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Final Fantasy XIV: Armoury Compendium Guide

Final Fantasy XIV: Armoury CompendiumGuide
In conjunction with the release of Final Fantasy XIV we present the first in a series of specials on the new MMORG weblog Square Enix. The first concerns the particular Armoury System:
The Armoury FFXIV nod to that present in the various chapters precendenti (FFIII, FFXI, FFV) is a system that allows you to dynamically change the class or their "job" without having to go to create a new character to try out new mechanics, which leads to other MMOs have a true and proper string of characters. The system of Armory, as regards the classes "offensive" or "Exp in combat" is divided into two major archetypes: the system is a system of disciplines completivo to the one tested and most classical linear progression of the physical layer of its PG .

Introduction to the Discipline of War

The Disciplines of War includes "roles" of DPS and Tank. As the name suggests, all the "job" are directed to a user who loves the melee, or who prefer a style of injury rather than a style of magic from afar. Peculiarities of the system of this discipline, is the heavy use of TP, combo points accumulating up to a maximum of 3000, essential to be able to "throwing" ability to give powerful (Red Lotus) or ability of utilities varies (Phallanx).

Gladiator
The Gladiator embodies the warrior balanced, willing to defend his group from the attack of the enemy. Heavily equipped, is a class that can equip shields from high-strength and use it in battle or as a defensive weapon, both as an offensive weapon. The provisions of the Gladiator weapons are the dagger and shield.

weapons
A list of weapons used in the game can be found in any database:
List daggers In-Game
Peculiarities of these weapons are much the value of damage "Slashing" or "Blunt", respectively, translated in "Slash" and "Impact Damage".
ability
A list of the skills you can get it from any database:
Gladiator Skills List
for what it concerns the use of the shield:
Shield Skill List

Basically, we can see that the Gladiator is conducive to using Quick damage, counters you, sfiancamenti and high defense, at the expense of damage, power, precision. The statistics are certainly important for gladiator Vitality, Srenght, Mind and Dexterity.

Marauder
The Marauder is a quintessential heavy damage and slow, wielding two-handed weapon that slows movement in combat, it however, as sharp as a razor can inflict heavy damage to the monster. The role of the Marauder is certainly that of pure DPS, where possible allocated laterally or posteriorly to the monster that you fight, better to inflict as much damage as possible. The Marauder's distinctive weapon is the ax.

weapons
A list of the axes in the game can be found in any database:
List Axes In-Game
Like Gladiator, damage more effective attacks are made ​​with "Slashing" and "Blunt", although in percentage favoring Slashing attacks.
ability
The ability of Maruader can be found in any database:
Marauder Skill List
The skilfulness of the Marauder are predominantly of attack, wearing out the opponent by bleeding and improvement of their physical values​​.

The key statistics are Strength, Dexterity and Vitality.

Mass Effect 3 Review

Mass Effect 3 Review


Mass Effect 3, action-RPG outstanding team of Electronic Arts, call to arms! Answer is not an obligation but a duty for all the settlers and the Earth, because Earth is under attack and the enemy is powerful and determined to gradually and systematically destroy the galaxy, the entire Universe. The Raiders, as expected, appeared suddenly and have no trouble beating the lines of defense land, overcoming the last lunar outpost, and reaching the surface of the planet in an instant, leaving no escape. It's time to ask if you are ready to go for broke groped in the hope of changing the destiny of the whole world!

The epic nature of the appeal made by BioWare is also likely to influence those who are not normally interested in the particular genre of game. Assume the role of Commander Shepard is an engaging, even moving at times, so that you realize very soon be faced with a title of rare and precious value. Pair a great sci-fi novel or a blockbuster film, Mass Effect 3 is able to convey to the player a sense of empathy with the protagonist as to induce him to plead the case of Shepard without hesitation. Accomplice, of course, massive infrastructure narrative and detailed retrospective.

The message conveyed is complex, deep and plumbs the depths of the human psyche, offering insights on social and ethnic barriers, on the spirit of selflessness and sacrifice, death and love. The plot takes the reins of the story exactly the ending of Mass Effect 2 and provides the ability to import your character from the previous bailouts, exactly as was done between the second and the first chapter. The result, for fans of the saga, is a deep sense of continuity, which does nothing but increase exponentially with the involvement in the events of Mass Effect 3. Obviously you can decide to use the standard characters, both male and female in its variant, choosing the class that best suits your style of play between Soldier, Forces, Scout, Sentinel, Adept and Engineer.

The first thing you notice is the attempt to offer a game that you can adapt to various types of player, offering at first three different approaches that will modulate the basic components of Mass Effect 3. And so, you can choose to face the game in action, voted to the mere exercise of war and private interaction during the narrative. The option Roleplay is designed to ensure that we deal with Mass Effect 3 in its entirety, as it was initially conceived. While the story mode, it is easy to understand, will focus more on plot than on firefights. Once in action, you immediately feel the intense work of optimization of the experience that was brought forward, trying to solve all the problems that were left unsolved in Mass Effect 2.

Every facet of the gameplay has been refined, and, during the initial stages, once you begin to feel the first alterations, such as the dynamics of displacement, which provide a much better feeling when moving, also because of a more dynamic management and choreography of shots. As just taken the first weapon in hand (and anyway, most clearly, on the occasion of the first major gun battles), it also highlights the work of perfecting the system and aims to hand combat, this time much more credible and rewarding. The management team, already satisfactory in the past, was made necessary in the face of a considerable increase in the artificial intelligence of enemies, now more fearless and able to adopt tactics worked.

Team play will therefore be essential, especially when they begin to confront the first enemies with bullet-proof shields, which must necessarily be attacked with biotic powers, more useful than ever in the whole adventure. Crucial in this regard, the right balance of teammates based on the class chosen for Shepard, so concerted attacks combined, especially in advanced missions. The game interface is largely unchanged and, taking advantage of the practical radial menu will allow you to temporarily pause the action in Mass Effect 3 to study the best tactic, giving orders to your team and choosing wisely what power or biotic enhancement use, or mapping them on the appropriate buttons.

In order to streamline and optimize the gameplay were also made cuts and changes. In particular, the mini-game has been deleted hakeraggio to open some doors and containers. A small elision that, personally, could also be avoided. Modified and improved considerably, however, the collection and management of resources, redesigned from scratch to offer something more intriguing than the slender and unnerving scans of the planets, looking for materials, seen in Mass Effect 2. The new proposal is based on a sort of sounding space, with which you can quickly identify the most interesting celestial bodies of the planetary system visited, only after passing a revised version of the scanner in Mass Effect 2. To add a touch of suspense, BioWare has seen fit to correlate the use of spatial sounder state of alert of the Raiders, who will become ever more aware of your presence each time you use the scanning tool, to force you to temporarily leave the system planetarium.

Whether you are on a mission, or visiting the Citadel (and anyway, depending on your choice of game modes), you will be asked to constantly interact with many characters, often choosing among multiple responses that affect, as expected, your moral alignment. Obviously, since the ultimate purpose of mission is always to save the Earth and the universe, you can freely enjoy the dark side without fear of incurring a penalty of any kind. The important thing is not to be heroes, or Forsaken, but to achieve concrete results in the recruitment of the most powerful army that can confront and defeat the intergalactic, once and for all, the threat of raiders. Notwithstanding that, as confirmed by the same BioWare, one of its possible endings will consider your bankruptcy ... Try, therefore, possible to establish more alliances with races that populate the fictional world of Mass Effect 3, because the more dexterous you are, the better the chances of victory.

If you decide to play this masterpiece on Xbox 360, PlayStation 3 instead, know that you can also use voice commands with Kinect! The alternative input works well and allows you to coordinate complex tactics of attack and never access the radial menu and pause the action on screen. The downside is a slight lag in the execution of the orders, although functional and perfectly understandable, may pose problems during combat more extreme. The choice is yours to use or not of this alternative system, voice input, it still provides a higher level of empathy.

Also new to the series, this time common to all gaming platforms, is the introduction of cooperative multiplayer for four players. BioWare is well integrated with the main story mode, proposing a series of specific missions that, if fully executed, will affect the availability of resources in the main campaign. The structure of the multiplayer in Mass Effect 3 is very similar to the well-known Horde mode in Gears of War, but the hand pad eguagliarne fails to surrender, even if the fun is guaranteed! Compared to the single player campaign, in which the play as Commander Shepard and an earth, certainly provides the added value of the clothes worn in combat aliens of other races. A strong shock to longevity, however, that settles itself on forty hours of single player game.

