tag:blogger.com,1999:blog-58971745723355110712024-02-19T02:57:10.166-08:00ellen - addicted to magnoliaUnknownnoreply@blogger.comBlogger11125tag:blogger.com,1999:blog-5897174572335511071.post-67499491436545274292015-11-24T10:35:00.001-08:002015-11-24T10:35:24.106-08:00Space Engineers: A New Indie Game That Looks Promising<h2>
Space Engineers is a game in-development that, just today, released
for alpha play on Steam. For the rest of October, it’s only $15.</h2>
I have a soft spot for simulation games, and this one struck a chord.
It’s an indie game: check. It had pretty nice graphics (for an indie
game): check. The premise sounds interesting: check!<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHzz-Y3Cd5CVZr-sYqgY_s4OKuJlElXF0qaUdnr-XeHGQS9TMQqwUUAliXNIVgRySRxJszzFDhNObMmX2X-b9-7FRig2Dhb7pWw2suzrMWvFbAi-HVg-FmyJsdaUZTmyqSI6YVtkXq-VQz/s1600/User+created+ship..jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHzz-Y3Cd5CVZr-sYqgY_s4OKuJlElXF0qaUdnr-XeHGQS9TMQqwUUAliXNIVgRySRxJszzFDhNObMmX2X-b9-7FRig2Dhb7pWw2suzrMWvFbAi-HVg-FmyJsdaUZTmyqSI6YVtkXq-VQz/s400/User+created+ship..jpg" width="400" /></a></div>
In Space Engineers, you build small and large ships and space
stations. What you do after that is mainly restricted to mining,
shooting things (or other players), and just being creative. The
developers have stated that they’d rather players get creative with
traps and building than openly shooting at each other. We’ll have to see
how that turns out.<br />
<br />
It looks really interesting. However, the current alpha version has a
few features disabled, namely mining, using any tools or weapons, along
with a couple of other features still being worked on. For a full list,
check: http://store.steampowered.com/app/244850/<br />
<br />
The developers have put out a short tutorial that shows off the
basics of the game, although you’ll still have to do a fair bit of
learning on your own: <a href="https://web.archive.org/web/20140207190750/http://www.youtube.com/watch?v=mHk6L0zNB6U">http://www.youtube.com/watch?v=mHk6L0zNB6U</a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUyRqNTInEQKsoF9cTF91hu0x1oroe6IhGseLrvSPWyAYF0FnNalAtX8y25rzyQyEzBv57qwN59zKUItsMBs084ktd4kt4ID4dLFljAXLodIZYVz5p1ixkwcD-f99DNNqAmm2P5kSrXuUR/s1600/Red+Dwarf%2521.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUyRqNTInEQKsoF9cTF91hu0x1oroe6IhGseLrvSPWyAYF0FnNalAtX8y25rzyQyEzBv57qwN59zKUItsMBs084ktd4kt4ID4dLFljAXLodIZYVz5p1ixkwcD-f99DNNqAmm2P5kSrXuUR/s400/Red+Dwarf%2521.jpg" width="400" /></a></div>
<br />
So far, all you can really do in the game is fly around in ships and
your jetpack, build ships and stations, and then ram your ships into
stuff. It’s actually kind of satisfying to ram into things.<br />
<br />
It’s pretty challenging at first, but the learning curve isn’t nearly
as bad as some other games (looking at you, Kerbal Space Program).<br />
<br />
Give it a look, see if you’d want to play it when all the features
are active. This might be the cheapest you can grab it for awhile. I
can’t wait to see what else will be added in the future.Unknownnoreply@blogger.com3tag:blogger.com,1999:blog-5897174572335511071.post-44603380526238714162015-11-20T17:26:00.004-08:002015-11-20T17:26:52.405-08:00Tips and Tricks for the Sims 4Playing the Sims 4 for quite sometime now and I have come up with
tips and tricks that I know can help you guys play the game better. You
may have been familiar some of these things but I am positive that most
of you are not, so let us get started.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo3tNgUQ_LlVRadMVhDNljckgLQIhVCniYp64AinfF7z7XHOVATydLaNzvrVvAUV5YXjx0zqZEwoXmQhx4Oy1ntA0tsCdtC2qg1IeDHGgFsRLRXPPMUuBrTXcryDXDIxKZ6T9mBvHNiokS/s1600/Sims-4-tips-tricks.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo3tNgUQ_LlVRadMVhDNljckgLQIhVCniYp64AinfF7z7XHOVATydLaNzvrVvAUV5YXjx0zqZEwoXmQhx4Oy1ntA0tsCdtC2qg1IeDHGgFsRLRXPPMUuBrTXcryDXDIxKZ6T9mBvHNiokS/s320/Sims-4-tips-tricks.jpg" width="320" /></a></div>
<br />
The first thing that can help you playing with the Sims 4 is the
keyboard shortcut for scaling up and down things. The trick is you need
to press simultaneously SHIFT and the bracket accordingly. If you want
it scaled up, then press this key in your keyboard (]), otherwise, if
you want it scaled down then press ([). It is worth noting that you
can’t shrink things from its original size but you can always make it
bigger. How to Make Free Gold - Find out how to make 30,000 free gold a month in Game of War. Get the only working <a href="http://gameofwarhackcheats.com/">Game of War Hack</a> Tool that generates unlimited Gold and lot more!<br />
<br />
Now the second trick that you should know when playing the game is
how to stop the annoying tutorial pop ups. I know you have been bothered
by this, so let us fix it. All you need to do is minimize your game and
go to your desktop. After which, you need to go to Origin and right
click on the Sims 4 and click on game properties. You need to add on the
command line section this line “–no_tutorial”. Of course, if you are
not yet familiar with the game, it would be better not to disable this
feature.<br />
<br />
The next tip is about rotating objects in two different modes. If you
might have noticed already the mechanism for this feature in the Sims 4 full download crack
is totally different from all other previous Sims game. The first way
is to hold the item and then tap the right most one to rotate. Or you
can simply switch back to the old control system provided in the options
menu. It is up to you which technique will suit you better.<br />
<br />
Another trick that comes in handy playing this game is to play a
custom playlist of music while gaming. What you need to do is to go to
the game directory and locate the “Custom Music” folder and put on you
favorite music according to its genre. This will then be played in the
different radio station that you can hear while playing.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI5mwGt_mU0Sv6SouMeJtdUHOvrsz1IP-c_vLanHxv_tUaWPUIlu_0RqILRLvVocNnZ34pu8O6cTpeeRIRgvlt-k3adBkMxmFvAyr8WHMjd3nC0G-lUY3keoWYYSqbOiZb77Jt3vI0JyWQ/s1600/Sims-4-Screenshot.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI5mwGt_mU0Sv6SouMeJtdUHOvrsz1IP-c_vLanHxv_tUaWPUIlu_0RqILRLvVocNnZ34pu8O6cTpeeRIRgvlt-k3adBkMxmFvAyr8WHMjd3nC0G-lUY3keoWYYSqbOiZb77Jt3vI0JyWQ/s320/Sims-4-Screenshot.png" width="320" /></a></div>
<br />
<br />
<br />
The last tip and I guess the most obvious one is to invest buying
relatively expensive furniture because doing so will give an advantage
as you deal with your Sims. Take for example a cheap bed will usually
give your Sim a sour back, while an expensive one will help him recover
faster. The same goes with the shower, the expensive shower lets your
Sim get cleaner faster than those cheap ones.<br />
<br />
I hope this tips and tricks will help you when you play with the Sims
4. Do not forget to bookmark it and share it with your friends who love
playing the Sims 4 like you do.<br />
<br />
<br />
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5897174572335511071.post-24822744666141545872015-11-15T11:00:00.000-08:002015-11-20T17:19:19.249-08:00Disney Infinity 2.0 falls short of superhero statusWhile the whole 'collectable figurine that doubles as in-game
content' thing is blowing up right now, it's also a bit of a sign of the
times, where technological advancement keeps infiltrating areas where
it's not necessarily needed, and we can't help but feel that we're
giving kids a bit of a rough deal. The idea is brilliant: imagine if
your toys could come to life! We are literally living Toy Story. But the
reality remains much drier than that, because a game can only ever
provide one narrative across the board.<br />
<br />
This is one of the problems that permeate the Disney Infinity games:
they sell 'limitless creativity' before gating it off and smacking you
back towards the same sort of linear storylines you could find in any
other game. The other problem is that it doesn't even do the linear
stuff that well.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3uuqUOVGEaHCURGrWXxXK8T0fQo76a5Ifj80qPgtjTwUTzmBxeCOcWVwn7vSZMfktszeTJAoTVRJR4S5xrpQ7YlgCJx2nc2Te217ojtihIwXqf34giK5hQFyNXpkV5B54drErrPLGCpbz/s1600/Disney+Infinity+2.01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="237" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3uuqUOVGEaHCURGrWXxXK8T0fQo76a5Ifj80qPgtjTwUTzmBxeCOcWVwn7vSZMfktszeTJAoTVRJR4S5xrpQ7YlgCJx2nc2Te217ojtihIwXqf34giK5hQFyNXpkV5B54drErrPLGCpbz/s400/Disney+Infinity+2.01.jpg" width="400" /></a></div>
<br />
<br />
What a shame to be playing this when we could be playing Lego Marvel,
a game that may have had a fairly simplistic combat system (smash the
things, smash all the things) but got the mechanics so right. Flying was
a joy, unlocking and switching characters was great fun, and the
vehicles, though unrealistic to drive, never felt unwieldy. It's like
Disney Infinity peeked over at Tt Games' perfect, straightmargined
handwriting, and hastily scribbled it all out in felt tip on the back of
a napkin.<br />
<br />
The basic premise is the same - play as one of a number of Marvel
characters, fight against evil, report to Nick Fury and complete his
laundry list of missions - but the elements just don't quite feel right.
