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 XLA. Show all posts
Showing posts with label XLA. Show all posts

Tuesday, July 23, 2013

CALL OF JUAREZ : GUNSLINGER : Review

Relive the hunt for the biggest bandits Western anyone? If so, that's good because that's what Techland offers through a nervous title with a tasty atmosphere and a unique narrative quality. It embodies Silas Greaves, bounty hunter in his spare time, telling her in a saloon feats to a captivated audience. The homecoming of the series is it successful, and most importantly, the quality is it to go with such a small price?




"A bad episode, that you can plant a series! "Said one day an old farmer in Arizona about the saga of Call of Juarez. After a third episode missed frankly, things have, it seems, evolved. Determined to make their mea culpa, Polish developers have now understood that a game on the Wild West has to happen at the time of the Wild West. The result today is a nice arcade FPS's claims formed, leaving only in dematerialized and an introductory price attractive. It is clear that the title, despite some flaws, is fulfilling its objectives and will keep you entertained for 6-7 hours, or even a little more if you are focused on scoring.

When "budget" rhymes with "limited ambitions"

Let's start with the realization since we always learn the bad news first. First, know that its graphic aspect, the game features a cel shading rather economical, allowing a Chrome Engine 5, a little older, a breather. The motor home, used since "The Cartel" episode starts to show its limits (who said "Riptide"?) And we feel that Techland has wanted to give a second life to this album. The transition to such a report, inevitably recalling the Borderlands is a success for a first try, even if one could blame him some imperfections. Some textures are a bit limited and the clipping is a little too far. Everything remains fluid at all times and relatively pleasing to the eye.

However, we quickly get used to the technical choices that allow for a consistent style while avoiding the developer to squander the budget as where it could clearly not excel. Remember that this is probably the "result of the last chance" for the saga. The artistic touch is relatively well controlled and it is with great pleasure that we visit typical of a good western atmospheres: abandoned mine, ghost town, saloons and other populated expanses of wild Indian in short, the works! The cut-scenes We note in passing very "cartoon" bringing a little more fun in a way not missing lightness.

The soundtrack on the other hand is generally a success. The music is pleasant without being masterful and well accompany the fight sequences. In terms of voice, again the work is quality. The voice acting of the main stakeholders, VOST, perfectly punctuate your missions, dialogues are well written and often bring a touch of humor. Special course to doubling the hero who leads his boat a deep, pleasant voice mention contributing to the quality of the narrative. This is a point to which we return later because the speech Silas holds a crucial place in the game

On the menu tonight: arcade gameplay effective and advanced variety

Do not see Gunslinger as a title that showcases the subtlety. It is actually a nice big arcade défouloir said that giving the player more tools to manage its gunfights. Besides the QTE multiple executions and dodging bullets fatal, include among others the now classic bullet time, which will save your life more than once. Next up, the skill system allowing you to specialize your hero through three trees used to build character bounty hunter will be appreciated. So you can spend your points earned in battle and become a master of guns, a sniper made a castagneur or a mixture of all three. All of which allow you to vary the pleasures in effective but too little diversity action sequences.

AI enemies to perfectible and level design dirigiste

If we dig a little deeper into the critical, one could say that the fighting regulate mostly taking cover to eliminate one by one each enemy themselves are often stashed. And since the gunfights are almost all playable stages, we would have liked a wider "bestiary" to avoid some redundancy over hours. There are many Indians, sometimes favoring the body-to-body, the sturdiest enemies that you must slay, or the boss, but the limits of AI and scripts are quickly felt. On the enemies of Completion for example, we must admit that they leave us wanting more, and while some out of the ordinary (including one thinks of hide and seek in the sawmill), their sequences are set globally all in the same way: take cover with the right timing and buggers blows dynamite and bastos in the face.

That said, make no mistake, although improved, AI is rather good job when it comes to follow the predefined route, to hide and take us to view as a rabbit. The real concerns are hardly visible, even if the scenes on trains you will see a typical behavior of FPS AI unsophisticated: the enemies you aim and shoot, even when you're not in the room . The "fault" is due to the level design, which at these levels, is intended to be very narrow and not necessarily adapted to the scripts of your opponents. Reassure us immediately, these sequences are few problems. Speaking of level design, it is good to define Gunslinger as a FPS deliberately very interventionist in order to trigger the appropriate narrative. Remember that you are playing in the memories of an old man telling, years later, it happened at precise moments of his life. So do not expect out of predefined rails during your part: you have a well marked path and very few alternatives.

A narrator in the heart of the plot and game design



Too few games where the story takes a major place, and that's a pity. Gunslinger is one of those games that, like a "Bastion" or "Alan Wake" put the narrator at the heart of the adventure. Here, the interest is based on the status of the latter, and the evolution of his story. Silas, decidedly focused on whiskey, will tell his story sometimes rough way, changing some details in the evening or returning to historical facts, which directly affects the part of the player. An example of a stalking bounty hunter takes him to the door of an abandoned mine. The narrator explains that he had, at that time, the opportunity to borrow a difficult path and populated with enemies. The player, who is obviously not a choice, enters a gallery infested with bandits, who also eventually collapses on itself. Is then expected to have the game over screen when suddenly the narrator speaks again and evokes this dangerous path, saying that it was obviously a bad idea to borrow and he finally chose to stay a safe level. Rewind the action, you're back near the entrance of the mine and a ladder appears before you magic! This is obviously an example and it is best that you discover these "stories tainted" by yourself in order to maintain the element of surprise which adorns most chapters.