Technically, with Mass Effect 3 we are faced with a title designed in detail to impress with a yield of audiovisual true blockbuster and Engine 3's latest release provides all the power needed to generate amazing images from the impact. Of course, the title is not free from minor defects, the most careful and fastidious seize with slight disappointment. But the economy of a project so vast, even if sometimes polygonal models disappear just before a shot change, and the age-old problem loading the texture tends to recur again, there's no reason not to stay fully satisfied with the outcome. The soundtrack, epic and atmospheric not fail to emphasize the most exciting moments with the necessary decision.
Mass Effect 3 For Xbox 360
Mass Effect 3 For PC (Windows 7 / Vista / XP)
Mass Effect 3 For Nintendo Wii U
Mass Effect 3 For PC Download (Windows 7)
Mass Effect 3 For PlayStation 3

Street Fighter X Tekken Review

Street Fighter X Tekken Review


Capcom is certainly not new to the size crossovers, just think of the long-lived and successful sagas vs. Capcom. SNK or Capcom vs. Marvel. With Street Fighter X Tekken, however, the software company Nippon undergoes a work that is unprecedented, mixing the world of Ryu and his friends with the opposite result of Tekken, the popular Namco fighting game dimensional weblog.

The story mode found in Street Fighter Tekken X tries to explain (actually unsuccessfully) why the fighters of both universes make common cause to address an imminent threat, no other than come from outer space: an asteroid is cubic it crashed on Earth, bringing with him a mysterious and wonderful power, obviously evil, the heroes fighters must face together.

As usual, the story mode you simply concatenates clashes in sequence without entering a narrative element, except for the traditional final movie. We are still talking about a fighting game, a genre which the plot has always been a matter of contour, if not a taboo, but minimal creativity and originality would have been welcome, given the view and presence in Street Fighter X Tekken two worlds by the charismatic and highly charged enormous background.

To merge two completely different worlds of play, a one-dimensional and two-dimensional array, the guys at Capcom have taken strong infrastructure play Street Figher IV and we have thrown in the characters in the Tekken series, adapted of course to the two-dimensional combat system of the series carrier. The game has a structure tag (like Tekken Tag Tournament) in which you can choose two characters and switch between them at any time during the meetings. However, unlike other fighting game with the tag system, in Street Fighter X Tekken enough that one of his comrades die to lose the final round, so it will be crucial to work with care and intelligence exchanges.

These can be in simple form through the simultaneous pressing of two keys (who however, discovered the fighter for a few seconds), or accompanied by a combo called Cross Rush or four shots from a special move. Missed the bar for super moves divided into three segments and Member of Parliament using special moves, which can be spectacular ultra combos, special moves, countermoves, or snapshots attacks forever linked to the nature of the title tag as the Cross Arts, Ultra moves performed torque, and Cross Assault, a combined assault in which both team mates are in the field simultaneously, one of two course run from artificial intelligence and therefore not very efficient. According to the power of the art, will empty one, two or three bars at a time.

Other interesting features include the ability to upload your shots simply by holding down the special button on the Mode and Pandora, an unusual feature that can be activated only by sacrificing the character who has a 25% or less of life. In this mode, the remaining fighter team acquires super strength enabling it to perform super moves that can remove 40% of life opponent in one hit. In this super-state can be alone for a few seconds, after which, if not eliminated the other team, you lose the match. Deciding to choose the Pandora Mode, even in extreme situations, could be a voluntary suicide for most of the players of Street Fighter X Tekken, but instead can be a deadly weapon for experts, for which precisely the mode has been designed.

Last but not least, the innovative and original system of gems, a mechanism that allows you to equip your fighter with three powers for a certain period of time (5 or 10 seconds), some increases character skills. The idea was to make every Capcom fighter but potentially different from the others, though certainly very interesting, the buds are less revolutionary than you might think.

Gamepad in hand, immediately breathe a strong hybrid nature. Already after a few minutes of playing anyone, who grew up on bread and barrels virtual who's never seen a fighting game in his life, you will quickly feel comfortable with the controls, the various special moves and combos. At the same time, thanks to special features such as Pandora Gem Mode or System, designed specifically for an expert audience, the play acquires a dimension deeply hardcore.

In terms of content, Street Fighter X Tekken Training includes the classic mode suitable to train and learn new techniques, a robust tutorial for beginners who want to learn from scratch and discover the secrets of the combat system and fun missions in which you have to win series meetings with certain disabilities. Real innovation in this sense is, however, Scramble Mode, playing 2 vs. 2 in which all four contestants are simultaneously on the screen. The mode is fun conceptually, but at the end proves to be very, very chaotic. Being a sort of party game, will definitely be a good pastime of the fleeting nature, but nothing more.

Ultimately, the contents of Street Fighter X Tekken, despite the hybrid nature and the presence of two unlimited licenses, are a bit 'poor and fail to stand out from the crowd, except for the aforementioned Scramble Mode, so funny on paper how little playable. But that will certainly annoy the fans, always in terms of content, is the decision to block certain characters from the roster (twelve to be exact) to make them available only later through DLC. A shot hunchback perpetrated against fans who do not feel entirely honest.

Technically speaking, Tekken X Street Figter performs a graphic characterized by ups and downs. While, in fact, the scenarios are very unconventional and very rich in brilliant easter egg from the immense imaginary universe of Capcom, the other, the attention to detail is understated. All this, however, you soon forget the exceptional fluidity and style cartoon and always fits perfectly both wrestlers Street Fighter than Tekken, which thanks to the lifting two-dimensional graph with colorful cel shading seem truly born again. Excellent and well paced and the soundtrack used good audio sampling.

Street Fighter X Tekken crossover could be the final, a great occasion where two of the largest ever piacchiaduro could reach Olympus, like holding hands. The game is very valuable: the gameplay is solid, suitable for all types of players, interesting news items like Gem System are from series A, but the paucity of content (due in part to the strong policy related to DLC) is a shortcoming that in the long run, will be heard.

Street Fighter X Tekken For PLAYSTATION 3
Street Fighter X Tekken For Xbox 360
Street Fighter X Tekken For PlayStation Vita

FIFA Street Review

FIFA Street Review

In its most traditional and common form of football has always been considered the one to eleven, the spectacle of the great stages of business, the Champions League and the samples that advertise sports brands and more. There is actually a very thick undergrowth of football variants of many different types, ranging from very classic to five football from the gym or the road to the frenetic and physical football at seven. And it is just thinking about these minor sports that Electronic Arts once again the fourth installment of FIFA Street, farcendolo with many interesting innovations.

Unlike all previous chapters that offered only national teams, the FIFA Street club also puts on the table and, specifically, are all formations of Serie A, Ligue 1 (France), Bundesliga (Germany), Premier League (England), Liga (Spain) and Major League Soccer (USA). A choice that rises exponentially the number of formations and players available, varying no doubt supply of content experience, without considering that you can create a custom team from scratch, with the support of a dedicated editor. Given the nature of the game on a small scale, developers have rightly opted for the inclusion of only the most representative players and, therefore, every team has a shortlist of thirteen players. This, at least in theory, Electronic Arts, as in practice many athletes of a certain level have been forgotten in favor of other much less known.

As for game modes, FIFA Street offers a fun package rather broad and multifaceted. To begin to become familiar with the game system, which is still pretty intuitive and quick to learn, is the arena of training: very similar to FIFA 12, but obviously much smaller. The second option is to Take to the streets, a sort of aggregator for matches that proposed to face the traditional friendly in several ways. Version 5 vs. 5, which represents the most natural and wild amateur street football, the one without rules, referees and where everything is allowed, except for a slide tackle. The field has no lines out since the limit is described by a wall or from a network, so you can exploit it at will to make the banks or other techniques dirty.

Another challenge is the present King of the tunnel, a practice match 2 vs. 2 without doors but with very small doors, in which the goal, as stated clearly by the name of the mode itself, is to make the tunnel opponent trying to get the most points, however, that are assigned only after scoring. It is also possible to increase the score also played by aerial or dribbling. Could not miss the soccer mode 5, which represents the classic sport of soccer with all applicable rules, then: corner kick, throw-ins and the presence of the arbitrator.

Lovers of the knockout will divertisti with Last remains, a very original FIFA Street Challenge where the winning team is left with no players. The latter leave the field after scoring only, therefore, the closer you get to victory, the opposition becomes more unlikely and interesting. Closes the circle the inevitable custom mode, where is the player who decides the parameters of the challenge, starting with 1 vs. 1 up to a maximum of 7 vs.. 7, with the possibility to set time or specific goals, such as the number of goals or dribbling needed for victory. All games described above can easily be played online, even in mini leagues for ten games in a similar manner to that proposed by FIFA 12.