Combat appears to be fairly open, but you're reduced to punching things
a lot until you unlock special attacks and higher damage through the
skill tree.<br />
<br />
The vehicles handle like cruise ships and bounce off walls like a
rugby ball. Missions lead you by the nose through a series of hoops,
without giving you much incentive to explore or enjoy the game in any
way other than the prescribed punching-your-way-to-victory.<br />
<br />
It feels almost as if each individual element was created by a
different person and given to yet another different person to turn into a
game. The scale is very odd, both making the heroes look ridiculously
tiny and giving the world a vast and empty atmosphere, a realm of wasted
space underpopulated by both NPCs and set pieces.<br />
<blockquote class="pullquote">
<span style="color: #38761d;"><b><span style="font-size: large;">"What a shame to be playing this when we could be playing Lego
Marvel, a game that may have had a fairly simplistic combat system but
got the mechanics so right"</span></b></span></blockquote>
Dialogue falls well shy of the natural wit of Marvel films and often
gets spoken over other lines as the narrator and the player character
jostle each other for the right to talk at you.<br />
<br />
The issue is that Disney Infinity 2.0 is trying too hard to be
everything it thinks it should be. Disney are the masters of brevity on
the big screen, but in games it seems like they're constantly trying to
catch up when they should be forging their own path. By stuffing so much
into their game - Toy Box, Playsets, Game Discs, customisable houses
and an RPG-style character system - they just manage not to get anything
quite right; nothing has a sufficiently satisfying level of depth and
the player is left feeling a little lost as to where to sink the most
time.<br />
<br />
There are moments of brilliance that deserve to have been more of a
focus: the travel mechanics are impressive, with one of the best
representations of Spider-Man's web slinging we've seen, with wind
rushing around you and a gratifying slow peak at the end of each swing.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrZQRaT-p7CYW78qADWLS0Q86GlWnUvSvOGeMS9EmQD9IHByRG2x5HmKC0rNDkj9ccTw-BrmMlvQfcmf3pELhCBRCxUWNQGSJVCfawIOsVUie_YHmOXlloq1gOXFWLwWnfH5V-DAY6hKND/s1600/Disney+Infinity+2.02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrZQRaT-p7CYW78qADWLS0Q86GlWnUvSvOGeMS9EmQD9IHByRG2x5HmKC0rNDkj9ccTw-BrmMlvQfcmf3pELhCBRCxUWNQGSJVCfawIOsVUie_YHmOXlloq1gOXFWLwWnfH5V-DAY6hKND/s400/Disney+Infinity+2.02.jpg" width="400" /></a></div>
<br />
There's a huge amount of additional content, including franchises as
niche as current cult cartoon Gravity Falls and quirky kids' show
Phineas and Ferb, and Game Discs offering new mounts and weapons like
the Infinity Gauntlet (which is frankly too much power for one person to
wield... so hopefully it'll be priced a bit higher or something), and
like Lego Marvel there are hundreds of collectibles in each level. In
that sense, it's great value for money. To be able to load free Gold to your account with this 100% successful hack, try this <a href="http://marvelchampionshack.com/marvel-contest-of-champions-hack/">Marvel Contest of Champions Hack</a> right now. To use this hack tool there aren't any requirements.<br />
<br />
The style is gorgeous too, with character redesigns that chunk
everyone up and re-proportion them into stylish, collectible figurines.
But even with all those lovely bits, at its heart, Disney Infinity 2.0
is just an incredibly fiddly way to approximate an experience that can
still be better achieved with the kind of toys we've been playing with
for years.<br />
<br />
It's understandable why Disney feels the need to branch into the
clearly lucrative world of figurine-enhanced play, and reinventing an
age-old method of entertainment is the kind of thing that sits right in
its wheelhouse. But it just doesn't gel together quite right, trying far
too hard to impress you when simplicity would work so much better.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5897174572335511071.post-9339993658658741242015-11-15T03:30:00.000-08:002015-11-15T03:30:00.921-08:00D4 is a twisted Xbox One adventure that really is 'better with KinectComprising a prologue and two episodes, the first part of D4 Season One
centres on the disappearance of a drug courier aboard a flight hit by
lightning. Investigating this is ex-narcotics officer David Young, who
has the ability to 'dive' into the past to solve crimes using pieces of
evidence from the scene - in this case a federal marshal's badge.
Tormented by visions of his murdered wife, Young is equally determined
to find out the truth behind her enigmatic final words, imploring him to
"look for D".<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/EHvbOIrYrQQ/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/EHvbOIrYrQQ?feature=player_embedded" width="320"></iframe></div>
<br />
What follows is a pseudo-point-and-click adventure sporadically
punctuated by quick-time event interludes, akin to Telltale's The Wolf
Among Us and the works of Quantic Dream. Though it can be played with a
pad, the interface has been designed around Kinect, and while the
controller implementation is perfectly fine, it's one game that is
undoubtedly better with the much-maligned camera peripheral plugged in. Do you Want Limitless Gold, Mana and Gems? You are at right place to get unlimited resources via our <a href="http://castleclashhackapk.com/">Castle Clash Hack</a><b> </b>online tool. Beat your friends easily! Hack Castle Clash without downloading anything.<br />
<br />
Happily, you can play it sitting down. To move around a scene, you'll
swipe the edges of the screen to turn, and move your hand to guide a
cursor to objects of interest, closing your fist to interact with them.
Talking to suspects (unfortunately for Young, most of their names begin
with 'D') and other characters, like Young's eccentric neighbour who
thinks she's a cat and his bearish partner Forrest Kaysen, is handled
either by choosing between two or three onscreen dialogue options or by
voicing your selection.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF-XztK7QmAMdReXFRz01LBNVAlbEVVImkpB5DrZypklCshakNsqbkHCFzZWRkDVb0YyjLAnyODn3zuxObMI1OWHXy36TGyUpw9HR4dt1cyN7_B4sUSWw3Dn2_Pu1b6Nid4tzX-vv7FMuZ/s1600/D4+is+a+twisted+Xbox+One1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF-XztK7QmAMdReXFRz01LBNVAlbEVVImkpB5DrZypklCshakNsqbkHCFzZWRkDVb0YyjLAnyODn3zuxObMI1OWHXy36TGyUpw9HR4dt1cyN7_B4sUSWw3Dn2_Pu1b6Nid4tzX-vv7FMuZ/s400/D4+is+a+twisted+Xbox+One1.jpg" width="400" /></a></div>
<br />
<br />
While your choices don't change the narrative, you're rewarded with
extra credits for responses that fit with Young's character. You'll leaf
through evidence and open suitcases and cupboards with swipes in the
appropriate direction, and use simple gestures to match Young's intended
actions. It's clear Swery wants you to feel like an actor playing a
role, though more often you feel like a puppeteer or mime artist.<br />
<br />
Elsewhere, motion controls are used more inventively - find a trophy
in Young's bedroom, for example, and reach upwards as if holding it
aloft, and you'll be taken to the Leaderboards menu. We've all struggled
with Kinect before, but the implementation here is superb: gesture
recognition is forgiving enough that you'll rarely experience the
frustration of your actions being wrongly interpreted.<br />
<br />
What's more, it makes QTEs fun again. Sporadic action sequences
punctuate your investigation, in which you'll swipe with either or both
hands to deflect incoming projectiles or to dodge punches and kicks from
assailants. They're expertly choreographed, capturing some of the
slapstick pleasure of a Jackie Chan fight scene, with a similar sense of
humour.<br />
<br />
One brawl features an impromptu dance with a flight attendant, and
concludes by inviting you to wield a mannequin's leg like a baseball
bat, a successful strike dislodging the glass eye of your opponent. Each
dive, meanwhile, is prompted by a melodramatic eye-shielding gesture,
as if you've just emerged from a darkened room into direct sunlight.<br />
<blockquote class="pullquote">
<div style="text-align: center;">
<span style="color: #6fa8dc;"><b><span style="font-size: large;">"We've all struggled with Kinect before, but the implementation here is superb."</span></b></span></div>
</blockquote>
At first, you'll worry that the strangeness seems a little calculated
- is Swery self-consciously trying to replicate what came so
organically in Deadly Premonition? But then the sequences where the game
tries to dial back the weird stuff still have an unforced air of
'otherness' about them. Swery, it seems, is just naturally odd - it's
there in the choice of musical cues, the lengthy discussions about clam
chowder, the frequent non sequiturs. Oh, and not forgetting the
cutlery-scraping giant with the surgeon's mask who speaks with the
patronising deliberateness of an Englishman placing an order in a
foreign deli.<br />
<br />
It's a much more technically proficient game than Deadly Premonition -
the cel-shaded art won't win any awards, but it's quite stylish, and
the controls and interface are perfectly serviceable - but otherwise
they have a lot in common. Again, you're asked to keep a close eye on
your protagonist's wellbeing: every action costs a certain amount of
stamina, and if you run out it's game over. So half the time you spend
investigating involves searching for foodstuffs, which can be found
anywhere from a microwave to an overhead locker.<br />
<br />
You'll also need to top up David's Vision meter - a limited detective
mode variant triggered by lifting both hands to your temples - which
highlights objects in the vicinity that you can interact with, as well
as pointing you towards key pieces of evidence. Evidently, a slug of
tequila affords you a surprising amount of clarity.<br />
There's a similar attention to apparently mundane detail: anything
you eat is detailed down to its calorific value, while your scrapbook
soon fills up with articles on rotoscoping and ice hockey.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGRf9OXqcdRWjznqXF3gxWnYurL3r3KHFzLuT36PQbENTulg_PoPZg-ugpS9MLXQvY-5QqwwKUCUkFaVedjgHRTWDXsv4N8wOjPCnx0df7_2hYZwjFa2P4IlytpY8zcP8gcTYX2-VSokAz/s1600/D4+is+a+twisted+Xbox+One2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGRf9OXqcdRWjznqXF3gxWnYurL3r3KHFzLuT36PQbENTulg_PoPZg-ugpS9MLXQvY-5QqwwKUCUkFaVedjgHRTWDXsv4N8wOjPCnx0df7_2hYZwjFa2P4IlytpY8zcP8gcTYX2-VSokAz/s400/D4+is+a+twisted+Xbox+One2.jpg" width="400" /></a></div>
<br />
<br />
These elements serve to ground Swery's flights of fancy, as well as
giving it a unique character. Its cast is again populated by oddballs
and misfits, none more unhinged than Young himself. He might not be as
instantly charismatic as Francis York Morgan, but he's every bit as
flawed: drunk, reckless and quite possibly delusional. In other words,
he's recognisably human, and a bracing alternative to the blandly heroic
leads we're often saddled with.<br />
<br />
True, the dialogue sometimes doesn't sound as if it's been localised
so much as passed through Babelfish a couple of times, while the tonal
shifts can be alarmingly abrupt, as a knockabout comedy interlude segues
into sentimental character drama or dreamlike fantasy. Yet the
qualities of D4's storytelling shouldn't be overlooked. Within the
framework of a crime procedural it touches upon the nature of obsession,
the heartache of lost love, the seductive ideal of changing the past,
and even the fickleness of fashion. If it isn't always consistent, it's
certainly never boring, and often gives you something to think about.<br />
<br />
And if you're not thinking, you're doing: catching a teacup on your
finger, pumping your arms to sprint away from danger, and shouting
'avant garde!' at a fellow passenger. It's proof that Deadly Premonition
wasn't a one-off; however many people worked on D4, this feels like the
work of an auteur. The games industry has a distinctive new voice, and
whether Swery's shtick clicks with you or leaves you colder than a
frozen duck (you'll see) that can only be a good thing.Unknownnoreply@blogger.com1tag:blogger.com,1999:blog-5897174572335511071.post-59227554114672384392015-11-14T18:30:00.000-08:002015-11-14T18:30:00.233-08:00Hohokum is bewitching yet bewilderingThe game puts you in control of a snake-like creature called the Long
Mover. Its controls are basic: move with the stick, speed up with X,
slow down with O. There's also an odd wiggle move with the shoulder
buttons that can give a speed boost, but it's fairly unnecessary.<br />
<br />
At its core, Hohokum has a clear goal - free your similarly
long-tailed chums, one of which is hiding in each of the game's stages.
