American Conquest PC game review
The software house Ukrainian GSC Game World has paradoxically most famous for a video game ever released for the many who instead has produced in recent years. If, in fact, STALKER is continuously postponed, the two series have held high the name of GSC Game World We refer, of course, Cossacks and American Conquest. This is real-time strategy that are not certainly the spectacular graphics their strong point, but it can offer great depth in terms purely strategic. Both series use the same graphics engine and certainly more than one feature in common.
American Conquest: Divided Nation is halfway between being a true sequel or a mere expansion. Basically, the new limited addition of new missions and a slightly different scenario. If you have previously, in fact, modeled on the history of the United States of America from the conquest of the New World, we now focuses exclusively on the American Civil War, Civil War or, if you prefer. Do not expect, therefore, great revolutions even within the graphics engine, which is inevitably dated. If this was still forgivable in 2003 (the year in which the first American Conquest was released), now, in the light of the spectacular productions on which we could get my hands recently, it reveals an aspect at least annoying and can keep away from Divided Nation much of the gaming audience more demanding.
As in all RTS-respecting how strong Divided Nation is the campaign. It is divided in 9 sub-campaigns, which allow us to relive the conflict here examined from several different perspectives. Each of the campaigns, in fact, recreates historical battles placing them under the label of the general architect of them. So follow the events of the war occurred in Stonewall Jackson, Robert E. Lee and Ulysses S. Grant. Between the factions with which we align ourselves are the Confederation and the Union of course: they are the protagonists of six campaigns. The last three will be met in the shoes of the soldiers of Texas, seeking independence, or Mexicans, however, are opposed to the first. In total Divided Nation includes more than 50 missions with the distribution we have just described. What we need to emphasize is that different factions do not necessarily different armies but, as we shall see in a moment, the strengths of all persuasions are still the same. Do not change the settings either (except in the case of campaigns with Texas and Mexico) and the graphic style of the game.
But now we come to that certainly concerns us more closely, namely on the game mechanics underlying the component purely strategic Divided Nation. As with its predecessor, the core of the structure of the game lies in managing armies composed of thousands of units in relation to the decisions of the enemy. American Conquest: Divided Nation can, in fact, manage simultaneously on the screen even 30,000 units, which requires great sagacity and precise strategic vision of the events that are happening on the battlefield. Added to this is the fact that the maps are really huge: the soldiers take minutes and minutes to cover the entire portion of land that is the game map. All this makes the product of GSC Game World a game focused on the movement of large masses of men on the roof of the appropriate distances on the deployment of troops available in relation to what the enemy does.
Legions of soldiers on both sides will collide head from time to time and all are busy in point your musket and reload as soon as possible after each shot. Place your army so that it covers the men enemies becomes crucial, as it is around the enemy position. Strategies are very common in American Conquest, for example, those based on point with a battalion of enemies and get around with another in order to attack them from behind. Alternatively, it is always good to engage the enemy with a battalion and to perform a second melee attack, in which case our soldiers abandon their muskets and bayonets will rely exclusively.
A game like American Conquest: Divided Nation can not focus heavily on the multiplayer component. The new product of GSC Game World, in fact, provides the game via the Internet or LAN to deal with their friends with the same characteristics as the single player. There are three different modes: Battlefield, Internet and Game Deathmatch. In the first mode repeat a mission already addressed in one of the campaigns, only instead of the enemy AI run there will be a human opponent. By Internet Game we can find an opponent that suits best to our ability and watch all the other games in progress at the server GSC Game World. Deathmatch instead will allow us to play on skirmish maps and to set a whole series of parameters such as the characteristics and the size of the map, the level of resources available at the beginning of the match, the presence or absence of "fog of war" or "peacetime "victory conditions, and more. A very interesting feature is the possibility of being able to save the current game to be able to continue later.
The result of this is the spread of fire fights and melee combat all over the map resulting in the death of thousands and thousands of people. In these situations, it is inevitable to think of every war atrocity and the uselessness of the loss of those lives.
The placement of troops is, therefore, the key element of the game. To make you understand the importance of this aspect of Divided Nation must say, beyond what we have done so far, that when placed troops want is the same as artificial intelligence of the game that decides when to start shooting and who, precisely because the Our job is another. In all this he deserves a separate discussion the matter relating to training, as can be seen to fundamental in relation to strategies to baste on the battlefield. Basically, we can choose three types of training: one suitable for shootings, one suitable for the defense when it takes close combat and, finally, a suitable gear. It 's very important to choose the right training if we want, for example, cover a certain distance in the shortest possible time or if we want to be effective in a firefight.
Once hired an enemy battalion in a firefight see our soldiers and the enemies shoot each other even for minutes. Each of these comparisons, in fact, has a surprisingly prolonged duration in relation to the duration of the entire battle. Realize who is losing more men is important in order to make changes to the strategy if you feel to be at a disadvantage. The reasons for which a battalion should be disadvantaged in relation to what is in front can be many. The most important part, as we have said, the physical layout of the two troops. In addition, we must pay attention to the shape of the map: an army in a forest or a cultivated field will be greatly benefited as will an army placed on a hill. It becomes, therefore, the primary realize even the geography of the map.
Noted earlier the characteristics of units in each army. Well, be it that of the Union or that of Confederation, of the Mexican or what Texan this difference is based on the presence of three different types of units. We're talking infantry, cavalry and artillery. This is the division that we see in almost every strategic, so proceed quickly on this issue. Let's just say that the former are useful for melee and for those with muskets, the second to disrupt enemy defenses more entrenched, the third to take out multiple enemy units and defenses to destroy walls. One aspect on which, however, it is worth stopping for as long as is related to the game. Unfortunately, from this point of view Divided Nation does not make significant improvements compared to its predecessor, although this aspect is certainly not the most tested of the saga. Indeed, we have found some difficulty in the selection of the troops and their arrangement on the battlefield.
This is because, due to the engine in 2D, the portion of land embraced by the game view is always too stunted. If we select thousands of men occurred within the visual understand well that you are immediately in trouble and that there is a tradeoff with the tracking system of the game. For these reasons, the software provides a minimum resolution of 1024x768, but it is almost essential to play at least at 1280x1024. Add to this the fact that the battalions will always be more than ten resulting in poor efficiency of the system speed dialing and the guys from GSC Game World inexplicably have not used the feature of instant recall of the battalion when you press twice on the corresponding number for understand that the gameplay component is certainly not the happiest in Divided Nation.
There is also a small section dedicated to. This is not always necessarily required, it becomes so only at times when we lose too many units and we have to create new ones. On these occasions we can use our "pioneer" to collect resources (food, wood, minerals), so you can use in the creation of buildings and troops. We may, for example, in order to achieve doctors treat wounded units or replenish our military units able to bring in high spirits. In fact, if one of our battalions lost too many men, those who are still alive will start to get scared and run away from the heart of the conflict: in these situations are important men like those I just mentioned, which are usually equipped with drums or banner of the faction with which we are playing.
Finally, we look at the component graphics and sound. As we said, this is not the most successful aspects of the game, which makes Nation Divided an extremely static and dated in relation to the latest generation of RTS. If, in fact, the ability to manage many units was a novelty when the first American Conquest saw the light, now with the various Rome: Total War Imperial Glory this component loses much of its value. Sprites units in two dimensions appear in fact anachronistic and animations are very rough. The lack of a minimum of real-time physics and graphical effects such as explosions and similar rendering the element on the dynamics. Also from the sound point of view we should not complain because all the sound effects are extremely repetitive and not very realistic. Do you think that it also lacks the response of the unit to our call, a component that has always been present in the RTS for ten years now. The only really positive element from this point of view is that related to music accompaniment, which reveal themselves in relation to the setting that azzeccate American Conquest: Divided Nation intends to trace.
comment
Let's say that American Conquest: Divided Nation is one of those strategic fit only for those who grew up in strength of bread and Command & Conquer. The subtle game mechanics and precision that requires strategic, in fact, immediately cut out all those players who do not like these aspects. To offset this element are, however, the presence of five levels of difficulty, which makes it not too difficult approach to the game even the less experienced. Remaining among the positive elements, we also the large number of units of each battlefield and the large scale of the maps. On the other hand, this new RTS GSC Game World is once again terribly static and not very pleasant in terms of visual and sound. We also found flaws in the system unit selection and repetition that occurs in the different campaigns going forward. If we also consider the fact that Divided Nation brings few new features compared to its predecessor and is still sold at full price, we can not give it a low rating.
View other game at http://funnygamemania.blogspot.com
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America PC game review
America PC game review
Polygons or Bitmap?
Useless .... despite the new dimension of RTS, made up of virtual worlds and 3d hybridization between first and third person in the field of battle, the obsolete isometric view continues to be one of the most functional and used. With Starcraft in many decreed the imminent end of the isometric view. In fact, the title of Blizzard seemed the best that could express this dimension in the time of the first triumphs of accelerated cards. But here is that Microsoft is not at all enchanted by the upcoming suggestions polygonal restyling brought a chart like this, populated worlds with its units proportionate to their environment and improved animations. Also inspired by the success of simulation titles like Sim-City, Populous etc. ... the famous software company also improved the management of resources and units, in addition, with the history books in hand graphics programmers and tried to recreate not the most fantastic environments or futuristic populated by orcs and aliens, but credible historical contexts, with their architectural and social, allowing users to intervene, as in the classic "SIM CITY", the intimate social structure of the population.
The result was a new way of playing the RTS, not only closer to the strategies and the narrow concept of war, but also the credibility of the simulation of a well characterized in a precise historical context; Age of empire was born.
Age of West
Passing through ancient Egypt, the Roman Empire, the high and late Middle Ages, the different software houses had fun to offer a product "always different but basically the same" users. Today, Data Becker proposes America!
America is a RTS set in the Wild West of 800. You can find, well blended all the ingredients of the epic American of the 19th century, Indians, Cowboys, Soldiers Blue and Mexican bandits.
Bounty Killer, desperados and gunslingers return to populate the dusty saloon and boundless prairies, and you, with just a few clicks, you can relive the dream of the last frontier! America in fact, at first glance may seem like a boon for those who as a child wanted to revive the feats of Geronimo or General Custer, who, flying with the fantasy, got on a broom and galloped down the hallway of the house with great despair of the mother who had just spread the wax! I said a few simple clicks because actually the GUI, the graphical interface is very simple and intuitive, but proceed with order;
America is not exactly a "AGE OF EMPIRE" set in the wild west and then fans of the genre will find nice the idea of ??controlling whole tribes of Indians, and gunmen without gringos among other extricate more than necessary to understand the dynamics of the game and the management unit. In addition, the graphic impact of America is truly remarkable: although the isometric view and the subsequent use of bitmap, characters and buildings are really well designed and characterized. Only ugliness in graphics, some bug in the Fog of War: the mountains, in fact, as it turns out the map, are the bad "holes blacks" on top, caused by their mismanagement of this function at the end is that you can see "a sort of hole with the mountains around."
The attempt by the developers to remain in a very specific gaming trend is very clear in the painstaking care in the reproduction of the system of play and animation AGE OF EMPIRES: in this game you will drive men and women who will work nell'approviggionamento of wood, care of the fields, farms different (mad cow disease?;-)). Do not hide the fact that I could not help but smile when I saw a perfect replica of the title animations in Microsoft sowing and management fields!
But America still has its own identity, made of saloon and teepees. In this way then, the units appiedate can ride a horse and there is the possibility to cross with ease dense forests, this seems to me an interesting and useful feature, although it can be quite difficult to find in it a few units that regularly gets lost.
4 People, 4 Games
The game then reserve some surprises that whatever you deviate from a simple cloning of the title Microsoft. First, the variety and the different features that make the peoples ... Yeah because America actually tries to break the monotony of the titles that preceded it, where people basically antagonistic changed only in name and design but remained the same in technique and in the upgrade. There are in fact four people with four game modes and graphics are very different and the player will have to adapt to the characteristics of each faction war. When, in the first mission, we will begin to play with indium, we try to accumulate as much wood as possible to build our village, the gold will affect us very little, and we have to produce as much food to increase our tribe and create hordes absurd warriors. In fact, unfortunately, who will buy this title to get back once and for all the Yankees, will come up soon with the dramatic feature of this glorious people: the poor resistance to bullets of the Yankees, Mexicans and bandits, as well as the lack of effectiveness of bows and arrows, make that "the god Manitou" one of the weakest and most vulnerable populations ...
Unfortunately, this imbalance of forces causes in the early missions will attend a real new massacre Indians, perhaps caused by a tiny fortified position, or by four gunmen on a school trip in your camp. In addition, your Indianelli will become Kamikaze before the enemy's guns as in the classic "load movie", where fierce warriors are thrown from their horses in the race Yankee artillery.
The first missions will then be a real purgatory, in fact I noticed that for some unknown reason, programmers have relegated the most difficult missions (including the weakness of units) at the very beginning. Things start to be less frustrating with the Mexicans. Finally, with this people, we immediately guns, plus they are also well characterized, with their white buildings and grannies busy dondolar babies and treat yourself to injury. The gold then begins to have its real importance in the upgrading and construction of units.
The bandits, in my opinion, are the best characterized and most pleasant, although suffering from congenital strabismus (their bullets, in front of a gringo, are not so precise!).
At the base of the food chain of this clan is the liquor, which will be produced in distilleries rickety as in the classic tradition West. You'll have a world to click on these crumbling buildings ..... I assure you;-). In plain view in front of the headquarters of these scoundrels, they proudly displayed two poor hanging from the noose .... in short, are given all the clues to understand the true nature of these missions, made ??of robberies and raids. With the blue jackets the real problem is the chronic shortage of gold, as the more advanced units require large amounts of this mineral. Of course, with the latter faction, the game gives the best of itself, amount and variety of units. Artillery, cavalry, and infantry are your weapons against the bows and arrows of the Indians against the bandits disorganizzatissimi (without a real artillery) and against the most feared Mexicans, perhaps the only ones able to maintain a degree of competitiveness with the "Yankee ".
In my opinion, however, the missions with the U.S. lose in originality with blue blazers you fall in historical canons and film, with a view of the supremacy of justice and Yankees.
A missed opportunity?
Undoubtedly America is a nice game, simple graphics and learning and unpretentious, to recommend to those who love the genre. Unfortunately, in my opinion, lacks credible characters and historical contexts. It would be a good opportunity to take the role of General Custer and Sitting Bull, rebuild epic battles or sieges such as Fort Alamos, in short, have, as in the Age of Empire, the chance to live again, and perhaps to reverse major events historians, whose although young American history has great examples. In addition there is also to say that America has not particularly challenging missions: all that results is a series of missions cold uninteresting and sometimes "very irritating purpose and difficulty" I found it frustrating to reduce it to a simple cowboys and take only a few cows from South to North and suffer the constant raids by bandits.
Certainly a simple mission editor would make the title more durable and attractive, perhaps with missions rescheduled and downloaded directly from the network, but for some unknown reason was not included. The management of the territories is very difficult, in some cases impossible, as there are few systems difesivi (at least for the Indians and for the bandits), then, in most cases fail the "Conquest factor" which is fundamental in the RTS. The AI ??is quite fugitive, especially in the management of the Indian unit, suffering from the usual syndrome "-Pearl Harbour" (Kamikaze). Moreover pursuing the necessary Indian hordes will be very difficult, as you can control just over a dozen units at a time.
One last look
America, after all, has no great pretensions, the goal that had been set up programmers, to create a product that is cute and funny on the success of some RTS was reached. It may not be an innovative title and there will be some gaps, but for those who have spent sleepless nights to play Age of Empire, the old west I think it's a must!
comment
America, after all, has no great pretensions, the goal that had been set up programmers, to create a product that is cute and funny on the success of some RTS was reached. It may not be an innovative title and there will be some gaps, but for those who have spent sleepless nights to play Age of Empire, the old west I think it's a must!
