The Exiled Realm Of Arborea: Enhanced Skills
It is probably true that the Open Beta will be released soon for TERA koreana as we passed by an almost total lack of information, leaving almost daily news (more or less) interesting.
And then here's a new translation by the fansyte TERA fans. Let us go then to discover the system of glyphs, how to use them, and a new set of skills purely racial or usable only for a certain class.
Last week we revealed how we changed objects in TERA and all feedback has helped us a lot. We read all your suggestions and opinions and think that if you wait a little longer 'we will be able to repay you with a very polished game.
Moreover, statistics on extra items will be added randomly, but will only increase the speed of attack. The extra statistics will be able to be adapted to the style of play (for example: increased critical hit, the blow that lands, or damage of additional attack) and you can put on and choose your favorite statistics.
This week we have news about how players can create unique gameplay styles, based on usage of the skill. It 'hard to create situations of this kind of unique because most of the players get the same skill levels, but the new system added, "Glyph System" will help define the style of play of each player. We also added racial abilities that should help players feel more unique.
The basics of the system of Glyphs:
The Glyph system is composed of 300 different glyphs, which can be purchased with the currency of the game based on the level. They improve certain skills. When a character reaches level 25 will receive 10 points Glyph that will allow them to equip their Glyphs for the first time. After this, at every level will be awarded 1 point Glyph. Once the player acquires a glyph in a large city, you can register the Glyph and combine them with each other Glyphs. Based on how many points you have, will determine the number of glyphs that you can equip. You can buy glyphs from specific vendors, although some may have as a requirement to achieve a certain level. To restore the current configuration of glyphs, just go back to the seller and it will reset the Glyph for you. This will ensure that you can more easily pass tou Glyphs differentiated into sets of PvP and PvE.
Accommodation and use of Glyphs:
Glyphs can improve a skill, reducing its cooldown, lower consumption of mana, etc..
Warrior: Warriors can improve their skills and evasive skills to become aggro tank more stable, or may increase the attack moving towards skill with more effect on the damage inflicted. The role of the warrior will change significantly depending on the configuration of its glyph.
Glyph of assistance - Emergency Evasion:
When using the skill "Rushing Dodge", there is a probability of 10% to increase the speed of movement.
Glyph of Concentration - Emergency Evasion:
There is little chance that the recharge time to run out of Dodge.
Glyph of barbarism - Dual Sword Dance:
The skill "Dual Sword Dance" will cause more aggro.
Glyph of Courage - Blustering Strike:
Increases the damage of the skill "Blustering Strike".
Glyph of Courage - Tornado:
Increases the damage of the skill "Tornado".
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The Exiled Realm of Arborea: Item System
The Exiled Realm of Arborea: Item System
Were unveiled several new features revealed on the official forum of TERA, including the customization of the objects of the characters, plus new information on the system Enchant ..
In this period from various sources on the network interested in this new MMO, news continues to come out more or less interesting; time ago we talked about how to use various Enhancement of crystals found in TERA. In the news had talked briefly about how they were combined on weapons and armor, without going into too much detail. You have received excellent feedback and many, many, a lot of information on equipment.
What's old is new is even more recent:
Since the last focus group testing in North America, TERA has undergone some major upgrades on the experience of users. We realized that we needed more diverse elements together. Not only needed to have more, but more options through which users can customize their playing styles.
One of the things that we heard most often is that at some point the players did not get new equipment quickly enough to keep up with the most dangerous opponents and those opponents droppavano objects not commensurate to their challenge. Furthermore, taking such a class, the characters wearing the same armor and weapons did not make the same individual experience so special.
From these days you will find a number of weapons and armor 10 times higher than what was shown at the beginning of 2010, and is not all. We added various systems to enchant crystals, several methods for obtaining objects, reviewed the quest rewards (and procedures), and changed the system of craft making interacting with the leveling curve. There are also objects "unique" that They are available through specific channels in-game.
Now there are items that are named rare monsters you meet on the battlefield, or bosses in dungeons instantiated. Some come directly from the drop creatures, while others can be bought using tokens earned through instances or quests. The reward for the specific Battleground PvP are another new feature, as well as a greater chance to craft something special while you are handling piles of objects gatherati.
Were unveiled several new features revealed on the official forum of TERA, including the customization of the objects of the characters, plus new information on the system Enchant ..
In this period from various sources on the network interested in this new MMO, news continues to come out more or less interesting; time ago we talked about how to use various Enhancement of crystals found in TERA. In the news had talked briefly about how they were combined on weapons and armor, without going into too much detail. You have received excellent feedback and many, many, a lot of information on equipment.