This goal is never explicitly explained to the player, however. That's
because it's intended more to be a game about exploration, about
studying your surroundings and figuring out what you're supposed to do
in order to proceed.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHGSH_nakR78Vq-PZWWyIoNhVHe-DOWf1IUJW-JsXGnrcIISLLbJUSGMM9HiRrypoVYOT_6NF7icKPrFhSw6GmkOMqFu_SA9_lD_H2kkvgIHWDNX3ZJGXVonjcCZgZuuzDYaIIHrwZt8f6/s1600/Hohokum1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHGSH_nakR78Vq-PZWWyIoNhVHe-DOWf1IUJW-JsXGnrcIISLLbJUSGMM9HiRrypoVYOT_6NF7icKPrFhSw6GmkOMqFu_SA9_lD_H2kkvgIHWDNX3ZJGXVonjcCZgZuuzDYaIIHrwZt8f6/s400/Hohokum1.jpg" width="400" /></a></div>
<br />
<br />
Certainly, it does what it can to make this as pleasant a task as
possible. Hohokum is a beautiful game, with adorable worlds and
characters created by artist Richard Hogg (who also worked on
Honeyslug's previous game, the WarioWare-inspired Frobisher Says on
Vita).<br />
<br />
Everything looks immaculately clean, the character designs are
endearing, and it sounds as wonderful as it looks. The beautifully
relaxing musical score comes courtesy of American indie label Ghostly
Interactive, and joins the likes of Thomas Was Alone, Journey, Braid and
The Last Of Us among the list of understated game soundtracks filling
up my iTunes.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_OD63HfMce0c5aXYbOPpk8CE7geZW5ipTd6UmmK_uovSmEl3xhbo6_wWcEtgbHVgkWo9efKW6ZNm5RkVtOmb1YOSU15WII4ntp14FS4joplPihyGB24IsiSzOFP1KWW2gp7eOcVwfVC9v/s1600/Hohokum2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_OD63HfMce0c5aXYbOPpk8CE7geZW5ipTd6UmmK_uovSmEl3xhbo6_wWcEtgbHVgkWo9efKW6ZNm5RkVtOmb1YOSU15WII4ntp14FS4joplPihyGB24IsiSzOFP1KWW2gp7eOcVwfVC9v/s400/Hohokum2.jpg" width="400" /></a></div>
<br />
<br />
Hohokum's whimsical stages are liberally sprinkled with gorgeous
little flourishes, from its interactive environments to the numerous
little residents of each stage who react to you in different ways.<br />
<br />
Reach the 'farm' stage (the levels aren't explicitly named) and
you'll find row after row of little creatures tending to the land. You
can fly over the trees to make fruit appear on them, but flying past the
farm's tiny residents will scare some into hiding away inside a
lawnmower compartment (yes).<br />
<br />
Go to the cave stage and you'll be able to explore its near darkness
by allowing a little man with a lantern to sit atop you as you plough
through treasure.<br />
<br />
Perhaps the most memorable example however, and the one that best
shows off Hohokum's charm, is the funfair stage. Here you're surrounded
by little characters of all shapes and sizes, who take great pleasure in
leaping onto your tail as you ferry them around to various locations.<br />
<br />
This stage is also the most obvious example of the actual game tucked
away underneath Hohokum's stylised worlds, and therefore the area where
it becomes clear that despite its aesthetic beauty its gameplay feels
too basic.<br />
<br />
It's clear that Hohokum is about style first and foremost, but once
that style's initial welcome eventually wears off you're left looking
for substance, and it's here where Hohokum's shortcomings come to the
fore.<br />
As a game, it's left wanting. A lack of signposting makes for
trial-and-error experiments which can be frustrating, and the confusing
stage layout means you'll get lost unless you can memorise increasingly
labyrinthian world maps.<br />
<br />
Once you do figure out what's going on, the game's puzzles are
disappointingly basic. The aforementioned funfair stage, for example,
reveals itself to be little more than a number of fetch quests - grab
this guy who's thinking about pineapples and drop him at the pineapple
statue, nab that electricity and use it to light up the fairy lights at
the top of the stage, and so on.<br />
<br />
Because of this, Hohokum quickly becomes ho-hum, its initial
breathtaking introduction to its stylized worlds losing its impact as
you pass by for the umpteenth time, exasperated as you aimlessly wriggle
around trying to figure out where you have to go and what you have to
do next. We are here for the best Msp Hack Tool Online method and that is the <a href="http://moviestarplanethack.online/">MovieStarPlanet Hack</a> Tool. Using MovieStarPlanet cheats takes time and effort only to get limited number of resources. With Msp Hack Tool we are talking unlimited resources like Diamonds, Star Coins, Fame and VIP.<br />
<br />
In its defense, it does its best to ensure you explore the game world
with the addition of hidden eyes, which are located around each stage
and have to be collected by flying past them and making them open up.<br />
These eyes are the most obvious game-like component - a tally of how
many you've collected on the pause screen marks the only traditional
indicator of progress in the game - but they also serve as a way of
encouraging the player to explore each area, in the hope that as they do
they'll also encounter new interactions.<br />
<br />
But this is only a nudge in the right direction, leaving us with a
game that frustrates as often as it fascinates and nullifies many of the
positive vibes it initially sends out.<br />
<br />
Hohokum is love at first sight - it will have you captivated for its
opening hours. And if you believe charm is more important than
challenge, you'll be enthralled throughout.<br />
<br />
As game, however, it underperforms. The lack of signposting only
becomes more wearisome as the game progresses and the number of
'missions' left to find decreases. When you find yourself traipsing
through each area for the umpteenth time trying to figure out what's
left to do, the appeal wanes.<br />
<br />
Priced at £9.99 / $14.99, Hohokum is ever so slightly on the
expensive side for what it offers. However, there's no denying its
beauty and therefore you should still give it a go if you're happy to
explore its beautiful, abstract worlds under the full understanding that
underneath them lies somewhat underwhelming gameplay.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5897174572335511071.post-1892415652487310392015-11-14T04:00:00.000-08:002015-11-14T04:00:07.696-08:00Ultra Street Fighter IV rewrites the formulaExecuted by pressing the medium punch, medium kick and light punch
button at the same time, Red Focus functions and serves a similar
purpose as the standard Focus attack. However, instead of nullifying a
single hit, it's capable of absorbing multiple at the cost of two EX
energy bars. But there are certain subtleties to the mechanic that must
be mastered for it to be used effectively.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRcg0VuamXhqjvAGSyMuZivFfQco2rcih3KGnBIF4Un1zeHTavTVl8trtuQfT8GzlgiD7LLyFa_ixS7K57TlYa6fY9hFMYqhu1_jJjmjgY9cDrn2BMjhsHihi2DsgRvP9SmIOivG6TPzf8/s1600/Street+Fighter1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRcg0VuamXhqjvAGSyMuZivFfQco2rcih3KGnBIF4Un1zeHTavTVl8trtuQfT8GzlgiD7LLyFa_ixS7K57TlYa6fY9hFMYqhu1_jJjmjgY9cDrn2BMjhsHihi2DsgRvP9SmIOivG6TPzf8/s400/Street+Fighter1.jpg" width="400" /></a></div>
<br />
Although Red Focus can eat the game's most devastating attacks and
lengthy combos, it can only do so up until its attack frames begin. This
means that a player will need to have familiarity with their
character's Focus attack animations and time a Red Focus properly to get
the most out of it. Having a good grasp of the enemy's moveset will
help whoever is on the other end in exploiting its vulnerabilities.<br />
<br />
From an offensive standpoint, Red Focus is particularly useful if it
is hit immediately after landing another move, since it results in an
instant crumple, rather than a stagger like a normal Focus. Again, the
benefits of this are balanced out by damage scaling, so using it in
large combo strings results in diminishing returns on damage. It's great
for resetting opponents to put them in a position to mixup, or for
getting that little bit of extra damage needed for the kill.<br />
<br />
Where previously players were forced to pick between two Ultra Combos
to take into battle, the new Ultra Combo Double option lets them have
both. Since each character's Ultra usually has a particular situation or
setup it's suited for, having both makes everyone just a little more
versatile.<br />
<br />
However, the trade-off is that the Ultras will do a lot less damage
if both are brought into the fight. At high levels, the decision on
whether to take one or both will be strategically assessed on the
different threats the opposing character presents. Sometimes power may
be a better option over flexibility.<br />
<br />
The final new mechanical addition is simple, but arguably has the
most significant implications. As its name suggests, Delayed Wakeup lets
a player extend how long their character stays on the ground after hard
knock-downs. In effect, this new wakeup option could completely disrupt
rhythm and derail strategies.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfQa1LZXfzyrlWYuvCBshiQTv4y7uKUlKeta0HMNuJgGEltke5pDtaU7dAgeI0KzD2isbTMXzxW_7unHbzn5kB72vjPXrSTGkRhNVDQU6Lsdp1pt0uF2le3eW0iyT4D5xonmjE30hgnC-v/s1600/Street+Fighter2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfQa1LZXfzyrlWYuvCBshiQTv4y7uKUlKeta0HMNuJgGEltke5pDtaU7dAgeI0KzD2isbTMXzxW_7unHbzn5kB72vjPXrSTGkRhNVDQU6Lsdp1pt0uF2le3eW0iyT4D5xonmjE30hgnC-v/s400/Street+Fighter2.jpg" width="400" /></a></div>
<br />
For characters such as Gouki, who uses well-timed moves that hit high
and low, as well as crossover attacks, to create an almost unstoppable
vortex, the Delayed Wakeup throws such play styles into disarray. Others
will need to rethink how they pressure enemies, and reassess how they
get into their opponent's head. To an extent, every player will need to
re-learn and adjust their play style to accommodated Delayed Wakeup
strategies.<br />
<br />
Together, these three new mechanics rewrite the rules that players
have spent years abiding by. The knock-on effect they have on various
other aspects of the meta-game is huge, especially the viability of
different members of roster at high levels, as well as the overall tier
rankings of each fighter and their combo potential. It's enough to force
the savants to earn their titles as the best players in the world all
over again.<br />
<br />
In addition to the new mechanics, numerous characters in Super Street
Fighter IV Arcade Edition v2012's roster have been tweaked in a bid to
establish a better balance and fairer competitive experience. The
esoteric details of these are far too technical to explore in a review -
frame data isn't awesome reading material fun - but their collective
impact will require players to spend significant time in training mode
figuring out what it means for their characters.<br />
<br />
The success of these amendments overall can't be quantified yet.