View other game at http://funnygamemania.blogspot.com
Polygons or Bitmap?
Useless .... despite the new dimension of RTS, made up of virtual worlds and 3d hybridization between first and third person in the field of battle, the obsolete isometric view continues to be one of the most functional and used. With Starcraft in many decreed the imminent end of the isometric view. In fact, the title of Blizzard seemed the best that could express this dimension in the time of the first triumphs of accelerated cards. But here is that Microsoft is not at all enchanted by the upcoming suggestions polygonal restyling brought a chart like this, populated worlds with its units proportionate to their environment and improved animations. Also inspired by the success of simulation titles like Sim-City, Populous etc. ... the famous software company also improved the management of resources and units, in addition, with the history books in hand graphics programmers and tried to recreate not the most fantastic environments or futuristic populated by orcs and aliens, but credible historical contexts, with their architectural and social, allowing users to intervene, as in the classic "SIM CITY", the intimate social structure of the population.
The result was a new way of playing the RTS, not only closer to the strategies and the narrow concept of war, but also the credibility of the simulation of a well characterized in a precise historical context; Age of empire was born.
Age of West
Passing through ancient Egypt, the Roman Empire, the high and late Middle Ages, the different software houses had fun to offer a product "always different but basically the same" users. Today, Data Becker proposes America!
America is a RTS set in the Wild West of 800. You can find, well blended all the ingredients of the epic American of the 19th century, Indians, Cowboys, Soldiers Blue and Mexican bandits.
Bounty Killer, desperados and gunslingers return to populate the dusty saloon and boundless prairies, and you, with just a few clicks, you can relive the dream of the last frontier! America in fact, at first glance may seem like a boon for those who as a child wanted to revive the feats of Geronimo or General Custer, who, flying with the fantasy, got on a broom and galloped down the hallway of the house with great despair of the mother who had just spread the wax! I said a few simple clicks because actually the GUI, the graphical interface is very simple and intuitive, but proceed with order;
America is not exactly a "AGE OF EMPIRE" set in the wild west and then fans of the genre will find nice the idea of ??controlling whole tribes of Indians, and gunmen without gringos among other extricate more than necessary to understand the dynamics of the game and the management unit. In addition, the graphic impact of America is truly remarkable: although the isometric view and the subsequent use of bitmap, characters and buildings are really well designed and characterized. Only ugliness in graphics, some bug in the Fog of War: the mountains, in fact, as it turns out the map, are the bad "holes blacks" on top, caused by their mismanagement of this function at the end is that you can see "a sort of hole with the mountains around."
The attempt by the developers to remain in a very specific gaming trend is very clear in the painstaking care in the reproduction of the system of play and animation AGE OF EMPIRES: in this game you will drive men and women who will work nell'approviggionamento of wood, care of the fields, farms different (mad cow disease?;-)). Do not hide the fact that I could not help but smile when I saw a perfect replica of the title animations in Microsoft sowing and management fields!
But America still has its own identity, made of saloon and teepees. In this way then, the units appiedate can ride a horse and there is the possibility to cross with ease dense forests, this seems to me an interesting and useful feature, although it can be quite difficult to find in it a few units that regularly gets lost.
4 People, 4 Games
The game then reserve some surprises that whatever you deviate from a simple cloning of the title Microsoft. First, the variety and the different features that make the peoples ... Yeah because America actually tries to break the monotony of the titles that preceded it, where people basically antagonistic changed only in name and design but remained the same in technique and in the upgrade. There are in fact four people with four game modes and graphics are very different and the player will have to adapt to the characteristics of each faction war. When, in the first mission, we will begin to play with indium, we try to accumulate as much wood as possible to build our village, the gold will affect us very little, and we have to produce as much food to increase our tribe and create hordes absurd warriors. In fact, unfortunately, who will buy this title to get back once and for all the Yankees, will come up soon with the dramatic feature of this glorious people: the poor resistance to bullets of the Yankees, Mexicans and bandits, as well as the lack of effectiveness of bows and arrows, make that "the god Manitou" one of the weakest and most vulnerable populations ...
Unfortunately, this imbalance of forces causes in the early missions will attend a real new massacre Indians, perhaps caused by a tiny fortified position, or by four gunmen on a school trip in your camp. In addition, your Indianelli will become Kamikaze before the enemy's guns as in the classic "load movie", where fierce warriors are thrown from their horses in the race Yankee artillery.
The first missions will then be a real purgatory, in fact I noticed that for some unknown reason, programmers have relegated the most difficult missions (including the weakness of units) at the very beginning. Things start to be less frustrating with the Mexicans. Finally, with this people, we immediately guns, plus they are also well characterized, with their white buildings and grannies busy dondolar babies and treat yourself to injury. The gold then begins to have its real importance in the upgrading and construction of units.
The bandits, in my opinion, are the best characterized and most pleasant, although suffering from congenital strabismus (their bullets, in front of a gringo, are not so precise!).
At the base of the food chain of this clan is the liquor, which will be produced in distilleries rickety as in the classic tradition West. You'll have a world to click on these crumbling buildings ..... I assure you;-). In plain view in front of the headquarters of these scoundrels, they proudly displayed two poor hanging from the noose .... in short, are given all the clues to understand the true nature of these missions, made ??of robberies and raids. With the blue jackets the real problem is the chronic shortage of gold, as the more advanced units require large amounts of this mineral. Of course, with the latter faction, the game gives the best of itself, amount and variety of units. Artillery, cavalry, and infantry are your weapons against the bows and arrows of the Indians against the bandits disorganizzatissimi (without a real artillery) and against the most feared Mexicans, perhaps the only ones able to maintain a degree of competitiveness with the "Yankee ".
In my opinion, however, the missions with the U.S. lose in originality with blue blazers you fall in historical canons and film, with a view of the supremacy of justice and Yankees.
A missed opportunity?
Undoubtedly America is a nice game, simple graphics and learning and unpretentious, to recommend to those who love the genre. Unfortunately, in my opinion, lacks credible characters and historical contexts. It would be a good opportunity to take the role of General Custer and Sitting Bull, rebuild epic battles or sieges such as Fort Alamos, in short, have, as in the Age of Empire, the chance to live again, and perhaps to reverse major events historians, whose although young American history has great examples. In addition there is also to say that America has not particularly challenging missions: all that results is a series of missions cold uninteresting and sometimes "very irritating purpose and difficulty" I found it frustrating to reduce it to a simple cowboys and take only a few cows from South to North and suffer the constant raids by bandits.
Certainly a simple mission editor would make the title more durable and attractive, perhaps with missions rescheduled and downloaded directly from the network, but for some unknown reason was not included. The management of the territories is very difficult, in some cases impossible, as there are few systems difesivi (at least for the Indians and for the bandits), then, in most cases fail the "Conquest factor" which is fundamental in the RTS. The AI ??is quite fugitive, especially in the management of the Indian unit, suffering from the usual syndrome "-Pearl Harbour" (Kamikaze). Moreover pursuing the necessary Indian hordes will be very difficult, as you can control just over a dozen units at a time.
One last look
America, after all, has no great pretensions, the goal that had been set up programmers, to create a product that is cute and funny on the success of some RTS was reached. It may not be an innovative title and there will be some gaps, but for those who have spent sleepless nights to play Age of Empire, the old west I think it's a must!
comment
America, after all, has no great pretensions, the goal that had been set up programmers, to create a product that is cute and funny on the success of some RTS was reached. It may not be an innovative title and there will be some gaps, but for those who have spent sleepless nights to play Age of Empire, the old west I think it's a must!
View other game at http://funnygamemania.blogspot.com
Special Call of Duty Elite
Special Call of Duty Elite
The secret project of Activision finally revealed!
When a short time ago had started chasing rumors of a mysterious project in development at Activision the web was literally going crazy to formulate hypotheses about what could really be this mysterious COD: Elite. There was talk of a free to play and some had even been rumored title of a third person or a spin-off of a particularly charismatic of the series (including the most popular Ghost). In London last the veil of mystery on the title has been discovered, and never surprise was bigger.
COD: Elite simply put is not a game, yes, you read that right. The title in question is a website that will integrate inseparably initially with the current Black Ops Treyarch and in the future with the COD: MW 3 Infinity and Sledgehammer. It is in fact nothing more than a portal where you can view your stats, analyze matches just player, study strategies with the ability to form groups (which results in a full support for the clan) and not least the opportunity to participate in various contests (both individual and group) in order to win over the riconoscenze with virtual medals and succulent prizes from sponsors. But let us analyze in more detail.
Small disclaimer before we get into the explanation: the version visionata was inherent in the English version of the portal, this results in menu items that probably in the final version of the title will be localized names or appellations totally different.
The site structure is quite semplic or practices HTML pages created specifically to highlight the essential contents. The first page that you Parera front is a summary of what is our level in the game's multiplayer. There will be our position and level of experience, the various prestige (if they have been completed) and the various logos of customization we've made (currently only in Black Ops.) Excluding this page, there are 4 main sections with ramifications to their inside.
The first is "Career" in which you can see even more details the personal characteristics of each player, such as: number of kills, deaths, killratio and much more. Also wishing you can compare them to those of another player to understand where you are weakest and the areas in which it excels. This section is more branched and can count on many sub items are self-explanatory for the name they bear, and are: recent match, custom classes, leaderboard, trackers, weapon performance and my teather. That is certainly the most stunning "tracker" since using the link to the game of our profile and the constant refresh of the site, on a reconstruction with a top view of the map where we're playing, all points will be reported in which die or we kills during the match. Tell it in words this feature is not worth the price to see with their own eyes, something truly amazing and probably in the future very useful for clans to prepare and study different strategies on various maps.
The second macro group called "Compete" is certainly more social and allows players to create any type of group (with the name of your clan for example) or by joining a group already established - the event was created such as that of the lakers fans - to be able to share information and comments about the game and maybe talk and exchange views on what is also extra call of duty. The third macro section is perhaps the most delicious and interesting news from all over the portal, called "responsibility" in which you can join various competitions limited duration such as: shoot the best photo, you reach a certain number of kills as quickly as possible rather than perform certain actions in specific types of game. The contest is created by some partners Activision (in our trial were Wrangler, Jeep and Starbucks) that will be won real prizes for anyone who manages to win the competition. Each individual contest will have its own page and a sort of calendar in the top of the main page will scan the beginning and end of each race in order to hold a current gamer.
The last finally classified as "improve" give you the opportunity to enter into more detail of each perk, killstreak of maps and the whole arsenal provided by the title. Every single item will have its own page complete with explanation of each movie, this will serve primarily as "encyclopedia" to thoroughly study every single feature of the object in question and hang for its use or not within our classes customized.
This is roughly what you can do within the site. Obviously we have been assured that everything will be supported massively over the web and the games themselves, including through certain web TV and mobile market.
In addition, it was explained that the majority of the site will contain material free, but however it can be called a subscription PREMIUM which give you the ability to access certain sections of title and above all give you the opportunity to download the packages added to maps that will be released COD on the future.
comment
Obviously, the questions are many, starting with the type of content and especially the premium subscription price and its durability. For the moment we can say, especially in optical social and clans, that the idea is at least interesting. Waiting for a clarification E3, the draft Activison currently has pleasantly surprised.
View other game at http://funnygamemania.blogspot.com
The secret project of Activision finally revealed!
When a short time ago had started chasing rumors of a mysterious project in development at Activision the web was literally going crazy to formulate hypotheses about what could really be this mysterious COD: Elite. There was talk of a free to play and some had even been rumored title of a third person or a spin-off of a particularly charismatic of the series (including the most popular Ghost). In London last the veil of mystery on the title has been discovered, and never surprise was bigger.
COD: Elite simply put is not a game, yes, you read that right. The title in question is a website that will integrate inseparably initially with the current Black Ops Treyarch and in the future with the COD: MW 3 Infinity and Sledgehammer. It is in fact nothing more than a portal where you can view your stats, analyze matches just player, study strategies with the ability to form groups (which results in a full support for the clan) and not least the opportunity to participate in various contests (both individual and group) in order to win over the riconoscenze with virtual medals and succulent prizes from sponsors. But let us analyze in more detail.
Small disclaimer before we get into the explanation: the version visionata was inherent in the English version of the portal, this results in menu items that probably in the final version of the title will be localized names or appellations totally different.
The site structure is quite semplic or practices HTML pages created specifically to highlight the essential contents. The first page that you Parera front is a summary of what is our level in the game's multiplayer. There will be our position and level of experience, the various prestige (if they have been completed) and the various logos of customization we've made (currently only in Black Ops.) Excluding this page, there are 4 main sections with ramifications to their inside.
The first is "Career" in which you can see even more details the personal characteristics of each player, such as: number of kills, deaths, killratio and much more. Also wishing you can compare them to those of another player to understand where you are weakest and the areas in which it excels. This section is more branched and can count on many sub items are self-explanatory for the name they bear, and are: recent match, custom classes, leaderboard, trackers, weapon performance and my teather. That is certainly the most stunning "tracker" since using the link to the game of our profile and the constant refresh of the site, on a reconstruction with a top view of the map where we're playing, all points will be reported in which die or we kills during the match. Tell it in words this feature is not worth the price to see with their own eyes, something truly amazing and probably in the future very useful for clans to prepare and study different strategies on various maps.
The second macro group called "Compete" is certainly more social and allows players to create any type of group (with the name of your clan for example) or by joining a group already established - the event was created such as that of the lakers fans - to be able to share information and comments about the game and maybe talk and exchange views on what is also extra call of duty. The third macro section is perhaps the most delicious and interesting news from all over the portal, called "responsibility" in which you can join various competitions limited duration such as: shoot the best photo, you reach a certain number of kills as quickly as possible rather than perform certain actions in specific types of game. The contest is created by some partners Activision (in our trial were Wrangler, Jeep and Starbucks) that will be won real prizes for anyone who manages to win the competition. Each individual contest will have its own page and a sort of calendar in the top of the main page will scan the beginning and end of each race in order to hold a current gamer.
The last finally classified as "improve" give you the opportunity to enter into more detail of each perk, killstreak of maps and the whole arsenal provided by the title. Every single item will have its own page complete with explanation of each movie, this will serve primarily as "encyclopedia" to thoroughly study every single feature of the object in question and hang for its use or not within our classes customized.
This is roughly what you can do within the site. Obviously we have been assured that everything will be supported massively over the web and the games themselves, including through certain web TV and mobile market.
In addition, it was explained that the majority of the site will contain material free, but however it can be called a subscription PREMIUM which give you the ability to access certain sections of title and above all give you the opportunity to download the packages added to maps that will be released COD on the future.
comment
Obviously, the questions are many, starting with the type of content and especially the premium subscription price and its durability. For the moment we can say, especially in optical social and clans, that the idea is at least interesting. Waiting for a clarification E3, the draft Activison currently has pleasantly surprised.
View other game at http://funnygamemania.blogspot.com
Special Borderlands 2 and Nvidia GTX 670: the winning combination
Special Borderlands 2 and Nvidia GTX 670: the winning combination
Borderlands 2 is the sequel to the popular Borderlands that from 23 October 2009 (European date) ground has millions of fans around the world. The success of Borderlands is related to his being a "not" FPS-style classic, ruscendo to gather inside GDR and free roaming features that make it unique. Even the aesthetic side, however, has been a factor in your success, moving away from the mass shooter on the market, pointing to a graphic "cartoony" through the use of cel shading, captured the hearts of many players with the right amount of humor and vulgarity capable to snatch a smile even in the worst situations.
