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 iP. Show all posts
Showing posts with label iP. Show all posts

Tuesday, July 23, 2013

GAMES WORKSHOP : CHAINSAW WARRIOR


Games Workshop continues its frenetic series of ads with the evocation of a game adaptation Chainsaw Warrior.

Probably not the best known today in the catalog publisher produces, this game solo set out in the 80s will indeed return in the form of a PC and mobile game (s) in development in Auroch Digital. No real details about the title has been released at this time, except that obviously there slay tons of techno-mutant zombies with a chainsaw in the streets of New York City. What you ask for.




Sunday, July 21, 2013

REAL RACING 3



Proudly presented at the Apple keynote announcing the iPhone 5, Real Racing 3 has finally taken its time to complete its development. I must say that between the acquisition of Firemint by Electronic Arts, the merger between the original series and studio IronMonkey and challenges of such a result, there was much to do. But here it is finally launched at top speed on the App Store, already monopolizing the top spots in the top free apps. Because yes, one of the most anticipated in recent months on iOS games is betting the free to play. A choice that obviously raises many questions and could especially challenging all the qualities it yet be regarded as the best racing game on the App Store.

AH, IF I WERE RICH!

With Real Racing 2, Firemint had already signed a remarkable racing game that could definitely compete for the title "Gran Turismo of iOS," he was. That its result was expected is an understatement, especially as the Australian studio, meanwhile, was acquired by Electronic Arts before seeing its objectives significantly strengthened by a merger with IronMonkey Studios (responsible for successful porting of iOS licenses editor like Need For Speed, Dead Space or Mirror's Edge). All the ingredients of a blockbuster dressed to drive the nail together and were therefore, on paper, Real Racing 3 is the ultimate racing game that was expected on iOS.

Good result, this third installment is already playing its role perfectly and significantly enhances its content. The game is well divided into different series of challenges (divided by class cars), themselves composed of different modules of three tests that are unlocked according to its results. In the end, are dozens and dozens of races that await you for a period of simply colossal life. Single race, duel, against the clock, Disposal, speed ... countless tests have more good taste to be quite varied. Real Racing 3 offers further stroking asphalt truly legendary circuits such as Laguna Seca, Brands Hatch, Silverstone, Suzuka or Hockenheim. Although they are broken down into different versions, we still regret that their number is not a little more so. This is fortunately not the case since we counted 46 cars to offer from a great range of brands such as Audi, Lamborghini, Bugatti, Dodge or Porsche.


ALL TRACK

 This third installment further refines the behavior of cars on the track to achieve an excellent compromise between arcade and realistic sensations requirements. By default, the power steering and ultra simplistic handling give the impression of being a spectator as driver, but when all the audience is removed and we opted for a touch management braking / acceleration and gyro for direction, we find a perfectly balanced gameplay. Real Racing 3 knows both deliver excellent sensation of speed that punish reckless and optimistic players who do not comply with their horses. The grip of the game is really excellent and arrive quickly to have high accuracy in its trajectories to better challenge the world in the challenges offered.

This is actually one of the novelties of this episode: Time Shifted Multiplayer well barbaric term hides a system of asynchronous race with other players (chap or friend). If you still competes against one managed by the game AI, it will actually "replicate" past times set by other real participants. A nice idea, but kind of weird because it gives rise to some minor inconsistencies in the behavior of our opponents (amazing bursts of speed or braking distances suspicious). It's a shame because the idea of ​​continually challenge their friends without suffering the constraints of a real multiplayer mode was great on paper.

Finally, of course, discuss how Real Racing 3 not to mention its realization simply stunning? Optimized for the iPhone 5, the title Firemonkeys sets the bar pretty high and simply sets a new standard in the field. The vehicles are modeled with an eye for details staggering, both outside as inside as the game offers a view "helmet" high thrills. The environments themselves are a bit less impressive, but sufficiently detailed and treated to give life to a worthy racing console. All this is further enhanced by small special effects that still enrich a visual rendering of what that will satisfy fans and aesthetes. Note that Firemonkeys nevertheless made a huge effort to make its way to more playable. At the price of some sweet and less fine texture detail, so we can enjoy racing perfectly fluid and already beautiful on iPhone 4.