The narration altered: we want more pleasure!

We note nevertheless a certain inequality levels vis-à-vis the concept of narrative altered. If chapters such as marshes are an opportunity to observe an impressive range of processes such as changes in climate or environments building before our eyes, it regrets that some sequences just confined to the appearance of scales or opening passages. Nothing serious about 6-7 hours of play, of course. Let's just say that the concept is so valuable that we would have liked to see much more often exploited, and especially more equitably distributed between each level.

Between revenge and redemption ...



Always about the content, we welcome the presence of a New Game Plus Mode to test different levels of difficulty while keeping its objects and improvements. If you wish, you can also play without HUD, which will enhance the immersion to repeat the adventure as a real cowboy and discover the two epilogues proposed. Besides the story mode, there is an Arcade mode you will face hordes of enemies, and that showcases the scoring and online rankings. Similarly, if the many duels the story mode you liked, remember that you can relive them through a dedicated mode, giving the opportunity to chain millimiters clashes where reflexes count as much as placing your hand over your six-shooter.

FEZ : Review



The first time we heard of FEZ, it was almost five years ago on a forum of independent developers. Since then, the game Polytron Corporation has received two awards at the IGF and another at IndieCade, has been delayed several times for tweaking and ended up in a highly anticipated documentary, ruining the way the health and life name of its inventor, Phil Fish.

The Canadian game designer has also made many players back because of his statements on the current Japanese productions and many other reactions sometimes childhood on social networks. But as games and their creators are not tested, see what lies beneath its FEZ pixels put into perspective.

PC version: Exclusive Microsoft is over, Fez comes a year later on PC, with the promise of bugs and other technical issues corrected. In fact, there are still issues to be resolved as evidenced by the SAV Polytron, but the game still appears much smoother in transitions between rooms and especially stable. No sudden crash or corrupted save point in our party, it is better than nothing. However, with the exception of display options (choice of resolution, full screen / windowed) and management of backup files, no significant improvement has been made in this version. Fortunately, the game is still as exciting, even during a second visit to the world of cubic Gomez.


There is a mixture of carefree FEZ discovery and obsessive research that we meet more often in a video game. In the manner of some of the 80 major titles, the player is practically abandoned to itself in a vast world filled with codes, inhabited by a handful of beings concise and often enigmatic word. There are really only two places inhabited in the fragmented world of the game, the first being the village where the adventure begins in the bedroom of the hero Gomez history to recreate the illusion of a role-playing or adventure Japanese old. Visit the village for tutorial, basic dialogues and events from disrupting the original quiet are applied to the letter, the disturbing element is the bursting of a golden cube which is expressed using glyphs and Gomez offering a headgear Arabic - the fez title - opening the doors of perception. Wearing the mystical artifact, the hero actually becomes capable of detecting the third dimension of the world, until completely flat.

ATTENTION TO EDGES



This spatial awareness will give him the means to leave his village in order to accomplish a mission imposed arbitrarily: find all 32 pieces of giant cube or dislocated to prevent the world from suffering the same fate. The challenge is great, but the challenge proves ultimately not so high. If it looks like an action / 2D platform game open in the manner of a Metroid or Castlevania, Simon's Quest line, the concept of death is totally absent from FEZ. No enemies, no life bar and a character who returns to the last place sprained foot in a fall "fatal" or suction in the anti-matter areas that appear randomly throughout the exploration . A wise choice, given the somewhat peculiar Applied Physics travel and breaks Gomez. Not to mention the errors of judgment during rotations of view, a central game mechanic that gives volume to the pixels with remarkable ease.

With a simple press RT / LT or RB / LB, perspective pivots right to one side or the other of the set angle, which allows you to see all four sides of the same place to reveal a door, fragments cube or continuation of an ivy snaking around the block. Playing with perspective also allows the meeting separated scales, moving platforms or reading generally obscure symbols inscribed on a wall. Once the basic interactions stored (with the indices of the small block rainbow sky as a guide knowing how to be discreet), progress quite easily and without pressure by collecting cubes or pieces of cubes, but also key and treasure maps stored in chests. The influence of Zelda is clearly claimed, with a formula that combines the advantages of 2D and 3D, while maintaining the almost absolute freedom to explore the very first episode of the saga. Tables aerial view were simply converted into rooms for several sides, connected by doors and a handful of teleports.


I CRACKED THE CODE, I CRACKED THE CODE

Map, not necessarily obvious at first reading with all its connections, in fact perfectly transcribed arrangement of rooms, tables and their I / O space. Icons legend and gold banding indicating the levels fully "cleaned" are also very useful for those who want to find all the secrets of FEZ, without stopping at the first end almost served on a plate, if only one has a dash of common sense. In the manner of Mario 3D is not inherently difficult to find enough open sesame to the ultimate holder of the game and find out what it conceals. By cons, it will take a lot of patience and understanding to get their hands on anti-cubes, artifacts and other objects by deciphering the clues and ubiquitous in the decorations codes. Without this second quest made possible in part by a new game + as smart as teasing, playing Phil Fish as it is a shadow of itself, such a limited aspect that sets the initial 2D village before Gomez opens his eyes.