What's old is new is even more recent:
Since the last focus group testing in North America, TERA has undergone some major upgrades on the experience of users. We realized that we needed more diverse elements together. Not only needed to have more, but more options through which users can customize their playing styles.
One of the things that we heard most often is that at some point the players did not get new equipment quickly enough to keep up with the most dangerous opponents and those opponents droppavano objects not commensurate to their challenge. Furthermore, taking such a class, the characters wearing the same armor and weapons did not make the same individual experience so special.
From these days you will find a number of weapons and armor 10 times higher than what was shown at the beginning of 2010, and is not all. We added various systems to enchant crystals, several methods for obtaining objects, reviewed the quest rewards (and procedures), and changed the system of craft making interacting with the leveling curve. There are also objects "unique" that They are available through specific channels in-game.
Now there are items that are named rare monsters you meet on the battlefield, or bosses in dungeons instantiated. Some come directly from the drop creatures, while others can be bought using tokens earned through instances or quests. The reward for the specific Battleground PvP are another new feature, as well as a greater chance to craft something special while you are handling piles of objects gatherati.
Star Wars The Old Republic: Adventurer or Criminal?
Star Wars The Old Republic: Adventurer or Criminal?
Third installment of our special classes of Star Wars: The Old Republic, BioWare. After those dedicated to Bounty Hunter and Trooper is now the turn of the Smuggler, surely one of the most representative careers of Star Wars universe. Sometimes luck is more important than skill, but it never hurt to have both qualities. The devastating war between the Republic and the Empire opened the way to anarchy.
Factors such as the unstable political environment and the proliferation of space pirates, made the space an unsafe place, a place where now the solitary journeys are considered risky business. Whole star systems are now cut off from traditional supply routes and are on the verge of collapse. Of adventurers who are not afraid to break some rules may profit from this situation, pulling the cargo of supplies to these sensitive areas. But if you hope to survive, you must have quick reflexes, you must be witty and be able to quickly pull his gun blaster, the life of a Smuggler is a continuing challenge.
Accumulate enemies with the same rapidity with which accumulate credits, the smugglers in the galaxy can survive only thanks to their cunning, their tricks and ingenuity. Whether it is seducing an alien or negotiating with a tough criminal, the appeal is the smuggler a quality that often allows him to escape from difficult situations. If anything, the situation gets too complicated, the smuggler can always count on having an escape plan. And when the smugglers are placed with their backs to the wall, they become formidable, cunning and often deadly combatants.
But above all, it must be said that the smugglers are masters of their destiny. Despite their undeniable desire to earn more credits, the smugglers do not hesitate to give up lucrative opportunities, if your customers tend to show too intrusive. Some smugglers have stronger principles and refuse to cooperate with such slaves or representatives of the Sith Empire. It 'a business where the smuggler is always looking for reliable and loyal allies, but it becomes increasingly difficult to find allies with similar characteristics. Whether trying to overcome a block whether imperial or finds himself facing a gangster in a duel, the smuggler must always improvise around events. Each new contract can be an opportunity for the smuggler to get an unparalleled wealth ..... or a terrible death in the depths of space.
Relations with the Republic
In these uncertain times, faced with the choice of which faction ally, the smugglers have had to consider the implications of operating under the strict control imposed by the Empire of the Sith. Although they were never members of patriotic Republican society, many smugglers have decided to take the field with the Republic, in defense of a principle very dear to the smuggler, freedom.
The Republic has never expressed a bias against Smugglers. Typically, these have largely been conflict with the law and authorities of different specific star systems, rather than the Republic itself. Therefore, there have been too difficult for the Jedi and the Army of the Republic to accept Smugglers as allies in the resistance against the growing dominance of the Sith Empire.
Identification on the ground
Despite their intelligence and their indiscretion, some Smuggler were caught in the act by surveillance systems placed near the spaceport and warehouses. These images highlight their ability to adapt to any situation. When you infiltrate enemy territory, act with caution and cunning, but when taken into the open, even if they gamble or bluff, they show an apparent courageous calm.
specializations
GUNSLINGER: specializing in the attack by surprise, the first position on the roof and take advantage of every opportunity that presents itself, the Gunslinger and his two blaster pistols, which is never separated, are the perfect team. The Gunslinger can aim and shoot at the opponent's legs to prevent the charge, blinds him to disarm him or inflicts serious injury to distract his attention from combat. There is a specific target to adjust each conflict and the Gunslinger knows him well as his pockets, or should I say, well how his ship.