As the manual teaches good football game, the real experience is conveyed with World Tour, which is the traditional career mode in FIFA Street provides the foundation of his own team from scratch, choosing the name, by customizing the uniform and also shaping new players. Following the line of arcade gameplay, the climb to success puts the player in front of more and different challenges, which take turns playing the different types of views in the mode Hit the road, starting with regional commitments to reach the World Cup. Every time you win a match you earn awards, which can be invested to unlock new items to customize the design or the ability to add other embellishments such as name, number or emblem on the shirt. Very important in this mode is also the component ruolistica, in fact, playing you earn experience points that are used to improve the statistics and abilities of their players such as shooting, dribbling, defense, feints, and much more. Obviously, the tour also be faced online.

Technically, this new FIFA Street forget the past and cartoonish caricature of the third chapter, to embrace a completely realistic graphics. As for characterization, much work has been done to make clothing as possible heterogeneous colors are those of the team membership, but put are different for each athlete and include many types of suits, hooded sweatshirts, with zip, shorts, t-shirts and turtlenecks. The graphics engine used is the same as FIFA 12 and, while the polygonal models of the players are basically the same as seen in the older brother, the playing fields have a greater detail, also because of their restricted nature. Excellent soundtrack, always on the piece to highlight the intensity of the action, while it is absent a true commentary replaced by noises, screams and voices typical of street football.

FIFA Street is a good product for those who like impromptu street football, spectacular, Technical, bandied and the intense pace, but that does not linger in various forms and tactics typical of the game to eleven. Read in this light, street football weblog Electronic Arts may be a really fun hobby, which should not be construed as an alternative to FIFA 12.

FIFA Street For PLAYSTATION 3
FIFA Street For Xbox 360

Silent Hill: Downpour Review

Silent Hill - Downpour Review

Always the saga of Silent Hill has focused on a type of horror markedly oriental design, a greater focus on psychological and emotional distress that the plot was able to raise, rather than abusing explicit images and splatter scenes, just to generate a different type of terror in the player. The apex of the concept of horror made ​​in Konami was reached with Silent Hill 2, PlayStation 2 glorious title whose melancholy and harrowing atmospheres have left a deep impression on those who have had the pleasure of completing it, over and over again for each expected end. The level of involvement and the narrative quality that have graced the second installment of the series have never been equaled more later, even if the honest third episode (also on PS2) has scored new achievements in the artistic and technical side of purely graphic. Silent Hill: Downpour arrives on our screens today at about thirteen years by the founder of the series, released back in 1999 on PlayStation, and is having to deal with a handful of missed reboot and questionable spin-offs, orphans of creativity typical the origins of the survival horror targati Konami Computer Entertainment Tokyo.

Over the years, we have succeeded to the internal team other developers in the creation of the following titles to Silent Hill 4: The Room. This time, Silent Hill: Downpour, the direction of the project has touched Vatra Games. I approached this title with the mind free from bias as possible, trying to ignore past failures, and the fact that the output of the title has been postponed due to a hail of feedback, not just flattering at the demo presented last E3.

The plot of Silent Hill: Downpour revolves around a new protagonist, Murphy Pendelton, apparently a crook and a violent, possibly a victim of events. Your alter ego is a prisoner who is serving his faults, of which you will be duly kept in the dark when you make his acquaintance. The opening, which gives a nod to many classic elements of the series, see Pendelton forced to transfer to a prison even harder than the one in which houses. Like all victims call for trial of Silent Hill, Pendelton also will remain involved in a car accident that leaves him alone with himself ... but certainly in the company of something else.

In spite of much classical approach, the plot of Silent Hill: Downpour still manages to nail front of the screen, offering a charismatic protagonist, called to confront her past and making moral decisions can influence the epilogue of his journey in delusional hell on earth that is Silent Hill.

The environments, both indoors and outdoors, are deeply disturbing and terrifying at the right point to take away the safety of quietly explore every corner, but cleverly structured so as not to deprive you of the desire to do so ... reluctantly, in fear of being attacked by some abomination. The subtitle of the play, translated into Italian, means "shower" or "flood" and there will, in fact, times when storm clouds and lightning charges are coming on the streets of Silent Hill, spewing water on the asphalt and causing the deformed enemy creatures to conduct far more aggressive to you! There will be even allowed to take the city through the underground tunnels, but this will not save you from disturbing the ghostly presences that inhabit the city.

The continuing gap between the real plane and the deformed parallel universe that lies beneath the thin, fragile layer that covers normal Silent Hill has always been distinctive feature of the series, have been enriched by the introduction of pulse-pounding chase after the sessions. Generally, in fact, the transition to parallel reality heralds the appearance of an abstract entity, a sparkling red light that will chase Pendelton's completely up to it draining the life energy. The only solution to avoid certain death in Silent Hill: Downpour will be to get away as quickly as possible, hoping to have chosen the right path. If, on the one hand having to decide what direction his way through various obstacles and monstrous strikes a fair sense of anxiety, it is also true that, ultimately, you just have to repeat these sessions until you have found the correct path. Mechanics of so-called trial & error that could turn up their noses at some of the players.

Unfortunately, Vatra Games has decided to maintain, for better or for worse, a fairly canonical approach with regard to gameplay, not deviating significantly from the guidelines set by the classic survival horror genre and, specifically, a series that has been designed at the end of the last century, with results anachronistic in many choices of game design. The combat system, for example, seems too crude and cumbersome to be mostly focused on the dynamics Hack 'n Slash: racimolerete around the weapons that will only break too easily, but most can not rely on a system lock opponent. Too often, moreover, you are obliged to direct confrontation and the mechanics of the fight, not at all finished, and also suffering from a neurotic management of the shots, make no doubt frustrating the melee. Silent Hill: Downpour is saved at the last minute only because of the fact that, finally, the protagonist is able to move like a human being rather than as a crawler (lack of which has also recently released another famous survival horror series , Resident Evil).

Even in handling the camera, Silent Hill: Downpour is limited by the decision to adhere to the dictates of the original Silent Hill, which required claustrophobic shots and a limited range of visibility from the blanket of fog prevailing: constraints probably related to the hardware limitations of the console time. Fortunately Vatra Games has also taken some liberties, and partly reinterpreted the original recipe, using the fixed camera system only in certain situations, and opt for free management of the camera for the remaining part of the adventure. Also in view of fidelity to the original, but with a hint of contemporary features, you get an inventory overlay much leaner than before, as well as the assignment of the medkit to the right of the touch-pad. Solutions which, taken together, hurl the gameplay and make it attractive, although not perfect.

The level design, you feel the desire to offer something more than the usual fixed routes, but failed to hit the target completely. In some ways, the feeling of freedom path resembles that given in Alan Wake, also because of the initial setting Scots. You can beat some alternative routes, but mostly to visit the inside of some of the houses of Silent Hill. Those of you who, at the time of the first game, did not try to intrude unnecessarily in one of the mysterious doors of apartments and shops? The good thing is that these are stable in all respects to the missions, which will put you ahead of puzzles and narrative excerpts from unpublished, that will earn you a few extra supplies and more will enrich the gaming experience of disturbing aftertaste new and terrifying urban legends. All those who want (and have the courage) to explore the full Silent Hill, will enjoy the added value of these side quests.

Graphically speaking the title appears, unfortunately, lame. It is not merely a question of poly-count and texturing, whose goodness is guaranteed by the intrinsic qualities dell'Unreal Engine. Settings and characters are, indeed, a good visual quality, although fluctuating, suffering because of a framerate dancer. The real problem seems more related to style choices: despite suggestive settings and a general mood of convincing, will not adequately reflected in the designs of their enemies, quite anonymous and far from the peaks of disturbing deformities of the early chapters. The humanoids of Silent Hill 2 from disgusting torso wrapped in cocoons (designed inspired by Konami that a team member, entering office in the morning, listening to music on headphones with hands in pockets and the hood of his sweatshirt up) were and Tutt 'now light years ahead of the discounted and women held captive mutants who inhabit the bestiary of Silent Hill: Downpour.

The soundtrack manages to convince fully, thanks to the talents of American composer Daniel Licht, who counts among recent works on the theme of the American serial drama Dexter. The haunting and eerie mix of sounds that Licht has put up for Silent Hill: Downpour honors openly unforgettable works by Akira Yamaoka, Japanese composer who has lent his talents to Konami until 2009, creating the accompanying sound of Silent Hill the years of gold. There will be actual quotes, as when a pub jukebox play left, following the insertion of a few cents, the unforgettable main theme of Silent Hill 2. Among explicit references and original compositions, audio Downpour is probably the best part of all production.

Ultimately, this new Silent Hill gives his side a number of critical, yet despite its obvious flaws, manages to strike that particular type of terror that belonged to the first chapters of the series. While not shining its own light, Downpour reflects the splendor of the first Silent Hill perverse, partially restoring the series on track after a long period of derailment. Vatra Games has tried to revive the good things he had been offered in the past, some defect filing and making slight but interesting changes.

