Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Sunday, November 8, 2009

Section 8

Section 8 DVD Game Cover

Section 8 is a production license plate TimeGate Studios and is presented as a cooperative multiplayer game online. In memory of lovers of this genre, the road is paved with large MMOFPS titles, all with a past and a charismatic background behind. Section 8 is a futuristic FPS again and deserves a closer look.

Dark future


The "8th Armored Infantry, nicknamed" Section 8 "is the spearhead of the imperialist forces of the United States.
The last hope, used in the missions now "desperate".
He knows how thin the dividing line that separates madness from the courage, but we and our team has taken us from one another and above all that we can count on a high-tech war machinery. Our goal is to defeat the "Arm of Orion", the rebels who have already destroyed many of the colonies founded by man. The single player campaign is called "History of Strings, takes its name from the character in dress clothes, a reconnaissance of Section 8. Strings, like all other soldiers, has enhanced armor, in addition to being a classic "shield" to protect us from enemy fire, allows to run at high speed through the scenarios, and above all, soaring for short stretches thanks to the very limited autonomy to retrorockets.
Immediately, however, after only a few single player missions section, we are assailed by a feeling of emptiness and redundancy. The operations to be performed there will be engaged in maps visibly designed for multiplayer battles, and also the objectives seem to often "capture the flag. Going to destroy or sabotage the power plants in the enemy camp or defend their territory is what we do almost always. The missions are anticipated to be fairly treated and introductory video that should help us enter at once into the atmosphere of what lies ahead, but the trick unfortunately does not work perfectly. Although they are pleasant to see, do not send anything on why this war, and we do not trigger the adrenaline typical start battle. You can tell almost immediately that the single-player adventure is considered a sort of "bonus track", an unexpected gift for those who buy the game. There is little depth in characterization, in the history and dynamics of combat. Also seem impossible to obtain adequate support from our fellow soldiers. This makes' charisma to lose all the characters, who remain strangers, giving us the assurance that we will never see an action figure of ropes. All this will be "marked" by a patchy AI and a near constant feeling of déjà vu. After all we consider the single player of Section 8 as a sort of tutorial or training ground for what is the true essence of this game, to play a fps in multiplayer.

Run and shoot


Leaving aside what is not part of primary Section 8, dedicate ourselves to the most juicy of the title. The equipment we have is like that super technology and will allow us to move on the battlefield with great agility. Our armor will be equipped with jet packs that allow us to jump up significantly, useful for jumping over, making it difficult targets or simply to get an angle of free throw. However, its thrust is to be determined carefully, because once exhausted, we have to wait precious seconds for the complete regeneration propulsive energy.
Worthy of note is the innovation that allows us to run at full speed across the field of battle, because holding down the speed for a few seconds, we see the energy bar propulsion load and once fully loaded, the view will switch to third person, making it more theatrical than effective. The shot on our character launched into a sprint is a pretty significant news for the genre, and though it will be impossible to perform any action during the mad rush, this is a great way to escape from an uncomfortable situation (most of the battles will take place open field) or quickly reach areas of interest. In theory we could also overwhelm the other soldiers who were unaware of our arrival, but it is very difficult to succeed in this endeavor. If the armor has definitely fresh talent, but not too innovative when you think of titles like Crysis, the weapons are the same as always. Machine guns, pistols, rocket launchers and sniper rifle, they have nothing new compared to what we already know. Do not look futuristic and will notice any super technological arsenal available to Section 8.
Particular attention has been given the ability to customize the classes used in accordance with its ability to "Fragger".
We can decide what weapons to bring with us, if it fits our style as a sniper rifle or rocket launcher, but the primary weapons will never be in excess of two. Enriches the level of strategy may be able to decide at what point on the map we want to be run at high speed every time there is a "rebirth". This was a choice visually spectacular, with the HUD that flashes and the ground rapidly approached before with a brake can be able to correct our final trajectory. Beautiful to see and effectively.
The gameplay of Section 8 is undoubtedly his best value, not just experts but also for those who are unfamiliar with the genre: some actions and keystrokes will be done automatically. The decision to grant the player ammunition in large quantities gives points for readiness for immediate action and devoid of "anxiety charging." And it is true that new in the multiplayer mode there is not much more than before, but in the end, the essence of first-person shooter is to target the enemy and try to avoid being hit. Section 8 is here is this: run, shoot, shoot, and above all try not to get caught!
Garrison generators and the control console, infiltrate enemy territory and steal information or sabotage electric generators, escorting a convoy through an area full of enemies and turrets, and maintain a position for a preset time, it is true that lead to precious points Our team, but they remain a contour unsatisfactory. All this makes it even more obvious choice for developers to focus everything on royalties older style of first-person shooter.

Landscape future or past?


Graphically the game is bright, but not exciting. Some effects like smoke and explosions are made with little attention to detail is not final and there are no special effects. The level design rather trivial, because it gives very few truly inspired locations, with no areas in which to immerse yourself completely futuristic atmosphere that you tried to recreate.
Overall, the player must endure a glance difficult to appreciate when compared with the titles we've played with and for securities that within a few months we have in our hands. It seems all very sharp and feel the lack of proper interaction with objects in maps. The creation of weapons and armor of the soldiers is very flat, as they are in fact rescued by an imaginary danger of extinction and now known to all. There's really no insight into the recreated or nothing in enemies or weapons that manages to intrigue our eyes or which may be called "fresh". A slightly better texture, especially of weapons, would undoubtedly provide a visual impact and imagery that would make most charismatic Section 8 a title much more enjoyable.
The game is dubbed in the original language with subtitles in Italian. The sound is truly an unkempt appearance, unfortunately a little repetitive and convolgente. The female voice that will inform us on the evolving battle, for example, creates discomfort for what has aseptic.

Summary


Section 8 is a fun game. If you feel like grasping a weapon and run up and down the map frag your friends in multiplayer games carefree, this title proves to be ideal. Section 8 is a bit 'Halo for the scenic surroundings, a little' Crysis for our armor and the ability to increase their skills, but ultimately far from these "sacred cows". We just have to shoot, run, jump, but in the end, however, have fun.

Section 8 Wallpapers
Section 8 Screenshots
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Friday, October 23, 2009

FIFA 10

FIFA 10 DVD Game Cover

For us, critical review of video games means a new product evaluation as possible within the context in which it is proposed, therefore, without being influenced too much by any versions for other platforms. In the face of FIFA 10 on PC, however, we are compelled to overturn the unwritten rule, because three years from Windows users expect lawfully gained a conversion true masterpiece on the Xbox 360 and PS3.
The version 08 and 09 were inexplicably closer, in terms of quality, the old gen (and old style) for the PlayStation 2, leaving a bitter taste in the mouths of owners who wanted to recent hardware to enjoy the same depth of play and 'very good graphics engine donated to the "consular".
Fifa 10 should have been a very important stage for EA Sports, because it would have ruled (at least on paper) the final overtaking on the eternal rival PES and would become the game of football, a new benchmark for years to come. Knowing that left more than a hope to PC users. In all probability on the Xbox 360 and PS3 will be so, judging from the demo version of the product that Konami just days from the exit still difficult to fill the gaps identified. But on PC? No, once again the platform of your choice makes the bitter figure of his brother ugly and poor.

Fifa 10? Um, no ...

The austerity of this Fifa 10 has already denounced the menus, scanty and devoid of many of the items that have made the fortune of the incarnations console. But let's go with order.
It 'just start our analysis from the gameplay, the true soul of any football simulation. Speeding in a friendly fast, we are immediately faced with rapid and immediate action game with touches of first and animations fast and easy to perform, all naturally at the expense of realism. The feints, achievable with the combined pressure of two keys on the pad (which I highly recommend the device, not yet want to play football with the keyboard in 2010 ...) to allow Messi to turn, but also to Del Piero Pirlo or if we must Frankly, to overcome the marker it reasonably easy, inventing such spectacular slalom dribbling and how effective is the level of difficulty is lower than higher.
The configuration command lets you set the filter, and cross into "manual", so as to delegate to the player the direction and power of the launches have greater freedom of play. All nice, please, shame on consoles more the same opportunity is extended to all games, including the shots, really changed the approach to gameplay. Here, however, the differences are not so radical, it remains satisfactory unmark a mate with a throw of twenty meters, the same can not be said at the time immediately following, or that the conclusion at the door: the players have the annoying habit of not always receive the order to impart so happens that direzionino the shot towards the corner opposite to what we expected, removing a lot of character to action.
Moreover, if we are even more serious defect, there is an abuse of the shot low to the ground, as if Gattuso or Brocchi had the gun in the feet of Ibrahimovic: inside the area is difficult to pick up the ball, to the delight of opponents goalies to which most of the time just to relax our attempt to block easily.
A new feature being very ostentatious promotion was that the introduction of control at 360 °, peculiarities in a position, at least in words, to extend the depth of the game to unprecedented limits and make even more realistic and effective dribbling.
Absolute freedom in the field: an objective as ambitious and challenging on PC, once again, has not found his consecration. Or rather, the players actually move with good accuracy according to the inclination that we give the analog stick, but was unaffected the ability to change direction abruptly with the ball at his feet to dribble past the marker. In fact this nullifies the whole sense of control at 360 °, because the man just jump veer toward one of the four main directions and the game will be made.
These simplifications to the gameplay, combined, would lead to an outcome that has the undeniable merit of immediacy and fluidity of action and often spectacularly fast, but is certainly not realistic and rewarding. To some people might like, especially if you try the classic "game every so often with his friend in office, but he who does serve its purpose of the simulation game will inevitably be disappointed.