Scoundrel: The Scoundrel has no time to waste with kindness or face a fair fight. Besides his trusty blaster, the Scoundrel never goes out without his belt stealth, his scattergun (a machine gun) and his medicine kit - in short, everything you need to land the enemy and to get out alive from the fighting. Invisibility is the most effective weapon, but also when the Sith menano slashing the air with their lightsaber, they are always amazed to see the speed with which the smuggler, with his scattergan, unable to return them back to where they came from. The Scoundrel always shoots first.
Planet of Origin
Ord Mantell
functions
ranged Damage
Healing
playable races
human
Twi'lek
ship personnel
XS Stock Light
Third installment of our special classes of Star Wars: The Old Republic, BioWare. After those dedicated to Bounty Hunter and Trooper is now the turn of the Smuggler, surely one of the most representative careers of Star Wars universe. Sometimes luck is more important than skill, but it never hurt to have both qualities. The devastating war between the Republic and the Empire opened the way to anarchy.
Factors such as the unstable political environment and the proliferation of space pirates, made the space an unsafe place, a place where now the solitary journeys are considered risky business. Whole star systems are now cut off from traditional supply routes and are on the verge of collapse. Of adventurers who are not afraid to break some rules may profit from this situation, pulling the cargo of supplies to these sensitive areas. But if you hope to survive, you must have quick reflexes, you must be witty and be able to quickly pull his gun blaster, the life of a Smuggler is a continuing challenge.
Accumulate enemies with the same rapidity with which accumulate credits, the smugglers in the galaxy can survive only thanks to their cunning, their tricks and ingenuity. Whether it is seducing an alien or negotiating with a tough criminal, the appeal is the smuggler a quality that often allows him to escape from difficult situations. If anything, the situation gets too complicated, the smuggler can always count on having an escape plan. And when the smugglers are placed with their backs to the wall, they become formidable, cunning and often deadly combatants.
But above all, it must be said that the smugglers are masters of their destiny. Despite their undeniable desire to earn more credits, the smugglers do not hesitate to give up lucrative opportunities, if your customers tend to show too intrusive. Some smugglers have stronger principles and refuse to cooperate with such slaves or representatives of the Sith Empire. It 'a business where the smuggler is always looking for reliable and loyal allies, but it becomes increasingly difficult to find allies with similar characteristics. Whether trying to overcome a block whether imperial or finds himself facing a gangster in a duel, the smuggler must always improvise around events. Each new contract can be an opportunity for the smuggler to get an unparalleled wealth ..... or a terrible death in the depths of space.
Relations with the Republic
In these uncertain times, faced with the choice of which faction ally, the smugglers have had to consider the implications of operating under the strict control imposed by the Empire of the Sith. Although they were never members of patriotic Republican society, many smugglers have decided to take the field with the Republic, in defense of a principle very dear to the smuggler, freedom.
The Republic has never expressed a bias against Smugglers. Typically, these have largely been conflict with the law and authorities of different specific star systems, rather than the Republic itself. Therefore, there have been too difficult for the Jedi and the Army of the Republic to accept Smugglers as allies in the resistance against the growing dominance of the Sith Empire.
Identification on the ground
Despite their intelligence and their indiscretion, some Smuggler were caught in the act by surveillance systems placed near the spaceport and warehouses. These images highlight their ability to adapt to any situation. When you infiltrate enemy territory, act with caution and cunning, but when taken into the open, even if they gamble or bluff, they show an apparent courageous calm.
specializations
GUNSLINGER: specializing in the attack by surprise, the first position on the roof and take advantage of every opportunity that presents itself, the Gunslinger and his two blaster pistols, which is never separated, are the perfect team. The Gunslinger can aim and shoot at the opponent's legs to prevent the charge, blinds him to disarm him or inflicts serious injury to distract his attention from combat. There is a specific target to adjust each conflict and the Gunslinger knows him well as his pockets, or should I say, well how his ship.
Scoundrel: The Scoundrel has no time to waste with kindness or face a fair fight. Besides his trusty blaster, the Scoundrel never goes out without his belt stealth, his scattergun (a machine gun) and his medicine kit - in short, everything you need to land the enemy and to get out alive from the fighting. Invisibility is the most effective weapon, but also when the Sith menano slashing the air with their lightsaber, they are always amazed to see the speed with which the smuggler, with his scattergan, unable to return them back to where they came from. The Scoundrel always shoots first.
Planet of Origin
Ord Mantell
functions
ranged Damage
Healing
playable races
human
Twi'lek
ship personnel
XS Stock Light
Guild Wars 2: The Hall of Monuments
Guild Wars 2: The Hall of Monuments
As we announced, has opened its Hall of Monuments to Guild Wars 2, so we publish this comprehensive guide that will take players from first to second chapter.