It would be criminal to spoil the real surprises of the adventure, as efforts to discover and solve additional puzzles embedded in the DNA of FEZ masquerade as the status game nice gimmick (like Super Paper Mario, Echochrome or Crush ) than the benchmark for overall design. Construction levels already deserves respect for having managed to make navigation a kind of evidence despite the many translations to be made, but any cryptography and information with the ability to be discreet before jumping in the eyes (among other ) also show a great degree. Developers know as well bring the player into the world of Gomez that make out to appeal to as simple as a pen and paper outside help. Followers of tricks to break the fourth wall will certainly appreciate all the fans of deciphering symbols. A game that relies on the intelligence and logic of the user without a face challenges unfairly twisted and silly conventions, we do not cross that often.


FEZ TAGADA



Especially since FEZ is also interesting in its construction and in its aesthetics, without varying complex tones, moods and graphic effects. The pixel art can be considered a vulgar decoy nostalgic by Grumpy, but it is totally justified in relation to the inspirations and about Polytron, in addition to being executed with great care. Each table vibrates through its delightful animations and varying colors, thanks in part to the day / night cycle not having a cosmetic concern. The game allows several tributes to the generation 8/16 bit, as well as pure hypnotic sequences carried by a synthetic soundtrack sometimes casual and airy, sometimes dark and heavy. Listenable largely on the site of the composer Disasterpeace (aka Rich Vreeland), it is very much in the mood of joyful mystery of the title. Certain assumptions even want the full version contains a clue to solve the final puzzle (?) Black monolith, defeated only by the gross manner or confidence Phil Fish at the time of writing these lines.

Monday, July 22, 2013

MOTOCROSS MADNESS : Review



Quietly announced at the last E3 as the Avatar Motocross Madness, that is now called Motocross Madness finally arrives on Xbox Live paperless format. After two episodes developed by Rainbow Studios there are more than a decade on the PC, it is the turn of Bongfish members, including officials of the series of slides Stoked, giving birth to a modern version of the saga. Remains to be seen if they have managed to keep the madness and fun episodes of yesteryear.

WE'RE MOTOXICATED!

Times are changing. Motocross Madness first name extolled the SideWinder Freestyle Pro, a pad to gyroscopic functions and looks like a prototype Dual Shock 3 controller. An era. The 2013 version of the game is not sold on him as a bundle with a new type of device, but instead decided to highlight the avatars of the Xbox 360, the Microsoft Mii way. Thus, one can either keep the outfit during his avatar or play Cristina Cordula's wardrobe acquiring new gloves, pants, helmets, shirts etc.. In all cases, these choices remain purely cosmetic and have no bearing on the conduct. Speaking of aesthetics include without delay that the game is far from Bongfish exploit the technical capabilities of a console which now reaches the end of the cycle. Very average on a technical level, the title lags regardless selected modes ubiquitous clipping.

During the solo, they are four in number and are being broken down each time in three distinct environments: Egypt, Australia and Iceland. The races are the heart of the program, each site is composed of three strokes longer and longer if not fundamentally difficult. Orientation public forces, shortcuts are shown on the map, not even need to look. Unsurprisingly, get on the podium can unlock the next course, the money raised used to purchase new vehicles or to improve some components (motor, handlebars, suspension ...). Then comes the "Rivals" mode, which is actually a race against the clock in disguise. At first, you must beat the time for developers, after the fact, have the right to challenge the community.

In addition, a "Exploration" bring back memories for those who have experienced the license to the time runs here because the three levels of the same world as we see fit. In this mode free run in semi-open world, it must search every nook and cranny places for finding medals and golden skulls sometimes well hidden. No time limit here, just fun to walk alone on the sand, staring into the water. Finally, a "Session Tricks", available from the skill level 8, invites the player to string figures to inflate the score. These are more successful and more numerous and the multiplier increases, the goal is not to wallow in the time to not to fall to zero.


SAND EVERYWHERE JUSTICE PART DUNE

If Motocross Madness offers a minimum of variety in events, however we regret that only three environments are present. No doubt the integrated DLC section of the menu will automatically bring a lot of unreleased decorations ... Moreover, the increase was a cinch and win gold requires no effort except perhaps in "exploration" mode. A mode, probably because of its open policy, is far from being devoid of bugs (freezes, slowdowns, etc..). In short, the career loop a small half-dozen times and we can only regret the extreme banality paths. He clearly lacks the little craziness of yesteryear environments like a big spring stashed on the horizon, for example. In addition, we would have liked to see the indoor tracks that helped make a diverse and unique set minimum. Alas, it will do without.

Fortunately, in order to inflate the length of life of the solo game, the developers have integrated a social layer rather welcome: the bike club. This allows notifications via in-game, to see the time and scores made by members of his list of friends to try and beat them and show them who the real Otto Delaney your motorcycle club. In addition, the game is compatible with the system "Avatar Famestar" that works with several other titles based avatar as A World of Keflings, Full House Poker and Wreckateer for the Kinect device. In a word, this reward system offers weekly challenges which, once achieved, increase the reputation of your protagonist. A good way to constantly renew interest in the game, then.