Managers and professionals online

The multiplayer is something that EA Sports has invested and built much of the success of its productions, not just football. To date, talking about Fifa 10, we find on consoles offer online modes in space: the classic classified join the leagues and the beautiful Club online (up to 10vs10 players).
On the PC, needless to say, much remains a chimera, if for no other matches have good net-code and no problems with lag. You play and you do well, sin than Fifa 09 virtually nothing has changed under the sun.
Of note, positive this time, the revival of Adidas Live Season, which is the weekly update of the physical conditions and techniques of the players from European leagues to the most important: depending on the status of real form values will suffer slight variations and ensure a " parallel "interesting what you see on TV and stadium.
Taking into account the offline, how we coach, has become a classic with all its cliches, which is flanked by a simplified version thereof called "season" where you think only play without worrying about managing the market, the staff and everything that should make a good manager.
In the "Professional" you having to set up your alter ego and make him grow up to become a star, addition exclusively for the PC version, view it summoned the national team in case of performance of a certain level.
In short, there is a lot to play, not to mention the usual excellent work done on a license that once again offer an impressive number of teams and players, a matter which Fifa 10 keeps them apart rival. But we only see how much gameplay you accommodate this potential longevity, according to your needs.

Dear old generation

The fund follows the technical philosophy of the rest of the pack: this graphically Fifa 10 knows much more than that old-gen next-gen, a bitter taste and hard to digest. The developers do not even have the excuse of hardware limitation because, unlike the statements lack credibility that they tried to sell us, the impression is that a medium-high configuration would easily handle the brilliant engine ported to console, that is true next-gen. But after three years we are still here talking about a player's lack of detail, animation only discrete stages of undress and an overall more reminiscent of the now obsolete version for Playstation 2.
It can and must do more, because such choices are truly unimaginable and seemingly counterproductive to Canada's largest software house, which seems to only save time and money in a market clearly not worthy of attention, which would also easily conquer considering the recent difficulties objective of PES.
At least there are good and his trusty Caressa Bergomi appears to care for a commentary that enjoys the usual few but tasty additions, and that, even as it becomes repetitive after a few hours, does his duty. So how do the sound effects and the choruses of the curves, but without excel.
To sum up, this PC version does not really have anything to try to fulfill her long-awaited breakthrough: it is a trivial "More of the Same" of Fifa 09, light years away from what could be. Indeed, should and should be. Until then, thank Konami licking his fingers.

Summary

We were to judge the incarnation of FIFA 10 PC estranged from the console versions, probably would reach a narrow enough, but still sufficient. After three years, however, we can no longer pretend nothing and turn a blind eye to the fact that Xbox360 and PS3 platforms by no means superior technical potential, enjoy a FIFA 10, which in common with this mediocre product has only the title. Forget about the depth of play, the large number of online modes and appreciated the beautiful graphics engine on consoles, there are only an immediate but unrealistic gameplay and the usual pack impoverished and taste stale, trying with little success to get away from the old generation. In light of these considerations, it is with great sadness that we are forced to suppress the conversion of EA Sports, we hope momentary decision pending a last next-gen FIFA 11 on PC also. E 'ask so much?

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FIFA 10 Wallpapers
FIFA 10 Screenshots
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Saturday, October 10, 2009

Aion

Aion DVD Game Cover

After a lengthy gestation, also comes from us one of the online role-playing games the most anticipated of the year. The story begins ten months ago in Korea, where Aion makes its official debut, then arrived in China, a western version is spoken from the start, but developers prefer to go cautious because the tastes of players in Europe and Americans are different from those of the East, especially in the field of MMORPGs. In summer we can finally appreciate the fruits of work thanks to NCSoft Closed Beta, made accessible to those who had pre-ordered: the servers open selected weekends in July and August, the western gamers can finally get a first so idea of the title, an initiative which follows a week of Open Beta asters. And though not very publicized, Aion is in a short time in the spotlight: the beta of the game is in fact being the most stable and comprehensive ever to launch an MMORPG. Expectations rise as well as pre-order, which - it's news these days - have reached the remarkable figure of four hundred thousand. And although the official date is set at 25 September, pre-orders it could take advantage of a pre-release of 20 September that was reported immediately to a dramatic influx of players, who have created code kilometers to play on some servers. Success announced?

Black and white wings


The storyline behind the game is about a god, Aion, who creates the world of Atreia with its inhabitants. The divinity - who watches over his creation from a building that towers above all, the Tower of Eternity - on Atreia want peace and harmony prevail, and thus creates a superior race, the Balaur, which has a mandate to keep watch over the others, including that of humans. I Balaur though, drunk with their own power, they end up rebelling and bring death and destruction on the planet: that is why Aion gives some people special powers and a nice pair of wings, turning them into Daeva and entrusting them with the task to defend the Tower of Eternity, the last bastion of salvation for the human race. The consequence is a terrible war that lasted for centuries, culminating in the destruction of the tower, which occurred as a result of an event is unclear: it tells of a betrayal by Balaur or even inside the same faction of men, but nothing is certain if Not that the consequences are fatal for the world of Atreia, which is literally split in two.
At the bottom of it, fertile and luminous, flees the faction of humans known as the Elyos, while the upper part, dark and wild, trapped the Asmodian. Separate each other for centuries and were unaware of the presence, once rincontratesi the two sides revived dormant grudges and never give birth to a fratricidal war, accusing each other of the ancient betrayal that led to the downfall of Atreia. The battlefield is the favorite Abyss, an area devastated that floats in the center of what remains of the planet, which survived even the last survivors of Balaur, determined to win the age-old conflict by taking advantage of divisions in the enemy camp.

Creative freedom


What has just been told is the background of the world of Aion, with which developers justify the presence of the two factions of angels in eternal struggle between them, where Balaur third force is not controllable by users, act as a destabilizing element.
So forget the variegated fauna seen in games like World of Warcraft, in which humans lived together, elves, dwarves, gnomes, orcs, trolls, tauren, undead and goblins; in Aion can play only the two variants of a single race ( Elyos are humans with the white wings, the Asmodian have black wings, claws and more feral movements) and therefore the editor inevitably to play a major role in the economy of the product. What Aion is really amazing, one of the best ever seen in an MMORPG, and more. Thanks to it is really possible to have fun in creating your character, being able to intervene on every detail of the face and body. With a little patience, you can then give rise to humans, elves, dwarves, gnomes, giants, and any kind of humanoid creature you want, the versatility is such that many players have generously dispensed in reproducing the likeness of celebrities (the late Michael Jackson, Rambo, Obama ...) with very surprising results at times. Of course the end what stands out most in-game are height and girth, while the details of the faces you need to zoom in, but the feeling of actually being in front of so many different characters is strong. And 'the case to say that the only limit lies in the imagination of the player, for better and for worse (it happens sometimes run into horrific monsters, the scale is completely wrongheaded, which ruin the atmosphere in part of the game). A clarification: When you choose a faction on that server will not be able to create characters of the opposing faction, for obvious reasons ...
The customization does not end however, after you create the character: in-game you can speak and even change the appearance of sex (but these are options not yet activated, which probably will be charged). Moreover, the programmers have done more, not only via special dye will be possible to vary the color of their clothing, but it will also transfer the characteristics of a piece from one object to another. In practice, the player will no longer be forced to change equipment every time a piece is more powerful, because it wanted the characteristics of the latter can transfer the team that he likes best: in this way each player will wear the character as he pleases, creating your personal style.

No fly zone


Aion characteristic is the presence of wings, which gives an unprecedented depth to the game scenarios, which can then be run on earth and in heaven, not to mention the battles against other human players, in which the air component plays a innovative and engaging. However it is this characteristic element denotes some obvious limitations. First, the wings are a time to be evoked and disappear after a certain period, which for the first few levels amounted to just a minute. If the strategic importance of this choice stands out in the early stages of PVP (player vs. player conflict, ed), there could be no stage for PVE (player vs. AI, ed), in which the exploration and collection of resources must be continually interrupted to "recharge" the bar of flight, resulting in lengthening of the time. Another questionable choice is one that limits the ability to fly zones rigidly predetermined: this happens very often within the same area of game you are suddenly faced with invisible barriers that prevent them from continuing in flight, forcing the player to land and have it on foot. Even in the same capitals of the two factions is not allowed to fly, forcing players to exhausting race from one end of them. The limit is justified in terms of background (background to the story, note), as Daeva need to fly in the air that this is a known Aerys, abundant in areas PVP, PVE present in those little, if nothing else remains possible groped to evoke the long wings to glide to ground level as possible by jumping off high points. However, we would have preferred that even at levels PVE were structured to take advantage of this interesting feature.