It will take a lot to complete the guide, then one starts from the basic things, especially for those not playing Guild Wars for a long time or if you start now waiting for Guild Wars 2. Everyone else, I already know the game simply will not need this guide. First you need an account with at least basic campaign of Guild Wars Prophecies (or simply Guild Wars, if you have an old box) and the expansion Eye of the North. These two things are required to unlock everything. the other two campaigns are not compulsory but make it much easier to accumulate points.
Here's how to reach the Hall of Monuments: You must do the quest that starts the expansion Eye of the North, talking with NPC segenti in its cities:
Len Caldoron (Lion's Arch)
Minister Raiugyon (Kaineng)
Bendah (Kamadan)
This mission will take you to Boreal Station. From there you must cross the icy slopes of the cliffs, and reach the eye of the north (you can clearly see is the huge building) memories of the gallery is located inside. The guide follows the groupings Hall of Monuments Calculator, which is updated every time a sloggate PG. So just to swap character for the update (and press refresh on the browser). Because something is counted to be exposed as a statue in HOM (Hall of Monuments), so if you have old PCs that do not look well controlled for months may have forgotten to explain something. The rating is account based, so all that counts is exposed to any PG, and also means that the securities will not be counted double, and double all the statues.
Do not think you can necessarily get to 50/50. The 30/50 is much more feasible, and the same will be satisfied, while 50/50 is more for players of the old guard than anything else, some 20 hours if you play the game maybe you make it, or if GW2 comes out in 2013, well ! But better do not you? Consider also that you can continue to release titles even after GW2 is released, so do not be too hasty! We start from the basic problems that we have to get to 30/50. First, the computer is in English, while the game is in Italian, if you have to find what it's called something in Italian simply hold CTRL and right turns in English, but this will not happen down the wiki and the calculator, then when you try to put the translation. The wiki is your ally in this case: write what is missing in the computer, say "Eternal Ale Hound," and images of barrels of beer will make you understand what it is without a doubt.
Another problem is the market, driven crazy because of the novelty. This is not a big problem for a skilled player, but an inexperienced one, so better be careful or wait until the waters calm down (if they ever do). Remember that many players now try to finish everything left open: to do things with other players is often essential and there makes it easier, so go find an active guild and that is dedicated to various aspects of the game with a good alliance . The highest number of points are obtained through a "Full Display", or filling a section of the monument of Hom. Combining a full display and a variety in the statues that you can unlock it without any major problems to have a good score.
Slot occupied all the PCs you can just, you go wrong you can always delete them: this is because the PCs every year of age receive a "gift" with a miniature in, then maybe in two years you finally have the 40 miniatures. Not very encouraging, I know, but in any case can serve as warehouses. It is said that focusing on a single character is the best choice, for example in the case of armor and weapons might be easier to use multiple characters. Always exploited the wiki when you can, and if you have any doubt consult it! Seasonal events will be exploited to the maximum, especially for certain things when they are in progress: full concentrarvici will save you time.
"Devotion" (Devotion)
This can be a problem for those unfamiliar with the game, and for those who play recently.
This monument covers the miniatures, the MiniPet, small versions of certain characters or monsters. When trading or buying one of these miniatures make sure that is not already dedicated. The thumbnails are dedicated when they were exposed in a HOM: This means that once dedicated, if you are interested, you can throw them, especially the white (common) of little value. Other miniatures, also dedicated, may have a good value. Here the color scheme for the thumbnails:
White: Common
Viola: Uncommon
Gold: Rare
Green: Unique
There are several ways to get the miniatures: as I said based on the character's birthday, every year that passes, you get a gift containing a miniature, so it is important to create all the PCs that you can. Some of the miniatures were then exclusive Collector's Edition. Some miniatures but you can get involved, and this is very important. Aim at the Black Moa Chick (Black Moa Chick) is a miniature green, probably the easiest to obtain. Other miniatures are using the in-game events. Even in Kritia War (and perhaps other future chapters of Guild Wars Beyond) are a source of miniatures, for example by opening the "real gifts" (Royal Gift). There are also miniatures that could be found through the code inside the journals now unobtainable, of course. Even more rare are those given as a prize in special events.
Any Miniature Statue: (A statue of a miniature any way), get a thumbnail that you find the least expensive and give you some duplication. Make sure it is Unded. not a big problem this can be done by everyone. Rare Miniature Statue: You need a miniature gold. You have two choices: buy one or wait for the Canthan New Year in February, where you can get a gold or even green. You might even find one in a royal gift of war in kritia Unique Miniature Statue: The simplest is undoubtedly the Black Moa chick, unless you have the money to comprarvene another, but it is unlikely they will have. You can directly buy the Black Moa Chick, wanting. Here is guilda in English on how to obtain one. Not easy, it must be said.