The reason for the success of Silent Hill: Downpour is, paradoxically, the source of the problems of this game, you can not escape from the ancient sown, but it is especially pleasing in the eyes of fans standing so close because (as in style and form) to the glories of the origins. Complete it in ten hours, but many will leave on the masochistic desire to return to play as Murphy Pendelton, to try to find some other horrifying truth hidden in the folds of Silent Hill.

Silent Hill: Downpour For PLAYSTATION 3
Silent Hill: Downpour For Xbox 360

Ninja Gaiden 3 review

Ninja Gaiden 3 review

Now been more than three years since, in June of 2008, Itagaki-san has left Tecmo and Team Ninja gave the direction, yet it is still strange to talk about a title like Ninja Gaiden 3 without a reference frame that is at all the effects of the spiritual rebirth of this series, and the protagonist Ryu Hayabusa. The internal organization of the development team should be further changed over the years and Ninja Gaiden 3, although it apparently remained faithful to the original formula has actually undergone some major changes compared to the previous two chapters.

The plot sees Ryu called into question by the Japanese Ministry of Defense, in the person of two special envoys, because of terrorist events that somehow relate to the protagonist. In a video released by the group of armed forces and unscrupulous ravaging the streets of London, involving innocent civilians, are clearly seen some footage of Hayabusa in action, and are clearly understood the words of the singular message: "Bring Ryu Hayabusa!" . Not being able to subtract from acting morally in this mission, you will start your adventure in Ninja Gaiden 3 in the shoes of Hayabusa.

The first thing that leaps to the eye, since the opening sequence in real time, is the introduction of the quick time event. If it were a new IP, such as the underrated Ninja Blade (which points most of his own on QTE gameplay), there would be no harm, but the fact is that we found to deal with the refined and demanding combat formula of previous episodes, the series that no fan would ever want to see polluted by obvious simplifications, in favor of an undoubted spectacular scenes. Without much circled around, and the only awkward issue of Ninja Gaiden 3 is just her being extremely lax and, in some ways, even small compared to the past! Of course, the feeling of being a lethal fighting machine was made to perfection, but at what cost?

It is evident that the balance of the game experience has been calibrated to be more accessible, lost much of its masochistic charm. By setting the lowest level of difficulty, or Hero, will be activated even aid to come into action when the energy of Ryu becomes dangerously low, dodging and fending off any shot automatically. Even leaving the pad placed in front of you will be virtually impossible to die! A simplification which, honestly, has nothing to do with the balance down the difficulty, but that smells like cheat. To be sure, have been prepared prohibitive levels of difficulty than the first three, to try to imbonirsi experienced players and old ninja navigated, but will not be available initially. This does not mean that the formula of the game has been brutally mutilated also of some essential features, such as the ability to select different weapons compared to the classic Dragon Sword. Consequently all those dynamics have failed to choose the most efficient weapon weighted with a specific type of opponent!

The energy management was revisited by introducing a process autorigenerativo (partly already present in Ninja Gaiden 2, but implemented with criteria) that made vain the presence of Elixir to restore health, depriving the gameplay even that bit of strategy healing and eliminating the use of ampoules from the context of game research spheres of Life of the Gods to increase the energy bar. Vanished into thin air the dynamics of accumulation of the spiritual essence of light that was released from slain enemies, thus precluding the aficionados all the virtuosity based on the elimination of an opponent and then to concentrate the essence in the blade, rather than absorbing it, and trigger a series of devastating blows. In Ninja Gaiden 3 will offer simply the ability to upload gradually Dragon Sword, killing after killing, allowing to obtain similar results but in a much less rewarding for the purpose of the combat mechanics.

Faced with such (dare I say inexcusable) limitations in gameplay, plus cassate mutilation were real adversaries, deprives this third episode of the now much-discussed feature of the formula rooted in the individuality of Ninja Gaiden. All the violence of the impact of the blade Ryu, accentuated by the short QTE in theory to perform devastating strikes that pierce the opponents from side to side, they lose a lot of their impact because of this decision which sadly recalls the episode of censorship on beheadings that took place at the time of marketing of the first Ninja Gaiden in Europe. For the rest, there is no doubt that at rendering characters and environments of the series has made important steps forward, offering a visual spectacle worthy of note. Great, for example, the impact of the devastating fire of Ninpo, which releases a giant dragon capable of annihilating all enemies in a single fiery jaws wide open to attack.

Very useful, however, implementing a sort of compass that, by the pressure of the right analog stick, it shows the direction in which to navigate. Pleasant, but not essential, the introduction of dynamic climbing the walls with the Kunai. The rescue system was spectacularized, as the whole production, replacing the unnamed savepoints with a hawk that flies near the checkpoint to rest on the arm of Ryu when the game saves progress. A proper warning: there are no slots, so please be careful not to restart a game to show some friends the gruesome opening scenes during which Ryu removes his mask, because you would lose all your progress and there is no post to display avviserebbe of the real risk.

Despite the obvious and heavy cuts to the formula game, Ninja Gaiden 3 still managed to win with the speed of the action on screen, providing an acceptable level of challenge if you start now to play it in Hard Mode. Fortunately, the resistance of the enemies will grow with each passing level, obbligandovi to develop a strategic approach at least during the fighting, although a move in particular will take away almost all the time of trouble: the technique of slip, with which you will avoid most of the attacks. Memorable encounters with bosses, perhaps the only part of Ninja Gaiden 3 is lower than the previous episodes. Overall, therefore, the production of the new Team Ninja is an honest way, but unfortunately provides an involution of the series, resulting paradoxically less attractive compared to Ninja Gaiden Sigma Plus, PS Life.

The fact that he made ​​the whole experience far more easy of play has also led to a substantial decrease in longevity, that Team Ninja has tried to compensate with the introduction of some multiplayer gaming. By accessing the Shadows menu item you can experience the World Trials Ninja, or co-op missions to deal with a friend, but above all to play Clan Battle mode, which provides direct clashes between eight players, divided into two teams of four ninjas and three maps . Much of the gameplay in single limitations were removed in competitive multiplayer, giving you the chance to earn new moves and weapons to be strengthened. Too bad, pad in hand, even the multiplayer fails to convince fully, leaving the feeling that every encounter with a human opponent is decided only by those who manage to pull off the first attack, taking the lead for a pure randomness.

Technically, as already mentioned, Ninja Gaiden 3 is defended very well, making many improvements in the specific characterization of the faces of the characters, than the approach chart typically led by Itagaki of Team Ninja. The PlayStation 3 version, we tried to carry out the review, supported the motion controller PS Move, but we had no way to test the game with this system of alternative input. Interesting, as always cencerne version for the Sony console, the ability to install game data on request, by going to Options and selecting the appropriate menu item that moved on your hard drive just over 2 GB of information, useful to streamline loading times slightly.


Ninja Gaiden 3 For PLAYSTATION 3
Ninja Gaiden 3 For Xbox 360

Resident Evil - Operation Raccoon City Review

Resident Evil - Operation Raccoon City Review






Resident Evil: Operation Raccoon City is a far cry from the classic formula of the historic Capcom survival horror, being in all respects an unusual hybrid, made by mixing fictional universe of the saga of the main dynamic shooter designed exclusively for online and adapted , by necessity, to hold even offline. The result obtained by Slant Six Games is the most distant from the experience you can imagine the typical Resident Evil, while being cataloged as survival.

The elderly gamers will remember for sure the two previous Outbreak, courageous experiments for PlayStation 2, guilty only of having proposed a dynamic online game where the spread of broadband was not yet as widespread and users Sony was just starting to metabolize a strange add-on network to be included in the back slot of the PS2, to access a network still in its infancy. Compared to Outbreak, which told of the escape attempt of some people survived, this Resident Evil: Operation Raccoon City has a more aggressive gameplay and in line with TPS of this generation, seeking to interpret the facts through the experience of a handful chosen of specialists sent by Umbrella to their attempt to remedy the disastrous situation.

The plot of Operation Raccoon City is located, then, between Resident Evil 2 and Nemesis, affibbiandovi an impossible task according to the narrative development of the official series. Start with the knowledge that their efforts will not succeed the first handicap is a psychological burden on this title. Probably, just to assuage this feeling desperate crusade against the windmills, not much was done to contextualize the action in terms of introductory movies, and even the cut scenes, though present, are very essential when compared with the refined director of the cutscenes of Resident Evil 5 or the latest Revelations, Nintendo 3DS.

