are a little spot (rare vegetation for example, or certain textures), the title is based on the effects of light and superb art direction mastered, rough as the climate of the Urals. Despair literally oozes through the screen, but also in every little detail of background. NPC dialogues between micro individual tragedies through the many allusions to the historical context of Russia (Stalinist Communism, thrust of fascism, corruption), each element of Metro Last Light seems to naturally articulate with each other to give us a especially rich and coherent universe. The power of immersion as is undeniable, especially when moving the dialogue in Russian, and can live a real trip full-fledged company Artyom.


GOOD FROM RUSSIA WITH LOVE



All this takes the form of a particularly interventionist and contemplative game with sometimes startling times (like splitting a crowd of fanatics in a neo-Nazi rally) but, unfortunately, some less inspired. Blame it on a somewhat disjointed scenario that it is difficult to identify the issues and that the succession of "capture / escape" (sometimes cleverly replaced by "left for dead / escape") for inspiration. Fault as a particularly violent cutting levels with a lot of very narrow maps, some loadings will be separated by 10 minutes of chitchat and some walking in a corridor. Loads between each map are fortunately very fast PC, but hard not to be frustrated by this aspect of the ground running.

Gameplay side, the title remains close to its origins with tense confrontations against fierce monsters, the increase in tension in dark areas and crossing enemy lines. This latter aspect can be done in two ways: either the old bourrinant or by sneaking in and getting rid discreetly permanently or showing mercy, sentinel. The human enemies are rather violent and our character is a bit clumsy, contemplative will require the direct approach is not particularly recommended. It is even less than the game retains the principle of alignment points masked and kill too many people instead of saving prevents us from having access to the "good" ending.

It will therefore be inclined to favor the stealthy approach. Infiltration levels offer a number of ways to move forward, Artyom can start small knives for silent assassinations and the ability to debunk all the lights to cover us is a real plus. Indeed, the villains are mainly for our presence in the light, a small light on our shows telling us about our situation is good and black, blue you can see us. A simple system that urges us to really use infiltration.


CRIME AND PUNISHMENT



Unfortunately, this is in these situations that artificial intelligence shows most limitations. You can literally get close to 10 cm from the front, a target to knock him quietly, and without it we can see without his friend, yet looking in our direction, noticing. You can also get several meters high next to a guard without it no one is interested or explode some lamps silent without it many people do not care, even if that light is in their field vision. Small bugs or real programming defects, hard to tell but the examples are too frequent to be harmless. Catastrophic IA literally ruin passages infiltration.

On paper, the system was expanded and seems full of promise, but these mistakes lead to absurd situations completions, which often ruin the immersion. In combat, it is not much better since opponents will be bypassed without worry or anticipate them. And they are generous trigger when it is in their line of sight, but as soon as we lost the initiative to get around and wait as the slaughterhouse. We now understand that the clashes in narrow hallways trying to hide the really annoying problems.

Nevertheless, the gunfights are pleasant cobbled look through weapons (that we can improve in-store) and nice sound work even if the whole is a little too static. Confront the monsters is not very subtle, but proves quite stressful so gratifying. They attack in packs and are resistant to bullets, which sometimes will result in frantic races in Moscow rubble to find a way to recharge or run. In the open air, although radiating from the destruction of our gas masks in combat there is still a good source of panic when we will start searching every nook and cranny looking for a new mask. These semi-open outer passages are really successful and help break pleasantly succession corridors-cutscenes. Certainly aware of the rigidity of the progression, the developers have managed to vary enough situations to avoid the monotony to settle permanently.


WAR AND PEACE

Metro Last Light is all about the immersion, its ability to make credible path cross Artyom in a chilling post-apocalyptic world. We are surprised to find themselves suddenly faced with a game too easy: the bullets found in large numbers, like for other explosives and Molotov, filters for the gas mask and never miss Artyom seems to have a titanium skin . Normal is only 8 hours to finish the game with a few people and even fewer difficulties fashion - at most a few concerns readability goals. The game features a system medikit for critical situations, but they will almost never be useful, especially with generous checkpoints. Hard Mode will force us to be more cautious, but that does not ultimately change much. Most players then take the direction of Ranger mode.

Everything is more rare, the HUD disappears and the balls are much worse. It does not solve the problems I. A. or gameplay, but it makes the most dynamic shooting (any stray bullet that can be fatal) while enhancing the appearance pleasantly survival sticks so well to the world of the game Unfortunately, PC, the famous Ranger mode a preorder bonus and will be accessible to others by passing again to the body via a paid DLC. While the console versions feature classic online pass and have access to the full game, PC gamers who bought their full pot game will not have access to this mode gives access yet to experience the most authentic Thurs A simply unacceptable and unjustifiable practice.