Gear Box has seriously this time maintaining a high level of a game that has created quite a few expectations and surely, after touching it with his hand, he did not disappoint anyone center. Everything that was good has been improved, from a world more diverse and wide especially detailed, with improved graphics in step with the times but always by maintaining the style "cartoon" and spigendo strong (maybe too much) about being borderline in terms of humor and vulgarity. In addition to what has been revised completely the 4 classes, changing the skill to make them more dynamic and eliminating the Berserker to the detriment of Gunzerker. Not only that, the development team has completely redesigned management interface of the character not to mention a fifth class out a few days ago via DLC and available for free for those who pre-ordered the game, getting access to the Premier Club Despite all these improvements, the most famous of credit goes to the multiplayer segment where we can find a co-op further migliotata that will allow us to fully appreciate the game along with three friends with whom we share the loot even rarer.
Speaking of those who were the defects of the first chapter, we can say that Gear Box has done everything possible to rectify his mistakes starting out, first of all, from creating a simple story like the previous one, but that should not be underestimated because it could to give strong emotions and great twists. The only flaw that can never help but Borderlands is definitely the famous delayed loading of textures linked to intrinsic defects all'Unreal Engine 3, as well as the imprecise management of the physics of "dead bodies" which often they find themselves in absurd positions. At the same time it is also true that Borderlands of kidnaps for his unique style and frantic shooting and not for any small graphic bug that now everyone is accustomed to living.
Among the new features of this chapter are:
A story (finally worthy of the name) is not too complex but at the same time should not be underestimated and it promises strong emotions and sudden turns.
A totally revised and more extensive, varied and completely explorable 4 classes magazines in all their forms with the possibility of having a fifth class via DLC as long as you do not get for free when pre-ordered the game.
A complete reworking of the game interface and the management of character with the addition of brand new hard points that are tokens that can be obtained and therefore can be used after the completion of the challenges (kill 500 Skag, made 50 headshot with the sniper, etc.) that give the ability to unlock any kind of bonus, the speed of reloading the damage grade, and are not at the level of the player's character, but rather encouraging the player to improve more and more every character it uses. An exponentially higher number of weapons due to the unique system used in the game (in the first chapter there were "only" 17'750'000 of different combinations). A variety as more enemies, in the first chapter was a bit 'absent and after the first half of the game began to take its toll
Finally, before moving on to the technical sector by analyzing the Nvidia Physx and its operation on a GTX670, here is a quick list of Pros and Cons of the game. I remind you that for a more thorough and detailed found at this address the full review of the game made by our Luke
Pros:
Detailed graphics in all aspects though still in DX9
Nvidia Physx implementation which greatly increases the detail of the surrounding world and interacting with it notevolemente increasing the realism of the game
Cooperative mode best on the market
Cons:
Difficulties often oriented multiplayer combat so some are quite complicated to complete on their own, but not impossible
Typical graphics bug that door from the first chapter and caused the Unreal Engine 3 or slow loading of textures and corpses often absurd positions that defy the laws of physics, in particular the seriousness
The implementation of PhysX, although the highest level, is not perfect and some elements are often forgotten themselves as banners that are struggling to get drilled by bullets or worse by a body that passes through them as if they were a mirage
Borderlands 2 and Physx
Borderlands 2 uses NVIDIA PhysX to create a more realistic and based on the physics itself. The game has 3 different settings:
Low: all the PhysX effects are disabled
Middle: enable PhysX on items such as Particles, Cloth Simulation Fluid Simulation and limiting the complexity and the number and disabling some effects related cloth and fluids.
High: enables all the effects on the "Middle" by increasing the complexity and number as well as giving full support to cloth and fluids.
What is it and what does the PhysX?
The PhysX engine is a physical, which simulates all the forces to which we are subject, initially developed by Ageia and later acquired by NVIDIA and running solely on its GPU series from 8000 onwards.
It clearly brings benefits to the gameplay and Borderlands 2 is clearly the test. The PhysX effects are used in everything from bullets and weapons with particle animations of killings and simulation of liquids. Below we describe in detail these effects.
effects Particulate
The particles are a key part of the implementation of PhysX in Borderlands 2. Each weapon and interaction with the world creates some kind of particles, particles that are "natural" and "persistent" or that remain on the ground and interagistono with other effects and Particelli. Some particles are created by the enemies when they are deleted or when interagistono themselves with the world.
Simulation of Fluids
The fluid simulation in Borderlands 2 exceeds any standard achieved so far and can be seen in corrosive, poisonous sludge, napalm arsonist, water, and much more. Fluids can be crossed, hit, exploded and influenced by another effect called Force Field and only a few are to be available settings "Medium."
Force Field
In Borderlands 2, via an algorithm, NVIDIA PhysX allows particles, tessuri and liquids to move realistically. Its purpose is to allow an interaction as realistic as possible with the player because it is useless to create something without being able to interact together especially in a game with all these weapons, grenades and explosions.
Simulation of tissue
This is one of the more modern games enigmaci. This is due to the fact that, despite being a single piece, each part can interact with the surrounding environment it is the mantle of a superhero to a sheet supported on a couch while a breeze crosses the room. All this is achieved by simulating huge quantities of tiny springs interacting dramatically increasing the realism.
If we combine all these effects and make them cooperate with each other will get a symphony of realism that only the NVIDIA GTX can offer. The differences between PhysX On and Off are huge for this and when all the effects work in harmony with each other the mix is ??purely explosive as this can prove!
Test Configuration
CPU: Intel i7 2600k@4.2ghz cooled by a Noctua NH-D14
GPU: Asus GTX580 1.5Gb / Nvidia GTX670 2GB with the new driver 306.97 WHQL newly released
RAM: G.Skill Ripjaws-X F3-12800CL7D-8GBXH
MOTHERBOARD: Asus Sabertooth P67
PSU: Enermax 800W + Modu87
HDD: WD Caviar Black 1TB SATA3
MONITOR: LG W2363D-PF Nvidia 3D Vision Ready 120hz
Graphics Settings
Resolution: 1920x1080
Vsync: Yes
Frequency Video: Max 120 FPS
Filter Antisotropo: 16x
Decal Bullets: High
Distance Foliage: Far
Texture Quality: High
Detail of Game: High
Ambient Occlusion: Yes
Depth of Field: Yes
AAFX: Yes
Visual Distance: Very High
Physx effects: Low / Medium / High
View other game at http://funnygamemania.blogspot.com
Borderlands 2 is the sequel to the popular Borderlands that from 23 October 2009 (European date) ground has millions of fans around the world. The success of Borderlands is related to his being a "not" FPS-style classic, ruscendo to gather inside GDR and free roaming features that make it unique. Even the aesthetic side, however, has been a factor in your success, moving away from the mass shooter on the market, pointing to a graphic "cartoony" through the use of cel shading, captured the hearts of many players with the right amount of humor and vulgarity capable to snatch a smile even in the worst situations.
Gear Box has seriously this time maintaining a high level of a game that has created quite a few expectations and surely, after touching it with his hand, he did not disappoint anyone center. Everything that was good has been improved, from a world more diverse and wide especially detailed, with improved graphics in step with the times but always by maintaining the style "cartoon" and spigendo strong (maybe too much) about being borderline in terms of humor and vulgarity. In addition to what has been revised completely the 4 classes, changing the skill to make them more dynamic and eliminating the Berserker to the detriment of Gunzerker. Not only that, the development team has completely redesigned management interface of the character not to mention a fifth class out a few days ago via DLC and available for free for those who pre-ordered the game, getting access to the Premier Club Despite all these improvements, the most famous of credit goes to the multiplayer segment where we can find a co-op further migliotata that will allow us to fully appreciate the game along with three friends with whom we share the loot even rarer.
Speaking of those who were the defects of the first chapter, we can say that Gear Box has done everything possible to rectify his mistakes starting out, first of all, from creating a simple story like the previous one, but that should not be underestimated because it could to give strong emotions and great twists. The only flaw that can never help but Borderlands is definitely the famous delayed loading of textures linked to intrinsic defects all'Unreal Engine 3, as well as the imprecise management of the physics of "dead bodies" which often they find themselves in absurd positions. At the same time it is also true that Borderlands of kidnaps for his unique style and frantic shooting and not for any small graphic bug that now everyone is accustomed to living.
Among the new features of this chapter are:
A story (finally worthy of the name) is not too complex but at the same time should not be underestimated and it promises strong emotions and sudden turns.
A totally revised and more extensive, varied and completely explorable 4 classes magazines in all their forms with the possibility of having a fifth class via DLC as long as you do not get for free when pre-ordered the game.
A complete reworking of the game interface and the management of character with the addition of brand new hard points that are tokens that can be obtained and therefore can be used after the completion of the challenges (kill 500 Skag, made 50 headshot with the sniper, etc.) that give the ability to unlock any kind of bonus, the speed of reloading the damage grade, and are not at the level of the player's character, but rather encouraging the player to improve more and more every character it uses. An exponentially higher number of weapons due to the unique system used in the game (in the first chapter there were "only" 17'750'000 of different combinations). A variety as more enemies, in the first chapter was a bit 'absent and after the first half of the game began to take its toll
Finally, before moving on to the technical sector by analyzing the Nvidia Physx and its operation on a GTX670, here is a quick list of Pros and Cons of the game. I remind you that for a more thorough and detailed found at this address the full review of the game made by our Luke
Pros:
Detailed graphics in all aspects though still in DX9
Nvidia Physx implementation which greatly increases the detail of the surrounding world and interacting with it notevolemente increasing the realism of the game
Cooperative mode best on the market
Cons:
Difficulties often oriented multiplayer combat so some are quite complicated to complete on their own, but not impossible
Typical graphics bug that door from the first chapter and caused the Unreal Engine 3 or slow loading of textures and corpses often absurd positions that defy the laws of physics, in particular the seriousness
The implementation of PhysX, although the highest level, is not perfect and some elements are often forgotten themselves as banners that are struggling to get drilled by bullets or worse by a body that passes through them as if they were a mirage
Borderlands 2 and Physx
Borderlands 2 uses NVIDIA PhysX to create a more realistic and based on the physics itself. The game has 3 different settings:
Low: all the PhysX effects are disabled
Middle: enable PhysX on items such as Particles, Cloth Simulation Fluid Simulation and limiting the complexity and the number and disabling some effects related cloth and fluids.
High: enables all the effects on the "Middle" by increasing the complexity and number as well as giving full support to cloth and fluids.
What is it and what does the PhysX?
The PhysX engine is a physical, which simulates all the forces to which we are subject, initially developed by Ageia and later acquired by NVIDIA and running solely on its GPU series from 8000 onwards.
It clearly brings benefits to the gameplay and Borderlands 2 is clearly the test. The PhysX effects are used in everything from bullets and weapons with particle animations of killings and simulation of liquids. Below we describe in detail these effects.
effects Particulate
The particles are a key part of the implementation of PhysX in Borderlands 2. Each weapon and interaction with the world creates some kind of particles, particles that are "natural" and "persistent" or that remain on the ground and interagistono with other effects and Particelli. Some particles are created by the enemies when they are deleted or when interagistono themselves with the world.
Simulation of Fluids
The fluid simulation in Borderlands 2 exceeds any standard achieved so far and can be seen in corrosive, poisonous sludge, napalm arsonist, water, and much more. Fluids can be crossed, hit, exploded and influenced by another effect called Force Field and only a few are to be available settings "Medium."
Force Field
In Borderlands 2, via an algorithm, NVIDIA PhysX allows particles, tessuri and liquids to move realistically. Its purpose is to allow an interaction as realistic as possible with the player because it is useless to create something without being able to interact together especially in a game with all these weapons, grenades and explosions.
Simulation of tissue
This is one of the more modern games enigmaci. This is due to the fact that, despite being a single piece, each part can interact with the surrounding environment it is the mantle of a superhero to a sheet supported on a couch while a breeze crosses the room. All this is achieved by simulating huge quantities of tiny springs interacting dramatically increasing the realism.
If we combine all these effects and make them cooperate with each other will get a symphony of realism that only the NVIDIA GTX can offer. The differences between PhysX On and Off are huge for this and when all the effects work in harmony with each other the mix is ??purely explosive as this can prove!
Test Configuration
CPU: Intel i7 2600k@4.2ghz cooled by a Noctua NH-D14
GPU: Asus GTX580 1.5Gb / Nvidia GTX670 2GB with the new driver 306.97 WHQL newly released
RAM: G.Skill Ripjaws-X F3-12800CL7D-8GBXH
MOTHERBOARD: Asus Sabertooth P67
PSU: Enermax 800W + Modu87
HDD: WD Caviar Black 1TB SATA3
MONITOR: LG W2363D-PF Nvidia 3D Vision Ready 120hz
Graphics Settings
Resolution: 1920x1080
Vsync: Yes
Frequency Video: Max 120 FPS
Filter Antisotropo: 16x
Decal Bullets: High
Distance Foliage: Far
Texture Quality: High
Detail of Game: High
Ambient Occlusion: Yes
Depth of Field: Yes
AAFX: Yes
Visual Distance: Very High
Physx effects: Low / Medium / High
View other game at http://funnygamemania.blogspot.com
Amenophis - The Resurrection - PC
Amenophis - The Resurrection - PC
Amenophis is a title marked "return". First of all, the return of "The Adventure Company" with another production in the universe noir-adventure-archeology 30 years, which has many admirers. Finally, the return of Allan Parker Cameron on our monitors, for the second time grappling with the mysteries related to antiquity (note, in fact, that the original title of the game is "The Cameron Files: Pharaoh's curse", even if it occurs totally detached from the first game in the "series")
Cairo, Egypt, 1930 ...
The game begins when we arrived at the hotel in Cairo in which are staying, just off the taxi. A friend of ours, a researcher of Egyptology, engaged in excavations to the south of Cairo, has called on Egypt to investigate the strange intrusion into the excavation site, as well as about the people who already shadowed for a while '.
Andatala find the museum, we will soon realize that it is apparently disappeared without a trace, also to complicate matters get in the way of the German Reich and a sect of fanatical Egyptians. We must try our friend in an investigation that will show more and more imbued with mythological elements, in a race against time and against the "evil Nazis", an adventure the last test in which we should pay attention to everything that we surroundings.
Classic, not old
This is the plot of the bottom of the title, which comes as pointing and clicking in the classical setting. Totally controlled by mouse, then, and with an almost non-existent: only elements will be the cursor, which changes shape adapting to the circumstances (use, go, get, notes, etc..), And the interfaces of inventory. Just the inventory is divided in inventory itself (where else to go objects), wallets (which will allow us to carefully keep notes, notes and documents) and photo (which we can browse to review the various movies in full-motion as they find them in the course of the adventure). A good help on the front of the gameplay is the system of "brochure" find around the brochures that we can keep in your wallet, watching and pressing on the photos they contain we will move to the location indicated without having to do all the way (so in the initial phase, we will be able to move quickly between the hotel in which we reside and the museum). Another interesting aspect is the find, in some cases, to "fight against time" and we will have to do some things as quickly as possible to avoid reaching premature death.
Amenophis, however, is a game to be faced with calm and relaxation: like all point and click adventures, it offers the rhythms (almost always) very dilated, even if the subject matter will not fail on occasion to give us some healthy adrenaline rush .
The game aims to offer (including riddles and clues) over 20 hours of gameplay interspersed with twenty minutes of footage.
The programmer wants its part
Technically speaking, the game has a good care in all sectors, confirming the professionalism of "The Adventure Company". Environments, consisting of 2D images that surround us 360 ?, there are still lighting effects worthy of the name, and moving objects in the background are relatively few, however, it is making an attempt to evolve even like this: occasionally appear effects "reflection" that change with the change of our visual impression with very convincing, though still very raw. Always referring to the graphic, is just a small place when it comes to movies. These were carried out in full motion, showing texture dirty and in some places a little "imprecise" (as if he were looking through a dirty glass of mud). In short, a little 'more attention should be paid, even if only from the point of view of technical implementation, since in any case the inaccuracies do not undermine minimally gameplay or atmosphere.