The Campaign of the main game will offer a series of missions set, of course, in the town of Raccoon City overrun by a flood of zombies bubbly and full of some opponents easily recognizable icons of the main series as the Tyrant. The proposed objectives are not very elaborate and simply require the achievement of a place, the acquisition of specific information or articles, interspersed with a few boss fight. All this can also be addressed in a cooperative, initiating a game session and public welcoming anyone who wants to join the party, or arranging a private session for just friends. The impact with the game menu, pretty skinny and essential, also voted to online in the context of the choice of a potential single-player game modes, you can not recall the setting for Lost Planet 2 (Capcom always), the whose philosophy seems to permeate in key survival horror, this new spin-off of Resident Evil.

Before you actually get off the streets of the charming town will be called to know all the group members to make then the choice of your alter ego and the three other teammates. The team is led by a charismatic leader, code-named Wolf, and his side will find five other characters who play many different types of classes: Four Eyes, scientist, expert in Bio-Organic Weapon (BOW); Beltway, massive demolition; Vector , a specialist in technical stlealth, Bertha, physician responsible for the good health of the group and then Spectre, sniper purpose. The feeling is that, despite their skills, all members do not offer combat mechanics so well differentiated. It is, however, a leveling functional and related to the initial lack of experience, which requires basic equipment to all members of the team. Fighting with dedication and earning experience points in Resident Evil: Operation Raccoon City, you can customize most every agent of Umbrella Scurity Service Squad, appreciating the peculiar characteristics over time.

The missions will take place both indoors and outdoors, offering maps usually developed vertically over a maximum of two levels. At the beginning of each assignment you can review the deployment of your team, adapting to the one you think is the most effective configuration to realize your goals. Pad in hand, begin to enjoy the gameplay, based essentially on the firefights and the need to make inroads among a sometimes prohibitive amount of undead, always ready to saltarvi neck and, perhaps, you will be engaged in a more meaningful conflict fire with one of the U.S. Army Special Teams, groped sent on site to contain the infection of the G-Virus.

The combat system of Resident Evil: Operation Raccoon City has fighting in environments rich in hedges behind which to protect themselves, but does not exactly all the canons of the present third-person shooter, hitting the player side of mobility with some choices of gameplay quite questionable. The management of the covers, for example, is not assigned to the pressure of a specific key, but simply by continuing to tilt the stick in the direction of the cover. The decision to make, in essence, the magnetic character of every shelter, combined with a game context in which we must not only avoid enemy fire but also the constant physical attack of the zombies, making even the simplest of frustrating battles, forcing the I still scollarvi by a wall or a crate to avoid being attacked regularly.

In this questionable choice of game design there is another, inextricably linked to the absence of a specific command to make the covers. In short: a missing key to the shelter, it also lacks the ability to use the same to give input to bypass the cover behind which you have just posted. In a world where even the action-RPG, as glorious as discussed Mass Effect 3, have developed dynamic hedging, it is inexplicable that a restrictive approach, which actually makes the whole experience somewhat frustrating game.

The defects listed above apply, of course, the competitive online modes of play present in Resident Evil: Operation Raccoon City, although the variety of proposals tends to slightly ease the disappointment. Certainly not the classic deathmatch with some main characters of the saga (Jill and Claire, or Ada Wong Leon) to revive the fortunes of the situation, but the mode and the mode Biohazard Survivors guarantee a decent entertainment, offering the same scenario infested with zombies , but adding a dash of panache thanks to the contest between two teams that opponents face off in a context so dangerous!

The Biohazard Mode is the equivalent of Capture the Flag, and will suggest how objective the recovery of five sequential viral samples, with the need to bring them back to base before the opposing team to be successful. The Survivor mode, however, embodies the essence of survival Resident Evil: Operation Raccoon City, prompting you to think just to stay alive until the arrival of a helicopter that escorted away from saving the game.

The team of Umbrella, already analyzed in detail above, is contrasted to the United States Special Forces, composed of elements of class exactly mirror the opposing team: Dee-Ay, the group's leader, Willow, reconnaissance expert, Tweed, demolition; Harley, the doctor; Shona, the scientist and Party Girl, a professional sniper. It will be up to you to choose the deployment.

Intriguing idea of ​​the G-Virus infection, transmitted through bites of zombies that will slowly begin to transform you if you are not in possession dell'antidoto spray, making it the blurred vision and worsening mobility of your alter ego. Too bad that this insight has not been developed properly, not leading to anything but death and respawn next to your character. It would have been much more intriguing to imagine being able to continue playing an active role in the play session, the uneasy role of a non-dead, maybe even trying to help their team with a few well-aimed bite to members of the opposing team, while hoping not to remove himself from his companions because of the apparent current state of mutation. Wasted opportunity? Maybe.

Technically Resident Evil: Operation Raccoon City is a title more than honest, properly leveraging the flexible and powerful MT Framework to create dark and decadent environments, as well as all the monstrosities of the typical franchise Resident Evil. See Hunter and Cerberus in action among a crowd of zombies is always worrying if the Licker disgusting, especially when there agguanteranno from long range with their formidable language. But the design is the work of team members and the Umbrella Special Forces that leaves something to be desired, offering graphic characterizations of the individual elements that make one think more of sociopaths and team of professionals. The visual rendering is essentially identical between Xbox 360 and PlayStation 3, achieving on both consoles too slow in some situations more excited and small problems loading some textures. As for the soundtrack, which will not hear anything for a miracle, but the themes of the situations still fit on the screen. Honest, but fluctuating quality, dubbed in Italian.

Resident Evil: Operation Raccoon City for PLAYSTATION 3
Resident Evil: Operation Raccoon City for Xbox 360
Resident Evil: Operation Raccoon City for Windows Vista / XP
Resident Evil: Operation Raccoon City for AK Bundle

Kid Icarus - Uprising Review

Kid Icarus - Uprising Review


Kid Icarus: Uprising, developed by Project Sora internal Nintendo team, brings a breath of fresh air angelic autostereoscopic screen of the Nintendo 3DS, oblivion of time ripping a series sleeper, born in 1986 and whose last chapter goes back to 1991. After almost 22 years of absence from the stage (ignoring the slavish remakes for the GBA and Wii Virtual Console for the first chapter), the young champion Pit back in action for the third time, ready to fight on behalf of Palutena against the horde of monsters unleashed from the cruel Medusa.

The plot is essentially the original track, with the protagonist engaged in repelling the attacks of the revived Medusa, determined to wipe out the human race. Although simple and no particular narrative twist, if not for the appearance of a mysterious doppelganger of the protagonist named Dark Pit, Kid Icarus: Uprising has the advantage of not taking themselves too seriously. The constant banter between the actors (subtitled in Italian), represented graphically by static nice artwork on the bottom screen of the Nintendo 3DS during the game sessions, are richly imbued moments of genuine humor and solar, which combine to make a peaceful relaxing the whole experience.

The formula of play has been reworked, of course, in three-dimensional key to fully exploit the technical properties of the 3DS. Compared to the origins of the series platform, the basic structure to comply with the characteristics of an action-RPG shooter rich inlays. Pit has, in fact, received a gift from Palutena the ability to fly, but only for a maximum of five minutes, otherwise its wings inevitably would take fire. With this premise, narrative, developers have justified the allocation of various levels in two separate sessions, one air and one land.

The spectacular flight combat from Kid Icarus: Uprising bring to mind the glories of the best Panzer Dragoon, offering fascinating clashes in the clouds, during which the waves of enemies will follow one another along predetermined routes. Faced with a limited range of motion, because the setting of air tracks of sessions, there will still be given the opportunity to pit maneuver to dodge the opponents punches, while aiming with the stylus.

Solution slightly more free sessions of ground fighting, during which you can trot along to the environments, even trying to find hidden treasure chests and secret areas that dischiuderanno accessing their entrance gates only to those who will address the specific level by setting the difficulties recklessly at the top. A mechanism that stimulates the longevity of the game, enticing to replay levels already exceeded literally betting gambling on the level of challenge that you will be able to dominate. Obviously, the higher, the better it will reveal the rewards in terms of powerful new weapons to equip and hearts to collect!

The standard control system relies, therefore, all'accoppiata circle-pad and stylus, although the paper seems to be the preferred solution for the proposed type of gameplay from Kid Icarus: Uprising, unfortunately the hands up to criticism. During play sessions in the land, the management of sight must be handled with the same pen, mechanical overlapping the target with the management of the camera and creating moments of pure confusion when enemies tend to accerchiarvi.

The same design of the Nintendo 3DS is a physical limit to the choice of this control system, because the sheer weight of the console, contested with his left hand, will inevitably push the lower left corner in the palm of the hand, causing tiredness soon to fingers and pain. To alleviate this problem evident in the packaging of the game will find a plastic stand, designed to support the console on a table and to address the obvious problems of ergonomic control system.