DUNES: TU PILAS

With all that, we almost forget to specify how to play this new version of Motocross Madness. Nothing is easier to tell the truth, because the gameplay retains an arcade button for it to be taken care of quickly by many. Thus, two triggers are used to advance or stop while the preset figures are made by pressing a button plus a direction. Moreover, these have a run longer or shorter and it will be necessary to gauge the height of the jump course not to do too much. A successful trick gives the boost to the pilot, which darken faster, better off in future jumps, perform as many tricks in the air and thus raise still more nitro. Finally, alternating boost / figures shows relatively pleasant and quickly becomes essential to control, especially in multiplayer.

Several can be primarily play locally but only with a (e) friend (s). Split into two, the screen does not then offers optimum readability and it is sometimes not easy to judge the height of a jump. In addition, we feel that the display is not as optimal and runs as smooth as a solo. In addition, the online game playable it to eight, offers good laughs and swing a kick when the driver misses a friend turns exhilarating. However, one can only curse at slots unfilled. Indeed, when eight players are unable to be on the same part, AI does not fill the missing places and can end up making a run at only two or three riders. Damage. Finally, note that the title of Bongfish is fully localized in French and that rock music going pretty well. It is always better than nothing.


BATTLEBLOCK THEATER : Review



Announced for what seems like an eternity, BattleBlock Theater arrives without warning. That is you could almost miss it, the guy, and relegated to the status of output not very interesting week on Xbox Live Arcade platform that has so. It would miss the new production from the creators of Castle Crashers, a stupid game necessarily full of humor, personality - and of course poop.

AIR ON A KNOWN

Having donned a cinematic intro as far-fetched as nicely animated, put his hands on anyone BattleBlock Theater will first feeling of being dropped a little. Idiots characters whose boat runs aground on the shores of a mysterious island governed by cats, a prison from which he must escape to participate in deadly theater, a strange hat, gems and balls of wool doubt The team at The Behemoth goes deeply. An indescribable mishmash that will serve backdrop for gameplay finally entirely conventional. It is not that we are royally foute scenario, but almost: BattleBlock Theater is a puzzle platform 2D, and that's about all it is important to know. The rest is just an excuse to allow the narrator to unleash his crazy talk, which we can also reduce the frequency in the options if by chance it gets too lofty.

What is it? Basically, to further acts themselves cut to levels where it will pick up at least three gems to activate the exit and go to the next map. All with alternating phases of pure platforms, jumps millimiters but also puzzles, and a few moments of extreme tension to approach the next checkpoint avoid having to start over in case of sudden death. Death also without any consequences, which will begin the difficult areas as many times as necessary. Collect three gems is obviously within the scope of the first comer, diehard, them, find all (most of the time there are six or seven) and also get their hands on items stashed history to improve their score. After ten levels of the act will conclude with a final and a few more levels in which it will play before all this time against the clock and put his skill to the test.


JUST RUN LIKE YOU HAVE DIARRHEA

In general, having the highest score in each level requires not only to collect all objects, but also to do so in record time. Those scoring in the skin so what will dig, especially the items recovered will be used to unlock new weapons in the shop (fan, fireball, grenades ...) and release prisoners of the infamous prison, . After all, if one believes the scenario, it is mostly just that. Each prisoner is actually a playable character with a new cum, most of the time hilarious, that we can choose as your avatar. The differences in shape of head or face will however a cosmetic effect. Prisoners have the same capacity: jump, hit and push / pick up objects. It can not be simpler, which will not prevent developers make us lose our cool, of course, with a challenge that clenches the fingers on the handle.

Oh, things start rather slowly, with the first acts in tourist mode. Then to act 5 and 6 the chosent gets tough. The learning period is over and now the basic mechanics are perfectly mastered, you will have to work a bit. BattleBlock Theater invited the cream of the crop, called the Best: blocks pikes, moving, rolling, bouncing, explosive, sticky ... Fans, saw blades, electric rays, homing missiles, guns ... The game does not invent anything but plays perfectly the score platformer demanding and sadistic. Everything is negotiable quarter of hair, and the millimeter pixel: jump, double jump, avoiding a slide or bounce on a wall. You sweat, but it's for a good cause, and as often the game becomes even more addictive it really takes to get the fingers of foundation. And it is often cruel, BattleBlock Theater is never unjust, the gameplay never punitive.

YOU'RE DOING IT WRONG. DO IT RIGHT!

One dies, (very) often roasted, cut, flattened, or exploded so puzzle. But like Super Meat Boy, which it is hard not to think, feel progress is real and the feeling of learning from mistakes is permanent. It improves over tests and techniques are perfected. To finally get a break handsome or maneuver bling which can not even imagine not able to beginner Act 1. It will, however, patience, courage, and put 50 times his body to the checkpoint before they get an A + in every level. To finally test, let crazy Insane game mode where death is now restart the level to zero. For the players and players with very cool, and nobody else, of course.