Classes


Once you've created your character and choosing a class of departure between these four (Warrior, Scout, Priest and Mage), we are finally ready to dive into the world of Aion, that for the first nine levels, the player takes his hand through an extended tutorial and introduces the main aspects of the game. Reached the tenth level, you become a Daeva and finally you get the wings, choosing a specialty: there are two for each class, which leads to a final eight the number to choose from. The classes are modeled as already seen in most of the previous MMORPG: you can choose classes from offensive or defensive capabilities, which affects melee or distance, or who use offensive magic, healing or support. The differences between the two factions, aesthetics aside, is non-existent: the progression of play is very similar the classes and to practice the same, but the level cap (maximum level reached, NDR) when standing at 50.
Already now you can customize the team through the inclusion of Manastone, who donate upgrades in certain skills: however things start to get really interesting to advanced levels when they come into play and Stigma Godstones. These artifacts, respectively, allow to acquire new abilities to the characters and give power to their weapons, of course we talk about quite valuable items that require time and effort (or just a lot of money) to be acquired, especially those more powerful. There are also titles for your character that is usually acquired by completing quests: those honors, in addition to beautifying our name, it also adds several bonus statistics, thus making the acquisition attractive to them.
The gameplay will be instantly familiar to fans of MMORPGs: you are moving in a world no instances when interacting with NPCs (non-playable characters, NDR) that provides this repeatedly, most of them of the "tot kill creatures, collect tot objects. This is a classic quest system that allows players to level by completing various tasks: most of these missions are very simple to complete, partly because appropriate markers on the map allow you to easily find the buyer, the place where to put them in place and to whom delivered. There are however some exceptions where the player has requested an increased focus on reading the text to understand how to act, the majority of positions are svolgibili solo, but sometimes requires the composition of a party, given the difficulties.
Aion provides three types of missions: Campaign, Quest and Work Order. The third type consists of tasks closely related to the profession, and to speak soon. Campaign missions are mandatory and are the backbone upon which the game allow you to fully understand the plot and in particular focus on the development of our character that we see often the protagonist of animated scenes, for the benefit of the involvement of the player. Such missions, for example, already have been with us through the first ten levels, led first to discover something about our past, then to earn the title of Daeva and consequently the wings, a short but beautiful sequence where we come from acclaimed our peers (Elyos side) or regarded with envy and suspicion (side Asmodian).
The fighting is not proposing anything really new: you select powers and abilities dall'apposita bar by clicking on it and the character will execute the corresponding action. Interesting is thus the possibility of creating a chain, that is, concatenate a series of attacks for more destructive sequence, using skills not available in the first instance. The chains are customizable by the player, who must guess the best sequence according to the opponent is facing.
The management of death in Aion is unique: first, always involves a death penalty to experience points, which can be retrieved only by paying handsomely. When you die you return to life at points of rebirth previously established, which means that if you die while you are very familiar with the execution of a task should be to start all over again. However, there are exceptions: Cleric and Chanter can resurrect on the spot, as well as special artifacts you back to life in the same spot where one has fallen ...

Interface and geography


The interface of game is absolutely classic for the genre of product. A screen we have a variable number of bars on which to place freely powers and actions that we can use, there are of course the minimap, bars devoted to health, magic points, points the divine (which activate special powers) and experience, in addition to the classic space dedicated to chat, customizable to your liking. Worthy of note is good that NCSoft has provided a specific channel dedicated to European languages not officially adopted in Aion: The server will have it as an official language only English, French or German. To prevent the general chat is blocked by many different languages, every other language (including Italian) can be spoken freely in the channel specially dedicated: the option of course makes it much easier to also find on-line players in their own country (the Italian comunity seems to have chosen as their official server Telemachus, but also on attendance and Ferento Gorgos).
Bar is also a double clock showing the time "real" and that in-game, which then departs from it and runs much more quickly.
As for the PVE player is guided by a system of design areas that guides him through a fairly linear sequence of regions, each of which slightly more difficult because of the danger of a mob. The final impression is of a world quite small, especially for those who have had the opportunity to play titles like World of Warcraft, where until now there was a lot more freedom of action and were a great many more regions to explore: on the fact that Each race had its own zones of influence, while in Aion as there one race from this point of view is penalized. For PVP however is a whole area dedicated to it access, called Abyss, which occur in fights or assaults on the forts, it is still an element PVP also in the classic exploration of the environments, because at some point this becomes possible in areas accessible to both factions, with predictable consequences. There are also even the usual istance (portions separated by the persistent world game, NDR), to be addressed in a group.

Economics and Commerce


The first impact with the game is unsettling: the world of Aion is plagued by a monstrous inflation increases dramatically the price of everything, or at least that's the initial impression. The local currency is the Kinah, represented with the classic gold, but what really astonishes is the amount of money that is immediately required for any thing because in Aion, it is good to put it clear, you pay for everything from transport to jobs, everything has its price. From the earliest levels is a simple step to move quickly from one location to another costs hundreds of Kinah, as well as a potion of healing or learning new skills. And soon you go to three or four digits to zeros, as if nothing had happened. We must get used to it, certainly, but Aion is a game where there should never lightly spend hard-earned money.
For those in a role playing game online is not only interested in the fighting and leveling, Aion presents an interesting system of professions is not an end in itself. The game offers six different occupations: Armorsmithing (creation of heavy armor), Tailoring (clothes and light armor), Waeponsmithing (melee weapons), Handcrafting (strings, sticks and other memorabilia), Alchemy (potions) and Cooking (food and drink providing various benefits). Every profession needs to be learned by paying a special instructor, and then practiced in order to increase their skills and be able to create more powerful items. To be charged you must first gather the necessary resources, then practice, perhaps taking advantage of these denominators Work Order: This is true Trust Boards by the holder of the relevant trade and to be performed directly on the workbench place in the same structure.
To bring about the creation of objects and components, you must also possess the advanced recipes (recipes, NDR), which make the character learn the production process of new objects: you can either obtain them from sellers who drop by or rewards from quests. Part of the raw materials for the professions should be collected in the field, using two skill Vitality Extraction (which allows you to collect any resources on the ground) and Aether Extraction (which allows you to collect the Aether floating in the sky): the more resources you collect, our character becomes more skilled and can get better, although of course every step further provides for the payment of a toll.
Time and money permitting (because it takes many of both to move forward) the player can also take all the jobs here, even if in the end only two will be brought to the highest level. Craft (forge items in the game, ed) also guarantees a minimum of experience, and allows you to create objects of absolute value, to use for your character or for sale to other players to get into some of the investments.
To report positive that most of the objects can be created by the player is really useful: Progress in the levels of crafting as you become experienced in the game can be maintained equipment is still competitive, rarely outweighed by the drop or random quest rewards, and this applies particularly to the craft "critical".
The common system is the crafting of objects to the collection and that of "two bars" means indicating the index of success, the other that of failure. The first that comes to completion determines the outcome of the operation. In reality, the Success comes almost always the player, while the chances of failure are variable increasingly remote as the operation becomes familiar. Sometimes you randomly generate the "critical success" that make the resource collection or created good is superior to preventiavato.
The game features a filing system for objects, as well as two possibilities of commerce. The deposit is a kind of bank where you can file the objects that you intend to keep, and then retrieve them at any moment, the few available slots to the top can be extended by paying several times, but the cost is very salty. The same goes for the backpack that came with your player: any extension of that, the price rises so exorbitant.
To sell their properties exist Trade Broker from whom you wish to deposit the goods sold, after the fixed price. Similarly those who need a particular resource - be it a weapon, armor or reactive - can find what they need, navigating through the various offers. For the more adventurous you can also open your stand anywhere in the world of Aion: The character will sit on a stool, attracting buyers thanks to a comic customizable by the player. Although not new, the idea is nice, even if to have a serious chance of success should be sought to place themselves at strategic points: Unfortunately, to keep open its booth must remain on-line in the game, that is standing still properties like salami , waiting for customers unable to do anything else.

Warring factions


Another feature of Aion is to focus much on the item rather than on the PVP PVE, although with some contradictions. As well as the background does guess, you are faced with a product where the realm vs realm (Realm vs. Realm combat, NDR) plays a decisive role: Elyos Asmodian and are in perpetual war with each other, while the faction Balaur ago by third inconvenience.
The first taste of PVP occurs through the Rift, portals that appear randomly in your realm of belonging: crossings is catapulted into regions belonging to the opposite faction. Curiously, however, the game penalizes substantially the "invaders" who, for example attacking players receive penalty if the opposite of the realm, to even be visible on the map averse, thus making it easy prey. Less than Raid (groups of players very numerous, ed) organized through the portals is therefore very dangerous.
But the real area Member of PPA and the aforementioned Abyss, a realm made up of three huge floating islands, where it plays a merciless war between three factions involved. Theoretically, the main goal in the abyss is to conquer the forts therein postal services, initially in the hands of Balaur. The achievement and maintenance of a fortress and unlock bonus istance otherwise precluded, but it requires the cooperation of many people, so it is restricted mainly to large guilds operation, which takes the reputation of Aion Legions. In the shoes of the besiegers and the besieged, the game promises great battles. Alternatively, nothing prevents you from turning into small well-organized groups in search of the enemy faction, for the simple pleasure of destroying them.
Every action done in this area leads to the award of Abyss Point, with whom they can acquire items and equipment specifically designed for PvP and not obtainable by other means.