THE TIME IS MONEY

Real Racing 3 is broadly in line with our expectations and proves, if proof were needed, the talent of its creators. But it was probably too good. Converted into ordinary free to play crass greed, title Firemonkeys aligns frustrations to encourage his players to the temptation of the in-app purchase. This is not really about the game's currency, R $, we won fairly regularly in each event and that pays cars, upgrades and repairs. Subject to fly around properly, there really is no reason to meet real financial worries, no more or no less than in other games in the genre, anyway.

Where the rub is at the time. Change tires at a dozen races, afford a new brake kit, splurge at the dealership, all these actions will be realized after waiting a few minutes (5 for an oil change, 20 for an engine, for example). Obviously, these wait times and combine them completely immobilize your vehicle. You can imagine without these repairs or maintenance on your car? It is possible, but its performance will suffer so seriously and, therefore, efficiency in the race. One solution, then, be patient, play short sessions or spend his Glory points obviously given the dropper in the game so quickly wasted if we do not take care. And it is mainly these points EA are available for purchase in his demonic shop ...

For the finding, distressing, I must admit. There is no doubt that the vast majority of players would have preferred to pay Real Racing 3 "high" price once and for all rather than be restrained every quarter of an hour with interesting restrictions on paper (after all, management the mechanics of the car is not stupid), but oh so frustrating in the state. However, despite the criticism of EA policy must also recognize that playing fine with relative moderation and fending properly during races, it is possible to enjoy the game in conditions almost acceptable, without frustration (especially from the time when we begin to have several cars in his garage and therefore the possibility of using them in turn). Then, everything is a matter of personal tolerance the barriers erected by EA. It's a bit the principle of glass half full or half empty sum.



SONIC DASH




We saw last October pounce like a kid in a Sonic Jump to false air of Doodle Jump, the blue hedgehog Sega now joins the terra firma in a endless runner heavily inspired by one of the stars of the moment on the App Store: Temple Run. Needless to say, once again, Sega can draw a line on the palm of originality. However, unlike its predecessor, Sonic Dash at least has the merit of match the universe of the series. From there to make a key, however ...

If see Sonic running back in twisted levels is nothing new - after all, the Special Stages of Sonic 2 there are more than twenty years were based on this principle - the idea is necessarily a another dimension to the time when Temple Run (to name him) is the little darling of iOS gamers in recent months. Unsurprisingly, Sonic Dash is designed on a principle quite similar: our hedgehog sprints constantly in random linear path and fingertip on the guide from left to right, the prompt to jump or roll to avoid numerous pitfalls that await (enemies, towers, trunks lying covered peak, precipices blocks ...). The goal is of course to travel the longest distance possible while collecting rings (useful to unlock upgrades) and, if possible, by making available the various challenges along the way.


THE GIANT CREAM PIE

Temple Run's success is not trivial, the formula works well and the effectiveness of simplistic gameplay makes it quite catchy. Generally well designed, Sonic Dash skillfully surfs on the same wave and therefore will appeal to fans, especially since it can rely on a mythical coating that will shiver nostalgic. Too bad Sega did not take the opportunity to try to take the genre further by providing real innovations. 

YEAR WALK




Kosmo Spin, Bumpy Road or the excellent Beat Sneak Bandit far Simogo had accustomed us to colorful and perky atmosphere. Year Walk with his latest production, the Swedish studio surprises many ways moving towards a much darker style and shrouded in mystery. It thus takes us on a disturbing adventure out of time and particularly twisted ...

WE LOSE IN THE WOODS ...

Year Walk is a real dive in the Swedish folklore nineteenth century. Lost in the middle of a monochrome and labyrinthine forest, cold and mysterious, you walk a few slides finger in settings that seem straight out of an old storybook. Once again, the work of Simon Flesser the artistic direction gives the game an incredibly unique atmosphere. Naive graphics bring to life a forest soothing tranquility, while the soundscape, she wants insidiously frightening. It thus finds itself caught in the surreal atmosphere of the time marked a strange journey of surprises, danger and vicious puzzles.