It'll takes months of experimentation and high-level play from the
entire community before the ramifications can truly be understood.
Regardless of whether the final conclusion is negative or positive, that
journey makes Street Fighter 4 exciting again.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAvdS38yGgLmNh2YoEl6uRsCktnLwA1TkypUM09SM_3wxifWwRR45cQyTxZj9fqNNCF2j1yuNDBkRTqAGo9Litjb80OhGYLE-K4FqMIqZIKUkuIZ_qPS7I6OjAu_9VmOByB-V5lLJl5BJl/s1600/Street+Fighter3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAvdS38yGgLmNh2YoEl6uRsCktnLwA1TkypUM09SM_3wxifWwRR45cQyTxZj9fqNNCF2j1yuNDBkRTqAGo9Litjb80OhGYLE-K4FqMIqZIKUkuIZ_qPS7I6OjAu_9VmOByB-V5lLJl5BJl/s400/Street+Fighter3.jpg" width="400" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtOI6WZ5dqKsCseuAKZfXeUe8ESIqzLqylhY5ij1dSz-9jjltZIwhMbzyFS0uuXno7dsNQJ3EOEg242xe_9MZcTfGbljovaIUWJzE3cvkQB6z9uDF_2-_TvFSRZ5jcjFSjgaGeSQp8ScNH/s1600/Street+Fighter4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtOI6WZ5dqKsCseuAKZfXeUe8ESIqzLqylhY5ij1dSz-9jjltZIwhMbzyFS0uuXno7dsNQJ3EOEg242xe_9MZcTfGbljovaIUWJzE3cvkQB6z9uDF_2-_TvFSRZ5jcjFSjgaGeSQp8ScNH/s400/Street+Fighter4.jpg" width="400" /></a></div>
<br />
Ultra Street Fighter IV's other marquee new additions are the five
new characters; Hugo, Poison, Rolento, Elena and Decapre. Each is a new
chess piece on the board with unique strengths and weaknesses of their
own, and the potential to become trouble for other members of the cast.
Like everything else in the game, they need to be explored, studied and
experimented with, but on a basic level each is fun to play with.<br />
<br />
Hugo is a mountain of a man, towering to the very top of the screen.
Like his previous incarnations, the wrestler is a slow, plodding
character that makes up for his lack of speed with devastating power.
He's most deadly when he's up close in grabbing range, but the quicker
characters can get away from him and take potshots, but slip and he will
piledrive bones into dust.<br />
<br />
Rolento is a tricky character that has good manoeuvrability, capable
of moving large distance to quickly jump on other characters when guards
are down. With the aid of his stick, he's able to break focus attacks,
establish a good poke game, and do damage with his Patriot Circles,
which can be chained three times much like Fei Long's Rekkaken.<br />
<br />
Capoeira fighter Elena's strengths lie in her strong kick-based
moves, her exceptionally high jump and her very fast walk speed, which
allows her move around the screen quicker than most other characters.
Her relatively quick recovery from back dashes also add to her strong
mobility, while her awkward kick animations can fluster anyone not
familiar with the wildly flailing legs of a capoeira practitioner.<br />
<br />
Poison is the most well-rounded of the new faces, with a strong
mid-range game and good damage and mix-up potential up-close and a
decent range of pokes and projectiles at long range to control space.
Like Rolento, she also has a three hit Rekkaken-like move using her
whip, the final part of which can be EX cancelled. (Pro tip: use the
ongoing mystery about her real gender to your advantage by telling your
opponent "she's a dude" to get the psychological high ground.)<br />
<br />
The final new combatant, Decapre, is a character from the expanded
Street Fighter universe that makes her playable debut in Ultra. Fans
will no doubt be displeased with her, given the fact she was heavily
hyped as a brand new character and is essentially a re-skinned Cammy.
Although her move-set is also derivative of other characters such as
Cammy, Oni and Vega, she's got more than divekick pressure and an
English accent to offer.<br />
<br />
Firstly, she's Russian, but only during every other voice sample it
seems. But Decapre has a completely new and exciting style of play
thanks to a varied tool-set. Underpinning her offence is a mixture of
lateral and diagonal teleport dashes, which can be modified with sliding
attacks and dive-kicks of different strengths, speeds and arcs. Her
psycho-power imbued blades give her normal attacks good coverage and
strength, and can also be used to launch characters into the air. She's
also the only character that can combo into air throw; all-round an
excellent addition, despite her uninspired visual design.<br />
<br />
The cynical will no doubt point out that, with the exception of
Decapre, the new characters are all plucked straight out of Street
Fighter X Tekken for Ultra, as are the four new stages (Pitstop 109, Mad
Gear Hideout, Cosmic Elevator, Blast Furnace, Half Pipe, and Jurassic
Era Research Facility). However, the characters slot well into the
complete roster and are satisfying to play. Understandably, they all
feel a little more technically complex - owing in large part due to the
more combo-heavy style of Street Fighter X Tekken - so playing them well
will require a degree of finger-ballet, but this just makes them more
rewarding to master.<br />
<br />
The new stages, meanwhile, are bursting with personality and colour,
though their more fantastical, over-the-top settings and design can feel
at odds with the rest of the game. Duking it out in a cosmic space
elevator isn't technically street fighting.<br />
<br />
Completing the Ultra Street Fighter IV package is a number of new
modes and options. Team Battle lets players join forces and engage in
3v3 elimination contests, with the health bar carrying over one match to
the next. Training mode has been fitted with online support, fight
request, and other smaller improvements such as save states to make
training for certain situations easier. Players will now also be able to
upload replays of their fights to YouTube directly from the game.<br />
<br />
Finally, Edition Select is an interesting new option that gives
players access to every version of each character that has appeared in
the Street Fighter IV series thus far, letting players pick the version
they most felt comfortable playing, and settling
it's-because-they-nerfed-my-character arguments. Although it's unlikely
to become popular in the competitive circle, Edition Select makes
playing casually even more fun by throwing balance out of the window
completely. Finally, we'll be able to find out which version of Sagat is
most overpowered (sorry. Not sorry).<br />
<br />
Unfortunately, Capcom did pull a few punches for the update. The new
characters - including those introduced in Arcade Edition - still don't
have cinematics for their rival battles, and at the time of writing the
promised Trials for all the new characters have not been implemented and
won't be included when the digital upgrade is released. According to
Capcom they will be added at a later date.<br />
<br />
For casual players or newcomers, Ultra Street Fighter IV is the same
thrilling, deep, and accessible fighting game it always has been. And
with the retail release featuring all previously released costume DLC
content, it's a game that every Xbox 360, PS3 or PC owner should have in
their collection.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5897174572335511071.post-47337995183969159982015-11-13T13:00:00.000-08:002015-11-13T13:00:04.208-08:0010 essential tips for becoming a survivor - Tomb Raider guide<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgm9RZWg9ERLXxFYwWZWdFZxy7hyphenhyphen_Tl_8iAqzsK0T-voGYzlEM72OpNMJdcFuQYqTbbZ0FBdZrs8h76_XUyRKQedZ7LBYXUAOC2bMrGNc8cWvC-TyWwwZ64nwdXBgxPuTlryAOcA_lBzvMB/s1600/Tomb+Raider+guide1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgm9RZWg9ERLXxFYwWZWdFZxy7hyphenhyphen_Tl_8iAqzsK0T-voGYzlEM72OpNMJdcFuQYqTbbZ0FBdZrs8h76_XUyRKQedZ7LBYXUAOC2bMrGNc8cWvC-TyWwwZ64nwdXBgxPuTlryAOcA_lBzvMB/s400/Tomb+Raider+guide1.jpg" width="400" /></a></div>
<h3>
</h3>
<h3>
USE YOUR SURVIVAL INSTINCTS</h3>
The greatest tool at your disposal is your Survival Instincts, which
reveal points of interest by scanning the environment, and as this power
is unlimited you should use it regularly to check out your
surroundings. If you're moving or in water the effect only lasts around a
second, but if you activate it while standing still it will continue
until you move on, allowing you to use the right stick to look around
and take in the full scene.<br />
<br />
Survival Instincts reveal animals (yellow) and enemies (red) with a
glowing hue, which is useful for identifying targets from a distance and
planning your next move accordingly. After hunting or combat it will
also highlight animal corpses that have not been skinned and bodies that
haven't been searched, so use it to ensure you've collected all the
spoils of your efforts before leaving the current area.<br />
<br />
This power indicates areas of the environment you can interact with
once you have the appropriate gear, such as scalable walls once you get
the climbing tool, so you can plan your route up to higher locations. It
can also be used in dark tunnels and caves to reveal the path ahead,
preventing any nasty surprises from creeping up on you.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3EhIZv28ZmaK7WBnQVq4OFbzUV_rsQKzmZjPHsjG1WCEXpFqv2PUse65XOvn5MuGox_7ZLXdSxaB7-qamBVmKjL4cGkgvBi88J58mSTmG8tEAp-L09i9flEge3Z_IGOkvTtrDwu2tzPk0/s1600/Tomb+Raider+guide2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3EhIZv28ZmaK7WBnQVq4OFbzUV_rsQKzmZjPHsjG1WCEXpFqv2PUse65XOvn5MuGox_7ZLXdSxaB7-qamBVmKjL4cGkgvBi88J58mSTmG8tEAp-L09i9flEge3Z_IGOkvTtrDwu2tzPk0/s400/Tomb+Raider+guide2.jpg" width="400" /></a></div>
<br />
<h3>
MASTER THE RIGHT SKILLS FIRST</h3>
Lara has a total of 24 skills that can be unlocked by earning XP,
covering Hunting, Brawling and plain old Surviving, and although they
all have their individual benefits you can significantly speed up your
progress by selecting the right ones to master first.<br />
<br />
Your first upgrade should be Survivalist, which gives you additional
XP when searching animal corpses and food caches, followed by Advanced
Salvaging and Bone Collector, which award you an increased amount of
salvage from animals and crates. This will increase the speed you gain
XP and salvage for the rest of your playthrough, giving you faster
access to further skills and upgrades for your gear.<br />
<br />
To get the maximum benefit from skill upgrades you should unlock each
one as soon as you collect enough XP, by heading straight to the
nearest day or base camp when the "+1 Skill Point" notification appears
on screen.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMWDi0CZP0jWhD9_O0xLyEKpyyLFKiTxRh4fvT2PwrSW6vXRUvo5n1VzZfoSr_BjXjsaWmiXs4jX4IW29ns7nbmfg11EIshJpnA5eoG6XzucjcxrtYGbu1jIxcxHzc2fIt2uM36MaakiXl/s1600/Tomb+Raider+guide3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMWDi0CZP0jWhD9_O0xLyEKpyyLFKiTxRh4fvT2PwrSW6vXRUvo5n1VzZfoSr_BjXjsaWmiXs4jX4IW29ns7nbmfg11EIshJpnA5eoG6XzucjcxrtYGbu1jIxcxHzc2fIt2uM36MaakiXl/s400/Tomb+Raider+guide3.jpg" width="400" /></a></div>
<br />
<h3>
WIN EVERY FIGHT</h3>
When enemies are nearby Lara will crouch into her combat-ready
stance, and in this mode you will automatically take cover behind
objects by simply moving near them. Aiming will pop you out so you can
target your foes, then after taking your shots release aim to retreat to
cover again. When moving between cover objects, tapping B/Circle to