Further involvement we are assured by a particular attention to the sound: the sound will have its own spatial location, and they will hear "turn around" while moving the mouse. A little 'uncomfortable, related mostly to matters of taste, there is the music, sometimes too "games," would have been better if the songs are similar to warm piano piece that welcomes us in the menu (very soft and noir). We are still faced with a title that points more on consistency than on special effects, and from this point of view we have nothing to complain towards programmers and graphic environments seem well reconstructed and it seems that little has been left to 'improvisation.
At the end of the journey
Basically Amenophis presents itself as a work produced by a professional company like that.
The story is engaging enough, presenting, however, as much of the difficulty it takes to not be easy to solve. Even if we were to find disoriented, not knowing what to do, remember to turn and go in all the places you know, the situation could unlock or we find new clues where we least expect them.
Allan Parker does not seem to have the verve of Indiana Jones, the charm of a Sherlock Holmes. Remembers "the old man who knows a lot" both in appearance and mannerisms. Shines through this character from old mastiff, by someone who has seen many things, but it seems does not want to tell her. A particular character, then, but not always, unfortunately, be able to win the sympathy of the player (on the other hand does not seem to even ask for it), in a way that relies entirely on the history and ambience.
comment
Adventure game well structured and implemented with attention not only to the story, per se essential given the genre, sub sound and graphics. Abandoned the surreal atmosphere of Sallambo, the "the adventure company" offers us an adventure with a script worthy of a film of the more well-known Indiana. Even from the technical point of view the standard is excellent and reaffirms "the Adventure Company" as a "professional" point and click adventure games, with collaborators at this definition.
View other game at http://funnygamemania.blogspot.com
The title opens immediately with a movie that immediately draws Egypt
Amenophis is a title marked "return". First of all, the return of "The Adventure Company" with another production in the universe noir-adventure-archeology 30 years, which has many admirers. Finally, the return of Allan Parker Cameron on our monitors, for the second time grappling with the mysteries related to antiquity (note, in fact, that the original title of the game is "The Cameron Files: Pharaoh's curse", even if it occurs totally detached from the first game in the "series")
those who do not know what we're talking ...
The menu offers configuration options, but we are not sure that we will feel the need
The Boot Menu offers us to shoot more easily remember where we saved
Cairo, Egypt, 1930 ...
The game begins when we arrived at the hotel in Cairo in which are staying, just off the taxi. A friend of ours, a researcher of Egyptology, engaged in excavations to the south of Cairo, has called on Egypt to investigate the strange intrusion into the excavation site, as well as about the people who already shadowed for a while '.
Andatala find the museum, we will soon realize that it is apparently disappeared without a trace, also to complicate matters get in the way of the German Reich and a sect of fanatical Egyptians. We must try our friend in an investigation that will show more and more imbued with mythological elements, in a race against time and against the "evil Nazis", an adventure the last test in which we should pay attention to everything that we surroundings.
Classic, not old
This is the plot of the bottom of the title, which comes as pointing and clicking in the classical setting. Totally controlled by mouse, then, and with an almost non-existent: only elements will be the cursor, which changes shape adapting to the circumstances (use, go, get, notes, etc..), And the interfaces of inventory. Just the inventory is divided in inventory itself (where else to go objects), wallets (which will allow us to carefully keep notes, notes and documents) and photo (which we can browse to review the various movies in full-motion as they find them in the course of the adventure). A good help on the front of the gameplay is the system of "brochure" find around the brochures that we can keep in your wallet, watching and pressing on the photos they contain we will move to the location indicated without having to do all the way (so in the initial phase, we will be able to move quickly between the hotel in which we reside and the museum). Another interesting aspect is the find, in some cases, to "fight against time" and we will have to do some things as quickly as possible to avoid reaching premature death.
Amenophis, however, is a game to be faced with calm and relaxation: like all point and click adventures, it offers the rhythms (almost always) very dilated, even if the subject matter will not fail on occasion to give us some healthy adrenaline rush .
The game aims to offer (including riddles and clues) over 20 hours of gameplay interspersed with twenty minutes of footage.
The programmer wants its part
Technically speaking, the game has a good care in all sectors, confirming the professionalism of "The Adventure Company". Environments, consisting of 2D images that surround us 360 ?, there are still lighting effects worthy of the name, and moving objects in the background are relatively few, however, it is making an attempt to evolve even like this: occasionally appear effects "reflection" that change with the change of our visual impression with very convincing, though still very raw. Always referring to the graphic, is just a small place when it comes to movies. These were carried out in full motion, showing texture dirty and in some places a little "imprecise" (as if he were looking through a dirty glass of mud). In short, a little 'more attention should be paid, even if only from the point of view of technical implementation, since in any case the inaccuracies do not undermine minimally gameplay or atmosphere.
Further involvement we are assured by a particular attention to the sound: the sound will have its own spatial location, and they will hear "turn around" while moving the mouse. A little 'uncomfortable, related mostly to matters of taste, there is the music, sometimes too "games," would have been better if the songs are similar to warm piano piece that welcomes us in the menu (very soft and noir). We are still faced with a title that points more on consistency than on special effects, and from this point of view we have nothing to complain towards programmers and graphic environments seem well reconstructed and it seems that little has been left to 'improvisation.
At the end of the journey
Basically Amenophis presents itself as a work produced by a professional company like that.
The story is engaging enough, presenting, however, as much of the difficulty it takes to not be easy to solve. Even if we were to find disoriented, not knowing what to do, remember to turn and go in all the places you know, the situation could unlock or we find new clues where we least expect them.
Allan Parker does not seem to have the verve of Indiana Jones, the charm of a Sherlock Holmes. Remembers "the old man who knows a lot" both in appearance and mannerisms. Shines through this character from old mastiff, by someone who has seen many things, but it seems does not want to tell her. A particular character, then, but not always, unfortunately, be able to win the sympathy of the player (on the other hand does not seem to even ask for it), in a way that relies entirely on the history and ambience.
comment
Adventure game well structured and implemented with attention not only to the story, per se essential given the genre, sub sound and graphics. Abandoned the surreal atmosphere of Sallambo, the "the adventure company" offers us an adventure with a script worthy of a film of the more well-known Indiana. Even from the technical point of view the standard is excellent and reaffirms "the Adventure Company" as a "professional" point and click adventure games, with collaborators at this definition.
View other game at http://funnygamemania.blogspot.com
Amber's Blood
Amber's Blood
MDNA Games back to the office, proposing the eighth adventure of the little-known Carol Reed, handyman detective struggling with a new survey, called Amber's Blood. Thrown in Sweden, this time we will be dealing with a thorny case with implications decidedly obscure aspects that will be resolved only thanks to your intervention and your insight. Ready for the challenge!
It all starts in a gloomy and quiet sunny day, disturbed only by the sound of the alarm clock at 7.00 o'clock interrupted our sleep. Never mind, it was the only problem, there gireremmo the other side to lose sleep peacefully without worrying about other hassles. But these are just fleeting pleasure, as the same Carol will rise immediately out of bed ready to start the day. No time to get into the kitchen for breakfast and here we get a somewhat cryptic text message from a friend of ours, Stina, who invites us to his booth to talk about things that really matter. That this is finally the beginning of our adventure? In fact it is, because once met the latter, we'll find her bed by an accident at home. After a brief chat we become aware of a curious, how gruesome detail on the obituary of her grandfather, a Alfons Larson, which shows the latter's death much later than what the family had done believe Stina. The story starts to take taste, bringing to our attention a story illogical that we want to give an explanation at all costs, worthy heirs of a Sherlock Holmes of the past. We'll be up to it?
Probably yes, indeed certainly will. This is thanks to the fact that the game looks bare-bones, both in terms of ideas and in terms of ideas, since the story starts immediately in one direction, without giving us the opportunity to perceive the slightest difficulty, especially in grind in a short time the first puzzles proposed. In addition, there has been very easy, almost intuitive, queue events in a linear fashion, we hope for a deliberate choice of the same creators of the offer.
Graphically, the title looks like a scrolling game, which sees our pace in scenarios such as a trip on an album of millions of photographs arranged in a "box" so as to give you the sensation of exploring a world of 360 ?. So we will have to visit various scenarios, such as the home of the protagonist or an exhibition hall, which have within them other sub-areas fully explorable without any hitch. Each set contains the elements that we can easily gather by a click of the mouse and you will then be placed in a phantom inventory, accedibile by passing the mouse up. The game does not have any kind of animation or special effect, a characteristic that has made us terribly difficult to deal with the title, since even the dialogue with the various stakeholders that will always meet a stream of photographs ready to mimic a movement does not exist.
The gameplay takes full gaming system of point-and-click adventures, but did not give us any more gem to make it more appealing. Interacting with objects is a bit 'difficult due to the flatness of the scenes, which do not have the slightest relief or highlight the object that we seek.
As if this were not enough, the first moment of the tutorial Carol tells us immediately that you have at your disposal a notebook, which we can use to our liking, but that, however, reveals too much, putting down on paper all you need to do to wire and to sign. Whenever we find a clue to a place, immediately flash an icon in the upper left corner ready to tell us that our map has been carefully updated. Easy to read, it will fill in a short time many places (more than a dozen at a time), all freely explorable and all rich in objects that once depleted scenario, they'll disappear for a set to leave space to another.
Puzzles a bit 'dishes incredibly reduce the difficulty of the game, a quality that allows anyone to play the game, committing relatively offer gaming that can snatch a maximum of three to five hours of play, because this is extremely easy and straightforward. This defect, which destroys the longevity of the title, making it difficult even to play in the first place.
A fund sound decidedly dark and thoughtful, peculiarities such claims once they end up in themed zones. There has been no transfer of any kind of pathos while browsing, and even the dubbing has left us a little 'bitter taste in the mouth, because the voices (though in English) are reproduced as if they were talking robot without emotions.
In summary, then, Amber's Blood has managed to "bleed" us for a few hours, without giving us any kind of emotion in playing a title that is considered a thriller / crime but that does not have either of these features.
comment
Speaking of "graphic adventure" about this title there is a little bit contrived, especially for the price that does not hold the proposed offer. Even fans of the genre will be put to the test.
comment
Speaking of "graphic adventure" about this title there is a little bit contrived, especially for the price that does not hold the proposed offer. Even fans of the genre will be put to the test.
View other game at http://funnygamemania.blogspot.com
MDNA Games back to the office, proposing the eighth adventure of the little-known Carol Reed, handyman detective struggling with a new survey, called Amber's Blood. Thrown in Sweden, this time we will be dealing with a thorny case with implications decidedly obscure aspects that will be resolved only thanks to your intervention and your insight. Ready for the challenge!
It all starts in a gloomy and quiet sunny day, disturbed only by the sound of the alarm clock at 7.00 o'clock interrupted our sleep. Never mind, it was the only problem, there gireremmo the other side to lose sleep peacefully without worrying about other hassles. But these are just fleeting pleasure, as the same Carol will rise immediately out of bed ready to start the day. No time to get into the kitchen for breakfast and here we get a somewhat cryptic text message from a friend of ours, Stina, who invites us to his booth to talk about things that really matter. That this is finally the beginning of our adventure? In fact it is, because once met the latter, we'll find her bed by an accident at home. After a brief chat we become aware of a curious, how gruesome detail on the obituary of her grandfather, a Alfons Larson, which shows the latter's death much later than what the family had done believe Stina. The story starts to take taste, bringing to our attention a story illogical that we want to give an explanation at all costs, worthy heirs of a Sherlock Holmes of the past. We'll be up to it?
Probably yes, indeed certainly will. This is thanks to the fact that the game looks bare-bones, both in terms of ideas and in terms of ideas, since the story starts immediately in one direction, without giving us the opportunity to perceive the slightest difficulty, especially in grind in a short time the first puzzles proposed. In addition, there has been very easy, almost intuitive, queue events in a linear fashion, we hope for a deliberate choice of the same creators of the offer.
Graphically, the title looks like a scrolling game, which sees our pace in scenarios such as a trip on an album of millions of photographs arranged in a "box" so as to give you the sensation of exploring a world of 360 ?. So we will have to visit various scenarios, such as the home of the protagonist or an exhibition hall, which have within them other sub-areas fully explorable without any hitch. Each set contains the elements that we can easily gather by a click of the mouse and you will then be placed in a phantom inventory, accedibile by passing the mouse up. The game does not have any kind of animation or special effect, a characteristic that has made us terribly difficult to deal with the title, since even the dialogue with the various stakeholders that will always meet a stream of photographs ready to mimic a movement does not exist.
The gameplay takes full gaming system of point-and-click adventures, but did not give us any more gem to make it more appealing. Interacting with objects is a bit 'difficult due to the flatness of the scenes, which do not have the slightest relief or highlight the object that we seek.
As if this were not enough, the first moment of the tutorial Carol tells us immediately that you have at your disposal a notebook, which we can use to our liking, but that, however, reveals too much, putting down on paper all you need to do to wire and to sign. Whenever we find a clue to a place, immediately flash an icon in the upper left corner ready to tell us that our map has been carefully updated. Easy to read, it will fill in a short time many places (more than a dozen at a time), all freely explorable and all rich in objects that once depleted scenario, they'll disappear for a set to leave space to another.
Puzzles a bit 'dishes incredibly reduce the difficulty of the game, a quality that allows anyone to play the game, committing relatively offer gaming that can snatch a maximum of three to five hours of play, because this is extremely easy and straightforward. This defect, which destroys the longevity of the title, making it difficult even to play in the first place.
A fund sound decidedly dark and thoughtful, peculiarities such claims once they end up in themed zones. There has been no transfer of any kind of pathos while browsing, and even the dubbing has left us a little 'bitter taste in the mouth, because the voices (though in English) are reproduced as if they were talking robot without emotions.
In summary, then, Amber's Blood has managed to "bleed" us for a few hours, without giving us any kind of emotion in playing a title that is considered a thriller / crime but that does not have either of these features.
comment
Speaking of "graphic adventure" about this title there is a little bit contrived, especially for the price that does not hold the proposed offer. Even fans of the genre will be put to the test.
comment
Speaking of "graphic adventure" about this title there is a little bit contrived, especially for the price that does not hold the proposed offer. Even fans of the genre will be put to the test.
View other game at http://funnygamemania.blogspot.com
Alpha Protocol
Alpha Protocol
THE IMPORTANCE OF THE PROTOCOL.
In memory of gamer, the titles that we have proposed un'inizialmente amnesiac hero destined to save - if not the world, at least the country, they are really a lot. This Alpha Protocol, the latest addition to the house of Obsidian Entertainment is no exception, putting now in the role of Michael Thornton, a sort of secret agent is not too recently entered the super secret paramilitary group and technologically advanced hyper known as "Alpha Protocol" by hence the title of the game now under consideration, the incarnation for Personal Computer. Before going into the details, though, let's start, as usual tradition, from the beginning, which is always the best thing.
The title distributed by Halifax occurs in the usual DVD-style box, in which we will find a manual in Italian - basic but well made and, of course, the two digital versatile discs required for installation. The setup process - unduly long, it will lead to the first startup window, where we will have to connect to the Internet to validate On Line code, this is done, we can decide the various settings of the game, from graphics to sound, through the configuration command and a possible XBox 360 controller (which still have not chosen: in this case, we have relied on the proven combination mouse + keyboard). He then began our adventure, first in the underground laboratory of Alpha Protocol, where we wake up in the throes of a violent sore skull and ready to roll - a tranquilizer shots, a series of guards before realizing that we are facing a kind of difficult to test preliminary anti-terrorist missions we face around the globe. Sega programmers have tried to create a third-person action game that goes beyond a normal shooter, infarcendolo of many elements that, on paper, would give rise to a title rather deep in terms of gameplay and freedom of action. Mission accomplished? Only in part.