20-30-40-50 Miniature Statues: (One point per grade) Not much to explain or to say, beware of business and trade cost.
"Fellowship" (Friendship) Pretty simple, time-consuming, but it is entirely feasible. Above all take their first points. This monument was put heroes and rare pet, the heroes must have armor added to that base to be displayed. Also you can see three rare pet.
Any Hero Statue: The easiest to insert. MOX: can be inserted immediately, but requires at least level 12 and all three campaigns. Can be found just outside the three capitals of the three campaigns so it is now.
Any and Any Rare Pet Pet Statues Statues (1 and 1): There are three rare pet in the game: Black Moa, Phoenix, Black Widow. The easiest to get is the mona black Factions. of course you should be doing or Ranger or the Ascension (or its counterparts) and ended a quest given to you by Rutger zu Heltzer: this forces you to run for Kurzick territories until they find the Black Moa, which is in front the gates of Aspenwood. It's even easier if you go with a friend who has already done the quest: trovere the bird there. Once (it will already be level 20) Eye of the North and bring it directly to add the statues (the mascot of the general and that of the Black Moa).
5 Companion Statues (2 Full Display): Two you have already: MOX and MOA. you now need three heroes, or a hero and two pet. One way to get the armor (which requires Nighfall) is to talk to the captain of the port Alarho (found in Kamadan) and the inlet Dajakan going to participate in the competitive task. Killing the pirates lords get the pieces needed to make new armor for your heroes. These pieces of armor stolen appear in your inventory. The important thing for you is to kill even the first if you can not go further, you do not care to finish the mission. Talk Bahldasareh [for Hero Armor] and then go to the Eye of the North, accompanied by the hero to add his statue. 10-20-30 Companion Statues (One point for each grade): You can not get armor for all heroes with the method above: every hero needs a different object. in any case the source is the same missions to challenge.
As we announced, has opened its Hall of Monuments to Guild Wars 2, so we publish this comprehensive guide that will take players from first to second chapter.
It will take a lot to complete the guide, then one starts from the basic things, especially for those not playing Guild Wars for a long time or if you start now waiting for Guild Wars 2. Everyone else, I already know the game simply will not need this guide. First you need an account with at least basic campaign of Guild Wars Prophecies (or simply Guild Wars, if you have an old box) and the expansion Eye of the North. These two things are required to unlock everything. the other two campaigns are not compulsory but make it much easier to accumulate points.
Here's how to reach the Hall of Monuments: You must do the quest that starts the expansion Eye of the North, talking with NPC segenti in its cities:
Len Caldoron (Lion's Arch)
Minister Raiugyon (Kaineng)
Bendah (Kamadan)
This mission will take you to Boreal Station. From there you must cross the icy slopes of the cliffs, and reach the eye of the north (you can clearly see is the huge building) memories of the gallery is located inside. The guide follows the groupings Hall of Monuments Calculator, which is updated every time a sloggate PG. So just to swap character for the update (and press refresh on the browser). Because something is counted to be exposed as a statue in HOM (Hall of Monuments), so if you have old PCs that do not look well controlled for months may have forgotten to explain something. The rating is account based, so all that counts is exposed to any PG, and also means that the securities will not be counted double, and double all the statues.
Do not think you can necessarily get to 50/50. The 30/50 is much more feasible, and the same will be satisfied, while 50/50 is more for players of the old guard than anything else, some 20 hours if you play the game maybe you make it, or if GW2 comes out in 2013, well ! But better do not you? Consider also that you can continue to release titles even after GW2 is released, so do not be too hasty! We start from the basic problems that we have to get to 30/50. First, the computer is in English, while the game is in Italian, if you have to find what it's called something in Italian simply hold CTRL and right turns in English, but this will not happen down the wiki and the calculator, then when you try to put the translation. The wiki is your ally in this case: write what is missing in the computer, say "Eternal Ale Hound," and images of barrels of beer will make you understand what it is without a doubt.
Another problem is the market, driven crazy because of the novelty. This is not a big problem for a skilled player, but an inexperienced one, so better be careful or wait until the waters calm down (if they ever do). Remember that many players now try to finish everything left open: to do things with other players is often essential and there makes it easier, so go find an active guild and that is dedicated to various aspects of the game with a good alliance . The highest number of points are obtained through a "Full Display", or filling a section of the monument of Hom. Combining a full display and a variety in the statues that you can unlock it without any major problems to have a good score.