DRAKENGARD 3 : Work in progress



Square Enix has cracked some new images of Drakengard 3, hosted on the Japanese game's official website

You can see the attacks of swords and spears in action, one of the novelties of this episode is the ability to switch weapons on the fly to avoid breaking combos. Faster and more maneuverable, swords will push the tension gauge heroin faster, which will go into a state of excitement to cause more damage. For their part, the spears will have basic attacks with power and increased range, able to break the defense of enemies with armor or shields.

Obviously, it is always possible to use the help of a dragon to mess up in the enemy ranks, as can be seen on one or two screenshots. And as a bonus, the curious will find the second page two visual Four, the more reserved and the only virgin among the five sisters Utautai. Remember to finish the Japanese release of Drag-on Dragoon 3 is keyed to October 31 on PS3.












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.














Star Trek | Video Game : Review



The recipe is now incredibly well-worn: every blockbuster film must have its video game adaptation, often the results are known. A little less than two years after its first appearance at E3 2011, the GST Digital Extremes is now a reality for fans of Spock and his clique. Up there in space, empires extend, good and evil do battle but the trip deserves it to be done?

The action takes place somewhere between the movie JJ Abrams published in 2009 and provided direct sequel in theaters on 12 June. In short, the Federation is threatened by warlike reptilian race: the Gorn. These big bad guys are obviously from the television series, and no doubt the fans will remember this famous battle where kitsch is the watchword. In short, the story begins with a flashback then evolves in different environments such as the home planet of the Gorn or even New Vulcan. And speaking of back in time include the outset that the achievement belongs to another era.


"A HOSPITAL VELPO?"

Indeed, the graphics are dull, extremely bland textures and colors and character design as the bestiary clear lack of finishing as variety. However, the atmosphere is not completely failed because despite unconvincing sound effects based on "cheep cheep" when it potshots, the soundtrack remains successful. Fully translated into French, the game boasts very correct English dubbing. But as the lip sync is to pick and awkward animations, there is a tendency to laugh where they should not. Despite the presence of the main actors of the films of the creator of Alias, the narrative shows quite heavy cutscenes often chopping action, especially during the first hour.

Moreover, there are many bugs and I. A. ally remains absolutely pathetic. There are countless times when our traveling companion has chosen to run in the walls for no reason. The collision handling is simply odious since spent his time going through other actors. To share the suffering, we invite locally or online, a (e) friend (e) to limit this kind of behavior unworthy of a current production, failing to have a more exciting experience Thurs Because even with a friend Spock and Kirk embodies - the difference between the two is more aesthetic than entertaining - we can not say that cooperation brings added value to the recipe unless, of course, appreciate the openings doors in pairs. Even during some action sequences, the cooperative mode is used to furnish more than bring something constructive in terms of immersion and gameplay. For example, to carry his wounded comrade to an operating table or we will make the short scale. Emotion.


ROCK, PAPER, SCISSORS, LIZARD, SPOCK

The gameplay is typical of modern GST on paper, just to get out of the game Actually, Star Trek could almost accomplish the feat of appearing for the original having absolutely no set of big budget action at the last decade. Passages platforms on ledges in Uncharted, confined to ducts sequences and phases of gameplay harmless way Dead Space, not to mention the now classic cover system in Gears of War and many loans are simply reflect the acute shortage personality of the title of Digital Extremes. In addition, the game has the bad taste to even take bad ideas competition, as passages of insipid space shoot or unnecessary mini-games where you have to hack into computer systems.

The bases of its kind in vain be present, the fights are not at all heady. Fault movements including a maddening slowness, a soporific level design and overall softness firing sequences. In addition, where most of GST include many weapons for a variety of approaches and strategies Star Trek made its stingy offering only a few grenades, pistols and other guns to primary and secondary almost similar shots, all, of course, no finishing move the body to body. Oh yes, you can stun the enemy is approaching quietly. Moreover, it implies a choice of gameplay simply not taken. Indeed, the title makes the player to knock out opponents rather than kill coldly but nothing really penalizes when he decided to take Rambo rather than Snake. Discomfort.

Obviously, a better system is the part but again, nothing exciting to report. Worse, the new items cost so expensive that it will spend his life to consider environments with the tricorder to analyze everything and anything to get some bonus XP. The bravest will always try to boost the capacity of their character in combat in acquiring such a jamming of enemy weapons or grenades exploding prematurely for the opponent. Other areas are not forgotten and capabilities hacking or allied support can also accommodate the experience points gleaned As the story. An adventure that requires good about eight hours of suffering to be fastened in the standard mode of difficulty.


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