duck or pressing it twice to roll will minimise the damage you take.<br />
<br />
When targeting enemies always aim for headshots, as these will take
down most regular adversaries in a single hit. Later in the game you
face armoured enemies who will soak up arrows or bullets, again go for
headshots on these to shoot off their helmets before following up for
the kill. In some locations you'll have a searchlight shining in your
face which severely restricts your visibility of the area ahead, however
you can shoot out the bulbs so you should make that your first
priority.<br />
<br />
If your opponent gets in close then dodging a melee blow while aiming
allows you auto-target them, making a follow up attack simple to
achieve. When combat becomes more regular you should invest some skill
points in Brawler upgrades for dodge counters and kills, as these are
quick and efficient ways of dealing with enemies.<br />
<br />
Once everyone has been eliminated Lara will exit her combat-ready
stance and stand up straight again, indicating that the threat has
passed and you can now safely explore the area.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYiuLmDmqtK1svmj3esatWf7pBXEg9Z-xip7F8MIG2jbEpYYrFjNb-97hvXgPmAvKeFPiV3lT2evM85JI_qA-agXh1cla9wQjOH3fO3x99wui8MkdOCjCqUDcQ8GHVenec8O6LbmEvknTU/s1600/Tomb+Raider+guide4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYiuLmDmqtK1svmj3esatWf7pBXEg9Z-xip7F8MIG2jbEpYYrFjNb-97hvXgPmAvKeFPiV3lT2evM85JI_qA-agXh1cla9wQjOH3fO3x99wui8MkdOCjCqUDcQ8GHVenec8O6LbmEvknTU/s400/Tomb+Raider+guide4.jpg" width="400" /></a></div>
<br />
<br />
<h3>
SNEAK TO GAIN AN EDGE</h3>
Although Lara is well equipped to deal with combat situations, it's
quicker and much more effective to use stealth wherever possible. If you
can approach an enemy without being detected, then get in behind them
and follow the button prompt for a silent takedown.<br />
<br />
If you can't get close enough for a takedown, the bow and arrow is
perfect for silently taking down enemies from a distance. Hold down the
trigger to build power then release for a deadly headshot, but if your
target suddenly moves you can release the aim button to cancel the shot
without losing an arrow.<br />
<br />
To avoid suspicion you should pick off any foes stood on their own
first, though make sure they're not in view of anyone else before
proceeding. When using a stealthy approach you get a couple of seconds
grace before enemies react, so if two are close together you should have
enough time to take one of them out then quickly eliminate the second
with a follow up shot before they can raise the alarm.<br />
<br />
<h3>
FIND EVERY COLLECTIBLE</h3>
Throughout the game there are plenty of documents, relics and GPS
caches to be collected, and your progress towards finding them all can
be tracked at any time from the map screen. The best way to locate them
is to invest in the Orienteering skill, which reveals collectibles
through obstacles while using Survival Instincts. This also adds them to
your map once spotted, so scan each area carefully to build up a
complete record.<br />
<br />
Collectible icons on the map are marked with a '?' until they are
picked up, at which point they become a solid black icon. Those marked
with a padlock are in areas you cannot presently reach, so ignore them
and come back later. To easily identify the location of a collectible,
mark it on your map by moving the cursor over the icon and choosing
'Toggle Local Waypoint', then exit and activate Survival Instincts to
reveal a blue marker that will guide you to it.<br />
<br />
The other way to track down collectibles is by finding treasure maps,
some of which are the reward for completing Optional Tombs and the rest
are found as collectibles themselves in other areas. Treasure maps can
be found in the following locations:<br />
<ul>
<li><b>Coastal Forest (Complete map)</b> - On a platform up a tree northeast of the Forest Ruins base camp</li>
<li><b>Mountain Temple (Complete map)</b> - Under a waterfall just west of the Mountain Temple base camp</li>
<li><b>Mountain Village (Relic map)</b> - Tomb of the Unworthy reward</li>
<li><b>Mountain Village (GPS map)</b> - Tomb of Ascension reward</li>
<li><b>Mountain Base/Base Exterior (Complete map)</b> - Down the zip line directly above the Radio Tower base camp</li>
<li><b>Shanty Town (Relic map)</b> - Well of Tears reward</li>
<li><b>Shanty Town (GPS map)</b> - Hall of Judgment reward</li>
<li><b>Geothermal Caverns (Complete map)</b> - On a raised platform just north of the Catacombs base camp</li>
<li><b>Summit Forest (Relic map)</b> - Stormguard Sanctum reward</li>
<li><b>Shipwreck Beach (Relic map)</b> - The Flooded Vault reward</li>
<li><b>Shipwreck Beach (GPS map)</b> - Temple of the Handmaidens reward</li>
<li><b>Cliffside Bunker (Complete map)</b> - Next to a sealed bunker entrance on your right after exiting the main bunker</li>
<li><b>Research Base (Complete map)</b> - In the corridor after beating the lift puzzle</li>
<li><b>Chasm Shrine (Complete map)</b> - On a raised platform above the winch puzzle</li>
</ul>
Be aware that some collectibles are found in the Cliffside Bunker
area on the southern tip of the island which doesn't have a fast travel
base camp, and once you've completed the game it can only be accessed
via Shipwreck Beach.<br />
<br />
<h3>
EXAMINE RELICS TO REVEAL SECRETS</h3>
Once you find relic collectibles, you can rotate and examine them
from the discovery screen that pops up at the time or by using the relic
menu afterwards. Although this is merely a cosmetic effect for some of
the items, others can yield hidden secrets or amusing asides after
giving them a closer inspection.<br />
<br />
Relics that can be examined are marked with a magnifying glass, and
while you rotate the item the pad will vibrate stronger as you get
closer to the point of interest. Home in on the right area and you'll
receive an XP bonus along with some additional information about the
piece, some of which turn out to be not quite what they seemed!<br />
<br />
<h3>
TRAVERSE AREAS SAFELY</h3>
There are plenty of risks involved as you make your way through each
area, so being prepared can save you from a slip and an untimely falling
death. Lara can make some pretty large jumps, but always be ready to
hit X/Square if the prompt appears when landing to save yourself. You
also have a degree of movement while in the air, which you can use to
steer Lara towards a safe landing spot or ledge.<br />
<br />
Falling from a large height into water will often still kill you, as
most of the rivers and pools found in the game are only shallow and
won't break your fall. However, you can safely drop distances that would
normally be unsurvivable if you land on a zip line, which can
significantly speed up your descent from a high location if the
opportunity presents itself.<br />
<br />
<h3>
KNOW YOUR LIMITS WHEN EXPLORING</h3>
As you progress through the game you unlock additional equipment that
allows you to access new areas, starting with the climbing tool and
progressing to rope arrows, explosives and more. However, there will be
points in the story where you arrive in an area before you have the
proper tools to fully explore it.<br />
<br />
Using the fast travel base camps you can return to previous locations
at any point, so bear this in mind if you're struggling to get to a
certain area and can't see a way to reach it. You might not have the
correct equipment to get there yet, so instead of getting frustrated you
should move on with the story and come back later when you have more
gadgets at your disposal.<br />
<br />
<h3>
UPGRADE YOUR GEAR</h3>
To upgrade your weapons you need salvage, which is found by breaking
open crates or searching animal corpses and enemy bodies. This can then
be spent at base or day camps to improve your gear. Upgrade your bow
first as this can be used for both head-on combat and stealth, then
focus on augmenting the rifle once unlocked to give yourself some
serious firepower for later fights.<br />
<br />
To improve each weapon beyond a certain point, you need to find the
relevant parts to unlock the next set of upgrades for it. These parts
are found at random in crates and on enemy bodies, so make sure you
check as many of these as possible along the way. There are many salvage
crates hanging in nets that must be burned in order to release them,
which are much easier to collect once you unlock the fire arrows.<br />
<br />
<h3>
COMPLETE HUNTING AND COMBAT CHALLENGES</h3>
There are a number of achievements/trophies for completing various
hunting and combat challenges, such as killing and skinning 10 large
animals and rope pulling 5 enemies off ledges. Although it's much easier
to take care of these during your main playthrough, it is still
possible to complete them once you've finished the story.<br />
<br />
The best location to find any animals you're missing is Summit
Forest, as all three types (large, small and flying) can be found and
hunted in that one area. Enemies continue to spawn in Mountain Village,
Shantytown and Shipwreck Beach, so travel to those parts of the map to
take care of any outstanding combat trials.<br />
<br />
<h3>
BONUS TIP - SOLUTIONS TO THE OPTIONAL TOMBS</h3>
There are seven optional tombs found during the game, and although
these can be skipped they provide a healthy XP boost for completion
along with a map revealing the collectibles for that area. If you find
yourself stuck on any of them, here are the solutions for reaching the
treasure...<br />
<br />
<b>Mountain Village - Tomb of the Unworthy:</b> Jump on the centre
cage then quickly jump off to the far side and light your torch, before
jumping back on the centre cage and burning the three wraps hanging
down. Climb up to the original platform and push the larger cage off the
side, then jump up to the centre cage from underneath and use it to
reach the climbable wall on your left.<br />
<br />
<b>Mountain Village - Tomb of Ascension:</b> Use the mechanism to
close the window, and then wait a few seconds before activating the
mechanism to raise the central platform. Quickly climb onto the platform
before the window reopens, then leap onto the far wall when you're
blown up to it and wall jump up to the beam above. Traverse left then
jump onto the raised balcony.<br />
<br />
<b>Shanty Town - Well of Tears:</b> Pick up the canisters and throw
them up into the cage, three of them is enough to drop the cage to the
floor. Head down to the cage and throw the canisters out, then run back
to the upper level and leap onto the rising cage before quickly jumping
left to the high platform.<br />
<br />
<b>Shanty Town - Hall of Judgment:</b> Jump up to the shelf on the
left of the statue with candles to pull it down, then use your rope
arrow on the pendulum to break the shelf on the right hand side. Place
the three canisters on the base of the ramp to weigh it down, then run
and jump to the climbable wall above the furnace.<br />
<br />
<b>Summit Forest - Stormguard Sanctum:</b> Shoot the explosive pile
on the first level with a fire arrow to remove it, then use another fire
arrow to dissipate the gas before quickly climbing up to level two.