Technique


Finally, it remains to address the technical aspect.
Aion immediately impressed the western gamers for the stability of its graphics engine, dell'engine reworking of the first Far Cry, able to run everything even on relatively powerful. The attention has been paid more surely to the characters, whose level of detail is truly impressive armor and clothes are high quality, rich in detail, and Effective appear "worn" and not glued on as is usual. Movements and gestures have been very well maintained: for every action there is a unique gestures and plenty of special effects that accompany the firing of spells or special attacks. And do not forget the aforementioned cut-scenes that they see as protagonist, the character created by the player and contribute strongly to the involvement of the same: Shame about the lack of expressiveness of the various protagonists.
Although the game world has a particularly inspired design, with colors watercolor and dreamy atmospheres that are perfectly suited to the kind of ambiance, which plays the absurdity of a world split in half. Each zone is varied and detaches from the previous, making it a real feast for the eyes exploration, thanks to a special care placed into the details that characterize each of them. Graphically NCSoft programmers have found an acceptable compromise between a very good yield and the need to ease the burden on resources: on closer examination we find two-dimensional trees, no grass and texture of low definition, concentrated in areas that are not navigable, which in whole does not undermine the good overall yield.
The music accompanying pleasantly exploration, while the cries of the various characters could come soon in trouble for some, but fortunately are disabled. Instead the sound priceless implication that each location offers: anyone with a sound system at will, which is surrounded by nature to explore, with the wind blowing through the leaves, water running or diving quiet rumbling by the waterfall, the rain, the lines of animals.
Infinee different weather events are expected and the transition between night and day, sometimes directly affects the performance of the quest.
Do not neglect the speech server during the beta they have proved very reliable, without encountering problems of stability and lag. We must say that things have changed in part with the pre-release on 20 September due to the enormous - and perhaps unexpected - influx of players has seen long queues to enter (a vole were touched on the four-hour wait) and the phenomenon is even worse at the same time the official launch, the 25th of that month. In part it is also due to a specific strategic decision to NCSoft, which decided to open only twelve servers for the European release, among other things by intervening in the balance of factions. The consequence is that when a server occurs an imbalance of one faction over another, the membership of the first will be suspended until the balance of the situation. This has caused discontent among many people who have not been able to choose the faction or the server you want, but this is a temporary situation intended to lead, or so we hope.
La longevità come sempre in questo genere di prodotto è molto alta ed anche al raggiungimento del level cap le cose da fare paiono assai numerose.
Finally, we remember this is a game to pay: those who buy Aion is entitled to one month of play, after which will pay a periodic fee in line with other goods.

Summary


Review a MMORPG at launch is not easy, despite the various beta and early start, which allowed us to prove the title deep enough. The reason is obvious: there are still a game to last hundreds of hours, the value of which must therefore also evaluated for its ability to capture the players for so long and keeping them captivated even once you reach the cap, that is say the maximum level. Aion looks very promising from this point, with mechanical Realm vs. Realm very interesting and competitive, but we have not yet been able to objectively prove. That said we can not recognize in all respects as Aion presents itself as an excellent title, with a good graphics engine, a design inspired gameplay run-in and convincing, even exciting and potentially valuable in the long term. From our evidence discloses no negative elements and is therefore almost impossible not to recommend it, both to fans of the genre (but not those that seek innovations shocking) that novices who come for the first time. And even for those who have difficulty with the English language comes to help a large Italian community and well-organized. The public response so far has been very warm and the servers are clogged by thousands of online players, resulting in long queues for admission, which is currently the only real problem NCSoft title. Ultimately Aion is a great MMORPG and apparently a worthy alternative to WoW, yet another jewel in an autumn truly unique for the fans of the genre, which can then choose and Aion Champions Online, whose review will come soon on our website.

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Monday, October 5, 2009

Risen

Risen DVD Game Cover

The world of the GDR is experiencing very interesting years. While there is ample room for experimentation with other genres el'incrocio playful in its most classic role-playing continues to inspire many editors, who continue to give loyal to titles of great thickness.
Famous for the saga of the Gothic, the Piranha Bytes have decided to take a break from their leading brands to engage in a completely new product that aims to discover the most authentic aspects of the GDR in its purest form.

Welcome on the Risen Island

As the basic approach of Risen closely resembles that of the old Gothic, with a single controllable character, third-person view and direct attacks by mouse, the gameplay is entirely built around the desire to offer the player the greatest possible freedom in dealing with its history. We begin the adventure as castaways on the island of Farang, characterized by a wild and an imposing fortress on the slopes of a volcano, which dominates the landscape.
Recently occupied the island is under the control of the Inquisition, which he clutched in his grip due to a number of ruins and precious artifacts found underground as a result of volcanic eruptions.

Taken the first steps on the banks, in the company of the only other survivor of the maritime disaster, we find now a huge choice. As a classic quest log to provide some evidence on how to proceed, free will is absolute. Then chose to move towards the capital city where the heart of the story takes off. We find in fact two opposing factions: on one hand, the inquisition, the other rebels, both involved the accumulation of artifacts. A long series of quests and sub-quests will put us in the face the difficult choice as to which of the two parts join. Very interesting is the fact that all this can be approached in many different ways, for example by making use of deception and cunning, or yielding to mere brute force. More often there will be chances to double-cross, and we pretend to be working with one faction at the same time by selling information to another.

As the maps and the quest log to provide some help in resolving delicate situations proposed, the setting is decidedly hardcore roleplaying: often need to memorize the locations and names of the NPCs involved in the mission in progress, or make real research without many reference points. All this will require some patience and dedication, and will undoubtedly discourage players accustomed to GDR more user friendly, taking on the other hand, the delight of purists of the genre, that they will get their teeth. To make matters even more complicated there is no distinction between major and minor, which tends to leave many times feel lost about how to proceed in the story: This too helps to make a title Risen enjoyable especially for those who want to get lost in the maze a world of many possibilities.

Depending on the faction chosen, you will have access to two completely different quest chains: If you join the Inquisition, you will be trained hard in the volcanic fortress and then groped to defeat the rebels, but if you join the resistance during the events and people encountered will change radically. In a title that has more than 30 hours to complete the main quest, such a replay brings longevity complexities remarkable.

Excellent is the variety of environments that the island has to offer: apart from the thick vegetation of the inland, exploring the city happens, fortitude and a lot of dungeons and secret allow you to enjoy a good selection of open areas and the closed, always well characterized by design, and embellished by the day / night cycle.

Risen Not only dialogues

Although many quests can be solved with the use of long multiple-choice dialogues, in Risen's chances of fighting there for sure: it has divided equally between melee and magic, and lacking entirely the choice of any class, he will player to choose how to evolve your character. In addition to the accumulation of experience and higher level, enhancing the basic characteristics such as strength of character, skill and knowledge is at the instructors who provide training in exchange for large sums of money.

The weapons available are divided between those to be cut to one or two hands, and those from away, such as bows and crossbows: the first ones are the attribute strength, whereas the second skill.

Of course you can also equip armor and shields with increasing values of protection.
Magic is about evenly divided between the use of scrolls, which can be activated only once and do not require special skills and spells learned. These range abundantly, moving from levitation to the possibility of opening the locks, the classic ball of fire to transform into a Nautilus, a small mollusk, useful for crossing small hole.

The battle provides the combined use of the mouse with the left and the right to attack the parade, and the keyboard, which is used to activate the classic slot custom action.

The artificial intelligence of enemies is not particularly complex, since it relies on a predefined pattern of attack, but at the same level clashes often prove very difficult and very long. In a word, save often. Mixtures to take part sometimes friendly NPC, who will be able to give a hand without ever being too invasive.
In addition to solving intricate verbal disputes and fight duels to the death, the island offers many chances as Farang professions that you can take: alchemy, mining, metalworking, pickpockets, burglars, there is n ' is something for everyone, and a good knowledge of some key skills will provide more aid during the quest.

A GDR elite

As anticipated at the beginning, Risen is not an RPG for everyone. It addresses belonging to her kind, without compromise, through an almost non-existent, and functional access to quests anything but user friendly, which gives the player the task of beating every inch of the relevant portions of the map, speaking with the NPC and sometimes conducting real investigations. And 'the price to pay for an immersive, giving the player the impression of being in a world without the annoying pre-determination that is often felt in the GDR targeted to a wider audience. Be commended is the richness of the dialogues, which has the downside of the fact that they sometimes carry over for several minutes, testing the players less patient. The fact that various quests can be solved without ever pull the sword confirm the address chosen by developers, which makes this an RPG Risen pure and in some ways very close to pen and paper counterparts.

The only criticism that can move, narratively speaking, a certain lack of depth in some characters, like the hero and the super villain of the situation, they remain for the whole development-dimensional and superficial. Fortunately, in addition to being immersive, plot and many subplots are revealed very enjoyable, and make you want to continue even during the most difficult.

Risen Tech sector

Although the previous games in the Piranha Bytes, Gothic III in particular, have not disclosed some of the miracles of optimization, fortunately Risen has been done on a job cleaning a lot more depth. No bugs of affecting the performance of quests, and a generally cleaner graphical confirm this impression. He occasionally peep some glitch related to the physics simulation engine and some minor imperfection that makes the material relevant to certain quest you can collect them even before they actually started, but nothing going to ruin the gaming experience . The smooth graphics engine does a good job with internal and external, giving fairly detailed visual and smoothly even on PC is not just young. The textures are not always the top, polygonal models of the characters are not exceptional and the animations not always optimal, but the whole is offset by good design and a general look well made.
Pity about the sound effects are often poorly sampled and repeated ad infinitum, not exceptional, the soundtrack, which accompanies the average orchestral tracks, and dubbed into English, often ill-starred.