Sometimes BattleBlock Theater employs methods a little sneaky, whether planquant gems in the background or pasting in the legs of the player a new concept without explanation. Figure it out, and thank you for the pin. Blocks and vicious traps are obviously not the only obstacles, the levels are infested with enemies cats, always present to stress the player a little more. Not really a problem, if the kind of ersatz combat melee doing his job properly. However, collisions between a little lame, hitting moldy and IA outrageously aggressive (even suicidal), it is clearly not the most successful part of the game, far from it. The weapons are a bit more funs, varied and amusing, even if going through the menu to change current level is somewhat surprising. A dedicated button was much more appropriate. You get used to it anyway flawed system, especially as the fight passages are fairly anecdotal, at least solo. In multiplayer, however, is another story.


CATS IS NOTHING WANKERS

Unsurprisingly, BattleBlock Theater offers a fairly extensive multiplayer mode. The cooperative can (re) make the campaign more locally or online. It propels itself, we help to climb the platforms on several Ponder and the challenge is discreetly redesigned to fit the multiplication of characters. Will enter the high score group in joy and good humor, with all that this implies of crappy shots, avatar that hamper of "I swear I will not express." We regret the passing of cameras not always ideal, especially when the players decide not to go on the same side. Embarrassing. BattleBlock Theater also loads of competitive modes, for once quite unconvincing. If you appreciate his generosity with a multitude of variations of basic mechanics which players compete to control a ball to collect as much gold on the map, or paint the scenery while walking the blocks (cuckoo Mario Party) is the complete mess on the screen and not necessarily in a good way.

Especially since the battle system is not deep enough or pretty much done for the several bastons make you want to dive several hours. It is annoying that more fun, and this is necessarily bad. Game modes for cocktails, somehow, not unpleasant but certainly not outstanding. As if all this content is not enough, the game also features a level editor with which you can create your own maps and share them with the community, which will obviously be the same. Will ensure a long life to a game whose life is already perfect. And as people of The Behemoth love their fans, owning one of their previous titles will unlock characters from Castle Crashers or Alien Hominid in BBT and vice versa. Class altogether.

BattleBlock Theater does everything you need, as it should. The game is cute, colorful, beautifully animated, with that inimitable own the studio. Of course, difficult not to think - a little - to Blocks That Matter and also blocks any cabbages. The new production of The Behemoth has in any case definitely a personality, and especially a tone, obviously completely crazy. More non-sensique than Castle Crashers but equally irreverent (we always have diarrhea, honor is safe), humor BattleBlock Theater also shows the care taken in this mini blockbuster. Kinematic débilissimes, stamped narrator, idiots dialogues fuse and are mostly smile. Sometimes a little less, but it is the law of nature. The best remaining still spread these cynics who come after us tickle a new idiotic death or jump messed up. Add to that funky music and funny sound effects too, and we agree that a good thought it is there.


TERRARIA : REVIEW



Nearly two years after its release on PC and its pretty strong success (1.6 million copies sold us proudly states the promo video) Terraria therefore the leap to consoles. The opportunity for this title, which has too often been reduced to a 2D Minecraft clone, to reach a new audience, even if the original, the one who discovered the game on its platform of birth, has sharpened the arguments to pieces apparently porting against nature. A wrong?

YOU, YOU HOLLOW

Terraria - Screenshot éditeurTerraria on platforms download consoles? It was somewhere inevitable. Especially at a closer look, we say that the strange creature Re-Logic has its place on the services that have seen him grow so much indie games staggered. For whatever its medium, the game remains the foutraque mixture and yet completely consistent construction, exploration, combat, a seemingly simplistic concept that is rich and abundant in reality. Clearly, explore randomly generated worlds in search of raw materials, which will be used to erect buildings that will be built patiently hand, and to make weapons and armor to survive the endless hordes of enemies that come for us mess with. From Minecraft, yes, but with a different ambition hair, closer hack'n'slash where it will kill mobs en masse, and not only dig in search of ore or precious stones, but also treasures, magical items or useful in the manufacture of more advanced weapons artifacts. Explore, dig, still further, still longer in search of the ultimate object capable of Rouster this nasty boss high as 5 floors in a few clicks: the downward spiral of addiction.

Thanks to the many patches and free updates, Terraria had already transferred to the PC version, is fleshing out with a ton of content (environments, enemies, items, weapons, armor, traps, boss ...), but also some more elaborate visual effects. All content is obviously present in the console version, which is still thickens further with some additional content. There is talk of a new end boss, armor and unpublished items, we gladly admit have not yet crossed into the game, the fault of the richness and depth of these insolent worlds that are not pretend to be random. More visible, the arrival of a card finally allows him to identify a little better in the vastness generated levels, despite a fairly limited visibility. The inventory has obviously been redesigned to fit the controller and allows you to manage gaggle of objects and engage in crafts without too much difficulty. We would have liked a little more flexibility to transfer objects into the coffers and it is not uncommon to get lost in the abundance of tabs, but all has the merit function.