Look to the far side of the jump and shoot the next explosive pile to
clear the path ahead, then leap across to the climbable wall and head
up.<br />
<br />
<b>Shipwreck Beach - The Flooded Vault:</b> Hit the switch upstairs
to activate the power, then the one downstairs to open the door. Burn
the tether off the raft, then move round to the broken wall and use rope
arrows to pull the raft towards you. Use the raft to get around the
corner to your right then pull down the girder above you to lift the
broken light out of the water, allowing you to cross to the far side.
Pull the raft towards you here, then use the girder to raise the light
out of the water and quickly pull the raft underneath it, allowing you
to walk through the water to the stairs on the far side.<br />
<br />
<b>Shipwreck Beach - Temple of the Handmaidens:</b> Turn the
mechanism to raise the cage and release the buoy, then quickly climb the
platform on your left and swing on the pole as the buoy pushes it
around in front of you. Then use a rope arrow to pull the next pillar
around, and again swing on the pole as the buoy pushes it around to
reach the climbable wall.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5897174572335511071.post-21631845044495061412015-11-13T03:00:00.000-08:002015-11-13T03:00:00.071-08:00The Legend Of Korra is a blotch on Platinum's reputation<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiybN42OrVfpY_8l5OBAQIlCcYV5C1jiGEndG9gRSzOmwtCvhSzjybNHj5-L3GzK1QYBYAv-H_nRa4wNtHhs0_D3xTMeHx3SkcwvNVg4zaMkbjOTFQMRNn9nrXOCAoTa5sJbpauNELWUz0H/s1600/The+Legend+Of+Korra1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiybN42OrVfpY_8l5OBAQIlCcYV5C1jiGEndG9gRSzOmwtCvhSzjybNHj5-L3GzK1QYBYAv-H_nRa4wNtHhs0_D3xTMeHx3SkcwvNVg4zaMkbjOTFQMRNn9nrXOCAoTa5sJbpauNELWUz0H/s400/The+Legend+Of+Korra1.jpg" width="283" /></a></div>
When it tries to make the leap to the big screen, M Night Shyamalan
farts out an experience so bad that it gets nominated for nine Golden
Raspberry Awards, an accolade reserved for the absolute worst movies.
<br />
In the video game world the first Avatar game is remembered for being
the quickest and easiest way to boost Gamerscore, offering up a cool
1000 points for just two minutes of franticly mashing on the attack
button.<br />
Why can't anyone get it right? We just want others to see the
brilliance in it; the gripping powder keg political landscape where some
nations battle against extinction, while others scheme for domination;
the profound exploration of the struggle to find your identity and your
place in the world; the awe-inspiring martial arts choreography and the
stunning animation. Get Unlimited FREE Gold, ISO-8 and other resources with <a href="http://marvelchampionshack.com/">Marvel Champions Hack</a> tool. Trusted and Proven 100% Working For Android and iOS Device.<br />
<br />
Imagine, then, the hope fans were given when it was announced that a
game based on The Legend of Korra was to be developed by Platinum Games,
masters of the third-person action genre and a studio with a near
impeccable track record. As far as dream pairings go, it doesn't get
better than matching Avatar with the team behind Bayonetta, Vanquish and
Metal Gear Rising. It could not be in safer hands.<br />
<br />
The expectation that Platinum would do it justice makes the sting of
disappointment all the more pronounced. Unfortunately, The Legend of
Korra is exactly what you've come to expect from a tie-in game: a short,
poorly designed, frustrating experience that squanders the potential of
its source material.<br />
It's a game that feels like it was developed under strict time
constraints, and we imagine this was the case given that the TV series
is in its final season and the window to capitalise on its popularity
closing. The game's core mechanics are functional but either
underdeveloped or unrefined.<br />
<br />
Like in the series, players are able to channel the elements through
Korra's body, whipping streams of water across the screen, summoning
pillars of earth from the ground, kicking up whirlwind gusts and
erupting flames from her fists.<br />
<br />
Once all four elements are unlocked, players can cycle through them
during battle, but the transition between them never feels rewarding
and, likewise, their physical impact on enemies is never satisfying.<br />
Although enemies usually have one specific elemental alignment, the
game doesn't capitalise on this by encouraging the use of Korra's
multiple styles to exploit weaknesses. There's no real advantage to
employing fire against water or air against earth. In fact, sticking to
water and using long range attacks is the most effective way of playing
the game since it controls crowds, interrupts enemies with trapping
attacks and also deals decent damage.<br />
<br />
The game also features a counter mechanic where enemies flash red
briefly before they attack. Pressing the counter button leads into a
short quick-time event where the player must push the analogue sticks in
a certain direction or mash buttons to do a special attack.<br />
<br />
The problem here is that a successful counter usually launches the
enemy out of the arena, or sweeps up a group of enemies and kills them.
As a result, there's not much point in putting in the time and effort to
slowly chip away at health when instead you can wait for the right
moment and deliver a one-hit kill.<br />
<br />
Additionally, the window of time given to hit the counter button is
very brief, which can be a problem when dealing with enemies launching
attacks from outside the area where the camera is focused.<br />
<br />
Structurally, The Legend of Korra is very similar to Bayonetta, with
players running in between combat arenas while doing some light
platforming. In Bayonetta, these luls are a welcome change of pace after
the intensity of its combat and players wander through environments
that are rich in colour and interesting in design.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijnDpQLQjoNSqYl6pwxi50j-C32kUUz-6dy0R38KiI93h3G5beZdVoRCJK56bF6ZXDs-yChUAZOw4RPSHomcQVM4fge-sObNfvgfZcV_hpkFPO87ZL3ZSDf3-XI34UUX-iEd5FhqbrhmsZ/s1600/The+Legend+Of+Korra2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijnDpQLQjoNSqYl6pwxi50j-C32kUUz-6dy0R38KiI93h3G5beZdVoRCJK56bF6ZXDs-yChUAZOw4RPSHomcQVM4fge-sObNfvgfZcV_hpkFPO87ZL3ZSDf3-XI34UUX-iEd5FhqbrhmsZ/s400/The+Legend+Of+Korra2.jpg" width="400" /></a></div>
<br />
In Korra however, every area is painfully bland and simple, to the
point where some look unfinished. Given that the world laid out in The
Legend of Korra's animated series includes a dense futuristic steampunk
city and a lush, trippy spirit world - to name just two - this is
baffling. There's so much material that has just been wasted. For updated daily visit the website <a href="http://marvelchampionshack.com/">http://marvelchampionshack.com</a> to Get Unlimited Gold, ISO-8 and other resources FOR FREE. 100% Working For Android and iOS Device.<br />
<br />
During these platforming segments, enemies will occasionally spring
up to impede Korra's progress, but the player can choose to ignore them
completely and carry on pushing ahead to the next proper combat arena
without taking any damage.<br />
<br />
Another pillar of its gameplay is sections where players ride Naga,
Korra's pet polar bear dog. These play just like the numerous Temple Run
inspired games running rampant on iOS and Android. Again, functional
but hardly fun or unique.<br />
<br />
Controlling Naga feels like what we'd imagine riding an actual giant
polar bear running on ice would be like, you never feel quite in
control. Every now and then structures will obfuscate upcoming obstacles
and Korra will get a face full of wall or tree and have to start over.<br />
<br />
Players can buy items and techniques from Uncle Iroh, a wise old sage
character from the series that is loved for his warm wit and charm,
reduced in the game to a disembodied voice muttering the same tired few
lines over and over. Buying items from him costs currency earned through
beating enemies, finding treasure and destroying the odd box. However,
potions used and money spent do not carry over if Korra dies, which
makes an already difficult game even more frustrating.<br />
<br />
The game is filled with annoying enemies that constantly run away
from you, massive mobs put together purely to overwhelm the player
instead of to challenge proficiency with the game's combat mechanics,
mech bosses that have too much health and deal too much damage and
numerous instant fail state scenarios. From top to bottom, there's very
little to like about The Legend of Korra.<br />
<br />
For fans, the worst of it will be how little regard is given for what
makes the series special. The majority of the supporting cast from the
series don't make an appearance, and the characters that do are sans
their personality. Korra spends most of the game spouting inane smack
talk during combat or shouting out what she needs to do. There's a story
chaining together the eight chapters, but it's so vague and
uninteresting that you'll forget it as it's happening.<br />
<br />
The one thing The Legend of Korra does have going for it is that most
of the attack animations are well done and look cool(ish). That's about
it.<br />
<br />
The world of Avatar is so rich and interesting, which makes the
thought that somewhere out there someone may try this game as an entry
point into the series actually distressing. If you're reading this we
just want you to know that this game does not represent what Avatar is,
watch the first series of The Last Airbender, for the love of Aang. And
to the rest of you: do not buy or play this.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5897174572335511071.post-38223235903475063182015-11-12T10:16:00.002-08:002015-11-12T10:16:41.718-08:00Assassin's Creed Unity parades the series' most profound playgroundIt's a series about dangerous men caught in the ebbs of history,
meeting famous figures and recontextualising their place in our
collective memory. It seems important, then, that Unity, while
continuing that proud, silly tradition, makes its most important actor
the city of Paris itself.<br />
<br />
To look at it simply, Ubisoft's first definitively new-gen stab at
its biggest series is essentially in the Assassin's Creed II mould.