Effective, despite everything, the choice of map directly on the upper screen targets given inputs on the touch screen using the stylus as a pointing device. For obvious reasons there are even alternative layout control (even if it is inexplicably absent the support device Circle Pad Pro), but none is as effective as the default. This is also a plethora of options that allow fine tuning to adjust to the best aiming system, both during the sessions of flight in the middle of the land clashes in Kid Icarus: Uprising.

Around the single player campaign has been arranged a massive infrastructure of secondary modes, which include a robust multiplayer for up to six players. Compete in two distinct modes, either online or locally, or "distance" or "close" as they state on the game menu. In "Light against darkness" can enjoy a classic team deathmatch, while "All against all" give life to an angelic royal rumble! All the online mode will allow you to decide whether to leave the session open to anyone, or whether to limit access to only friends, or friends of the players.

The other modes revolve around the social functions of the console, leveraging the use of StreetPass function to generate dynamic exchange of weapons collected, after transformation into precious gems to send and receive from the community of players from Kid Icarus: Uprising. Hearts collected during the fighting will be useful in further minor modes, which revolve around the acquisition, expansion, and the forging of new weapons. Among the various aspects of the rich and varied contours to the gameplay, the space is even a very special treasure hunt, which is the equivalent of Crazy game system for parts, in which an image is decomposed into a grid with pieces that you can unlock only achieving certain goals in game.

Technically we are faced with a small gem of design, which cleverly uses the hardware of the Nintendo 3DS to get magical atmosphere, thanks to great play of light and transparency. Wonderful, in this sense, the views of the sessions of flight, characterized by beautiful blankets of clouds zipping around fast to the protagonist. Slightly less impact to terrestrial environments still valid. Appreciable, then the design of manga characters, introduced for the first time at the Pit and Palutena cameo in Super Smash Bors. Brawl. For fans of augmented reality, then, were included in the package of Kid Icarus: Uprising also playing cards, which not only allow you to embed the characters in real-world scenarios shot through the 3DS, even allow you to attend clashes between them, turning two cards against each other.
Kid Icarus: Uprising for Nintendo 3DS

Ridge Racer Unbounded Review

Ridge Racer Unbounded Review


If you think you usually find yourself in front of the Ridge Racer you wrong! With all the pros and cons that it entails. Ridge Racer Unbounded, racing game developed by Bugbear Entertainment Namco Bandai under the label, it disrupts the classic series, reinterprets them and adapts them to a formula that pays homage to clearly Burnout game, specifically the chapters Revenge and Dominator, re-proposing even same color gradations with regard to the graphic impact.

But is not the only Burnout to be elected to the reference model, because Ridge Racer Unbounded alluded to also obvious influences of the innovative Split / Second, especially as regards the level of destruction allowed on the track. The choice of the development team has undoubtedly influenced (see why later) the definition of the driving model, far removed from clean and linear approach tendering normally required to emerge victorious from a contest in any of the past Ridge Racer.

The plot is about a gigantic metropolis, Shatter Bay, ready to be dominated by a new generation of road warriors, the Unbounded. The heavy metal of this elite group of pilots put on their knees and conquer the police, neighborhood after neighborhood, the entire city. The single-player campaign, called precisely "Shatter Bay Domina", provides a series of events broken down by each metropolitan area. The sessions vary in objectives, ranging from racing to drifting sessions pseudo-acrobatic, through the essential challenges of speed, up to actual bloodshed, during which you must carry the greatest number of deletions. Difficult to quell the uncontrollable urge to call them "takedown".

The difficulty level is very challenging and also displaces the more experienced pilots, with an initial impact on the track even traumatic, suggesting immediately agguerritissimi opponents and a driving model complex and demanding, unforgiving rough paths and, at the same time, punishes with ruinous spin any misguided attempt to get into drifting. The most experienced players may feel a strange sense of deja vu playing Ridge Racer Unbounded, and the reason is simple: the model of leadership was borrowed, with reasonable adjustments necessary, directly from FlatOut: Ultimate Carnage (PC and Xbox 360 , 2007), solid stunt racing game made just by Bugbear Entertainment.
Each track provides shortcuts and preferential passages, but this will be fed only by breaking walls and structures with a healthy dose of nitro, load remaining in the wake of their opponents, drifting, or destroying everything you happen under fire during the races: walls, trees , parked cars or intent to move and even gas stations. In the case of a smooth approach to the shortcuts you are constantly crashing catastrophically, so you should learn early to properly evaluate when to give free rein to load nitro just earned. Obviously, these shortcuts will be accessible to all riders, once they have pioneered. Then present specific objectives explosives that, when hit at full speed, deflagreranno involving vehicles opponents neighbors ... and here the mind is racing faster to thunderous explosions of Split / Second.

As with the special combat missions in the aforementioned Disney racing, although the concept has been reversed, Ridge Racer Unbounded presents for each district races that will see you driving a tractor-trailer truck mammoth, intent to destroy as many as possible police cars! For each type of race you will receive an assessment given with a maximum of three stars, flanked by a numerical score that will also take account of the conduct on the track, considering the level of destruction caused to the opponents and the collateral damage to city structures. To access the last event and definitely dominate the neighborhood, you will receive a score high enough. Even in the latter race is impossible not to feel suspicious similarities with Need for Speed: Hot Pursuit, given that the goal will be to cut the line as quickly as possible while a plethora of police patrols will try to block you.

Overall, the experience of driving in a single offer from Ridge Racer Unbounded is satisfying and well-structured, but it is inevitable to think that Ridge Racer is little left, if not the concept of drift in the curve (in practice completely different than the dynamics original) and the light trails left by the rear lights of vehicles during the use of nitro. Moreover, Unbounded can not even find its size, it is lost to follow gameplay patterns borrowed from other automakers glorious arcade series. Its biggest failing, then, is the lack of personality.

Speaking of personality: Reiko Nagase, digital race queen that has always accompanied with its white beauty almost every title in the series, has given way to a mysterious female figure, still East, named Kara Shindo. One thing is certain: the class of the beautiful Reiko can not be replaced by a Tamarra street. The comparison is apt with the changing style of the entire production, which contrasts with the original gameplay of the series (which occur for an honest review of age limits), made of clean and drift trajectories studied at millimeter Tamarra driving experience, in where the destruction is a cornerstone. Fortunately, it remains a very solid driving model, that will retain the loyalty of fans of arcade-style racing game, but it is undeniable that Namco could easily point to a new IP, rather than calling into question Ridge Racer.

Besides the single player game modes, Ridge Racer Unbounded also offers a variety of challenges online under the menu item "Dominates The World". The fans of multiplayer challenges will therefore get their teeth, relying on classic race options on the slopes of Shatter Bay, but also on the chance to race on tracks created by the community. Includes a very complete indeed unbounded modular editor of the tracks, based on the ability to reassemble sections of the standard tracks, adding at will, once finalized a location, all applicable obstacles (ramps, explosive barrels, etc..). You can of course bring your creations and evaluate other players, even pointing out the tracks that were to be unplayable due to some blunder of the author editing.

Technically speaking, Bugbear Entertainment has drawn on its experience to create one of the most massive racing games of this generation, with a lot of details on screen and destructible objects really impressive. If you think that the track can race up to eleven cars, more traffic and a myriad of objects to which it applied a realistic physics (most of which, once destroyed, does not disappear from the road), you realize how impressive is the technical goal achieved by the development team with its proprietary graphics engine. Substantially identical visual rendering of the game on both Xbox 360 and PlayStation 3. Too bad for an accompanying sound fairly nondescript, that despite the presence of several hits taken from previous Ridge Racer, suggests that pounding tracks as required, but can not communicate the right mood. Even the roar of the engines could have been much more aggressive, considering the type of setting, because the production.

In short, if you profess longtime fans of the series Ridge Racer Unbounded might find a little 'too far away from the idea of ​​driving experience you are looking for a title normally racing. Conversely, if you grew up on bread and Burnout, finding entusiasmate FlatOut: Ultimate Carnage and adoring the latest Split / Second, the work done by Bugbear will give you a healthy dose of fun, but does not dazzle you with original gameplay. Approach to Unbounded keeping in mind the concept of cinematic reimagining or a reinterpretation of the original concept, and will derive the proper enjoyment. The geeks are realistic simulations adequately take away!