A HISTORY OF HANDLE

Terraria - Screenshot éditeurAutre problem size: maneuverability. How to play with a joystick feel and manageability of the character with the mouse, when you have to jump - sometimes pixel - on platforms, direct draw, tools and weapons in all directions to dig or shoot enemies and put her hair cell blocks during the construction phases? Good idea 505 Games is offering two options: the first automatically manages the actions on the Control Stick. The character draws, strikes or mine in the chosen direction, and we must admit that it works pretty well. The target is the job when it comes to target a monster, even in a little hot moments when a boss moves in all directions. The second mode allows you to manually move the cursor and specifically targeting a block, either to destroy it or ask. The best of both worlds, both for specific actions and those that do not require taking particularly fine hand. Oh, there are a few of headaches when you wish to target an object or character in the highly loaded areas (NPC or doors, etc.), but we say that we have escaped the worst and the game loses not an iota of fun.

Fighting, they have not changed and remain this event both enjoyable and pest nothing when it comes to wrestle an enemy AI trouzaine to nonexistent that you simply running into the bacon. Terraria gets more interesting when fighting against bosses or during rare events (the invasion of an army of goblins, for example), during which time the science of potions, projectile weapons and explosives provides zest to bastons. Which become downright Homeric when come to interfere boots propulsion, flamethrowers and other magical arrows with spectacular effects, the game almost turning to shoot supercharged. But for that, it will be stuck with an early game still laborious Terraria making no concessions to new players. These can now be done by hand in a tutorial supposed to give them the basics, but resourcefulness, luck, experimentation (and Wiki) are likely to remain better allies.


A GENIUS, TWO PARTNERS, A PICK

Terraria - Screenshot éditeurLes hardliners launch is downright hardcore mode, which, as tradition dictates, will mean the permanent loss of his character and all the objects in his first death. Finito, kaput. The less courageous will simply more traditional difficulties with loss of objects or parts, and may even radiner many of their friends in multiplayer history they lend a helping hand, whether online or in split screen (up four). A good idea and a very fun mode theoretically offset by one-time lack of fluidity, unfortunately also present solo a few times, and menus and texts fairly legible, even on a big screen. In the classic multiplayer mode, anyone can join your game - and vice versa, spinning you a hand, or your loot chests and carve like a crevard, because hey, it's also that the wild liberalism. The host may even enable PvP history to make things a little less peaceful, but that, of course, is hoping that there will be online world. And yet, alas, it is not yet the case.

For the rest, Terraria is similar to the one we had met on the PC it is almost two years experience: involved, addictive, sometimes a little rough and unpolished, but still friendly and generous. Obviously, we must cling to gender, specific mechanical of those games that is partly built himself, and not be put off by the somewhat special, closer NES game graphic style loafer that pixel art classy. It will also support the music, quickly swelling and not always in tune, and settle for a version that does not obviously have the same fate as that of PC mods and shared worlds bloom quantity. Whatever the medium, in any case, those who will be tempted surely wonder how many good things can fit in just 50MB ...


Sunday, July 21, 2013

TRIALS EVOLUTION : RIDERS OF DOOM


You carefully cordoned Trials Evolution? You thought you were a hero after returning Origin of Pain in long, wide and across? Rest assured, RedLynx is given to new hard to give you your dose. For 400 Microsoft points, or just under 5 euros, Riders of Doom offers a second reminder under Redlynx. So we helmet?

SO TAKE THE BRAKES, THERE IS NO SHAME

Trials Evolution: Riders of Doom - ScreenshotRappelons ingredients in the preamble sets the Trials series: it is not a traditional game of course but rather a skill and balance in which the guinea pig game - the term is not too hard - trying to cross a motorcycle accident levels. The final verdict is made according to the time and number of gadins the poor biker was picked.

Two months after being offered a first extension of the Paine Island, Trials Evolution is here to discover the giant players Sands. The program lists four strung 20 new tracks that no wheel still has strides. 10 games of skill are also enhance the player experience in some improbable trips. To survey the new reliefs, a new frame made its appearance: the Banshee 350cc, unlocked from the start. Halfway between 450cc Scorpio favoring the extension and essential Phoenix 250cc, it offers a welcome additional option. Not as innovative as the previous DLC BMX, but it has the merit of providing a less extreme approach than its counterparts.

Marinating like its predecessors in an atmosphere destroy at will, Riders of Doom reveals apocalyptic scenery which in other times had inspired the Maya. Fantastic atmosphere and impeccable gameplay, this DLC door for sure and as his elders a hallmark of the franchise Trials.


JEAN GADIN

Trials Evolution: Riders of Doom - ScreenshotSi as many players you stopped on Hard difficulty of the original game, the message is clear: go your way, the challenge that awaits you here is serious. For comparison, Origin of Pain is figure stroll health. A handful of races in medium difficulty will give you the ideas in place before moving on to serious things, and those who make you want to curse developers until the eighth generation. The increase is chaotic and string two consecutive checkpoints will quickly miracle for the majority. The level design is a gem of cruelty. Coyotes at RedLynx we imagine preparing their ambush carefully: a barrel subtly placed on top of a slope 85 degrees, a metal bar for scalping biker launched full ball from his springboard. No doubt, Riders of Doom is signed sadistic RedLynx. Both say that the gold medals did offer to an elite. Those can enjoy the crazy atmosphere of each track on various themes, as a nod to BioShock: Infinite or deserted bazaar particularly dicey.