In fact, Alpha Protocol has many arrows in his quiver: beyond the mere look and feel (which makes her figure on a console, a bit 'less on a PC), in terms of storytelling and possibilities, we can not say that Lesini in options. To characterize our alter-ego has been inserted the possibility to modify partially the features (one of the photos around here should clarify the concept) and was also included a skill system typical of the GDR, which will enhance the peculiarities of character according to experience points earned during missions. The concept is quite simple: to conclude a mission, gain experience points and spend them to improve this or that aspect of the character. To give a practical example, there are nine "Ability Craft" (as they are called in the Manual, ndAleNet) that, if developed, will give the player a number of advantages. For example, progressively developing the ability "Stealth", the enemies we will see less and less, going so far as to develop a kind of mimesis so advanced that are the envy of the Jem'Hadar Star Trek. Or, developing the ability to "Machine Gun", we will increase as the damage inflicted with this type of weapon, reducing recoil and enhancing the gusts. Again, increasing the "Martial Arts", we will be able to engage the enemy with bare hands, profondendoci in finishing moves worthy of the best Jason Bourne ... In short, the concept is clear.
Since we have mentioned the weapons, it is important to mention that during the missions we face, we can bring with us two arms (later upgradeable) the relatively wide range of guns available to us by programmers: from pistols to sniper rifles , through gun (one in each hand) and shotguns. Intrinsic peculiarities of weapons is that they can be personalized with laser sights, chargers and other additional amenities you will find in our long journey, in addition, each weapon has a mode "critical hit": in essence, by pressing (by default) the Right mouse of our confidence, we will see the viewfinder progressively shrink, until it became red. If at that point we will hit our opponents to the skull, we will see them finish quickly to the green pastures! In this regard, it should be noted that from the point of view of the calculation of damages, the title has now examined not just convinced that too often we fired the shotgun an enemy in less than two paces from us, seeing healthy and happy, and obstinately intent on shooting, in the same way, it will happen that a pistol, shot the little finger reinforced a distant enemy two light-years from our location, it will produce devastating and fatal victim. Even the graphical representation of blows - or suffered, does not shine in a particular way: red patches flying for the monitor, but the effect is often too rough, lontanuccio by the current standard.
In the best tradition of role-playing games, you have implemented a system of multiple responses that closely resembles a very simplistic version of what we saw, for example, in Dragon Age. Based on the questions we receive, or to the information come to our attention during the long and frequent dialogues, we will have - in a short period of time, to choose our attitude towards our interlocutor, even several times in the same dialogue on behind our choices, we become aware of more or less information and determine - to some extent (not much), the unfolding of the events immediately following our dialogue. Nothing dramatic, of course, but we enjoyed the effort.
Speaking of dialogue, it is important to remember that Alpha Protocol has a complete and well-designed location of menus and subtitles in Italian, while the speech is still in English - and, overall, well acted. The sound FX are not a miracle, but overall everything there 'for "audible", including music, is more than acceptable.
A different graphics, a little 'fluctuating and daughter of a conversion that can surely make happy lovers of the console, and turn up their noses ... or in this case, the eye ... lovers of the PC. The Unreal Engine still does its dirty work - and runs well even on computers that are not those of the USS Voyager - but inevitably the aura of "old" - in the best sense of the term, is out of the monitor in a very striking, also squeezing the maximum video options (for details, we refer to the usual hardware box at the bottom of this article). Great are the facial expressions of the characters and outdoor locations, sometimes leaving a sense of satisfaction in the retina, but the character animations - as well as the camera, far from perfect - we were not fully convinced.
Even the abundant presence of mini-games has left us a bit 'confused: it is true that, at first, it's fun to unlock a padlock or reconfigure a circuit to stop playing a goddamn alarm, but in the twentieth time boredom peeps, this framework, joins the AI ??opponents, not really exciting: I do not see aggirarci or almost never try to take advantage of numerical superiority, as well as almost never see them react to our presence if we get behind, even making an infernal noise . It is as if they, in a given environment, he "expect" our arrival - for example, from the right and, if instead we got there from behind or from the left, cogliessimo them totally numb, so as to be able to pause behind them several seconds (and kill them quietly) before they realize that there 'someone behind them.
Beyond these flaws, the SEGA is still fun, and overall, even relatively fascinating: sure, it looks like a game released over a year ago - on the front graphic and despite a cauldron of good ideas, we thought it made a pinch of concern. Probably, if it cost less, would recommend it to everyone because we can not deny to be a lot of fun traveling around the world to avert this or that threat, while at present we would like to direct more purchase only to fans of games' action with a touch of RPG.
comment
Procol Alpha is another epitome of great missed opportunities. Regular full of good ideas poorly managed, the title is distributed by Halifax and is in any event a fun action game that will satisfy beginners but probably disappoint at least in part, the fans of the genre, but rather varied with the 'chronic inability to manage their own, high potential, AP remains in the limbo of "gioconi" missed and this, more than other times, we are sorry, because in this case you could really do with just a small jump for more consecrate him as a great game. However recommended to newcomers to the genre and lovers of this genre
View other game at http://funnygamemania.blogspot.com
THE IMPORTANCE OF THE PROTOCOL.
In memory of gamer, the titles that we have proposed un'inizialmente amnesiac hero destined to save - if not the world, at least the country, they are really a lot. This Alpha Protocol, the latest addition to the house of Obsidian Entertainment is no exception, putting now in the role of Michael Thornton, a sort of secret agent is not too recently entered the super secret paramilitary group and technologically advanced hyper known as "Alpha Protocol" by hence the title of the game now under consideration, the incarnation for Personal Computer. Before going into the details, though, let's start, as usual tradition, from the beginning, which is always the best thing.
The title distributed by Halifax occurs in the usual DVD-style box, in which we will find a manual in Italian - basic but well made and, of course, the two digital versatile discs required for installation. The setup process - unduly long, it will lead to the first startup window, where we will have to connect to the Internet to validate On Line code, this is done, we can decide the various settings of the game, from graphics to sound, through the configuration command and a possible XBox 360 controller (which still have not chosen: in this case, we have relied on the proven combination mouse + keyboard). He then began our adventure, first in the underground laboratory of Alpha Protocol, where we wake up in the throes of a violent sore skull and ready to roll - a tranquilizer shots, a series of guards before realizing that we are facing a kind of difficult to test preliminary anti-terrorist missions we face around the globe. Sega programmers have tried to create a third-person action game that goes beyond a normal shooter, infarcendolo of many elements that, on paper, would give rise to a title rather deep in terms of gameplay and freedom of action. Mission accomplished? Only in part.
In fact, Alpha Protocol has many arrows in his quiver: beyond the mere look and feel (which makes her figure on a console, a bit 'less on a PC), in terms of storytelling and possibilities, we can not say that Lesini in options. To characterize our alter-ego has been inserted the possibility to modify partially the features (one of the photos around here should clarify the concept) and was also included a skill system typical of the GDR, which will enhance the peculiarities of character according to experience points earned during missions. The concept is quite simple: to conclude a mission, gain experience points and spend them to improve this or that aspect of the character. To give a practical example, there are nine "Ability Craft" (as they are called in the Manual, ndAleNet) that, if developed, will give the player a number of advantages. For example, progressively developing the ability "Stealth", the enemies we will see less and less, going so far as to develop a kind of mimesis so advanced that are the envy of the Jem'Hadar Star Trek. Or, developing the ability to "Machine Gun", we will increase as the damage inflicted with this type of weapon, reducing recoil and enhancing the gusts. Again, increasing the "Martial Arts", we will be able to engage the enemy with bare hands, profondendoci in finishing moves worthy of the best Jason Bourne ... In short, the concept is clear.
Since we have mentioned the weapons, it is important to mention that during the missions we face, we can bring with us two arms (later upgradeable) the relatively wide range of guns available to us by programmers: from pistols to sniper rifles , through gun (one in each hand) and shotguns. Intrinsic peculiarities of weapons is that they can be personalized with laser sights, chargers and other additional amenities you will find in our long journey, in addition, each weapon has a mode "critical hit": in essence, by pressing (by default) the Right mouse of our confidence, we will see the viewfinder progressively shrink, until it became red. If at that point we will hit our opponents to the skull, we will see them finish quickly to the green pastures! In this regard, it should be noted that from the point of view of the calculation of damages, the title has now examined not just convinced that too often we fired the shotgun an enemy in less than two paces from us, seeing healthy and happy, and obstinately intent on shooting, in the same way, it will happen that a pistol, shot the little finger reinforced a distant enemy two light-years from our location, it will produce devastating and fatal victim. Even the graphical representation of blows - or suffered, does not shine in a particular way: red patches flying for the monitor, but the effect is often too rough, lontanuccio by the current standard.
In the best tradition of role-playing games, you have implemented a system of multiple responses that closely resembles a very simplistic version of what we saw, for example, in Dragon Age. Based on the questions we receive, or to the information come to our attention during the long and frequent dialogues, we will have - in a short period of time, to choose our attitude towards our interlocutor, even several times in the same dialogue on behind our choices, we become aware of more or less information and determine - to some extent (not much), the unfolding of the events immediately following our dialogue. Nothing dramatic, of course, but we enjoyed the effort.
Speaking of dialogue, it is important to remember that Alpha Protocol has a complete and well-designed location of menus and subtitles in Italian, while the speech is still in English - and, overall, well acted. The sound FX are not a miracle, but overall everything there 'for "audible", including music, is more than acceptable.
A different graphics, a little 'fluctuating and daughter of a conversion that can surely make happy lovers of the console, and turn up their noses ... or in this case, the eye ... lovers of the PC. The Unreal Engine still does its dirty work - and runs well even on computers that are not those of the USS Voyager - but inevitably the aura of "old" - in the best sense of the term, is out of the monitor in a very striking, also squeezing the maximum video options (for details, we refer to the usual hardware box at the bottom of this article). Great are the facial expressions of the characters and outdoor locations, sometimes leaving a sense of satisfaction in the retina, but the character animations - as well as the camera, far from perfect - we were not fully convinced.
Even the abundant presence of mini-games has left us a bit 'confused: it is true that, at first, it's fun to unlock a padlock or reconfigure a circuit to stop playing a goddamn alarm, but in the twentieth time boredom peeps, this framework, joins the AI ??opponents, not really exciting: I do not see aggirarci or almost never try to take advantage of numerical superiority, as well as almost never see them react to our presence if we get behind, even making an infernal noise . It is as if they, in a given environment, he "expect" our arrival - for example, from the right and, if instead we got there from behind or from the left, cogliessimo them totally numb, so as to be able to pause behind them several seconds (and kill them quietly) before they realize that there 'someone behind them.
Beyond these flaws, the SEGA is still fun, and overall, even relatively fascinating: sure, it looks like a game released over a year ago - on the front graphic and despite a cauldron of good ideas, we thought it made a pinch of concern. Probably, if it cost less, would recommend it to everyone because we can not deny to be a lot of fun traveling around the world to avert this or that threat, while at present we would like to direct more purchase only to fans of games' action with a touch of RPG.
comment
Procol Alpha is another epitome of great missed opportunities. Regular full of good ideas poorly managed, the title is distributed by Halifax and is in any event a fun action game that will satisfy beginners but probably disappoint at least in part, the fans of the genre, but rather varied with the 'chronic inability to manage their own, high potential, AP remains in the limbo of "gioconi" missed and this, more than other times, we are sorry, because in this case you could really do with just a small jump for more consecrate him as a great game. However recommended to newcomers to the genre and lovers of this genre
View other game at http://funnygamemania.blogspot.com
Alpha Black Zero
Alpha Black Zero
WORLD CITIES, WHICH ARE REVOLUTION
In a hypothetical future, in the year of the Lord 2366, humanity has long since passed the land boundaries, traveling the cosmos beyond the final frontier. Under the aegis of political - military of some important and rich mega-corporations, many planets have now been colonized by exploiting the laborers and often reducing the settlers in a state of semi-slavery. As obvious result of this state of things, the realm of humans is found to be threatened by violent infighting. Ultra-separatist organization, in fact, took possession of many cities in all the planets controlled by corporations, is determined to dismantle the dominance of their captors. But what looked like a battle driven by noble ideals, quickly turns into a bloody struggle meaningless and time exclusively to mutual extermination. Desperate times, so call for desperate measures. It 's time to call in war the best group chose assault and infiltration, the Alpha black zero, the team which we will be called upon to impersonate the leader, the Lieutenant Kyle Hardlaw.
The title in question begins with a sumptuous film made with the same game engine, which will be discussed later, where we will see our digital alter ego court-martial. In the Palace of Justice of Qahira, the most important "world state" - in political terms - of the Galaxy, a military tribunal asserts that we, that is you in the shoes of Hardlaw, we stained hundreds of unjustified killings in the government same, the SolGov. All the while we were on a mission of infiltration under diplomatic cover military institution that has given us the various tasks, and then with the aggravating circumstance of the alleged impunity thought we could enjoy. Other allegations see us accomplices of certain groups of extreme right-wing assassins made up of the worst kind and have instigated, trained and supplied arms to these illegal communities with the sole purpose to make them turn against the government in power (the SolGov, in fact).
The capital city of Qahira, Olympus City, is divided into two: on one side those who are tired of the terrible dictatorship of SolGov, other corporations divided between economic interests and terrible intrigue.
During the process we will have to defend our position and that of our team, so as not to be silenced forever ... We will succeed in the enterprise?
NEED TO REDEMPTION
Obviously, otherwise what kind of superhero would we be? The whole game is seen as a sort of giant flashback, where we will relive each moment all the situations that led to the awkward position of defendants before the court martial.
This, overall, is the plot that acts as a backdrop to the final baked product by Dutch masters of Kaheon. Basically we are faced with a classic third-person shooter where teams comanderemo a team that has the beauty of the five elements, to which we give the customary and traditional orders such as "Cover", "shoot", "Hold" and few other variations. In summary not have to do that in advance the individual missions, all extremely linear (if we try to go to new roads, an invisible wall blocking us the way), kill all the terrorists and discovered (revealed?) The background to this terrible civil war . Once you have chosen the wealth of weapons in a list of three possible kit during normal gameplay we can switch from one character to another and, optionally, the role of one of them throughout the game relying on the excellent of our IA companions. Of course, continuing the role of the leader is strongly recommended, in order to be able to choose for ourselves the tactical approach to the various situations of offense or defense we're going to face. Still on the subject of AI, good also that of our opponents.
Despite their appearance, at least in the early levels, halfway between the Palestinian terrorists that we are unfortunately used to seeing on TV and buzzurri with red turban seen in Mortal Kombat, we must recognize that the difficulty was perfectly balanced. If at first behave like peasants armed with pitchforks in a nuclear war, it is equally true that, as they advance in level, we will see them groped moves encirclement operations, sniping, or call reinforcements if injured or outnumbered. All this thanks to a system which does not provide behavioral scripts but real subroutine to adapt to various situations.
Graphically, the title offers leasing very large and very well maintained, with a reddish tinge absolutely impeccable, and the lighting of the red planet where we live our adventure was made very well, with effects that resemble very much the excellent photography of Pitch Black, unknown movie with Vin Disel. However, the movements of our alter ego, as well as that of our comrades and enemies are a bit 'too woody and not credible. Without being too obvious, it seems that they have all been sitting for two years in a row and then forced to run the hundred meters without heating ... In the face of an environmental framework more than decent, unfortunately weapons are made in a discreet but lack credibility plus a nasty bill that many items in the game, in addition to being minimally interactive, are almost irritating to the eye when compared to the beauty of certain locations.
On the audio front, nothing to complain. Excellent English and excellent dubbing subtitles, all in Italian, as the game menu. The soundtrack, never intrusive, it seems snare in the right place, quick to point out the highlights of the game. Impeccable even the sounds of the guns, persuasive as - and sometimes more - other noble productions.
A pity it is not amazing ability to use binoculars or, even more, a map of the area to ... clean. In locations sometimes really very wide, it is easy to get lost or go round in circles, and since there is only one way to achieve the purpose, it may be frustrating around and around several times at the same point before going down the right corridor that will take us to finish the level .