Ridge Racer Unbounded for PLAYSTATION 3
Ridge Racer Unbounded for Xbox 360

The Witcher 2: Assassins of Kings Xbox 360 review

The Witcher 2 Assassins of Kings Xbox 360 review


The Witcher 2: Assassins of Kings is a member of the race of third-person action-RPG developed by CD Projekt RED promising Polish team initially exclusive to the PC platform and published in May 2011. The reason why we went back to talk about a title released last year is that, in the meantime, the impressive range of game has been enhanced with exclusive content free for PC users who have already purchased, being able to boast of the words Enhanced Edition . But the most important thing is that The Witcher 2 in the revised edition, enlarged and corrected has been successfully converted for Xbox 360, going up close to undermine the throne of best action-RPG for consoles, held at the time by discussing Mass Effect 3 BioWare.

Of course, the environment and combat mechanics are literally thousands of years apart, but the soul that feeds the heart of The Witcher 2: Assassins of Kings shows some affinities with the latest controversial work of BioWare, offering a refined embroidery narrative where the main character always plays a determining role in each of his choices, proud modulating the entire gaming experience and leading to a final shortlist of sixteen possible, although inevitably scripted, give the illusion that any decision has had a decisive role in the resolution of events.

Compared to the original The Witcher (also graced by a reinterpretation Enhanced and available at a great price on the Steam digital delivery platform), the gameplay of Assassins of Kings had already been granted at frequencies far removed from the initial point style & the click of a production designed for an audience of players accustomed all'accoppiata mouse and keyboard. In The Witcher 2 for Xbox 360 adaptation of the work has gone beyond all expectations, materialized in a perfectly functional input system available via pad, without great sacrifice compared to the flexibility of the original. Of course, the immediacy of a click of the mouse to equip a weapon or change the clothing was necessarily resized, and benefits from the shoulder buttons to navigate through menus revisited. Other small sacrifices were made, such as the inability to choose what to collect the items left on the ground, obbligandovi a posthumous selection. Unnerving, initially, the sighting system of objects and characters with whom you can interact, but with a little 'practice it will go into the background. The overall result is still commendable, and for those who have never tried the PC version, is not at all what, in reality, it was found necessary to bargaining.

The plot of The Witcher 2: Assassins of Kings takes the reins of the events narrated in The Witcher, but with a jump time in the history of a handful of months. The protagonist is Geralt of Rivia, also known as Gwynbleidd, in the Language of the Ancients: The White Wolf. Belonging to the caste of the Witcher, is a relic of a distant past in which human beings were changed through the use of special blends of herbs and teas, gaining superhuman reflexes, incredible agility, the ability to see in the dark and other qualities that made them perfect killing machines in the service of the highest bidder. Their purpose was to protect humanity from the monsters, but times have changed and the services of the Witcher are not so popular, in fact turning into a ever-shrinking minority of mercenaries, some of which are completely unregulated. Geralt finds himself involved in the killing of a regent, and in an attempt to clear his name and find the real regicide ventures into a fantasy world full of charm, in which political plots merge with timeless tales of love, where the Dragons are an endangered species and between elves, dwarves and human blood does not flow good ... Indeed, blood will flow too.

If you already initially the fantasy storyline of The Witcher 2 (divided into a prologue, three acts and an epilogue) was rich and complex, the Enhanced Edition has been enhanced with new and wonderful animated intermission sidequests and alternative, that bloom in the third act as the beautiful flowers on every corner and every conversation, dragging the player into a fantastic fantasy world that gives a nod to the best literature of the genre. So gorgeous in this regard, during the initial events of the second act of the game, the mention of Tolkien One Ring, the symbol of the imaginary fantasy to which The Witcher 2 owes much of its charm, without wanting anything away from the literary work of ' Polish author Andrzej Sapkowski, which are based on either playful chapters in the saga of The Witcher.

Sapkowski is theorized to be the world of intrigue and betrayal, paid sex and true love, fighting with bayonets, but imbued with the rune magic of Signs. In this context, dark tones, so complex and mature, even where there is space equally bad language on the lips of men and women, there will (wisely) even humorous moments. That's The Witcher 2 wins both the avid RPG both the casual player who thought he might need just another shooter action. Just try it once and experience the hard way the need to take a decision on the fly, while the hourglass press, to yield to the inevitable suspension of disbelief, identifying himself with no way out in the charismatic protagonist, Geralt of Rivia.
But the new features in the Xbox 360 can not be reduced solely to narrative carvings and decorations, including reviewing the balance of gameplay by introducing an introductory mission is to all intents and purposes a real game tutorial, after which, based on your performance in combat, you'll also recommended the most appropriate level of difficulty to play the game the first time. Yes, because despite the boundless longevity ensured by a single playthrough, The Witcher 2 deserves to be replayed at least a couple more times, to experience more and different approaches to moral issues that will be submitted to, or choose new alliances and see where they take you, or even groped to persuade a specific person using a violent approach rather than a diplomatic judgment. Too bad that is inexplicably and mysteriously disappeared Arena mode, a minigame style Horde focused on a tournament fight, which had, however, already enriched the PC version for the previous release of patch 2.0.

The combat system is a carefully balanced mix of action and strategic elements that strictly, requiring higher levels of difficulty an alternate use of two blades supplied with the Witcher (a noble silver, more effective against monsters, and the other cold, sharp steel, lethal in humans, elves and dwarves) and magic of signs, but only after careful preparation of potions to drink beforehand and special ointments in which dip their swords. Also essential to use bombs and traps and deadly throwing knives, but only after you have found the recipes to make them or have them built by the capable hands of a few good blacksmith. Almost every aspect of combat is handled in real time, except for the selection of spells and secondary weapons, allocated to a practical radial menu that recalls the aforementioned Mass Effect, but without giving the player a relaxing break during which study with all calm the situation. Selecting this menu in the action, in fact, you get only heightened perception of reality, in fact turning a slow motion effect allowing you to ponder a strategy of attack ... but with a bit of performance anxiety, induced by the unceasing flow of time.
Compared to the smooth version, the Enhanced Edition for Xbox 360 is also a lock of the adversary system, which thanks to the pressure of the left trigger, and information provided with the right analog stick allows you to review all the possible targets, according to a scanning Circular of the battlefield surrounding, or according to their distance from Geralt. The reality, though useful, this option may often be put aside in favor of a more free and instinctive approach to combat, unless you have a strategic need to delete a specific opponent, such as in the case of attacks by several Nekker: necrophagous warriors often controlled by a few elements more dangerous.

Already present as in the past, but apparently optimized, the system of dodges side and parades, no longer constrained to the use of the Vigor and enriched by countermoves in the case where you have developed the relative abilities. Always present in the formula game clashes and events based on quick time event not really exciting, as well as mini-games of dice, the arm wrestling and wrestling, were all essentially unchanged ... and, perhaps, would have also benefited from minor finishing.

Like all self-respecting RPG, The Witcher 2 is also, ultimately, growth dynamics of the character, which are a result of experience (in combat and at the completion of each quest primary or secondary) allow for the enhancement. Each time Geralt levels up, to reach a maximum of thirty, will make available items that can be invested in a complex system of Talents, divided into four main areas that affect the yield in sword fighting, alchemy skills and magic of the protagonist. Each individual talent can be enhanced up to two times, and some may be further refined, using special genes mutagens collected from carcasses of enemies. Hear of genes and mutants in a fantasy without initially a bit 'crowded out, but the issue is rooted in the plot and will not fail to be resumed in admixture with the concepts of medicine and magic, arousing a sense of profound shock against a product of unchallenged value.

Technically it's been done a great job of adapting the powerful proprietary engine RED Engine to the hardware features of the Microsoft console, scaling intelligently detailed environments and graphics, giving to those in whole particle and reducing the sources of light in favor of the fluidity constant screen refresh. Well-implemented anti-aliasing, although not comparable to the filters available on the cards for hi-end PC. The overall graphic impact, despite the clear cuts and some unexplained impairments (such as specific events in the early stages of meditation, which appeared in the background transparency of the menu), can easily compete with the proper proportions, with the average retail- Top of the glorious edition for PC. A bit 'of screen tearing will inevitably live, especially during intermission sequences, generated almost always with the high quality game engine, but weighed down further by luxurious effect of depth of field, of course, an excessive burden on the graphics chipset the Xbox 360.

The characterization is flawless, also because of an artistic direction of the first level which guaranteed a working models polygon and texture of rare beauty. Strongly recommended the installation of both DVDs, for a total of 15.4 GB hard disk, in order to streamline the frequent loading times, while enjoying a higher refresh rate of the texture and overall quality of a 'image far superior than the classical use of optical media. Epic, as always, the soundtrack. Abandoned, for the record, dubbing in our language adopted in the first Witcher, in favor of a sumptuous sound localization in English, flanked by manicured Italian subtitles. And even if there was clear ... we went back to talk about The Witcher 2: Assassins of Kings - Enhanced Edition because it is a masterpiece not to be missed!