Other fall-back on games of skill principles extravagant: include pell-mell "winding path" which is intended as a rival of Tiny Wings, or the great Fangio, where the motorcycle is equipped with thrusters for the Rocketeer reach the level crossing. The multi is not left with a handful of rather tricky to hit four tracks. The level editor is also full to the delight of tinkerers. Overall, Riders of Doom is a good DLC, though rather less interesting OriGIn of Pain a view quantity / price, but the quality is at the rendezvous. In short, essential for any lover Trials with a minimum of skill.

THE CAVE



Ron Gilbert. A name that evokes memories moult at most thirty players. Responsibilities include Maniac Mansion and the first two Monkey Island, the man finally reveals his latest project that has matured over several years: The Cave. Developed in collaboration with Double Fine Productions, this adventure game and platform-based puzzles promised promising, both in terms of atmosphere of gameplay. After long nights of exploration in his company, we can now say loud and clear that this is not a trivial but rather cave of Ali Baba's cave. Judge for yourself.

How Maniac Mansion, the new baby of Ron Gilbert offers a panel of seven characters, each with clearly defined motives. Knight aims to extirpate Excalibur from the rock, the hillbilly trying to find love, abandoned twins - who account for one protagonist - seeking parents, adventurer continues buried treasure and lost companions, the monk is looking his master and enlightenment, while science is about to make a compromising discovery and the time traveler tries to change a mistake of history. We almost forget the eighth protagonist, and not least the cave itself. Indeed, it is a little New York many films of Martin Scorsese, ie a separate being. It also serves as narrator, commenting not without some sarcasm actions of team members. When the game starts, we choose three of the seven characters we guide you to the end of an adventure, an outcome that will be revealed at the end of five to eight hours the first time, according to his cognitive skills. The narrative, very well thought reveals filigree - via images to recover - information on the background of the selected hero. As we advance, environments that are somehow on the psyche of the protagonists discover: mansion for twins, funfair for the farmer, pyramid adventurer, etc..


Speleological

Where many titles dull their gameplay through redundant explanations as useless, The Cave has the good taste not to the player's hand. This is why the interface is intended to be as clean as possible. If desired, the bloated faces of the characters, however, may be displayed in the lower left corner of the screen, to find out which direction the cross support to switch from one to the other. Intuitive handling wants more focus point & click PC, but just plug a joystick or playing on consoles to move his hero with the left stick, while the front panel buttons are used to take rest or an object, use power or jump. Speaking of which, the phases of platforms are present but are absolutely not an end in itself. Each character has the same physical jump and travel are a formidable fluidity. And to return the objects, note that our jokers can only carry one at a time and no inventory is present. Simplicity, you say.

This simple grip fortunately opposes some complexity in riddles. Warning, there is nothing as "capillotracté" in some sequences of Monkey Island, but it still faces many situations giving a hard time. Special mention at the time traveler who requires to navigate three different times, the actions perpetrated in one affecting (or not) the other two. However, death is not on the agenda here, every misstep returning the player a few seconds back with a magical misty effect. Playable solo title published by Sega, however, draws its strength from its cooperative properties, provided that we have two other friends close. It comes very quickly to come up with ideas to his companions, they do not hesitate to try this or that approach to turn when the dialogue moves and the sauce is. In terms of display, the game does not splits the screen when the characters move away from each other: the camera remains focused on the last selected character. A choice that requires a good deal when we discover the adventure more, if we want to avoid blunders and syndrome mere witness to those who embody the characters off the screen. An online option with voice chat might be able to operate at the risk of break up the trip that makes the game as exhilarating as it is actor or spectator.


POLLY WANTS A CRACKER

To immerse themselves in the world of The Cave, you can count on finely written dialogues and excellent English voice acting for NPCs and the narrator. The stamp of the actor Stephen Stanton (voice of Big Daddies in BioShock or Bonita and Sasha in Psychonauts) fits perfectly in the cave. In addition, the black humor of the dialogues always fly, which is fairly rare in the gaming community to be emphasized. The game is not a succession of jokes undrinkable, it disseminates wacky contextual remarks are (often) laugh heartily. Not to spoil the surprise too, we just include the scope of the mother of twins who, seeing them with a packet of rat poison in his hands, gently invites to play outside in the kitchen rather than reprimand. In addition, we can only applaud the work of the French localization. Do not hesitate to dip into the popular references (Capitaine Flam to name one), it greatly helps to immerse the player in a world where the gravity of the themes (death, rejection, abuse of power ...) opposes skillfully the warmth of the graphics tab. If the gameplay is in the tradition of 2D games engine, it is in three dimensions. At every moment, we feel that the developers have taken particular care to cartoony animations. View wandering peasant, waving his arms too much, Scientific hold a huge sausage gigotante in the hand or the Holy Grail knight way forward is a real treat for the peepers.

The title of Double Fine, however, suffers from occasional downturns and puts the music in the background. No epic to put in their mouths theme as was the case for The Secret of Monkey Island, for example. That said, the minimalist aspect of the soundtrack sticks pretty well to the dark atmosphere in the game It is hardly lack of novelty of a party to the other tarnishes the table. In the second adventure, we are in fact forced to replay some common passages identically, a phenomenon repeated the third time it feels especially when you have to retype already completed two full levels, given the size cast. Having a panel of six or nine characters might be allowed to feel that little less redundancy of a run to another.