Slot occupied all the PCs you can just, you go wrong you can always delete them: this is because the PCs every year of age receive a "gift" with a miniature in, then maybe in two years you finally have the 40 miniatures. Not very encouraging, I know, but in any case can serve as warehouses. It is said that focusing on a single character is the best choice, for example in the case of armor and weapons might be easier to use multiple characters. Always exploited the wiki when you can, and if you have any doubt consult it! Seasonal events will be exploited to the maximum, especially for certain things when they are in progress: full concentrarvici will save you time.
"Devotion" (Devotion)
This can be a problem for those unfamiliar with the game, and for those who play recently.
This monument covers the miniatures, the MiniPet, small versions of certain characters or monsters. When trading or buying one of these miniatures make sure that is not already dedicated. The thumbnails are dedicated when they were exposed in a HOM: This means that once dedicated, if you are interested, you can throw them, especially the white (common) of little value. Other miniatures, also dedicated, may have a good value. Here the color scheme for the thumbnails:
White: Common
Viola: Uncommon
Gold: Rare
Green: Unique
There are several ways to get the miniatures: as I said based on the character's birthday, every year that passes, you get a gift containing a miniature, so it is important to create all the PCs that you can. Some of the miniatures were then exclusive Collector's Edition. Some miniatures but you can get involved, and this is very important. Aim at the Black Moa Chick (Black Moa Chick) is a miniature green, probably the easiest to obtain. Other miniatures are using the in-game events. Even in Kritia War (and perhaps other future chapters of Guild Wars Beyond) are a source of miniatures, for example by opening the "real gifts" (Royal Gift). There are also miniatures that could be found through the code inside the journals now unobtainable, of course. Even more rare are those given as a prize in special events.
Any Miniature Statue: (A statue of a miniature any way), get a thumbnail that you find the least expensive and give you some duplication. Make sure it is Unded. not a big problem this can be done by everyone. Rare Miniature Statue: You need a miniature gold. You have two choices: buy one or wait for the Canthan New Year in February, where you can get a gold or even green. You might even find one in a royal gift of war in kritia Unique Miniature Statue: The simplest is undoubtedly the Black Moa chick, unless you have the money to comprarvene another, but it is unlikely they will have. You can directly buy the Black Moa Chick, wanting. Here is guilda in English on how to obtain one. Not easy, it must be said.
20-30-40-50 Miniature Statues: (One point per grade) Not much to explain or to say, beware of business and trade cost.
"Fellowship" (Friendship) Pretty simple, time-consuming, but it is entirely feasible. Above all take their first points. This monument was put heroes and rare pet, the heroes must have armor added to that base to be displayed. Also you can see three rare pet.
Any Hero Statue: The easiest to insert. MOX: can be inserted immediately, but requires at least level 12 and all three campaigns. Can be found just outside the three capitals of the three campaigns so it is now.
Any and Any Rare Pet Pet Statues Statues (1 and 1): There are three rare pet in the game: Black Moa, Phoenix, Black Widow. The easiest to get is the mona black Factions. of course you should be doing or Ranger or the Ascension (or its counterparts) and ended a quest given to you by Rutger zu Heltzer: this forces you to run for Kurzick territories until they find the Black Moa, which is in front the gates of Aspenwood. It's even easier if you go with a friend who has already done the quest: trovere the bird there. Once (it will already be level 20) Eye of the North and bring it directly to add the statues (the mascot of the general and that of the Black Moa).
5 Companion Statues (2 Full Display): Two you have already: MOX and MOA. you now need three heroes, or a hero and two pet. One way to get the armor (which requires Nighfall) is to talk to the captain of the port Alarho (found in Kamadan) and the inlet Dajakan going to participate in the competitive task. Killing the pirates lords get the pieces needed to make new armor for your heroes. These pieces of armor stolen appear in your inventory. The important thing for you is to kill even the first if you can not go further, you do not care to finish the mission. Talk Bahldasareh [for Hero Armor] and then go to the Eye of the North, accompanied by the hero to add his statue. 10-20-30 Companion Statues (One point for each grade): You can not get armor for all heroes with the method above: every hero needs a different object. in any case the source is the same missions to challenge.
Star Wars The Old Republic: Troops of the Republic
Star Wars The Old Republic: Troops of the Republic
Second episode, after the one dedicated to the Bounty Hunter, of our special classes dedicated to Star Wars: The Old Republic, BioWare.
Honor, duty, defending the Republic. Not all heroes possess a lightsaber: some have only the will to fight. For decades, the armed forces of the Galactic Republic defended their civilization against the 'seemingly unstoppable Sith Empire. Despite countless setbacks, the men and women soldiers of the Republic have never given up fighting, at least until the Senate ordered them to do so. Even today, these brave souls remain ready and willing to risk their lives to defend their values.