While it might not share the Italian setting or increasingly wizened
main character as the saga of Ezio, what it does retain is a single,
massive urban environment, peppered with instanced missions, a main
character who treads an uneasy line between rakish fop or terrifying
sociopath, and the gentle air of a game that does what it wants to do
(ie offer you numerous ways to kill people while on the sneak) and very
little else.<br />
<br />
Climbing's been improved a tad, with the ability to direct yourself
up and down as well as simply forward, and combat is a little heftier
and more difficult, but the format is intensely familiar. The story
centres around Arno Victor Dorian, a posh, quip-spouting boy - if Black
Flag's Edward Kenway was a volatile Heath Ledger, here we have a
smirking Jake Gyllenhaal - who after the death of not one, but two
father figures, becomes a far more serious (boring?) man with a penchant
for really gaudy coats.<br />
<br />
After what plays out like an 18th century John Hughes film set in
Versailles and a quick escape from the Bastille as the French Revolution
begins, you're thrust into an increasingly convoluted conspiracy story,
where Templars and Assassins swap allegiances seemingly at random,
never quite deciding if they want to help the Revolution along or stop
it, or if they actually like one another this time.<br />
<br />
Two different factions of guards on the street are meant to display the
different sides, but even they seem to be confused for one another
halfway through - maybe everyone swapped uniforms? The intention is to
muddy the waters of good and bad a little, but it comes across as a mess
- if you're not meant to trust characters it should be because they're
well-written, not because they act like mad idiots with the keys to
every world government.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJ48oK0KpRfSMw9wzuwpebHygp-tULHH-BE2Pplv73fXBGljz1HQCIEnUUgom4BfpVNYE9DXUDY4fAthite3dsNyvOJSj7iUbeWIKVTBKsNWzOealsqrpsNvkUMWrI7DjE1xizoMWQVX92/s1600/Assassin%2527s+Creed+Unity+parades+the+series1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJ48oK0KpRfSMw9wzuwpebHygp-tULHH-BE2Pplv73fXBGljz1HQCIEnUUgom4BfpVNYE9DXUDY4fAthite3dsNyvOJSj7iUbeWIKVTBKsNWzOealsqrpsNvkUMWrI7DjE1xizoMWQVX92/s400/Assassin%2527s+Creed+Unity+parades+the+series1.jpg" width="400" /></a></div>
<br />
That's accompanied by yet another take on AC's perennial modern day
sections. It seems even Ubisoft has started to dislike them by now,
streamlining so much that they're now almost entirely represented by
overdubbed narration - the game posits that Abstergo's games division
has now turned the Animus into a hackable games console, Helix, which
you're playing.<br />
<br />
To be fair, there are occasional cutscenes, a very neat opening
device that Ubisoft say we're not allowed to talk about (although you'll
see it literally 60 seconds after you start the game) and some
brilliantly conceived, but maddeningly underused, sections in Rifts -
glitchy jumps in time to other periods of Paris's history. We won't give
details away here, but the fact that some put-upon designer slaved to
make these beautiful slices of period geography that have been reduced
to Time Trial race challenges should be some kind of crime.<br />
<br />
But it's that commitment to world-making that saves the game from
being simply a murder-obsessed mess. Unity's Paris is a maze-like
wonder; an architectural marvel of churches, palaces, slum and shopping
districts, public gardens and, above all, crowds. The attention to
detail is there - Notre Dame cathedral apparently took 3,000 hours to
model, proven by the fact that you'll feel pretty bad as you scamper
across saintly statues' heads to get to the top.<br />
<br />
Also, the power of new-gen tech means that we often climbed the city's
tallest points to get a handle on where to go next (draw distance is,
frankly, astounding from even the furthest removed points) or just to
look out across the whole breadth of Paris at sunset, in a rainstorm, or
as torches were lit for the night.<br />
<br />
Indoors, too - and there's a lot of indoors, with invitingly open
windows everywhere, and whole major buildings ready to explore - the
game looks incredible, with exquisite, context sensitive lighting (we've
never gasped in pleasure at being blinded by a sunbeam before) and a
particular focus on the finery of pre-Revolution French aristocracy. You
get the sense that Ubisoft simply couldn't have made this game before -
at least not with an entirely separate proprietary engine made just to
render fancy velvet upholstery.<br />
<br />
But there's something more human about this place than Ubisoft's
brick-and-mortar work has offered before. Primarily it's in those
crowds: this is the busiest city we've yet seen in any game. Palace
gates are picketed by hundreds of flag waving, heads-on-stick carrying
Third Estate protestors, the Champs-lyses bustles and hums with
bumbling shoppers, and impromptu street parties force you to slow your
parkour march to the next objective just to watch a dance, before you
accidentally interrupt the two young lovers canoodling en privy behind
the stage.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYeKed7JMi62ZuiJK8VtrFVXcA8wER-_2T8XAAuOjiqMTkX2pgQBAxTwyQ4cwTiN2iDX-0F91zAO1a8dSCiWf77IzwKkf6FrOzQ9_92Nr8e40QFJPkIb9ZKKk4Ld5lEMUV0t7HHOUDs_18/s1600/Assassin%2527s+Creed+Unity+parades+the+series2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYeKed7JMi62ZuiJK8VtrFVXcA8wER-_2T8XAAuOjiqMTkX2pgQBAxTwyQ4cwTiN2iDX-0F91zAO1a8dSCiWf77IzwKkf6FrOzQ9_92Nr8e40QFJPkIb9ZKKk4Ld5lEMUV0t7HHOUDs_18/s400/Assassin%2527s+Creed+Unity+parades+the+series2.jpg" width="400" /></a></div>
<br />
They're not simple street furniture, either. Crowds are invaluable
when you're being chased, if anything because the addition of firearms
and realistically tall buildings mean simply hoisting yourself over a
roof to get away from guards isn't always viable anymore. But they're
also a total nuisance when you're the one chasing, often waddling into
your path and slowing you down.<br />
<br />
Fire your gun in a crowd and every person in it will react
individually, spinning to look at you, bolting or drawing their own
swords to join the fracas. They're limited in scope - anyone who isn't a
guard is bafflinglyunable to sound the alarm upon seeing you slit
someone's throat - but they lend the world a believability the series
has never had before.<br />
<br />
Playing itself is more than reminiscent of games past, however.
Unity's biggest innovation is in turning the series' famously limited
main missions into something a tad more open to interpretation. Drawing
on Hitman, you're now placed in a single environment, told to kill a
single target, and left to approach that how you please.<br />
<br />
Secret entrances, unlockable doors and even unique extra objectives
(such as releasing nearby prisoners to cause a distraction, or finding
out your target will be heading to a confessional booth, where you can
hand down your own brand of less-than-holy penance) lend these missions a
better sense of what being a genius assassin should feel like - but
they're never quite as satisfying as the games they draw on.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjBwF8TQ4wggstaRXyqHkXYwrMiDSQ1Z9JQjmDJB-UeEoLiyfepIooCX6kdoC7pO5gHZDHFcRck1W-m0LW1-60BVNxZqXC8q-rlJhkeKakM5OIL8oFxyu0jA1vvEahCvD9-TT6dypbwG1o/s1600/Assassin%2527s+Creed+Unity+parades+the+series3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjBwF8TQ4wggstaRXyqHkXYwrMiDSQ1Z9JQjmDJB-UeEoLiyfepIooCX6kdoC7pO5gHZDHFcRck1W-m0LW1-60BVNxZqXC8q-rlJhkeKakM5OIL8oFxyu0jA1vvEahCvD9-TT6dypbwG1o/s400/Assassin%2527s+Creed+Unity+parades+the+series3.jpg" width="400" /></a></div>
<br />
Every extra element is marked on the map - sometimes accompanied by
giant beacons in the sky, just so you don't miss them - and those
sub-objectives are as easy to unlock as they are unnecessary, like extra
toppings rather than entirely separate dishes. They're the best story
missions Assassin's Creed has seen, but there's still room for
improvement.<br />
<br />
Side-missions are less worthwhile - Paris Stories manage to squeeze
in mini-histories of famous Parisians, but do so mainly in the form of
clumsily narrated fetch quests. Nostradamus Enigmas set you tortuous
riddles for little more reward than a useless outfit and a chance to
sightsee.<br />
<br />
Murder Mysteries should be the best of the lot, asking you to travel
between crime scenes, detecting clues and interrogating witnesses, but
are basically extended 'use Eagle Vision to win' sequences. There are
boring, floating, hidden items stuck up trees to collect, of course -
and the less said about the few ambient events Ubisoft chucked in to try
and keep walking down the street exciting the better.<br />
<br />
The much-vaunted co-op mode - which offers two- and four-player
missions that occur separately to the storyline - should be the saviour
here. It almost is. With a bumped up difficulty, and a little more
license taken with how you're using your borderline superpowers (one
mission has four of you competing to win a French army tournament to get
close to a Templar general), it can be amazing fun - not least when
you're saved by a friend jumping in unexpectedly to stab your enemies
through the neck.<br />
<br />
Sadly, any amount of lag kills the experience, and having one player
who doesn't quite match up in skill level can make sections drag as
they're repeatedly killed or get lost among the crowds. But then again,
the Paris sprawl is more or less what this game is all about.<br />
<br />
Ubisoft's true new-gen innovation has been to make a real place for
one of their templated games to play out in. That game might be entirely
(and occasionally dully) familiar, but the scenery is like little else
we've encountered before. Ubisoft's been Forrest Gump-ing history for
years in an attempt to get us to engage with it, but we've never felt
more like we were a part of the old world than in just walking those
streets.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5897174572335511071.post-68138816337953888212015-11-12T07:47:00.001-08:002015-11-12T07:47:51.847-08:00LittleBigPlanet 3 is undoubtedly the best entry in the series<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib_Cid3EQe7vbBojxNCI_6zwjCwAhdezPx-CzffgCnjo0aD92oruigsDKQ6zc3f-F-ahAWOfq9tSejvqewStx8Aw4woNo7PkJDLlKSUFv_SdKDDkWLkdpjqaZ3na0BS3fmAF0qk0cuHJ1F/s1600/LittleBigPlanet+31.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib_Cid3EQe7vbBojxNCI_6zwjCwAhdezPx-CzffgCnjo0aD92oruigsDKQ6zc3f-F-ahAWOfq9tSejvqewStx8Aw4woNo7PkJDLlKSUFv_SdKDDkWLkdpjqaZ3na0BS3fmAF0qk0cuHJ1F/s400/LittleBigPlanet+31.jpg" width="400" /></a></div>
<br />
The most obvious changes are the three new characters: Toggle, OddSock
and Swoop, each with a specific ability - size changing, speed, and
flight, respectively. They're clearly there to give the whole package a
facelift, but we're not completely sold. They work, but are definitely
the 'not Media Molecule' bit.<br />
<br />
However, what the new cast do, along with several other additions, is
enable the creative side of the game for more (slightly) casual players.
If you have a character pre-built for speed then it's easier to make
races, for example. That idea carries through to gadgets and tools -
things such as teleporters, ziplines and jet boots now possess far more
'straight out of the box' creative potential than ever before.<br />
<br />
Where previous LBPs relied more on taking raw components - the
pistons, motors, switches and sensors - and crafting tools from them,
this provides a far wider range of pre-built options. If, when asked,
you decline to activate Advance Create Mode then the simplified
selection makes building less daunting. Many mechanisms can largely be
used as is, encouraging a more 'drag and drop' feel to making stuff.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicwwvQK5HOUe_G-McUfUyZGGszKouqkMiqpP4FnYtMu2ywKkwmQGXzBiC0jzsaB2cKJS5ej7VavS1eTBU6mWa0ssVrcu3uOGSNfkNryOqe_LnJlrvIqkrEKgQjvuvkCMKy-cnAmIiZ6VWM/s1600/LittleBigPlanet+32.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicwwvQK5HOUe_G-McUfUyZGGszKouqkMiqpP4FnYtMu2ywKkwmQGXzBiC0jzsaB2cKJS5ej7VavS1eTBU6mWa0ssVrcu3uOGSNfkNryOqe_LnJlrvIqkrEKgQjvuvkCMKy-cnAmIiZ6VWM/s400/LittleBigPlanet+32.jpg" width="400" /></a></div>
<br />
There's a more immediate range to the space you can build into now as
well. The old three-layer system has been expanded to 16, creating more
literal depth to the previously 2D construction. So, even without going
near cameras, character tweaks or any more involved mechanics, you can
make more interesting levels straight off the bat.<br />
<br />
The sense of accessibility is also aided through some excellent
tutorials. Where previous games rattled through quick video descriptions
and left you to work out the rest, this uses a mix of puzzles and
gameplay to practically apply the knowledge you'll need. You'll be
tweaking settings and properties to bridge gaps or reach prizes, and
learning far more effectively through doing than watching.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7mNq6Am4ksqoXgto4CF2HVW3jRoOy3GYpZhHtZM_ueLvxGjO2uQzEdGPlFuhupTIy8d8G8OWv9cQ9AmYeqHYi92mcEGApA_z2Ay29DLMURsQPal_JVfIolgui7patx89Wri1J-OCdv8uS/s1600/LittleBigPlanet+33.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7mNq6Am4ksqoXgto4CF2HVW3jRoOy3GYpZhHtZM_ueLvxGjO2uQzEdGPlFuhupTIy8d8G8OWv9cQ9AmYeqHYi92mcEGApA_z2Ay29DLMURsQPal_JVfIolgui7patx89Wri1J-OCdv8uS/s400/LittleBigPlanet+33.jpg" width="400" /></a></div>
<br />
If you've never created before, or always been a little daunted by
the prospect, this is probably the easiest 'in' you're going to get.