Regardless, the desire to discover each story is present and, as in The Lost Vikings, each character has specific powers: blockhead can hold his breath indefinitely underwater, the monk use telekinesis, Knight cushion waterfalls and activate an aura of invincibility against making in-part immobile ... In fact, we should consider some sections in different ways depending on the selected members. Somewhere, The Cave is a little adventure game that is Dishonored FPS: really a title with multiple answers to the same problem. Icing on the cake, the title suggests a lot of things to discover once performed for seven, besides the eternal success in getting missing. What a swell time already satisfying life.

Saturday, July 20, 2013

PACIFIC RIM


Each summer a lot of popcorn more or less successful films. After soporific After Earth and World War Z, the disappointing Man of Steel, and waiting for the next Wolverine movie buffs can discover the last reel signed Guillermo Del Toro: Pacific Rim. To my right belligerent monsters that emerge from the seabed. To my left: giant robots created by humans to eradicate this menace. Suffice to say that on paper, a video game adaptation has something to salivate.

The task is for the little guys that Yuke's, between Sword of the Berserk Dreamcast and many wrestling games on consoles have proven that they were knowledgeable in action burnée. The well-known syndrome blockbuster adapted with feet could therefore not apply to Pacific Rim which, remember, is distributed exclusively on download platforms from Sony and Microsoft. And yet ...

MOVES LIKE JAEGER

If some expected to follow a storyline, it will quickly become disillusioned. The solo mode as published by Yuke's is a chain outright a dozen battles against one or more opponents. Enough to occupy the mind during two short hours, less time than it takes to see the film. In parallel, we can start in the Survival mode which is stupidly chain several monsters refill life between games. Guaranteed redundant effect, especially since the cast ready to smile. Indeed, it represents one of the three robots - said Jaegers - or one of the two kaiju, these critters from a typical Japanese film genre: the kaiju eiga or 'monster movie' in good French. To make it short, there are five playable avatars and only three sets by counting the final boss. We had not seen it for ages actually.

If clones Godzilla, Mothra and Megalon only have one life bar, the robots are each controlled by a pilot hemisphere. Moreover, the men aboard giant communicating telepathically, it could have an interesting feature to operate in terms of gameplay. Nay my good lady. If gauge reaches zero, the arm of the mecha is unusable and the player will simply finish the fight with the still state. This disappointment aside, we are still looking what went through the heads of developers in the selection of speakers at the training base. Indeed, lean scenario puts the player in the shoes of a Jaeger fighting kaiju, like in the movie. So when for no apparent reason, it faces one of its own or that it embodies a monster, we say that we must stop thinking too much. It then continues typing mechanically.


NUTS KAIJU

Heavy, handling Pacific Rim is based on a principle of normal and special low blows. Each attack, dodge and cons consumes energy that returns over time or by knocking the opponent. This might almost seem like fun said that. But this is not counting on a collision management borked, a total lack of combos or real strategy, and repetitive gameplay mechanics. It's simple, the scheme is as follows: wait for opponent's attack, dodge, swinging a powerful blow, continue with another putting the opponent on the ground, and repeat. When one is down, the disadvantage is so large that it almost useless to hammer the front buttons to move up. Anyway, when the energy bar reaches 90%, it is able to send puree and complete the suffering of others in a hit usually.

the game Yuke's would clearly have a clear sense of omnipotence joystick in hand. Instead, it feels clumsy and not very free in our movements. Available only in English, with the loading times breadsticks, Pacific Rim, however offers a few interactions with the decor history implement some dynamism in this general weakness. Thus, it can sometimes send him flying opponent on a bridge, a building or a boat. The space of a moment, we believe it almost. In addition, red flowering policy DLC the same day of the release box. To inflate the thin roster, the player can be suckered by paying 320 points (about € 4) for each of the three proposed kaiju or the same amount for two more sets. It therefore think twice before passing through the box "adopts a Mech" ...


THE MULTI RIM'K PACIFIC: THE LÉ LÉ

 After having toured solo, the more adventurous will jump into the two playable both locally and online multiplayer section. On the couch 'with a (e) friend (e) matches will not generate experience points unlike online clashes. Once connected, you choose one of the three forces, each faction has its own reward system: additional XP bonus items, additional capacity gain. Note that these differences do not change the gameplay so far. This will require a lot of courage to climb to level. Moreover, the height of disappointment, the fights are not based on skill and reflexes but only on the mindless accumulation of experience points. In short, whoever has the best stats is - almost - sure to win because it has the biggest clout.

System remains a relatively rich customization, but too inefficient unless taping the screen for hours. It has attempted to test the robot MechaMike created for the occasion, but to improve its armor parts must bind the victories by the dozens. Fortunately, a system equivalent boxer can more or less in the same category as his opponent online. In any case, the online section runs well even against the Americans and Japanese players. A final word on the musical atmosphere, disappointing. Where the film has the know-how of Ramin Djawadi, composer of the soundtrack of the Iron Throne, the video game has almost one theme as a background sound.



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