Prior to vanquish the final comment, I remind everyone that ABZ: Intrepid Commando (this is the full title) has a multiplayer mode in LAN up to 5 characters where everyone can play as a member of the heroic squadron. In addition, the title seems poorly digest libraries OpenGlide, so you may want to play in Direct 3D.
COMMENT
No real news for this ABZ, which still plays well worthily his cards on all fronts; immediate enough and with a very low learning curve, this shooter has a captivating storyline full of twists and altogether convincing, though have the usual mix of platitudes already seen in many other titles related. The excellent performance of the graphics locations combined with a more than good sound segment decree the promotion of this title which, while not assurgendo Olympus of video games, is a great choice for all lovers of action, combined with a healthy twist strategy.
View other game at http://funnygamemania.blogspot.com
WORLD CITIES, WHICH ARE REVOLUTION
In a hypothetical future, in the year of the Lord 2366, humanity has long since passed the land boundaries, traveling the cosmos beyond the final frontier. Under the aegis of political - military of some important and rich mega-corporations, many planets have now been colonized by exploiting the laborers and often reducing the settlers in a state of semi-slavery. As obvious result of this state of things, the realm of humans is found to be threatened by violent infighting. Ultra-separatist organization, in fact, took possession of many cities in all the planets controlled by corporations, is determined to dismantle the dominance of their captors. But what looked like a battle driven by noble ideals, quickly turns into a bloody struggle meaningless and time exclusively to mutual extermination. Desperate times, so call for desperate measures. It 's time to call in war the best group chose assault and infiltration, the Alpha black zero, the team which we will be called upon to impersonate the leader, the Lieutenant Kyle Hardlaw.
The title in question begins with a sumptuous film made with the same game engine, which will be discussed later, where we will see our digital alter ego court-martial. In the Palace of Justice of Qahira, the most important "world state" - in political terms - of the Galaxy, a military tribunal asserts that we, that is you in the shoes of Hardlaw, we stained hundreds of unjustified killings in the government same, the SolGov. All the while we were on a mission of infiltration under diplomatic cover military institution that has given us the various tasks, and then with the aggravating circumstance of the alleged impunity thought we could enjoy. Other allegations see us accomplices of certain groups of extreme right-wing assassins made up of the worst kind and have instigated, trained and supplied arms to these illegal communities with the sole purpose to make them turn against the government in power (the SolGov, in fact).
The capital city of Qahira, Olympus City, is divided into two: on one side those who are tired of the terrible dictatorship of SolGov, other corporations divided between economic interests and terrible intrigue.
During the process we will have to defend our position and that of our team, so as not to be silenced forever ... We will succeed in the enterprise?
NEED TO REDEMPTION
Obviously, otherwise what kind of superhero would we be? The whole game is seen as a sort of giant flashback, where we will relive each moment all the situations that led to the awkward position of defendants before the court martial.
This, overall, is the plot that acts as a backdrop to the final baked product by Dutch masters of Kaheon. Basically we are faced with a classic third-person shooter where teams comanderemo a team that has the beauty of the five elements, to which we give the customary and traditional orders such as "Cover", "shoot", "Hold" and few other variations. In summary not have to do that in advance the individual missions, all extremely linear (if we try to go to new roads, an invisible wall blocking us the way), kill all the terrorists and discovered (revealed?) The background to this terrible civil war . Once you have chosen the wealth of weapons in a list of three possible kit during normal gameplay we can switch from one character to another and, optionally, the role of one of them throughout the game relying on the excellent of our IA companions. Of course, continuing the role of the leader is strongly recommended, in order to be able to choose for ourselves the tactical approach to the various situations of offense or defense we're going to face. Still on the subject of AI, good also that of our opponents.
Despite their appearance, at least in the early levels, halfway between the Palestinian terrorists that we are unfortunately used to seeing on TV and buzzurri with red turban seen in Mortal Kombat, we must recognize that the difficulty was perfectly balanced. If at first behave like peasants armed with pitchforks in a nuclear war, it is equally true that, as they advance in level, we will see them groped moves encirclement operations, sniping, or call reinforcements if injured or outnumbered. All this thanks to a system which does not provide behavioral scripts but real subroutine to adapt to various situations.
Graphically, the title offers leasing very large and very well maintained, with a reddish tinge absolutely impeccable, and the lighting of the red planet where we live our adventure was made very well, with effects that resemble very much the excellent photography of Pitch Black, unknown movie with Vin Disel. However, the movements of our alter ego, as well as that of our comrades and enemies are a bit 'too woody and not credible. Without being too obvious, it seems that they have all been sitting for two years in a row and then forced to run the hundred meters without heating ... In the face of an environmental framework more than decent, unfortunately weapons are made in a discreet but lack credibility plus a nasty bill that many items in the game, in addition to being minimally interactive, are almost irritating to the eye when compared to the beauty of certain locations.
On the audio front, nothing to complain. Excellent English and excellent dubbing subtitles, all in Italian, as the game menu. The soundtrack, never intrusive, it seems snare in the right place, quick to point out the highlights of the game. Impeccable even the sounds of the guns, persuasive as - and sometimes more - other noble productions.
A pity it is not amazing ability to use binoculars or, even more, a map of the area to ... clean. In locations sometimes really very wide, it is easy to get lost or go round in circles, and since there is only one way to achieve the purpose, it may be frustrating around and around several times at the same point before going down the right corridor that will take us to finish the level .
Prior to vanquish the final comment, I remind everyone that ABZ: Intrepid Commando (this is the full title) has a multiplayer mode in LAN up to 5 characters where everyone can play as a member of the heroic squadron. In addition, the title seems poorly digest libraries OpenGlide, so you may want to play in Direct 3D.
COMMENT
No real news for this ABZ, which still plays well worthily his cards on all fronts; immediate enough and with a very low learning curve, this shooter has a captivating storyline full of twists and altogether convincing, though have the usual mix of platitudes already seen in many other titles related. The excellent performance of the graphics locations combined with a more than good sound segment decree the promotion of this title which, while not assurgendo Olympus of video games, is a great choice for all lovers of action, combined with a healthy twist strategy.
View other game at http://funnygamemania.blogspot.com
Alone In The Dark: The New Nightmare PC game review
Alone In The Dark: The New Nightmare PC game review
ONCE AGAIN ALONE IN THE DARK
It all starts in a dark and stormy night ... The shady but experienced private detective Edward Carnby (33 years old, long hair blacks and trench Humphry Bogart) is hired by archaeologist Aline Cedrac (27 years old, red and a breathtaking body capable of ridicule the much-vaunted Lara Croft) to accompany her on Shadow Island. The goals are twofold: first, Aline wants to see three old stems, encrypted with the characters of the Indians Abkanis, the second is to test his theory that Professor Obed Morton, the owner of the island and stems, may be its unknown father, as she holds a picture of him with his missing mother.
During the trip, however, their plane is attacked by an unknown entity which also killed the pilot, and the two are forced to jump with a parachute, landing at two different points of Shadow Island.
It is at this point that we interact for the first time with the game, making what will be our most important choice: will prefer to wear long trench Edward Carnby, armed with a revolver with two barrels and two drums, or will opt instead for practical blue jeans Aline Cedrac in search of a truth far more complex than we think?
In any case, we will face the complex and intricate puzzles of the house of the accursed family Morton, Indian legends, a mysterious and centenary powwow with its legends, as well as several of the creatures of darkness born out of hell or a sick mind. In our help we will have only a flashlight, a walkie talkie with which we sometimes communicate with the other protagonist of the story and the many objects (including many weapons) that we will find our way. But otherwise we're alone ...
Alone in the Dark ...
ALONE IN THE DARK RESIDENT EVIL SILENT HILL
Many of us expected that this game came out on the market under the name of "Alone in the Dark 4", as there were already three other AITD in 1990, 1992 and 1995. The reason to get rid of the number in the title, except perhaps in the program files, I think has a name: Resident Evil. But let's start from the beginning ...
The first Alone in the Dark, released in 1990, was a small masterpiece for the first time the players were composed of polygons and moved in 3D. The high-resolution graphics and the use of texture were pure science fiction at the time, so the success of AITD was immediate. Less successful was its sequel in 1992, bringing almost no innovation in technical and while offering a storyboard less appealing. The third episode, tagged 1995, instead of the proposed massive graphical improvements, because it was enough to raise the esteem of the players against the "title" AITD.
For a while 'not spoken more, until it appeared on the first mythical Playstation Resident Evil, closely followed by two sequels RE2 and RE3-Nemesis, and the various Dino Crisis, Silent Hill and so on.
Only after this series of "clones", they would all have been called AITD followed by a serial number, it was decided to create the fourth episode of "official" AITD, and to do that you have chosen to use a graphics system and control, however, much closer to the three that the old RE AITD.
For this and other reasons (not least the possibility to choose between two main characters, something unthinkable at the time of the first three AITD) has chosen not to display the number in the title, adding only the word "The New Nightmare": the new nightmare.
I fully agree ...
GAME SYSTEM
The gameplay is exactly the same as that of Resident Evil: must guide their chosen character through the various locations killing or avoiding the blasphemous creatures you will meet and at the same time solving the puzzles of various kinds, but basically summarized in the canonical sentence "Use-Object-Just-In-Place-Right," while not missing some exceptions. One very important thing to note is that, unlike other games of this genre, the stories of the two protagonists are "parallel" there will be in the game, numerous references to the activities carried out by our virtual business partner, and sometimes we are called to "lend a hand" or to ask ourselves if we can not help coping with an intricate situation, there will be situations in which the two characters will meet for the sole purpose of exchanging objects, useful for the mutual research.
This implies that, although many locations are common, things to do will be completely different, and the same items to collect or interact with will be different, and the story will go in basically the same way, whether you're playing with Aline whether you're playing with Carnby. What to expect from certain, however, is at least a differentiation of the final ...
During the game, as mentioned, we will face some fighting, some are, so to speak, mandatory (so-called Boss, which if defeated will allow us to continue), but most you can groped to avoid. Also note that, ammunition permitting, it will be advisable to clean up the various rooms of their occupants uncomfortable, because very often you will find yourself to go over the same point, and a dead enemy, as you know, is an enemy that we are not wasting precious medkit. Sometimes, new monsters return to occupy rooms previously cleared, while others still have the nasty tendency to "respawnnare", that is to reappear even if you already killed.
The weapons at our disposal will be of the most varied kind: it will be the typical three-barreled revolver rifles, grenade launchers, flamethrowers and a thousand other things, to shotguns to lightning or something. The inventory is unlike RE, free: there is no restriction to the number of items, weapons or ammunition that you can carry around.
The bailouts are limited for each save will wear a "medallion rescue." The supply of medallions increases collecting them on the street, and playing without too much caution will prove to be more than enough (I got to the point that, with 20 saves, I still had 70 medallions spare ...). The only unpleasant thing is that the game will save the situation as it was when you entered the room in which you save: if there were monsters (and did you kill them) you will find them waiting for you, as you will have to re-trieve any objects just taken. To avoid the problem (it is definitely not a bug: it took!) Anyway just leave the room and re-enter before saving (... when possible or when there are no monsters that respawnnano ...).
WHAT TO SEE MY EYES
The game runs a hybrid graphics engine, that is formed by two-dimensional backdrops on which moving three-dimensional models. The backdrops are completely static: when the hero moves close to the edge, the frame will switch to the "frame" next. Same thing, if you properly start a door or a ladder.
The character models and monsters are all very well made and covered with highly detailed textures and high definition, only flaw: it lacks the movements of the faces. The resolution of the game, in fact, applies only to models: the backgrounds are always in 640x480 ... yet they are very well made, and this idea also allows PC owners do not properly "ninja" to play at high resolutions (up to 1600x1200) without any annoying delays (after all, only move the characters and monsters!)
To accomplish this, programmers have preferred to "snub" support Direct3D and OpenGL libraries work only.
As is well known, these libraries are performing better graphics, make sure it is supported by your video card, otherwise you can not play!
The best thing that distinguishes the graphics engine from that, very similar, RE is the fact that this will react very fluid and faithful exposition of some of its section in the light of the torch, making use of this tool to say lifeless, while creating a more "true" to "false" 3D environment. It is primarily this innovation to bring out this game from the scene of adventure.
WHAT MY EARS hear
The realization of the sound effects and excellent: shots, steps (different depending on the floor), verses of monsters, voiceovers (in English) and all the different sounds you will hear are recreated state of the art.
The music, though it is composed in MIDI good, in my opinion too: it is present throughout the game so to put it mildly obsessive, and just lowering the volume will be able to enjoy the rest of the sound, do not confuse it with the sounds rhythmic accompaniment. Too bad, would have been enough little music, but better treated and concentrated on certain key points, to give the whole look better ...
FIRST IMPRESSION, GAMEPLAY 'AND LONGEVITY'
I must say that the first impression I was a little 'disappointed at first glance, in fact, I could not figure out what the story (which also has some points in common between the various clich?) differentiate this title from the first RE. In addition, the fights start really prove challenging due to the small number of weapons and ammunition (part Aline totally unarmed!).
Going forward, however, I realized the beauty and innovation of the use of the torch that was nothing short of fascinating that the (beautiful) story go on according to the same events regardless of the character. The atmosphere of terror and tension, which only made me feel Undying after the first RE, is made in a way excellent, including monsters that appear out of nowhere behind us, noises heard through doors to empty rooms, cupboard doors that move by themselves, pictures that change appearance from dark to light, and so on.
In the end, I was long attached to the screen, determined more than ever to move forward to see what was behind the next door, and adirandomi with my stupidity when I could not solve that damn puzzle (and to think, almost always, the solution was in front of my eyes and I could not see it ...).
A game to finish and play again with the other character ... practically two games in one, to finish in succession or in parallel, depending on how preferred.
CONCLUSION
Who recommend this game? The answer is obvious: to all fans of the series AITD and RE. Not recommended, however, to those who dislike these titles: innovations are so few as not to constitute a very significant difference.
comment
In many ways, we are faced with a masterpiece! I do not say that the title "Alone in the Dark" is usurped, however, because at the beginning of the story will be "Alone in the Dark": I'm just saying that this game is more like Resident Evil than I remember the first AITD ... but here, at least, do not we talk about viruses and organizations unclean, but remains in the field of the paranormal. However, this is a product of high technical and storyboard. I highly recommend it to all lovers of this kind of game and the general horror.
View other game at http://funnygamemania.blogspot.com
ONCE AGAIN ALONE IN THE DARK
It all starts in a dark and stormy night ... The shady but experienced private detective Edward Carnby (33 years old, long hair blacks and trench Humphry Bogart) is hired by archaeologist Aline Cedrac (27 years old, red and a breathtaking body capable of ridicule the much-vaunted Lara Croft) to accompany her on Shadow Island. The goals are twofold: first, Aline wants to see three old stems, encrypted with the characters of the Indians Abkanis, the second is to test his theory that Professor Obed Morton, the owner of the island and stems, may be its unknown father, as she holds a picture of him with his missing mother.
During the trip, however, their plane is attacked by an unknown entity which also killed the pilot, and the two are forced to jump with a parachute, landing at two different points of Shadow Island.
It is at this point that we interact for the first time with the game, making what will be our most important choice: will prefer to wear long trench Edward Carnby, armed with a revolver with two barrels and two drums, or will opt instead for practical blue jeans Aline Cedrac in search of a truth far more complex than we think?
In any case, we will face the complex and intricate puzzles of the house of the accursed family Morton, Indian legends, a mysterious and centenary powwow with its legends, as well as several of the creatures of darkness born out of hell or a sick mind. In our help we will have only a flashlight, a walkie talkie with which we sometimes communicate with the other protagonist of the story and the many objects (including many weapons) that we will find our way. But otherwise we're alone ...