Risen Summary

Risen Experience has proved far more exciting expectations. Leaving the brand of Gothic in other hands, the Piranha Bytes have created an interesting game universe that is beyond the clichés of fantasy literature, and have set an engaging storyline, multi-faceted, that deserves to be played and replayed in particular. Propose a gameplay where dialogues and fights have the same weight was a brave choice that certainly meet the taste of all those who want a game more than the simple virtual bloodshed. The price you pay is a limited access that may discourage users less accustomed to the classic RPG style. For all the fans instead, Risen is a title must be included in your collection.

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Tuesday, September 29, 2009

Red Faction: Guerrilla

Red Faction: Guerrilla DVD Game Cover

A different take on the franchise, a different level of destruction.

Feel the need to blow something to bits? Volition's Red Faction: Guerrilla will undoubtedly satisfy that urge, because thanks to the studio's GeoMod 2.0 engine you can literally blast to bits any structure in the game. Plant and detonate remote charges or launch rockets into the bases of towers and you'll see them topple over, shattering in all the appropriate places and snapping as new stresses are introduced on the way down. If you missed out when the game was released for Xbox 360 and PlayStation 3 this past June, the just released Windows version is the best bang for your buck. It's got the full game console players got to smash through online and off, as well as some additional single-player content, multiplayer maps, and modes.

For a full written account of what the game's like, head over to the original review. In this article I'm just going to cover what's new to this specific version of the game, how it performs, and how it controls. First off, you should know Guerrilla is integrated with Games for Windows – Live, which means you'll need to connect through your Gamertag to head into the online modes and earn achievements. So far from what I checked out online the process of joining matches seems to be functioning fine, though it wasn't easy to find a game for some of the game types unlocked in multiplayer.


Setting Charges Video

Guerrilla offers a standard assortment of online play types including free-for-all and team deathmatches and capture the flag, along with a handful of more specialized team modes. In general they're great fun, especially considering you can use your sledgehammer or other structure-busting armaments to bring down bridges or smash holes in walls. This opens up interesting gameplay opportunities like breaking open new spots to hide in if you're under fire, or bringing a desired weapon power-up to you by breaking apart the supports on the infrastructure that holds it aloft instead of trying to find a way up. There are also backpack power-ups that give you special powers like a heal ability, destructive charge, jetpack, or shockwave, among other things.

The added multiplayer mode, called Bagman, is set up so every player involved tries to locate and pick up a bag. That player is then highlighted in green and has to avoid being killed to earn points, and every kill made while holding the item is worth more. Of course, others will rapidly descend upon your position quickly as you rack up points, so it seems something like a stealth backpack would be the best thing to use to try and survive for as long as possible. When you're finally killed, the bag drops, and anyone else nearby can snatch it up to build their point total. A team version of this has also been included.


Explosive Spree Video

The game's performance does appear to be a cause for mild concern. The game runs acceptably when nothing's blowing up, but when there's a detonation and support beams, bits of staircases, and walls that start flying all over the place, the game slows down. Granted, I wasn't playing with ultra powerful components, so users with superior hardware may experience something different. The videos linked in this write-up were captured on a gaming rig with an Intel Core 2 Quad 2.4 GHz CPU, 2 GB RAM, and a GeForce 8800 GTX on Vista 32. Hopefully they can help give you a sense of how the game might run on your system. For the multiplayer clip, the game was running at 1600 x 900 resolution with the display settings at medium, and for the single-player sections the resolution was the same but the display settings were bumped up to high.

Chop during explosions aside, if you are interested in purchasing this product, you'll find it's a great value. The Demons of the Badlands added content is available right after you install the game. It's a short prequel of sorts to the main campaign, and I would actually recommend holding off on playing it through until you've cleared the regular story because of the subject matter. As for the main campaign starring the bald-headed character seen on the front of the game box, Alec Mason, it's quite a lengthy experience for an action game, easily taking up over 10 hours since the progression structure essentially forces you to engage in side-quests on a regular basis. Again, I recommend you read the original review for more detail.


Multiplayer Mayhem Video

For control, either keyboard and mouse or gamepad can be used and customized to your liking. While the driving doesn't exactly feel very natural using the WASD keys, the shooting and weapon switching feels better in the PC version thanks to the precision of the mouse and the convenience of the number keys.

Closing Comments


Considering the game costs 40 USD and includes all that's described here in addition to more maps, it's quite a deal. If you've got a decent gaming machine and are willing to sacrifice maximum settings for a more stable framerate, then I'd say go for it. The game's story and mission structure aren't the strongest around, but the addictive thrill of pummeling buildings into tiny bits is something you won't regret experiencing. The appeal of behaving as an architect's arch-nemesis does wear thin as the game progresses, but then you can head into the online component where it's easy to have a good time swinging sledgehammers and shattering supports in an adversarial environment against live opponents. As I said at the end of the console review, while the game may not do everything right, it's your best bet for free-form demolition and unpretentious entertainment.

©2009-09-16, IGN Entertainment, Inc. All Rights Reserved
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Sunday, September 27, 2009

Resident Evil 5



Resident Evil 5 - a little 'different than before


This year there is a certain crisis for the video game on PC, also bears witness to the fact that a giant like Capcom has decided to focus on this market, many now considered to sunset, were it not for the Pharaohs revenue that can to ensure that the software house mmorpg, alias gold mines, such as World of Warcraft or the like. Perhaps this is due to the development of a wildfire that piracy does not spare anything or anyone. Instead, despite all this gossip here we are, again, to enjoy our preferred platform incarnaizone brand new Resident Evil now in its fifth episode, in better shape than ever, even if a little 'different than before.

Brains mushy and mutilated zombie


The events that are the backdrop for Resident Evil 5 takes place ten years after the first Resident Evil and so much deference in the now distant, talking about video games, 1996. Resident Evil 5 Paradoxically, unlike the classic gloomy environments, typical of previous episodes is set in a fictional region of Africa as well as light: Kjuju. Here the protagonist Chris Redfield, old friend for fans of the saga, is accompanied by a new entry, a degree of Sheva Alomar, yet tough and sexy girl with typically African features and frills. Abandoned the special team S.T.A.R.S. to which he belonged, Chris has been aggregated with the new partner, a company created with the objective of combating biological threats and to stop arms smuggling virus: the BSAA (Bioterrorism Security Assessment Alliance). The inhabitants of Kjuju have been infected by a strange, deadly virus that turns them into aggressive beings without brains, called majin, very similar to Ganados of RE4, with the irrational urge to attack anyone, including Chris and Sheva. The two players will then try to figure out who is behind the creation of this terrible virus, this balancing to the sound of bullets steaming between brains mashed and mutilated zombies.

Survival or action?


Although the opening bars seem to see a gameplay unchanged compared to that seen in Resident Evil 4, after a few minutes of play, one realizes that it faces that inspired gameplay, but is partially renovated. First, the view, always in third person, has a broad vision of the game, and the movements adding the ability to move well laterally. Once a weapon is impossible, however to any displacement, a characteristic that makes them more frightening, but also frustrating, although it is now a prerogative inherent brand Resident Evil. Feeling unable fact creates more fear in the player. The most striking is the presence of the companion, who will fight alongside the player throughout the adventure. Discreetly managed by artificial intelligence in the single player mode, can be used by a friend in cooperative multiplayer modes online. In the single addition to the fighting, where obviously the major partners will help to get the better of Majin, will be important to better manage their inventory. For there is the possibility to exchange weapons and items at any time, taking care, however, in the determination of resources between the two characters. Furthermore Sheva during the clashes, as a good infermierina, will have a lot of dedication towards Chris, treating me as soon as his level of health will decline. Your job will then not be too selfish and even give you a hand to his companion when you will suffer, leaving a good amount of ammunition and weapons. In multiplayer the story changes, because behind the guise of Sheva will find a person in flesh and bone, where it might be a good friend but a stranger perhaps less than generous. The level of difficulty of the game is not just from casual gamer, you will have to struggle from the very first zombie jokes galore, which could lead to less savvy players to lose their patience once abandoning the game. After a few minutes of play, however, acquired a certain familiarity and entered the perspective of the game, the difficulty will be part of the positive notes of the game, making it never repetitive and always maintain the high threshold of challenge, thanks to an excellent level design. The longevity of the title will surely turn up their noses to the most hardcore fans, the season in a single fact, amounted to only 7-8 hours of play. This PC version only real news, ignoring the two extra costume available at the end of the adventure mode is the No Mercy finds a carload of zombies ready to pounce for poor Chris and Sheva. This mode leaves a lot to those that are the hallmarks of a game like Resident Evil, but the combat system, slow and cumbersome, it certainly helps to have the best zombie, that in certain situations to more than twenty simultaneously on screen. Therefore recommended to more experienced players who want a high level of challenge, almost to the extent possible. We are therefore faced, which had already glimpsed with RE4, a definitive turning point. It can no longer be called "only" survival horror game that now looks more and more to a third-person shooter, with some smattering of horror here and there, witnessed mostly by a few cutscenes from the horror movie "Night Horror" and the usual zombies to kill. Even the puzzles are very important in older versions, have been reduced to a minimum, replaced by sequences of game much more dynamic and action. This could alienate fans of survival horror, and the range, but after Resident Evil 5 still has within him a soul that horror led him to be classified, according to the writer, as a hybrid.