It's not as instant as Project Spark's pre built toy box, as some
assembly is still required, but you'll be able to do more with not a
great deal of extra effort.<br />
<br />
The only downside is those tutorials only cover the basics, which is a
lot like swimming lessons that only cover walking through the shallow
end of an Olympic pool. Activate that Advance mode and the deep end
looms with all the promise and threat of a bottomless abyss. There's no
guidance for some extremely complex concepts, and Sumo's attitude to any
education past a quick paddle seems to be to throw you in and watch as
you splash about.<br />
<br />
Simply navigating menus is a skill in its own right due to the wealth
and complexity of the content. The potential is huge but overwhelming,
and the lack of guidance seems a little cold.<br />
<br />
There are some things here we only know how to use because we've
played all the previous games. Gadgets such as the microchip or
Controlinator, along with other things introduced in LBP 2, are simply
sitting in the menu, unexplained.<br />
<br />
If this is your first time in LittleBigPlanet, good luck making sense
of any of that. Similarly, there are new tools - such as the ability to
create bespoke power-ups - that we only know about because we've had
them shown to us at press events.<br />
<br />
How the average gamer is going to piece this stuff together unaided
is a bit of a mystery. There's a new set of Dynamic Thermometer tools,
for example. In LBP the Thermometer traditionally measures the size of
your level, filling up depending on the quantity and complexity of what
you build.<br />
<br />
Now you can create larger levels using a Loading Linker, Preloader
and Permanency Tweaker. Powerful tools, but mastering them without
introduction is largely a process of trial and error, and occasionally
howling to whatever gods are listening.<br />
<br />
Obviously, the more complicated stuff is always going to require
commitment, but presumably the assumption is that once you pass a
certain level of complexity, you're in it for the long haul -
investigating and learning, or going on forums. But it's still a
surprise to see just how much you're left to fend for yourself.<br />
<br />
The reach and options make this feel like an actual game engine. A
highly stylised one, admittedly, but just as powerful. Yet it'll come at
a cost if it's your first experience of the series. There are powerful
tools and gadgets here with no more than a ten-word sentence to
summarize, at times, almost limitless potential.<br />
<br />
Even the syntax of how to connect some things will basically be
guesswork if you've not wired together a circuit before. The thing is,
people will. If past games have proved anything, it's that the LBP
community will think nothing of rinsing every potential opportunity and
possibility from the systems at play here. However, it's an odd
combination of accessible components, carefully explained, mixed with
terrifyingly complex and utterly unelaborated parts.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEdAQ8Ghlcr9K9u6mm71sEqCfB4c3rocV5rWIBjZ267cwg6mTgx3nNG6f8L7SefevtrLDbvnkyo-KI-QfRRAB5pYQmK-SbuHAOx-OmYLQtVzQZiTF4D6Zitdx_fDQnxfUzh-Lj_cWz0p3K/s1600/LittleBigPlanet+34.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEdAQ8Ghlcr9K9u6mm71sEqCfB4c3rocV5rWIBjZ267cwg6mTgx3nNG6f8L7SefevtrLDbvnkyo-KI-QfRRAB5pYQmK-SbuHAOx-OmYLQtVzQZiTF4D6Zitdx_fDQnxfUzh-Lj_cWz0p3K/s400/LittleBigPlanet+34.jpg" width="400" /></a></div>
<br />
The incredibly brief story (bar a few side-missions) also puts the
emphasis more than ever on individual creation and community content.
It's worth noting the new tools and ideas make for some of the most
enjoyable stuff to date, but the seamless integration of all the old
content is also impressive, creating a huge amount of available things.
It was also nice to see all our old LBP 1 and 2 levels imported.<br />
<br />
This is undoubtedly the best entry in the series, giving an
unparalleled creative experience on console. But it's also the most
confusing. More accessible, terrifying, approachable and
incomprehensible than ever. There's plenty of creative fun to be had,
but if you're going to take it really seriously then it's going require a
lot of blood, sweat and stitches.<br />
<br />
<br />
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-5897174572335511071.post-83736373350255168912015-11-12T06:33:00.000-08:002015-11-12T06:33:59.349-08:00Binary Domain review - A brave attempt to innovate in a tired genreBinary Domain is a third-person shooter from the team behind the
Yakuza series. Its big gimmick is that you can use a headset to issue
commands or talk to characters. This would be cool, if only the AI
wasn't so disastrously thick, and the speech recognition so hit and
miss.<br />
<br />
Either they hear your commands and refuse to follow them, or they
think you've said something completely different. Whenever we shout
"Regroup!" in our loudest, clearest voice, Big Bo thinks we're saying
his name. "Wassup, man?" he replies as enemies overwhelm and kill him.<br />
<br />
Honestly, it's easier to use the controller. Then the game actually
becomes fun, because you don't have to worry about your dimwitted
companions ignoring or mishearing you. You just press a button and
choose from a selection of pre-set commands, and they respond instantly.
When you choose to play without a headset connected, the game protests
that you won't have as much tactical control, which is a lie. Ignore it,
don't bother with the voice control at all, and just enjoy the game for
what it is: a dumb, enjoyable, super-simplistic cover shooter.<br />
<br />
<h3>
LOVE AND HATE</h3>
You play as Dan Marshall, a member of an elite group of soldiers
whose job is to hunt Hollow Children: machines that look and act like
humans, but who don't actually know they're robots.<br />
As you might expect from the writers behind the Yakuza series, the
story is compelling and well told - even though the dialogue of the main
characters is made up entirely of terrible action movie one-liners.
It's never a masterpiece of narrative, but it's better than most
shooters.<br />
<br />
What's really clever is how interactive it is. Occasionally
characters will stop and ask you a question. Depending on how you
respond - which you can do by either pressing a button or speaking into
your headset - their opinion of you will change. The more they like you,
the more receptive to your orders they'll be. If you've pissed them
off, they'll ignore you. It makes you feel like you're actually taking
part in the story, rather than just watching it play out in cut-scenes.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPXQ76raiNG5cdNpM9QrRSCfTq3oN5eBlaQ2aq2gwNikY-H-RoofE8BagT5GmOUdN1GwGL8zBa_KolvGcgIQERcrMa182dqmQyrAEVMgCh4K4pnYD4E1B9LZgdItUzhEDglIQC8OtanG-M/s1600/Binary+Domain+review+-+A+brave+attempt+to+innovate+in+a+tired+genre.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="224" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPXQ76raiNG5cdNpM9QrRSCfTq3oN5eBlaQ2aq2gwNikY-H-RoofE8BagT5GmOUdN1GwGL8zBa_KolvGcgIQERcrMa182dqmQyrAEVMgCh4K4pnYD4E1B9LZgdItUzhEDglIQC8OtanG-M/s400/Binary+Domain+review+-+A+brave+attempt+to+innovate+in+a+tired+genre.jpg" width="400" /></a></div>
<br />
In an early level, Dan and Big Bo team up with Faye, a beautiful Chinese
agent. As you move through the level, Bo comments on her 'great ass',
and asks you what you think. If you join in with the blokey cat-calling,
his opinion of you will rise, but Faye's will drop - and vice versa.
Later, a fifteen year-old girl flirts with Dan and asks him if he'll be
her boyfriend. If you say yes, you'll get negative points from your
entire squad. The game has a keen sense of humour.<br />
<br />
It isn't just dialogue that affects your squad; your actions do too.
During combat, your performance is monitored by your team mates. If it
takes you longer than it should to get through a group of enemies,
they'll shout at you and you'll get negative points from them. "That was
terrible!" they'll shout - though if you kick ass, they'll love you:
"You really are the best!"<br />
<br />
You'll also lose points if you screw something up. In one level, you
have to sever a power cable and time it so that it swings into a giant
robot and fries it. Mess it up, and your squad will be furious. It's an
interesting, dynamic way of incorporating choice and consequence into
the game, although none of your mistakes, or victories, feel like they
have any far-reaching effects; they're confined to the situation you're
in at that precise moment.<br />
<br />
Still, you can't fault the developers for trying something new in a
stale genre. Even though Binary Domain is a clear attempt to appeal to
Western audiences, it's still distinctly a Japanese game. The setting, a
futuristic vision of Tokyo, is lovingly detailed and faithful to the
real location - just as the streets of Tokyo are in the Yakuza games.
The enemy designs - especially the giant, screen-filling boss mechs -
are pure anime, and are more than a little reminiscent of Sega's
Vanquish. This is no coincidence, as both games share the same producer,
Jun Yoshino.<br />
<br />
<h3>
SHOT IN THE DARK</h3>
But let's talk about the game at a more basic level. As a shooter, it's perfectly good - not great, not excellent, just <i>good</i>.
The weapons have a satisfying kick, the cover system is responsive, and
enemies are brutally tactical, flanking you at every opportunity. It
just doesn't have anything that makes it stand out from the crowd, and
it lacks the technical prowess and polish of something like Gears of
War. But you have to give Nagoshi and co credit: they've never made a
game like this before, and they've done a better job than some
established Western developers.<br />
<br />
Well, in most cases. There are some set-pieces that drove us to
pad-hurling frustration because of the dense companion AI. About halfway
through the game you find yourself fighting a huge, flying mech. You
have to destroy its engines with a homing missile launcher, but every
time you lock on, it sends out dozens of tiny drones that block your
shot. You might think that your two AI team mates would shoot them away
for you. But they don't. They just stand there.<br />
<br />
Innovation in third-person shooters is a rarity, which is why we
can't help but admire Binary Domain despite its flaws. The voice control
gimmick is largely terrible, but the interactive story and real-time
consequences give the otherwise unremarkable combat a unique edge.
Ultimately, the game's problem isn't ambition or ideas, it's idiotic AI
and inconsistent, predictable level design.<br />
Unknownnoreply@blogger.com0