Alone in the Dark ...
ALONE IN THE DARK RESIDENT EVIL SILENT HILL
Many of us expected that this game came out on the market under the name of "Alone in the Dark 4", as there were already three other AITD in 1990, 1992 and 1995. The reason to get rid of the number in the title, except perhaps in the program files, I think has a name: Resident Evil. But let's start from the beginning ...
The first Alone in the Dark, released in 1990, was a small masterpiece for the first time the players were composed of polygons and moved in 3D. The high-resolution graphics and the use of texture were pure science fiction at the time, so the success of AITD was immediate. Less successful was its sequel in 1992, bringing almost no innovation in technical and while offering a storyboard less appealing. The third episode, tagged 1995, instead of the proposed massive graphical improvements, because it was enough to raise the esteem of the players against the "title" AITD.
For a while 'not spoken more, until it appeared on the first mythical Playstation Resident Evil, closely followed by two sequels RE2 and RE3-Nemesis, and the various Dino Crisis, Silent Hill and so on.
Only after this series of "clones", they would all have been called AITD followed by a serial number, it was decided to create the fourth episode of "official" AITD, and to do that you have chosen to use a graphics system and control, however, much closer to the three that the old RE AITD.
For this and other reasons (not least the possibility to choose between two main characters, something unthinkable at the time of the first three AITD) has chosen not to display the number in the title, adding only the word "The New Nightmare": the new nightmare.
I fully agree ...
GAME SYSTEM
The gameplay is exactly the same as that of Resident Evil: must guide their chosen character through the various locations killing or avoiding the blasphemous creatures you will meet and at the same time solving the puzzles of various kinds, but basically summarized in the canonical sentence "Use-Object-Just-In-Place-Right," while not missing some exceptions. One very important thing to note is that, unlike other games of this genre, the stories of the two protagonists are "parallel" there will be in the game, numerous references to the activities carried out by our virtual business partner, and sometimes we are called to "lend a hand" or to ask ourselves if we can not help coping with an intricate situation, there will be situations in which the two characters will meet for the sole purpose of exchanging objects, useful for the mutual research.
This implies that, although many locations are common, things to do will be completely different, and the same items to collect or interact with will be different, and the story will go in basically the same way, whether you're playing with Aline whether you're playing with Carnby. What to expect from certain, however, is at least a differentiation of the final ...
During the game, as mentioned, we will face some fighting, some are, so to speak, mandatory (so-called Boss, which if defeated will allow us to continue), but most you can groped to avoid. Also note that, ammunition permitting, it will be advisable to clean up the various rooms of their occupants uncomfortable, because very often you will find yourself to go over the same point, and a dead enemy, as you know, is an enemy that we are not wasting precious medkit. Sometimes, new monsters return to occupy rooms previously cleared, while others still have the nasty tendency to "respawnnare", that is to reappear even if you already killed.
The weapons at our disposal will be of the most varied kind: it will be the typical three-barreled revolver rifles, grenade launchers, flamethrowers and a thousand other things, to shotguns to lightning or something. The inventory is unlike RE, free: there is no restriction to the number of items, weapons or ammunition that you can carry around.
The bailouts are limited for each save will wear a "medallion rescue." The supply of medallions increases collecting them on the street, and playing without too much caution will prove to be more than enough (I got to the point that, with 20 saves, I still had 70 medallions spare ...). The only unpleasant thing is that the game will save the situation as it was when you entered the room in which you save: if there were monsters (and did you kill them) you will find them waiting for you, as you will have to re-trieve any objects just taken. To avoid the problem (it is definitely not a bug: it took!) Anyway just leave the room and re-enter before saving (... when possible or when there are no monsters that respawnnano ...).
WHAT TO SEE MY EYES
The game runs a hybrid graphics engine, that is formed by two-dimensional backdrops on which moving three-dimensional models. The backdrops are completely static: when the hero moves close to the edge, the frame will switch to the "frame" next. Same thing, if you properly start a door or a ladder.
The character models and monsters are all very well made and covered with highly detailed textures and high definition, only flaw: it lacks the movements of the faces. The resolution of the game, in fact, applies only to models: the backgrounds are always in 640x480 ... yet they are very well made, and this idea also allows PC owners do not properly "ninja" to play at high resolutions (up to 1600x1200) without any annoying delays (after all, only move the characters and monsters!)
To accomplish this, programmers have preferred to "snub" support Direct3D and OpenGL libraries work only.
As is well known, these libraries are performing better graphics, make sure it is supported by your video card, otherwise you can not play!
The best thing that distinguishes the graphics engine from that, very similar, RE is the fact that this will react very fluid and faithful exposition of some of its section in the light of the torch, making use of this tool to say lifeless, while creating a more "true" to "false" 3D environment. It is primarily this innovation to bring out this game from the scene of adventure.
WHAT MY EARS hear
The realization of the sound effects and excellent: shots, steps (different depending on the floor), verses of monsters, voiceovers (in English) and all the different sounds you will hear are recreated state of the art.
The music, though it is composed in MIDI good, in my opinion too: it is present throughout the game so to put it mildly obsessive, and just lowering the volume will be able to enjoy the rest of the sound, do not confuse it with the sounds rhythmic accompaniment. Too bad, would have been enough little music, but better treated and concentrated on certain key points, to give the whole look better ...
FIRST IMPRESSION, GAMEPLAY 'AND LONGEVITY'
I must say that the first impression I was a little 'disappointed at first glance, in fact, I could not figure out what the story (which also has some points in common between the various clich?) differentiate this title from the first RE. In addition, the fights start really prove challenging due to the small number of weapons and ammunition (part Aline totally unarmed!).
Going forward, however, I realized the beauty and innovation of the use of the torch that was nothing short of fascinating that the (beautiful) story go on according to the same events regardless of the character. The atmosphere of terror and tension, which only made me feel Undying after the first RE, is made in a way excellent, including monsters that appear out of nowhere behind us, noises heard through doors to empty rooms, cupboard doors that move by themselves, pictures that change appearance from dark to light, and so on.
In the end, I was long attached to the screen, determined more than ever to move forward to see what was behind the next door, and adirandomi with my stupidity when I could not solve that damn puzzle (and to think, almost always, the solution was in front of my eyes and I could not see it ...).
A game to finish and play again with the other character ... practically two games in one, to finish in succession or in parallel, depending on how preferred.
CONCLUSION
Who recommend this game? The answer is obvious: to all fans of the series AITD and RE. Not recommended, however, to those who dislike these titles: innovations are so few as not to constitute a very significant difference.
comment
In many ways, we are faced with a masterpiece! I do not say that the title "Alone in the Dark" is usurped, however, because at the beginning of the story will be "Alone in the Dark": I'm just saying that this game is more like Resident Evil than I remember the first AITD ... but here, at least, do not we talk about viruses and organizations unclean, but remains in the field of the paranormal. However, this is a product of high technical and storyboard. I highly recommend it to all lovers of this kind of game and the general horror.
View other game at http://funnygamemania.blogspot.com
Alone In The Dark PC game review
Alone In The Dark PC game review
Derceto. Have you ever heard that name? No? But you should, if you are reading these pages. Derceto, in fact, is the location where kicks off one of the most popular sagas in video game history and answering to the name of Alone In The Dark. It was the year of the Lord 1992, when Infogrames offered to the public this first adventure dynamic style then popularized by Resident Evil and the protagonist, Edward Carnby (at the time, little more than a collection of pixels with a mustache and a handful of polygons), still has a hard core of fans - if you do not like Miss Croft and the soldier Snake - still quite numerous.
In recent times, the media in general have too wrapped up with a thoughtful embrace, telling us of the glories and wonders that would bring the game Eden Games in the gaming community; reshape a genre (see that of the Survival Horror) was the promise smaller. Combine the thrill of an FPS with the charm of an adventure, where in addition to the mouse, you must also squeeze your brains ... plus a wide choice of faculty, seasoned with a cinematic style to embarrass even the best Hollywood productions ... was, instead, the greatest promise. History, however, teaches us that, by large promises, often derive great disappointment (maybe it was just that, but transeat). Alone In The Dark has succeeded, at least in part, to dispel this myth? Let's find out from the beginning, which is always the best thing.
In this fifth installment of the series, set, "temporally speaking" in 2008, play as the aforementioned Edward Carnby, a man in the middle between Dylan Dog and Johnny Smith (just a little bit more handsome physically), which will be against his once again embroiled in a demonic plot-based monsters, dark characters a little nervous, demons, spirits and company hell in the city that never sleeps (see it in New York, even though I did not quest'appellativo never been clear, ndAleNet). In this case, the hub of all activities ectoplasmic and not in the American city seems to be the dear old Central Park ... and it's right there and in the surrounding areas - understood as sewers, hell realms, cathedrals and the like, that we, in as Edward, we firstly push back the forces of evil to where they came and at the same time, to discover the truth about some minor details (!), such as our incredible longevity. Things every day, so ... and to think that it all started with events just beyond the normal daily routine, such as a plague of insects, the genetic mutation of some plants and a mass migration of birds Yorkers .
From the very characters, or even before you start playing, the legacy from the console (in this case the Xbox 360), it is immediately obvious: not so much, as you might imagine, the options available in the video section (which are several ) and for mouse & keyboard settings, as well as the icons on the screen. Programmers have certainly lavished considerable efforts to adapt the incredible amount of moves that can run our hero to a first pad and a keyboard then, but in the end, the result has left us somewhat perplexed. Beyond the movement a little too woody all the characters of the game, so check with Edward keyboard with a pad that is really difficult and unpleasant. Not being able to rotate the camera with the mouse even paying any gesture that exiles from going straight like a caterpillar on a minefield, you must press the arrow keys, as well as those of movement. Although it may be nice to have as inventory the inside pocket of his jacket, it is equally unpleasant, however, having to press three buttons to use at least one object ... not to mention, various combinations of multiple objects: set up a third coat will be a demonic desire for all the gaming sessions. But, the number of keys (which, to be fair, in some games it is even higher), is more of an obligation to study too many combinations for actions that should be carried out "on the fly" as you shoot or break a door, which makes the game extremely cumbersome also the most experienced gamer. To contribute to the difficulty of movement, reach two other factors: the first is an imperfect management of collisions between polygons. The second, even more heavy, however, is the handling of the camera. Wielding a weapon, switching from third-person view (ie from behind), to the first: the result is that if an enemy moves, we'll be several seconds to find the right button to turn away and aim again ( Indeed, we are quite slow ...), or we will have to press the right button to switch to third-person view, then turn on ourselves and move at the same time, pull back the gun, aim ... in the hope that in the meantime , our enemies did not we already bitten.
Speaking of opponents, we can say that the park is quite diverse: bats, demons, zombies of various origin and nature, cracks in the wall ... well, there is enough to not get bored. Too bad the AI that drives them is the same as a pygmy marmoset, so do not expect wonders seen in FEAR .
One of the strengths of Alone In The Dark is the interaction with the environment, really 360 degrees. Almost every object reacts to what is happening on the screen - albeit with a few minor imperfections and we will be able to burn, move, break, break up a large part of what appears on the screen. Thanks to this flexibility ... physical, programmers have allowed us to deal with the various situations in more than one way. For example, in the pictures around, you should be noticing a good Edward in which the faces of black silt rather hungry and susceptible to heat and light. In this case, just to name one, there are more ways to break the deadlock: take a beam and burn it, or hold a light bulb (after throwing insults galactic to be able to put in the batteries) to create a corridor of light thanks which escape or even use the good old scotch to apply it on a chemical torches and create illuminated areas where to find shelter. Even the possibility of using an insecticide combined with a lighter as a kind of flamethrower, has its because ... well, the possibilities are many and all inherent inventiveness player's turn. Many are the puzzles in the game and we can say that the nature of the game is much more devoted to the resolution of puzzles of various kinds and nature, rather than the mere animal action.
Another of the fundamental characteristics of the game sponsored by Atari, is the division into chapters - almost all available now, the game itself. In short, thanks to the special menu, we will be able to choose which chapter of the game to run, jumping ones that seem the most boring or at least the most difficult. And the plot? Simply said: just like in a show at the beginning of each chapter we will see a "Previously on Alone In The Dark", in order to take stock of the situation and understand, in broad terms, what we missed in the chapters prior to that we have chosen to play. An idea that would not define it beautiful, it ugly, but rather, "special": undoubtedly, less accustomed to titles such as the one discussed today, will be very happy to have this opportunity.
To give a further small shock to the gameplay, the Eden Games have decided to include also the driving sessions. In some chapters of the game, in fact, we will sit, for example, at the wheel of a taxi flight to the Big Apple as the world around us, literally crumbles, but unfortunately the driving model is far from accurate and then these sessions will be reduced, in the end, the mere memorizing a route and turn the steering wheel at the right time.
On the purely technical, AITD is not exactly state of the art, even if there is' nothing that really kick up a fuss. The frame count remains stable in almost all situations, while the count of polygons has never, however, particularly high. All the characters suffer from arthritis (you can tell by the way they walk) and, compared to some locations very rich in detail - as in the episode set in the sewers, most of the time we will be moving in space as wide as graphically bare.
On the audio front, we note some interesting music, compared to SoundFX not really ... from top of the class.
In conclusion, we can say that the last but not least Atari product is a cauldron of good ideas, unfortunately cooked with a hint of concern ... a true, genuine sin.
comment
Alone, in the dark, it is not easy to write in a few lines what is Alone In The Dark, but above what could have been - and unfortunately it was not. A title that carries within itself a reminiscence of a saga that could be called immortal and that, to some extent, was destined to remain in the hearts of fans since its first incarnation, for a long time to come. The multiplatform title examined today suffers from a technical implementation is not perfect, which contrasts with some basic ideas very convincing. The plot, the story, the background of an epic capable of writing an important page and indelible in the annals of the game ... all these elements have been sacrificed on the altar of multi-platform and, to a lesser extent, marketing. Being in the dark, with a pad malfunctioning, it is not the most pleasant thing in the world. Too bad, really.
View other game at http://funnygamemania.blogspot.com
Derceto. Have you ever heard that name? No? But you should, if you are reading these pages. Derceto, in fact, is the location where kicks off one of the most popular sagas in video game history and answering to the name of Alone In The Dark. It was the year of the Lord 1992, when Infogrames offered to the public this first adventure dynamic style then popularized by Resident Evil and the protagonist, Edward Carnby (at the time, little more than a collection of pixels with a mustache and a handful of polygons), still has a hard core of fans - if you do not like Miss Croft and the soldier Snake - still quite numerous.
In recent times, the media in general have too wrapped up with a thoughtful embrace, telling us of the glories and wonders that would bring the game Eden Games in the gaming community; reshape a genre (see that of the Survival Horror) was the promise smaller. Combine the thrill of an FPS with the charm of an adventure, where in addition to the mouse, you must also squeeze your brains ... plus a wide choice of faculty, seasoned with a cinematic style to embarrass even the best Hollywood productions ... was, instead, the greatest promise. History, however, teaches us that, by large promises, often derive great disappointment (maybe it was just that, but transeat). Alone In The Dark has succeeded, at least in part, to dispel this myth? Let's find out from the beginning, which is always the best thing.
In this fifth installment of the series, set, "temporally speaking" in 2008, play as the aforementioned Edward Carnby, a man in the middle between Dylan Dog and Johnny Smith (just a little bit more handsome physically), which will be against his once again embroiled in a demonic plot-based monsters, dark characters a little nervous, demons, spirits and company hell in the city that never sleeps (see it in New York, even though I did not quest'appellativo never been clear, ndAleNet). In this case, the hub of all activities ectoplasmic and not in the American city seems to be the dear old Central Park ... and it's right there and in the surrounding areas - understood as sewers, hell realms, cathedrals and the like, that we, in as Edward, we firstly push back the forces of evil to where they came and at the same time, to discover the truth about some minor details (!), such as our incredible longevity. Things every day, so ... and to think that it all started with events just beyond the normal daily routine, such as a plague of insects, the genetic mutation of some plants and a mass migration of birds Yorkers .