Conversion ad hoc


The graphics are undoubtedly also spent five months from the exit, one of the highlights of this Resident Evil, and the PC version we are facing a conversion, as seen in Street Fighter IV, done properly. Polygonal models well-made, high-resolution textures in almost all occasions, fine particle effects and lighting. Unfortunately, the level is still that seen in the console version, if it were not for the possibility of increasing the resolution or frame rate can go up to 60fps (obviously have a computer match) against 30 of the console counterparts. The presence of DirectX 10 does not add anything substantial, if not to make the game more difficult to digest, it is hardly new anchor failure to fully support the latest Microsoft home libraries. With our configuration, equipped with a Quad Core QX6800, a GeForce GTX 295 and 4 GB of DDR2 RAM Vista 64bit environment in the game hardly drops below 50-60 fps, with a resolution of 1900x1200, maximum details and the antialiasing filter set to 8x. All in all, nothing incredibly heavy, but not too light, however, with the possibility of climbing in a detailed graphical settings, finding the right compromise quality-fluidity. The audio industry is generally good, although there is a dubbing of Italian spoken in the language across the Channel has been well implemented and the songs in the background never appear out of place. For lovers of gaming between the keyboard and mouse there is good news, because the system of control, unlike what was seen in Resident Evil 4 has been optimized perfectly. Initially will be most difficult to use these devices more intuitive than the gamepad, but after a little 'practice controls will be much more precise and faster. The laser sight has been replaced with a larger one and dedicated to the commands of pcisti, and the use of the keyboard keys that are more dynamic and comfortable in managing inventory, turn around or attacking with a knife.

Summary


Five months later are only partly justified by the excellent translation made by Capcom, now a certainty given the above. On the other hand were not included important innovations than the console versions. We are still faced with the same product seen in March, but on a different platform, that technical superiority can squeeze even more excellent engine for the game, the MT Framework. Whether an action or survival horror now of little importance, in fact the truth lies somewhere in between, but give it the benefit of the doubt for who is never satisfied.
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Thursday, September 24, 2009

Champions Online

Champions Online DVD Game Cover

Champions Online = Super mediocre.


The description I devised for my Champions Online super-being Death Panel goes like this: "Workaholic bureaucrat Edgar Billings thought his service to his country ended when his head smashed through the windshield of his car and into an inconveniently placed tree. Little did Edgar know that at that very instant, Congress passed a diabolical piece of legislation that ripped him from the astral plane and sent him hurtling back towards Earth, hungry for paperwork. Wielding the Chains of Oligarhy, DEATH PANEL now hunts the terminally ill criminals of Millennium City. Looks like it's time to pull the plug... on crime."

I had fun writing it, and enjoyed creating Death Panel, who is sometimes a formally attired businessman and occasionally a colossal mummy-king. Unfortunately, life is a constant series of trials and frustrations, and one can no more sit eternally in Champions Online's character creator than drape a security blanket around their shoulders for their first day at school. No, you must eventually leave the relatively safe and warm cradle of the hero generator and step foot into Millennium City, and what you'll find there is an unfinished and altogether average massively multiplayer online role-playing game with halfhearted action-game trappings.

If you were one of those kids that used to mix sodas at McDonald's, you already have an ingrained knowledge of the intricacies of Champions Online's skill system. Sometimes, you'd stumble upon some wonderful new potion... other times, you wound up with a murky pool of rancid sewage. This is Champions' mix-a-skill system in a nutshell, and if you find a really good concoction, the developers will patch it into murky sewage soon enough. And unfortunately, thanks to the most punishing character re-spec system ever devised (where powers must be returned in the same order they were purchased, with ever-inflating costs), mistaken skill selections are all but permanent. But hey, all the more reason to head back into that character creator, where everything is good and nothing hurts.

Persevere and you'll be asking yourself a lot of frustration-prompted questions. For example, when is an auto-attack not an auto-attack? When it has a toggle switch, according to Cryptic Studios. Despite Champions Online's billing as an action-oriented game, I sometimes suspect that its engine simply can't keep up with a quick trigger finger. Animations tweak and skip, powers meant to be maintained (read: held down) fizzle with meager effect if you accidentally tap the button. Holding the block button may or may not throw your character into a guarded pose and deflect a good portion of enemy damage hurled your way, depending on if the game feels like it or not. Sure, heroes and villains are highly combat-mobile in comparison to standard stop-and-swing MMO battling, but system dysfunctions are common and infuriating.


And I haven't even mentioned the seemingly endless character-discombobulating crowd-control effects, like holds and knockbacks. Worst of all are the intangible holds -- so named, I think, because when intangibly held, you generally cannot see what the hell is happening to your character, and know only that they appear to be valiantly pantomiming the idea that they're locked in a deadly struggle with some unseen force. Also, a big purple bar that ought to read "mash button to continue enjoying game" appears under their writhing body just to piss you off, since mashing buttons is all you can really do at that point. So mash you will, as though your keyboard were a bongo drum, with an ever-present sense of impending dread for the charged-up power attack undoubtedly following hot on the heels of the lockdown. A large majority of my deaths occurred thanks to this hold-nuke-reset tactic.

Combine all of these combat quirks into one big lump and throw it into an instance with other players and you've got Champions Online's inane player-versus-player scenarios. PvP is a chaotic and annoying furball -- literally, sometimes -- of chain stuns and abusive travel powers. Pick a target and pound out your best combo, but be prepared for a dozen brands of inbound bondage to make your short life a living hell. Even if you're lucky enough to break free from your shackles long enough to do real damage, your opponent may just freely flit away using the Teleport travel power. And if none of these worst-case scenarios occur, you can assume that something else irritating will, because Champions Online is not (and should not be) balanced for PvP. The fact that the option even exists beyond basic dueling is absurd to me. Absurd, but not surprising: Much of Champions feels like MMO-by-rote, and if the checklist calls for PvP, then PvP there must be.


Similarly absurd: the randomly-named items my hero collected and equipped throughout his career. Why a superhero would need a Colossal Iron Lung I'll never know, but I toted one around for quite some time. Since Champions Online's character customization occurs at-will in the first few minutes you spend in the game, items -- by definition -- must not significantly alter your character's look. The best gear grants your hero new or altered powers, but the rest are essentially just extra stats to pad the spreadsheet that is your superhero. In fact, if I chose to continue playing Champions, I would not be surprised in the slightest to stumble across an item called Gargantuan Regenerative Database Entry. Its icon would be a pair of sunglasses, and it would probably suck. Hey, the checklist calls for items.

Anyone who's played an MMO knows that trouble is brewing when you're forced to start tackling quests too far above your character's level; early high-level quest completion is a recipe for content drought later on. This kind of problem is amateurish, and it didn't have to exist in Champions Online. But for some reason, a post-release patch kneecapped the experience rewards for many quests. In a game with little to do but grind missions, this is an extreme fun-crusher. Cryptic promises more quest content in an upcoming patch, but additional missions shouldn't have been necessary in the first place.

At level 28 and with scant few quests left to complete before the tedium of mob-grinding death-gripped my free time, my videocard killed itself. I choose to believe that it sacrificed its life that I might be spared the carpal tunnel syndrome laying before me, but I suppose we'll never know. Champions Online too often feels like a professionally assembled Second Life module, where character creation is king and the thrill of being superhuman wears thin once you realize that everything else just feels off. Whether or not future patches can set some of the more glaring flaws right is anybody's guess.

©2009-09-16, IGN Entertainment, Inc. All Rights Reserved
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Monday, September 21, 2009

Bionic Commando

Bionic Commando DVD Game Cover

Bionic Commando = A shoddy, shoddy port.


If you want to know all about the main game and mechanics of Bionic Commando then you should read my review of the console versions. For this review I'm just going to focus on what the PC brings (or doesn't, as the case may be) to the game, hopefully swaying you from making a poor decision and purchasing this shoddy, shoddy port.

I don't know about you, but when I first start up a PC game I always go to the options menu to check out my video choices and set them up for my rig. Well don't get your expectations up with Bionic Commando's video options, as essentially the only choice you can make is what resolution you want the game to run at. PC gamers everywhere are likely to scoff at this, but I was willing to work with it as long as it looked fine and operated well. Unfortunately, on multiple machines here in the office, substantial tearing occurred, making the lack of a v-sync option feel like a gross oversight. Other graphical oddities also occurred, with some parts of levels looking like someone broke them into pixels and then mixed them up on a palette.

A lot of console games get ported from the 360 to the PC, but at least they try to make it seem like they put forth effort into making the PC game something worthwhile. Such is not the case for poor Bionic Commando, which is blatantly taken from the 360 version to such an extent that the tutorials will tell you which 360 button to use but won't even bother telling you which corresponding keyboard key performs the same action. And to add insult to injury, there's a 360 controller button map in the upper-right portion of the screen, taunting and cajoling you into plugging a controller in.

Bionic Commando is a sloppy port of a game I found to be fairly mediocre. With Street Fighter IV on PC I really thought Capcom was shaping up with its PC ports, but Bionic Commando takes several steps backwards from the progress that'd been made.

©2009-08-03, IGN Entertainment, Inc. All Rights Reserved
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Friday, September 18, 2009

Anno 1404

Anno 1404 DVD CoverIt is finally ready to set sail to the shops Anno 1404, known abroad as Dawn of Discovery, a new member of the saga strategy developed by Blue Byte Software. Focuses primarily on commerce and the city bulding, the title does not look for historical accuracy, but the player with a passion instead complex dynamics, yet simple to learn, and charms with an installation technician at the highest level.