The watchword of Year Walk is clearly "mystery." The game is pretty even took a hardline view of this point of view, which may leave some on the floor. Apart from small white arrows indicating transitions between the different tables of the game, Year Walk leaves us totally helpless and without any interface, and takes pleasure in seeing we delivered ourselves in this strange place. It is through our curiosity and our savvy instinct that must be guided to discover the puzzles that await us in the depths of the snowy woods.


WOLF ... WHILE THERE IS NOT

To resolve, it will sometimes rely on the hidden corners of the forest clues, but discover what tactile interactions are possible with which elements. No menu, no tutorial, nothing can enlighten us and it is up to trial and error or logical that we discover how to solve the riddles posed. However, even if it happens that you are stuck for some time on some puzzles, Year Walk not frustrated. The solutions are always natural and, in some way, logical. Observing every detail well, taking notes and doing a little work on his memory and his brain, we get to move forward without too much trouble or annoyance.

Even if life oscillate greatly depending on your ability to outwit devious traps waiting for you, it is relatively short since it takes about three or four hours for the loop. Note, however, that along with the game, Simogo also launched an application "Companion" which extends the experience so surprising. It contains such additional information (in English, for the moment) in the Scandinavian folklore presented throughout the adventure. More importantly, it will unveil a term other facet of the game, unexpected and shocking. It will spoil spoil the surprise, but the little ploy of Simogo works perfectly.

WAVE TRIP


Mixing music creation and video game is a challenge that the sacred Scottish studio Lucky Frame has always been keen to support since its inception in 2008. After a great reinterpretation of the tower defense genre with Bad Hotel last summer, Wave Trip takes us into a psychedelic surge by as much appeal to our reflexes to our creativity.

THE TRIP IN. WAV

Wave Trip puts us in control of a triangular spaceship that spins horizontally scrolling and whose propulsion is managed by pressing more or less time on the right side of the screen. A pat on the left side it will trigger our shield, required to repel the nearby obstacles, sometimes fixed, sometimes viciously moving. The principle therefore remember more or less one (among others) Jetpack Joyride except that evolves here in closed loop levels that are within one or two minutes. A priori trivial difference, but in reality crucial since each level Wave Trip is thought of as a real song to discover, create and develop the skills for our intergalactic pilot.

Like many of its competitors on the AppStore, Wave Trip is based on a mechanical scoring. It is thus necessary to guide his ship to nab triangular blue items (score multipliers) and oranges (which we score points), all while avoiding the dangers that spin to us (at the risk, not to die, but to see his multiplier drops to zero). The subtlety Wave Trip lies in the fact that these colorful items are all cleverly arranged sounds that trigger a distinct loop once they are caught.

But the music created here evokes a more intimate electro concocterait like a small Icelandic group to loud techno nightclub. This sleek little side, almost a Zen moment, perfectly suits the gameplay and gives more the impression of taking part in the creation of the pieces. The work on the sound design of Wave Trip is simply impressive and worth a visit on its own as long as you have some chemistry with the music. The great art direction accompanies perfectly sound atmosphere of the game with its simplistic and colorful geometric shapes that give the title of Lucky Frame a real personality.


WHEN THE MUSIC IS GOOD

If the gameplay is a little cream pie at first, Wave Trip manages to prevail in a completely different dimension with the way the music creeps into it. However, the musical aspect of creation is sometimes a little too not on pure game and it may lack a bit of staging, secondary challenges or changes in gameplay that would enrich the experience. But when we accept Wave Trip as a musical experience in itself, there is something seriously become addicted, especially since it also has a level editor that reveals a different facet of the game

A bit like Sound Shapes, Wave Trip turns into a real little sequencer that allows us to shape our own songs while creating fully playable levels. Fingertip is placed one by one the elements of the game (items and enemies) to knit his own rhythms and melodies with four graphics and sound themes to choose from. Far from being a gimmick, this mode is really part of the game experience and can create a very intuitive way, even though we would have liked a little more sound and creative options - we expect that updates future updates we fill this position. And of course, it is possible to share their creations with the world and, conversely, to access those of other players and so ensure a stunning wealth of content that goes well beyond the twenty-five levels proposed base in the game

Powered by Blogger.