Following the Treaty of Coruscant, the Republic's armed forces have begun to recruit soldiers from its ranks with the aim of creating teams of special forces in preparation for the inevitable day when that breaks out a new war against the Empire. Quaste new advanced strike teams are composed of the most talented and disciplined soldiers, represent a new breed of elite soldiers of the Republic.
These troops are the embodiment of the highest aspirations of dell'armata Republic, are the most advanced fighting force in the Galaxy. They are fitted so as to face any foe in any environment, but their value lies not in their equipment, but in his own courage. The indomitable spirit, their unerring sense of duty and their undying loyalty placed against their peers and ideals represented by the Republic are the greatest weapons available to soldiers. Never, as in recent years, the stakes were so high. The Republic must win or perish. The future of the galaxy rests on the shoulders of ordinary men from extraordinary destiny. This is the road traveled by the Soldier of the Republic.
Relations with the Jedi
The Knights Jedi Order have defended the Republic for generations, but did not fight alone. A myriad of anonymous heroes who fought alongside the Jedi - Common brave men willing to enlist and face the same risks while not beneficiado protection provided by their fellow jedi powers. These heroes have earned the gratitude of the Jedi. Men and women are respected by the military of the Republic and Jedi Order members by political leaders who lead the Republic.
Advanced Class:
Commando (Ranged DPS)
Heavy Blaster Cannon
Grenades
Vanguard (Tank)
Blaster Rifle
Energy Shield
Planet Out
Ord Mantell
Playable races:
human
Zabrak
Mirialan
Second episode, after the one dedicated to the Bounty Hunter, of our special classes dedicated to Star Wars: The Old Republic, BioWare.
Honor, duty, defending the Republic. Not all heroes possess a lightsaber: some have only the will to fight. For decades, the armed forces of the Galactic Republic defended their civilization against the 'seemingly unstoppable Sith Empire. Despite countless setbacks, the men and women soldiers of the Republic have never given up fighting, at least until the Senate ordered them to do so. Even today, these brave souls remain ready and willing to risk their lives to defend their values.
Following the Treaty of Coruscant, the Republic's armed forces have begun to recruit soldiers from its ranks with the aim of creating teams of special forces in preparation for the inevitable day when that breaks out a new war against the Empire. Quaste new advanced strike teams are composed of the most talented and disciplined soldiers, represent a new breed of elite soldiers of the Republic.
These troops are the embodiment of the highest aspirations of dell'armata Republic, are the most advanced fighting force in the Galaxy. They are fitted so as to face any foe in any environment, but their value lies not in their equipment, but in his own courage. The indomitable spirit, their unerring sense of duty and their undying loyalty placed against their peers and ideals represented by the Republic are the greatest weapons available to soldiers. Never, as in recent years, the stakes were so high. The Republic must win or perish. The future of the galaxy rests on the shoulders of ordinary men from extraordinary destiny. This is the road traveled by the Soldier of the Republic.
Relations with the Jedi
The Knights Jedi Order have defended the Republic for generations, but did not fight alone. A myriad of anonymous heroes who fought alongside the Jedi - Common brave men willing to enlist and face the same risks while not beneficiado protection provided by their fellow jedi powers. These heroes have earned the gratitude of the Jedi. Men and women are respected by the military of the Republic and Jedi Order members by political leaders who lead the Republic.
Advanced Class:
Commando (Ranged DPS)
Heavy Blaster Cannon
Grenades
Vanguard (Tank)
Blaster Rifle
Energy Shield
Planet Out
Ord Mantell
Playable races:
human
Zabrak
Mirialan
Star Wars The Old Republic: The Hunter Killer by BioWare
Star Wars The Old Republic: The Hunter Killer by BioWare
Hunter, seeker, killer for a fee. The bounty hunter is the protagonist of the first episode of our new series of special classes anticipated Star Wars: The Old Republic, BioWare.
Countless enemies stand in the way of the empire to it to obstruct the road. The Empire does not spare even eliminate these threats, taking the most deadly bounty hunters in the Galaxy and by offering them generous rewards. Anyone who receives the mark of death from the Empire, will spend the rest of his life in anguish and terror, as the issue is not whether the bounty hunter will find ... question arises only when you find!