Serving the Emperor
For those not familiar with the series, actually less successful than sacred monsters like Age of Empires or evidence of Impression Games, it puts players in command of a European colony in the beginning of its economic development, and requires you to make it flourish. Dynamic Sim City-style blend with phases where focus their attentions to building profitable and stable commercial maritime routes, as well as diplomatic bargain with other virtual players on the map. Anno 1404 will offer the same element, enriched by a large amount of tasks and resources to manage. Another important detail, the game only points to some stereotypes of the early '400, but without any pretense of historical accuracy or geographical. Once started, a beautiful introduction will take you to the main menu, where you can choose whether to start the main campaign, facing a game without any limit or playing some pre-set scenarios. Far from being superfluous additions, these two modes provide an additional approach to the game different and equally enjoyable. It is advisable to start with the campaign, and through the first few missions, manages to teach the player how to tame the interface of the game as well as the large amount of options present. Also, thanks to a storyline that follows the sequence of missions and various chapters, is able to ensure a high degree of empathy and concern. At first you will be one of the many servants of the Emperor, guided by the wise counsels of Lord Richard Northburgh, must succeed in the arduous task of bringing his haggard communities on the route of economic stability. Soon there will also be presented with a ship, which is essential in order to address the many exploratory missions and to conclude trade deals with other major islands, otherwise inaccessible.

Mouths to feed
The initial missions you will be engaged to increase the number of inhabitants of your little colony, which will initially only peasants and only then moves up in class and ultimately become citizens patricians. The phases of construction and evolution of the city will require a good organization of the buildings, whose construction depends on some simple rules: First, you need a warehouse on the beach where piling resources and where to start all exchanges with other communities. Secondly, the market, without which no resident will move in your possessions, along with the building of the small market it is also the only way they could expand the area of influence and then building. Once positioned also the first wooden houses and streets, initially only with mud, the small village will begin to see the first timid peasants populate the streets. Parallel to the management of its settlement, will be to research, development and management of resources. These range from basic wood and stone coal, precious stones of various kinds, through various types of foods such as fish, fowl, grain and so on. These can then be elaborated through several steps to create new and useful items such as clothes or tools from work. We found, in more advanced stages, to set up real development chain such as to create working tools, valuable and profitable resource. Starting from the mine to collect the iron from the mountains, you go through a building would contribute to its preparation. But this will require coal to keep their forges, so you must also provide the building dell'apposito building. Finally, in order to get to the finished product, you must prepare the final workshop, using all the elements that will give you the filling period of your store. Another important detail in the proper management of precious resources will monitor the consumption of them. On the one hand, it can be exploited in various production chains, on the other side might be helpful for marketing purposes. For example, you'll have to stop the production of clothing in order to accumulate enough hemp to be exchanged with Al Zahir, a merchant of the sultan, in order to complete a mission or increase its diplomatic level. These facts are just a few general examples, useful to get an idea of the large amount of different aspects of gameplay, as well as the great freedom that keeps playing, you will be left.

Diplomacy is an art
The component war was only hinted at, but still leaving the player the ability to disrupt diplomatic relations until reaching the clash, but no particular policy option, while the exploratory and diplomatic were much deeper. Just come into possession of your first ship, will be revealed soon be sailing the seas in search of other islands, on which you may find other colonies or valuable resources to exploit. Will come into play so soon diplomacy, tied hand in glove with the trade. If you are skilled enough in embracing valuable agreement, you will benefit from the exchange of goods, establishing even the trade routes to be assigned to your ships. This valuable tool will prove useful as well find your community divided on several islands, characterized perhaps by different resources, from land to land exchange which will be the key to access the highest steps of social and economic life. To ensure a good variety of play will think many other variables, such as the ability to learn the arts oriental architecture, useful to colonize the islands further south, or even some small tasks that you assign tasks as varied as perfect for distracted for a while 'stage management. If all this were not enough to convince themselves of the longevity of this title, you mentioned the presence of two other game modes. This scenario presents several missions to complete, while the open mode is perhaps the most interesting, where you can test the various skills learned during the campaign, without any limitation whatsoever. Of note is the ability to customize to the smallest detail the rules of the game, which will go directly influences the level of challenge of each component of gameplay.

Who said that the Middle Ages is the darkest time of humanity?
The solid and fun gameplay set up by the developers is fortunately supported by a graphical and technical sector at the highest level. Also in this aspect, the realistic element has been neglected in favor of a general design colorful, almost cartoonish. The various architectural elements present in the screen have a really high detail, even closer to the zoom, and the feeling of being in front of the city actually live is very strong due to the large amount of moving parts. You'll see people walking the streets, carrying materials, dragging carts, promote their goods to market and so on. There is plenty of variety of animals and lush vegetation, varied and incredibly well animated. A praise for the realization of the different territories, all divided into small islands, except of course in campaign mode, generated randomly. True jewel of the production is, however, the sea, achieved nothing short of exceptional. Also excellent music and sound effects, perfect for involving the player permanently in the gaming world. Readers worried that too much beauty can tire your machine, high scalability of the Details should guarantee the possibility of having fun with Anno 1404 even without a computer generation.

Summary
Anno 1404 is an excellent way in every aspect: the gameplay is solid, deep and varied enough to never get bored. The campaign mode, thanks to the first tutorial missions and an interesting storyline, it allows the average user of fans to a particular genre such as management, while the other two are the perfect complement to an experience that will not disappoint even the experts of this kind games. In support of such grace, the title also provides technical impact of all respect, and a graphic style very engaging. Ultimately, we recommend buying the game at Ubisoft sure all the fans, for everyone else, we believe that a try would be a must, perhaps they can discover a kind unjustly overlooked by the masses.
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Tuesday, September 15, 2009

Fuel



Forget the world where you live and envision entire cities destroyed and people forced to live in remote areas because of global warming, which led to disasters and square miles of desolate areas.

Gurus of cinema eighties could come to mind the films of the hit series "Mad Max" Mel Gibson and Miller. We say that the environmental implications is very similar, but this will instead be directed to the background of FUEL, a driving game, arcade-style "free roaming", developed by Asobi Studio and produced by Codemasters.

Already entered the Guinness Book of World Records thanks to the vastness of the map that came to have far fourteen thousand kilometers square, this Fuel has already made about him, we are now to see if it has not enough fuel to remain standing up too soon.

Free Roaming? No thanks
FUEL started playing we realize right now his double identity. You can choose to wander freely around the map, to discover spectacular landscapes and endless and proper vantage points, looking for a challenge, or select the races directly from the menu of the game.

Most likely the outlet of choice will be the first, because after a few hours of game becomes very frustrating and boring to run the length and breadth of the huge map available, without having any real reason to do so. Aside from some additional color, a new means or at most a challenge, there will be no real extras to the races. Explore a mode useful only to enjoy some nice views and fan the flames more poetic, but that does not make it attractive enough to bring the player to the waiver of the much-loved and most convenient menu. As they say in these cases: "not worth the candle."

The enormous map is divided into nineteen zones, all unlockable through an "FUEL" acquired through the victories and challenges. The races, which make up the Career mode, are addressed in three difficulty (beginner, experienced and veteran) and due to the most common tests of racing games such as circuits and the checkpoint.

Instead there will be challenges in the tests rather than out of the ordinary, such as the pursuit of a helicopter where you will, without the use of GPS to reach the helipad before the half wheel, or chase and ram other cars.

As you can see, is an approach that offered by FUEL completely different from what we are accustomed to seeing the usual driving games arcade. Is the host to an almost complete absence of a tender system standards, where the true path to beat the player to the sound of cannons, between plants, rocks and trails. It is not forgotten, however, is the popular GPS, which will be useful in many races, indicating the right way. Ironically in a game where they upset the rules, you still have that fear of leaving everything in the hands of the player, leaving the little help, just as a chance to move where there is greater need. However for those who love orienteering will be some races where it will be available the help of GPS, relying entirely on their sense of direction.

Arcade, too
With a guidance system Arcade, it was assumed that the game would not give strong emotions to the estimators of the simulations. The fact remains that we face in a disarmingly simple gameplay.

There is no way to embody or define your own style guide, just go straight past the opposition one by one, takes you through the power of inertia, first to the finish. The level of difficulty, however, is well balanced and will give you a hard time in expert mode, although on occasion it may be quite frustrating.

Very attractive car fleet, with a variety of means (well seventy five) who dividereannoin quad, buggy, moto cross, road cars, trucks, monster trucks, jeeps and others, all with the infamous unlockable points FUEL. But forget any of your toys custom option, the only customization will be purely aesthetic as colors and liveries, useless for performance. There will be much difference in driving between one type and the other half, the bikes seem to have protective aura around him, fall down or lose control will be almost impossible, you get the feeling of racing on tracks. However, do not miss the features of the racers, who albeit slightly, serve to distinguish each other in terms of parameters such as acceleration, speed, grip, adaptability to soil type, thus widening our choices beyond the mere aesthetic appreciation.

What is most lacking is that feeling of adrenaline that much involvement we would have liked to see. Well in the end you find yourself running up and down between landscapes superfine, mud and asphalt, all very nice, but without giving the feeling that other titles can give. Something is missing, it lacks a soul.