From the very characters, or even before you start playing, the legacy from the console (in this case the Xbox 360), it is immediately obvious: not so much, as you might imagine, the options available in the video section (which are several ) and for mouse & keyboard settings, as well as the icons on the screen. Programmers have certainly lavished considerable efforts to adapt the incredible amount of moves that can run our hero to a first pad and a keyboard then, but in the end, the result has left us somewhat perplexed. Beyond the movement a little too woody all the characters of the game, so check with Edward keyboard with a pad that is really difficult and unpleasant. Not being able to rotate the camera with the mouse even paying any gesture that exiles from going straight like a caterpillar on a minefield, you must press the arrow keys, as well as those of movement. Although it may be nice to have as inventory the inside pocket of his jacket, it is equally unpleasant, however, having to press three buttons to use at least one object ... not to mention, various combinations of multiple objects: set up a third coat will be a demonic desire for all the gaming sessions. But, the number of keys (which, to be fair, in some games it is even higher), is more of an obligation to study too many combinations for actions that should be carried out "on the fly" as you shoot or break a door, which makes the game extremely cumbersome also the most experienced gamer. To contribute to the difficulty of movement, reach two other factors: the first is an imperfect management of collisions between polygons. The second, even more heavy, however, is the handling of the camera. Wielding a weapon, switching from third-person view (ie from behind), to the first: the result is that if an enemy moves, we'll be several seconds to find the right button to turn away and aim again ( Indeed, we are quite slow ...), or we will have to press the right button to switch to third-person view, then turn on ourselves and move at the same time, pull back the gun, aim ... in the hope that in the meantime , our enemies did not we already bitten.
Speaking of opponents, we can say that the park is quite diverse: bats, demons, zombies of various origin and nature, cracks in the wall ... well, there is enough to not get bored. Too bad the AI that drives them is the same as a pygmy marmoset, so do not expect wonders seen in FEAR .
One of the strengths of Alone In The Dark is the interaction with the environment, really 360 degrees. Almost every object reacts to what is happening on the screen - albeit with a few minor imperfections and we will be able to burn, move, break, break up a large part of what appears on the screen. Thanks to this flexibility ... physical, programmers have allowed us to deal with the various situations in more than one way. For example, in the pictures around, you should be noticing a good Edward in which the faces of black silt rather hungry and susceptible to heat and light. In this case, just to name one, there are more ways to break the deadlock: take a beam and burn it, or hold a light bulb (after throwing insults galactic to be able to put in the batteries) to create a corridor of light thanks which escape or even use the good old scotch to apply it on a chemical torches and create illuminated areas where to find shelter. Even the possibility of using an insecticide combined with a lighter as a kind of flamethrower, has its because ... well, the possibilities are many and all inherent inventiveness player's turn. Many are the puzzles in the game and we can say that the nature of the game is much more devoted to the resolution of puzzles of various kinds and nature, rather than the mere animal action.
Another of the fundamental characteristics of the game sponsored by Atari, is the division into chapters - almost all available now, the game itself. In short, thanks to the special menu, we will be able to choose which chapter of the game to run, jumping ones that seem the most boring or at least the most difficult. And the plot? Simply said: just like in a show at the beginning of each chapter we will see a "Previously on Alone In The Dark", in order to take stock of the situation and understand, in broad terms, what we missed in the chapters prior to that we have chosen to play. An idea that would not define it beautiful, it ugly, but rather, "special": undoubtedly, less accustomed to titles such as the one discussed today, will be very happy to have this opportunity.
To give a further small shock to the gameplay, the Eden Games have decided to include also the driving sessions. In some chapters of the game, in fact, we will sit, for example, at the wheel of a taxi flight to the Big Apple as the world around us, literally crumbles, but unfortunately the driving model is far from accurate and then these sessions will be reduced, in the end, the mere memorizing a route and turn the steering wheel at the right time.
On the purely technical, AITD is not exactly state of the art, even if there is' nothing that really kick up a fuss. The frame count remains stable in almost all situations, while the count of polygons has never, however, particularly high. All the characters suffer from arthritis (you can tell by the way they walk) and, compared to some locations very rich in detail - as in the episode set in the sewers, most of the time we will be moving in space as wide as graphically bare.
On the audio front, we note some interesting music, compared to SoundFX not really ... from top of the class.
In conclusion, we can say that the last but not least Atari product is a cauldron of good ideas, unfortunately cooked with a hint of concern ... a true, genuine sin.
comment
Alone, in the dark, it is not easy to write in a few lines what is Alone In The Dark, but above what could have been - and unfortunately it was not. A title that carries within itself a reminiscence of a saga that could be called immortal and that, to some extent, was destined to remain in the hearts of fans since its first incarnation, for a long time to come. The multiplatform title examined today suffers from a technical implementation is not perfect, which contrasts with some basic ideas very convincing. The plot, the story, the background of an epic capable of writing an important page and indelible in the annals of the game ... all these elements have been sacrificed on the altar of multi-platform and, to a lesser extent, marketing. Being in the dark, with a pad malfunctioning, it is not the most pleasant thing in the world. Too bad, really.
View other game at http://funnygamemania.blogspot.com
All Star Tennis 2000 PC game review
All Star Tennis 2000 PC game review
The saga All Star Tennis was founded in (?) 1999: almost landed with simultaneous PlayStation, Nintendo 64 and Game Boy Color and was a success not exactly striking. Basically for four reasons: it was quite playable, funny enough, varied enough, enough adrenaline. Not bad, in fact, but with too much "enough" to really break through
For a year after quenching and altogether frustrating experience on consoles, Ubi Soft will try again, this time approaching a PC version to the, now familiar, for PSX, N64 and GBC. A difficult task, then, because - as taught by the mediocre (but fun, of course) precursors Roland Garros, and Actua Tennis Ace Tennis - the combination tennis-PC has rarely proved successful. That times have changed? Go on the pitch to find out
Kuerten NOT SWAP, FOR 'MORE' FORTE ..
As expected, the first step is the selection of players: that, although thoroughly characterized, are not many. Among these litotici "not many", comprise eight players that actually exist: Richard Krajicek, Lleyton Hewitt, Guga Kuerten, Amelie Mauresmo, Conchita Martinez ... And any number of players absolutely invented. That are the fruit of the imagination of the developers of the license or official, however, it does not matter: all the players present in AST2000 are characterized by a style of play at all staff. Not only that, the movements, the reactions in case of victory or defeat, the speed, the way to run: Ubi Soft to have cured with a maniacal attention to the behavioral aspect of the various players. And the results are obvious: You can - if tennisticamente shod - recognize the real-life counterparts of the players only by observing the style of play
PERFORMANCE, Tournament, Season: RULES '
Following the choice of game modes. All Star Tennis it offers essentially three: Exhibition, Tournament and Season
Exhibition mode offers the chance to take in a single match an opponent whatsoever. On the ground, on grass, on concrete or synthetic surface: If a field in AST2000 is available, you can select it in exhibition mode. Without the need for symbolic "unlocking" (typical of arcade games that All Star Tennis 2000 does not belong, but from which it draws inspiration). It 'also contemplated (and God forbid!) The opportunity of a contest between human beings, who, as usual, proved by far the best guarantee for longevity. But is not this a surprise
Tournament Mode does is write the name of your characters brilliant player on the board (there is nothing metaphorical names actually shine on the board) of one of the ten available evidence, then leaving him at the mercy of his own, more or less fearsome opponents. The imagination suggests that triumph in France or England (no license, no real names: ergo nothing Wimbledon, Roland Garros, Australian Open, etc ...) is more difficult than in Italy or Germany, but suggests evil: the 'small number of players (sixteen men and sixteen women) causes the same to attend all tournaments exist, thereby drastically reducing the chances of winning "surprise" of unexpected outsider
The same players win both in Rome and in Paris. Without distinction. Clearly the negative (and not at all realistic) result: the prestige of the four races of the Grand Slam stupid surely. The third and final mode in the name sums up its essence. Season, or a full year in the ATP circuit (which, to tell the truth, you do not call Atp as AST2000 no homonymous officially licensed); season, which is the heart of All Star Tennis 2000 ... Through a journey of ten tennis tournaments, the player must reach the top of the world rankings, indeed, not very long (only sixteen positions, such as the number of players). Nothing else, but not cheap. Challenge, excitement, competition, sweat is in this mode, no less, that All Star Tennis 2000 is the best of his best. As far as possible, of course
THE GAMEPLAY
Four keys are used for control of shots: one to smash, volley, service and roll standard, one for the top-spin, one for the back-spin, and one for the lob (very useful when your opponent plays a network) . The variety of shots Did not incredible, but it certainly is - especially remembering the only two keys Roland Garros 99 - more than enough. Depending on your style, of course, some will play any preference over other: and the attacker s'avvarr? almost exclusively smash and volley, and the pallettaro s'esibir? in daring rejected, and the terraiolo find the right groundstrokes the its perfect shot ... In All Star Tennis 2000 style is crucial. Even and especially in the players handled by computer
The change of the surface of fields actually affect the game (attack on the ground is not as successful on grass, etc ...), a matter which makes it less trivial mechanic and the transition from one tournament to another. E 'therefore probable, as is the case in reality, a player has more arduous triumph at Roland Garros Wimbledon. We said a few lines up: a question of style. Surprisingly, however, during the games, the almost total lack of balls smashed against the network, perhaps daughter on the "simulativamente arcade" of AST2000. An approach that, however, it certainly does not guarantee great depth, it ensures at least a good deal of immediacy
A WORD FROM YOU "NN" ICO
We close the review with the technical aspect of the title Ubi Soft, which certainly does not shine for accuracy. Indeed. The animations are fluctuating quality: some good, some painful. Those of good service, volley and post-game reactions (anger or of euphoria that may be); painful, for example, those of the diagonal stroke of slow steps. The public is poorly carried out, and unworthy is the static nature of the judges. There is no ball boys, but the balls mysteriously disappear from the field. The network and the field itself suffer from a lack of anti-aliasing ... Well, technically AST2000 is not exactly a wonderfull place ...
comment
All Star Tennis 2000 is a decent title in terms of gameplay, enough of the technical implementation, and more convincingly, from sports title that he is, on that of longevity. Lacks the official license, the matches are not as realistic as you could hope for, players are few and very few game modes. Yet ATS2000 is fun, even engaging in Season Play mode. To buy only if actually tennis fans.
View other game at http://funnygamemania.blogspot.com
The saga All Star Tennis was founded in (?) 1999: almost landed with simultaneous PlayStation, Nintendo 64 and Game Boy Color and was a success not exactly striking. Basically for four reasons: it was quite playable, funny enough, varied enough, enough adrenaline. Not bad, in fact, but with too much "enough" to really break through
For a year after quenching and altogether frustrating experience on consoles, Ubi Soft will try again, this time approaching a PC version to the, now familiar, for PSX, N64 and GBC. A difficult task, then, because - as taught by the mediocre (but fun, of course) precursors Roland Garros, and Actua Tennis Ace Tennis - the combination tennis-PC has rarely proved successful. That times have changed? Go on the pitch to find out
Kuerten NOT SWAP, FOR 'MORE' FORTE ..
As expected, the first step is the selection of players: that, although thoroughly characterized, are not many. Among these litotici "not many", comprise eight players that actually exist: Richard Krajicek, Lleyton Hewitt, Guga Kuerten, Amelie Mauresmo, Conchita Martinez ... And any number of players absolutely invented. That are the fruit of the imagination of the developers of the license or official, however, it does not matter: all the players present in AST2000 are characterized by a style of play at all staff. Not only that, the movements, the reactions in case of victory or defeat, the speed, the way to run: Ubi Soft to have cured with a maniacal attention to the behavioral aspect of the various players. And the results are obvious: You can - if tennisticamente shod - recognize the real-life counterparts of the players only by observing the style of play
PERFORMANCE, Tournament, Season: RULES '
Following the choice of game modes. All Star Tennis it offers essentially three: Exhibition, Tournament and Season
Exhibition mode offers the chance to take in a single match an opponent whatsoever. On the ground, on grass, on concrete or synthetic surface: If a field in AST2000 is available, you can select it in exhibition mode. Without the need for symbolic "unlocking" (typical of arcade games that All Star Tennis 2000 does not belong, but from which it draws inspiration). It 'also contemplated (and God forbid!) The opportunity of a contest between human beings, who, as usual, proved by far the best guarantee for longevity. But is not this a surprise
Tournament Mode does is write the name of your characters brilliant player on the board (there is nothing metaphorical names actually shine on the board) of one of the ten available evidence, then leaving him at the mercy of his own, more or less fearsome opponents. The imagination suggests that triumph in France or England (no license, no real names: ergo nothing Wimbledon, Roland Garros, Australian Open, etc ...) is more difficult than in Italy or Germany, but suggests evil: the 'small number of players (sixteen men and sixteen women) causes the same to attend all tournaments exist, thereby drastically reducing the chances of winning "surprise" of unexpected outsider
The same players win both in Rome and in Paris. Without distinction. Clearly the negative (and not at all realistic) result: the prestige of the four races of the Grand Slam stupid surely. The third and final mode in the name sums up its essence. Season, or a full year in the ATP circuit (which, to tell the truth, you do not call Atp as AST2000 no homonymous officially licensed); season, which is the heart of All Star Tennis 2000 ... Through a journey of ten tennis tournaments, the player must reach the top of the world rankings, indeed, not very long (only sixteen positions, such as the number of players). Nothing else, but not cheap. Challenge, excitement, competition, sweat is in this mode, no less, that All Star Tennis 2000 is the best of his best. As far as possible, of course
THE GAMEPLAY
Four keys are used for control of shots: one to smash, volley, service and roll standard, one for the top-spin, one for the back-spin, and one for the lob (very useful when your opponent plays a network) . The variety of shots Did not incredible, but it certainly is - especially remembering the only two keys Roland Garros 99 - more than enough. Depending on your style, of course, some will play any preference over other: and the attacker s'avvarr? almost exclusively smash and volley, and the pallettaro s'esibir? in daring rejected, and the terraiolo find the right groundstrokes the its perfect shot ... In All Star Tennis 2000 style is crucial. Even and especially in the players handled by computer
The change of the surface of fields actually affect the game (attack on the ground is not as successful on grass, etc ...), a matter which makes it less trivial mechanic and the transition from one tournament to another. E 'therefore probable, as is the case in reality, a player has more arduous triumph at Roland Garros Wimbledon. We said a few lines up: a question of style. Surprisingly, however, during the games, the almost total lack of balls smashed against the network, perhaps daughter on the "simulativamente arcade" of AST2000. An approach that, however, it certainly does not guarantee great depth, it ensures at least a good deal of immediacy
A WORD FROM YOU "NN" ICO
We close the review with the technical aspect of the title Ubi Soft, which certainly does not shine for accuracy. Indeed. The animations are fluctuating quality: some good, some painful. Those of good service, volley and post-game reactions (anger or of euphoria that may be); painful, for example, those of the diagonal stroke of slow steps. The public is poorly carried out, and unworthy is the static nature of the judges. There is no ball boys, but the balls mysteriously disappear from the field. The network and the field itself suffer from a lack of anti-aliasing ... Well, technically AST2000 is not exactly a wonderfull place ...
comment
All Star Tennis 2000 is a decent title in terms of gameplay, enough of the technical implementation, and more convincingly, from sports title that he is, on that of longevity. Lacks the official license, the matches are not as realistic as you could hope for, players are few and very few game modes. Yet ATS2000 is fun, even engaging in Season Play mode. To buy only if actually tennis fans.
View other game at http://funnygamemania.blogspot.com
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