The Witcher 2: Assassins Of Kings Enhanced Edition for Xbox 360
The Witcher 2: Assassins Of Kings Enhanced Edition for PC (Windows Vista / 7 / XP)

Prototype 2 Review

Prototype 2 Review

Like inFamous, Prototype, brought into the world of video games a free-roaming almost totally focused on the miraculous powers of the protagonist, that make a real war machine. This factor alone was enough to make the gaming experience a steady and continuous adrenaline-charged, can make happy all those players who like to play as a super man for whom everything is possible. The sense of omnipotence has not hidden a few small teething, which inficiarono part of the game. But the success was so important that the guys at Radical Entertainment have decided to package a sequel: Prototype 2.

When a new saga was a great success from critics and fans, it means that when you are prodigal in the development of a sequel is not necessary to risk distorting too much the basic formula, but suffice it to further refine those aspects which have attracted more fans the first time and at the same time, eliminate the least successful and replace them with some minor additions. In the realization of Prototype 2 was done just that, or raise to the nth element of each game. But first things first.

The plot element harshly criticized in the first chapter because it presented a certain fragmentation and approximation, has undergone something of a contamination film, which made the package more palatable and understandable narrative. The new protagonist is James Heller, a former soldier who is chosen by the old hero Alex Mercer as a disciple for his personal crusade. Despite the inclusion of cut-scenes in computer graphics with the visual style black and white a la Sin City, and a stronger stage presence of interpreters, with Prototype 2 we are still facing a very exciting plot, also because of a protagonist too stereotyped and that does not embody the same mysterious charm of Alex Mercer, now in limited and unexpected role as co-star.

The combat system was definitely the highlight of the gameplay in the first chapter, the carrier element of the dramatic powers of the protagonist, however, not without some flaws that were completely filed. And so it was. The range of moves executable in Prototype 2 was further increased, varied, and accompanied by a camera from every little cut that emphasizes spectacular combination of attacks and finishing moves.

In order to make it more convenient and immediate control of the many powers, developers have rethought the key mapping making it possible to simultaneously manage two abilities at a time, with the inevitable rays which, when actuated, allows to change power, and therefore war strategy , at any time. Important role was also entrusted with the defensive skills, such as the shield, which repels an attack, devastating counter-active variable depending on the enemy approached. Similarly, the range of finishing with a lot of quick time event was related significantly enriched. More space was devoted to stealth phases which are now much more depth and strategy with the inclusion of a dedicated interface, similar in function to a sonar, which allows the player to control the situation and see if anyone is watching His next victim, and thus hinder the action.

The sensation that is felt wandering the streets of New York Prototype 2 is that every little action has a view to enhancing the skills of James, though by a well-defined path. Each task will to face, either secondary or primary, corresponds to the increase of a specific branch of the evolutionary character, which inevitably stimulates the player in addressing all the challenges of the game world. For example, if you want to maximize the effectiveness of certain powers, as may be the tentacles or claws, you have to absorb some targets indicated by a yellow, while the solution of specific side missions is the sine qua non of 'learning new skills. In short, each element within the game world has its own reason for being and is therefore a function of the protagonist, who can grow, learn new skills and discover its devastating powers only by solving every little task or mission.

Just with regard to missions, especially the secondary ones, in Prototype 2 is perceived very clearly the desire by developers to give Canadians greater emphasis and importance to this aspect, expanding it with new types of military operations or time trials really fun. However, the long repetition is inexorably as some peeps are pretty much the other copy, and you find yourself in difficult situations particularly memorable or original. The road taken is the right one, however, lacking only the will to dare a little 'more.

To handle all that well of god that lives and moves within the sandbox Prototype 2 Titanium is still the same graphics engine of the first chapter, while subject to much criticism by press and fans, but that now she can to bring a visual spectacle on the screen really impressive. The routine behavior within the game world is much more realistic and tangible, have been realized through many different models, the industry dynamic lighting is exceptional, as are the textures and the overall architectural impact of the city. Very apt sound department also offers a wide range of quality carpets music, a sampling varies dubbed in Italian and a truly noteworthy.

Prototype 2 is the sequel that all software companies should make. Radical Entertainment has not risked anything, this is true, but it has worked the best to refine and improve all the aspects that made the fortune of the first chapter. The only flaws are still not very captivating narrative and a certain monotony to the bottom of the side quests. Two small but not prevent it in the game to reach the coveted summit.
Prototype 2 for PLAYSTATION 3
Prototype 2 for Xbox 360
Prototype 2 for PC (Windows Vista / XP)
Prototype 2 for PC Download (Windows Vista / 7 / XP)

Risen 2: Dark Waters / Review

Risen 2: Dark Waters / Review

In recent months, a western RPG genre is going through a very prosperous period, during which on store shelves have followed heavyweights the likes of Kingdom of Amalur Skyrim, Mass Effect 3 and The Witcher 2. Within this large group of headlines, also wants back into the game development team Piranha Bytes Teutonic with Risen 2: Dark Waters, the second installment of the series, unanimously considered the spiritual successor of the unforgettable saga Gothic.

After the ups and downs seen in the first chapter, Risen 2 starts from the port city of Caldera, which has allocated the last stronghold of the Inquisition, whose members also include the nameless hero who, because of unfortunate events with Titans and monstrosity attached, is trying to forget everything affossandosi alcohol. Adding to the picture of interpreters, there are other old favorites such as Patty, the daughter of the pirate Silver Beard.

To once again put into question humanity is Mara, a Lord of the Titans who has control of the oceans and is preventing the survivors to land on a new land safer. Almost immediately, however, one discovers that there is a magical artifact that could destroy the Titans, why bring the protagonist to leave in search of this mysterious weapon. The plot is devoid of pompous movie in computer graphics and any other type of contamination film, but the pirate-themed background blends perfectly with the world of Risen 2: Dark Waters and delegates wisely throughout his narrative dialogues and the contents scattered the world of gaming, like a real old school RPGs should do.

The structure of Risen 2 is similar to that of its predecessor, namely that of an old-fashioned role-playing game that offers an almost total freedom of movement within its vast world, forcing you to travel the length and breadth of all the locations to bring completed, the long main campaign and all the other numerous side activities. Unlike the first chapter, which started in a free manner and then went on channeling the path of the player, Risen 2: Dark Waters begins in a linear fashion but then gives the player the most complete arbitrariness.

The interesting fact is that at this stage relieves the player will be a real pirate captain, complete with a ship and crew ready to follow him from exploring the island and another. Obviously, Piranha did not intend to develop the interpersonal sphere in a way BioWare et Simila, but simply make it more realistic and live the adventure game due to the presence of other characters, among other things with a well defined characterization. During his adventure, the player will often have to decide where to stay, but without ever having to join a faction, as they did in the other titles but Piranha Bytes. The only way forward will be one of the pirate. Which, actually, it's not really a bad thing.

The structure of character growth is divided into three subparts strongly linked to one another, attributes, talents and abilities. Attributes are increased through the glory points, accumulating with killings and missions, and the development of which increases reflecting the values ​​of talents, representing the effectiveness of swords, firearms, stealth and physical endurance . The ability to finally have all those skills as a new attack moves, crafting or stealth and burglary that can be learned only by paying the teachers who meet in the places visited.

The setting motivated pirate has resulted in the elimination of magic in the traditional sense of the term, however, replaced by more consistent voodoo art, or "black magic", with which you can create dolls to curse enemies and magical scepters various types. A fundamental role is played also dall'armamentario that, as in any good RPG that respects, contributes significantly to strengthening the ability of the alter ego.

Remain regarding weapons, as regards the combat system, although they have added new set of moves and attack patterns that make the fights much more diverse, the underlying woodiness and the camera often unrelated to the lock-on is still a problem serious for a title that makes this a component of its key elements. Even on a technical level Risen 2 is certainly not a cutting-edge product, indeed, in many situations a certain aftertaste anachronistic. However, sgraffignando profusely from the literature on the world of pirates and buccaneers, Piranha Bytes has managed to orchestrate a truly remarkable artistic direction and charming.

Very well soundtracks and environmental sampling, as it turned a mediocre level in English dubbing. Another drawback is represented by artificial intelligence of enemies and friends, who often react slowly or too artificial stimuli to the player. Despite all the limitations described above, Risen 2: Dark Waters is the perfect role play for anyone who loves the genre in its most classical and minimalist. In addition, the pirate novel environment is an added value not irrelevant and that makes the product attractive for lovers of hooks and hidden treasures.

Risen 2: Dark Waters Special Edition Xbox 360
Risen 2: Dark Waters Special Edition PLAYSTATION 3
Risen 2 : Dark Waters [Download for Windows Vista / 7 / XP]
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