At this meeting, however, is an excellent sector multiplayer online up to sixteen players to race in all the challenges posed by the single player. Is hoped, therefore, will be opponents in the flesh to make us forget the linearity of the races in single and give us a little 'charge.

Motor reserve
Given the vastness of the playing you could certainly expect minimal details from the boys Asobi Studio. From this point of view, we are faced with a graphic that has ups and downs. Good texture used for high-definition models means, are flanked by low-quality textures for environments, accompanied by nothing short of reckless use of the effect pop up, though less obvious version of the console. Particle effects, atmospheric, light and day-night cycle still give a nice effect along with landscapes that accompany the races, making them very attractive. We were not convinced however that filter looks like a grainy film from cinema to represent the leaves that flutter as a result of the storm. The problem of frame rate of the console versions dancer, has been optimized, however, relying on a computer enough performance, which far exceeds the minimum requirements.

The fund has an audio sampling varies little, especially the roar of the engines are always the same and not real nice but the environmental effects, as well as some songs.
Ultimately this is a decent product, perhaps much less exciting than you might initially suppose, but still enjoyable for those who prefer arcade racing and have a PC sufficiently performant.

Summary
FUEL, arrived slightly late in its PC version, if we are justified by some performance improvements, has not revealed what had been long awaited. A title with an innovative concept and a mammoth area of play, but not entirely successful, due to a mediocre graphics and a guidance system arcade too repetitive, lacking the adrenaline that would make the title a must for the genre. Remains a fun arcade and playable, thanks to a good multiplayer.
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Thursday, September 10, 2009

Street Fighter IV



Wipe the tears of nostalgia, the Street Fighter king is back, now on PC.


In 1991, the arcades were still steeped in atmosphere and dark rooms feature reminiscent, to those who would come, that there would have been possible to escape from reality for a few minutes, immersed in a world of colorful and awkwardly animated sprites. That year, however, few could imagine that Capcom was going to write a chapter in the history of video games. Street Fighter 2: The World Warrior swooped into the body of some coin-op as a bolt from the blue and rubbed immediately of the title that still holds firmly, that of the most famous fighting game ever. Wipe the tears of nostalgia, the king is back, now also on PC.

Old favorites, new samples

All fans of videogames will know very well what kind of game is Street Fighter. Considering the desert of securities generally present on PC, refresh ideas: the title is a Capcom fighting game to meet old school, where two wrestlers fighting in a two-dimensional environment with the goal of lowering the bar as quickly as possible d ' energy opponent. While this kind console has continued to live through prominent members such as Tekken and Dead or Alive that have evolved in three dimensions, the panorama pc for some reason has never been so rich. Street Fighter IV, then, comes at last to fill a void that seemed insurmountable for many old fans and was released for this platform is even more important than the console.

As announced by Capcom being developed and established in the first coin-op for sale in Japan and then on PlayStation 3 and Xbox 360, the fourth installment in the series has attempted a difficult road, but won his bet: to revive the feats of magic episode 1991 and restructured to make it current even eighteen years later. A work by artisans purposes, as true historians of gaming that we say, has succeeded perfectly.

Do not be fooled by the pictures, Street Fighter IV, although these three-dimensional models of quality, maintains a core two-dimensional. This means that the wrestlers move only on the vertical and horizontal, without the ability to go deep, reinventing the same gameplay that made the series great.

To establish the success of the Return of the King, however, had to be dusted off even the historical characters that all have learned to love and hate. An element not just, as the charisma of these true icons, whose importance was taken immediately by Capcom. Here then return directly from SF2, in better shape than ever, Ryu, Ken, Chun Li, Guile, Zangief, Honda, Blanka, Dalshim, Balrog, Sagat, Vega, Bison, while the later Akuma, Gouken, Gen, Sakura, Rose, Fei Long, Dan and Cammy. Four new entries are: Abel, a mysterious French boy who lost his memory, Crimson Viper, a fascinating detective, El Fuerte, a cook with an agility out of the ordinary, and then Rufus, a fat American lover of kung -Fu.

The cast, in short, should satisfy all tastes, from those nostalgic for those looking for a new fighter when empathy.

It seems obvious to say it, but it is important to stress that each character has barely changed his fighting style, so you can find all the special moves with which battered the coin-op many years ago. The movements required for execution are always the same: half-moons, backward-forward, punching or kicking down repeating combinations are now in the collective imagination of gaming revenue and that, incredibly, are beautifully present even after so long.

You must defeat Sheng Long to stand a chance

Street Fighter IV, like its predecessors, is a video game extremely malleable, which proves both immediate as deep and complex, if it is studied in depth. As per tradition, the player can count on six shots "base": weak punch, medium punch, punch, and the three high fees for kicks. Learn how to choose the power of the punch or kick depending on the game situation is not very difficult and with a minimum of practice the results are more than adequate. To be truly competitive, especially in fighting online is crucial to understand how to dominate the new special techniques studied by Capcom.

We start introducing original and probably most importantly, the "Focus Attack." Executable by simultaneously pressing medium punch and kick, this attack to be effective must be loaded a couple of seconds, during which all the blows of our opponent will be absorbed. This means that while we will not stop the animation hit the Focus, but our energy bar will decrease temporarily, then regenerate when the technique was going to sign. This move is extremely important because it allows first to launch a counterattack in any situation and can momentarily stun the enemy, making them vulnerable to other shocks or devastating combos.

At the bottom of the screen are two indicators, one horizontal for the "Super" and "EX" and a move for the "Ultra". Both bars are filled during a second round of shots taken or received, except that one of the "Ultra" is canceled and the other between rounds.

The bar of the "Super" is divided into four parts: If fully loaded can run a scaled-down version of the "Ultra Combo" that we shall see, while it is sufficient if it is filled at least one portion for shooting an "EX" or a more powerful variant of the typical special moves such as the Shoryuken.
The "Ultra" combos are the most powerful, effective and spectacular you can count on. Run will not be easy, but it will be even less guess the exact moment to harvest them. There are some characters, like Akuma, who own Ultra can literally halve the energy bar of the enemy, ideally changing the fortunes of the match. Master this shot requires great skill and cunning, but the enormous satisfaction in seeing them go so close to the mark and maybe a fight is one of the qualities that make great little Street Fighter IV a great game.

The possibilities offered by the tactical gameplay are endless. You will be players that you do the fighter, not the character itself. Know by heart rather than any peculiarity of Ryu Abel takes time, dedication and practice but the only way to capture the true essence of the series, here revived so superfine. The game is also why a title from the extraordinary longevity. In addition to the proposed conditions, ranging from classic arcade to meetings at until survival tests, interest in the game is guaranteed by the usual characterization, which makes every encounter a new meeting to be addressed always in a different way.

All well and good so far, but this whole spectacle would be useless without an adequate monitoring system. So what's the most suitable device to master gameplay so special? Here the matter is simple: Given that using the keyboard is a bit 'like playing a football title with your mouse, you get decent results already with a good joypad, such as the Xbox 360 so to speak. For those who want to bring out the most out Capcom's masterpiece, however, it is compulsory to purchase an arcade stick. In the market there are different types (also compatible Xbox 360 - Pc) at varying prices. For the review has been used a mid-range stick (cost around € 60) which proved to be a good compromise and has provided a response to input more immediate and convincing. It's up to you to consider the possible purchase of course also to the potential interest based on the game long term.

A new challenger has entered the ring!

Remember when one of your friends entered the 500-lire coin in the same box on which he was playing and get this message? Well, you'll be happy to know that it was reintroduced today to introduce an online battle. During the arcade mode, in fact, you can decide whether to be interrupted at any time for a quick match. Within seconds we will be transported to the waiting room and the battle starts.

The online mode will soon become, needless to say, the focus of the game against human opponents faced, both in friendly matches scheduled, is the true essence of Street Fighter IV, as was the coin-op shoulder to shoulder. Fortunately the quality of the net-code is guaranteed by a frame rate, choose the correct configuration for our car, do not ever fall below 60fps.
Minimum requirements in terms of hardware should be taken with the tongs, because we need to have a recent enough to enjoy the game as it should, but there are several possibilities for customization. Working on resolution, level of detail in backgrounds and personalities, antialiasing and other technical trappings you get the right (and indispensable) smoothly even on very far from the recommended configurations.

Certainly the best way to enjoy the show and see all cleaning of the models and members of Ryu, the style with which they are brushed and the extraordinary animations: Technically, in fact, Capcom is working fine and if pushed to even higher resolutions than this we've seen on Xbox 360 and PS3, quite a good result in this direction.

Also on the front of the sound traditions were respected. Some brand new theme is there, but an attentive ear from time to time will recognize the melodies of Street figther 2 to accompany some stage.

To sum this is an excellent product from all points of view must for all fans of the series and fighting in general, extraordinary for anyone looking for a good game, fun and rewarding than ever. Round One ... Fight!

Summary

The release of a new episode of Street Fighter on the PC is already in itself an exceptional event, those who bring happiness to the nostalgic and the fans of the genre that for years have been a dry mouth, envious of the owners of the console. But everyone should rush to buy Street Fighter IV, because it is a masterpiece, a game fun and rewarding, an ancient-styled fighting a modern and current, using a number of choices of design wins. The king is back, even on PC, not leave it away for no reason.
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