Famous and anonymous at the same time, the bounty hunters are not simply paying mercenaries: they are heirs to a heritage professional and are part of an ancient brotherhood with a glorious past. Tracking down fugitives from other star systems requires high professionalism, especially when the prey are important subjects, powerful and ready for confrontation. The careers of many aspiring bounty hunter draws, and this is particularly attractive to those looking for thrills. But only the fittest survive in this competitive and deadly business. The road traveled by the bounty hunter is always long and perilous: the stakes are always high and the path always leads to the junction which branches off in two ways: in one direction it is moving towards full path of glory, while the other leads to death and dishonor.
Relations with the Empire
Though the Empire disapproves of the strict independence of bounty hunters, exceptions are made for those that achieve results. Rare in the galaxy are those who have the audacity and courage to perform such delicate missions and fatal: those in which Bounty Hunters excel. However, in the Empire, no one is irreplaceable, and even the talented have to constantly prove their worth. In the world of bounty hunter to fame is crucial, and for each target that can eliminate the bounty hunter sees its increase, and with it also soaring prices for their services.
Affiliate and Loyalty
The bounty hunters are not a homogenous group: they belong to different races and affiliations and each pursues its prey according to their own unique style. Some adhere strictly to the Mandalorian code of honor while others answer only to their own moral code. Some act only on behalf of organizations, while others have no sense of loyalty. Despite being kindred spirits among the bounty hunters there is a climate of mutual trust most of its competitors to turn induces a colleague in the most ruthless of enemies. While employers tend to hide their true intentions, because the situation can turn around very quickly came up, when, as often happens, complications. It is not unusual to see changes of allegiance, reversals of situations and confrontations between the deadly bounty hunters.
identification
The bounty hunters come and go as they wish across the galaxy, some work alone, others in groups. Although it is not uncommon for them to chase targets also in the world located in the heart of the galaxy, most of the work takes place outside the hem, where often wary fugitives seek refuge where they can do away the traces.
advanced Class
Powertech
Flamethrower
Defense / Energy Shields
Tank
Mercenary
Dual Wield Guns
Missiles
ranged DPS
Planet Out
Hutta
playable races
human
Rattataki
Hunter, seeker, killer for a fee. The bounty hunter is the protagonist of the first episode of our new series of special classes anticipated Star Wars: The Old Republic, BioWare.
Countless enemies stand in the way of the empire to it to obstruct the road. The Empire does not spare even eliminate these threats, taking the most deadly bounty hunters in the Galaxy and by offering them generous rewards. Anyone who receives the mark of death from the Empire, will spend the rest of his life in anguish and terror, as the issue is not whether the bounty hunter will find ... question arises only when you find!
Famous and anonymous at the same time, the bounty hunters are not simply paying mercenaries: they are heirs to a heritage professional and are part of an ancient brotherhood with a glorious past. Tracking down fugitives from other star systems requires high professionalism, especially when the prey are important subjects, powerful and ready for confrontation. The careers of many aspiring bounty hunter draws, and this is particularly attractive to those looking for thrills. But only the fittest survive in this competitive and deadly business. The road traveled by the bounty hunter is always long and perilous: the stakes are always high and the path always leads to the junction which branches off in two ways: in one direction it is moving towards full path of glory, while the other leads to death and dishonor.
Relations with the Empire
Though the Empire disapproves of the strict independence of bounty hunters, exceptions are made for those that achieve results. Rare in the galaxy are those who have the audacity and courage to perform such delicate missions and fatal: those in which Bounty Hunters excel. However, in the Empire, no one is irreplaceable, and even the talented have to constantly prove their worth. In the world of bounty hunter to fame is crucial, and for each target that can eliminate the bounty hunter sees its increase, and with it also soaring prices for their services.
Affiliate and Loyalty
The bounty hunters are not a homogenous group: they belong to different races and affiliations and each pursues its prey according to their own unique style. Some adhere strictly to the Mandalorian code of honor while others answer only to their own moral code. Some act only on behalf of organizations, while others have no sense of loyalty. Despite being kindred spirits among the bounty hunters there is a climate of mutual trust most of its competitors to turn induces a colleague in the most ruthless of enemies. While employers tend to hide their true intentions, because the situation can turn around very quickly came up, when, as often happens, complications. It is not unusual to see changes of allegiance, reversals of situations and confrontations between the deadly bounty hunters.
identification
The bounty hunters come and go as they wish across the galaxy, some work alone, others in groups. Although it is not uncommon for them to chase targets also in the world located in the heart of the galaxy, most of the work takes place outside the hem, where often wary fugitives seek refuge where they can do away the traces.
advanced Class
Powertech
Flamethrower
Defense / Energy Shields
Tank
Mercenary
Dual Wield Guns
Missiles
ranged DPS
Planet Out
Hutta
playable races
human
Rattataki
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.
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
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
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
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
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
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
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
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
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
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