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Ruiner

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Thus, we embody a strange individual with an even stranger mask whose brain has been hacked to enter a corporation and take down their boss. Little will need to play as the errand boy, since a mysterious hacker will save us and explain how they have played with our brains, in addition to kidnapping our brother to ensure that we fulfill our mission. Nothing o

 

f the other world as far as narrative, but Ruiner tries it, relying mainly on a very well achieved cyberpunk ambience , whose soft melodies in the city and pipe steam submerge us perfectly in a city where the implants and the cult to the machine reigns through the streets, while more sugarcane songs accompany us in each new level, with an intense and forceful soundtrack.

 

Thanks to these subtle mix of action-focused levels and some pauses, Ruiner seems like a good heir to games like Shadowgrounds or Alien Swarm, but without staying in the simple tribute. At all times he tries to contribute his own personality in a style that marries very easily with that of his own editor: Devolver Digital . Playfully, it does not even need to resort to the most explicit violence to impact; they already do some interesting mechanics that wisely mix firearms to turn it int

 

o a dual shooterof manual and short-range weapons as a last resort. The amount of enemies that come our way converts the combats into a dance where the most important thing is to move at all times, keep enemies at a distance while we strike them down with bullets and use our resources at close range when things get ugly, since the melee fights are not as effective as firearms and our life is quite limited.

 

 

Hello Darkness

Ruiner is not simple. Its medium level of difficulty already puts us in a challenge where we will die a few times, while the Difficult mode is the one recommended by the developers to sweat blood. The interesting thing about its dynamics is that, although it is a challenge to clean some areas and live to tell, its punishment usually leaves us very close to where we hav

e died (usually in the last batch of enemies that we have annihilated). We will still have to pass that barrier and for that the important thing is to do a better management of the weapons to be collected and of the skills that we have at our disposal. The best? That everything flows fast. Not only the rhythm of the game It is vertiginous, but to restart after a death is a matter of microseconds, a necessary element so that frenetism does not decay at any time.

 

Ruiner analysis

It will be very usual to leave alive by the hair. Fortunately, sometimes a life reload awaits us around the corner.

Note the differences in control . For the PC version, you can play with both keyboard and mouse and with remote, the traditional method in the consoles. The difference is quite substantial, because although with keyboard and mouse we have been more

 

effective when shooting enemies, it costs more to use all the powers and, above all, to switch between melee and fire attack, since there is to raise or lower the mouse wheel. In command, the closeness of the buttons makes the use of the powers and the change between instantaneous attacks more organic, by pressing RB or R1 for the melee and RT or R2 for the attack at a distance; however, the accuracy suffers.

 

Ruiner PC

Everything flows fast, frenetism does not decline at any time

It has also included a progression systemfor the skills, that help us to deal better with each situation that we will face. Thus, we can get a shield to stop and even bounce bullets; a grenade to hurt whoever approaches us; slow down time; a quick dash to dodge; improvements for our health and energy … Among many others. All of them, with ample options for im

provement, but perhaps the most successful is the possibility of reassigning your karma points (experience) when leveling up, allowing you to change skills depending on the challenge you have at that moment. Sometimes it will be better to move quickly with the dodges when you face kamikaze enemies that want to explode with you, while others are more useful to improve the shield to reject the rain of bullets.

 

Ruiner
Ruiner PC

Ruiner does not want to be a shooter without more. After finishing a level, we can explore its city of cyberpunk cut.

As we said, after a level fulfilled and his final boss defeated, we can relax in the city of Rengkok. A small but open environment where you can meet the fauna that inhabits this future cyberpunk to each more eccentric than the previous. This small e

 

xploration has its reward, because it will allow us to deepen something more in the history, but also to know the characters that reward us when we go on a mission. They are not secondary missions per se, but when finishing with certain enemies or finding information they will reward us with karma to improve our protagonist.

 

Ruiner is not a long game, but it has an adequate duration. Know when to stop and when to incorporate a new element to shake a bit the nest. Even so, there are times when some players may feel some fatigue when we have seen all the surprises that it ha

 

s to offer, and that is where its gameplay suffers, beyond the final bosses who always offer a challenge to match. Its setting, in addition, is very successful and the use of saturated color and each of the effects manages to give life to a setting as dark as the chosen one. It is also accompanied by some vignettes to show the characters with a lot of personality.


LawBreakers

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 It is not a particularly groundbreaking title, but the new creator of Gears of War does not feel like “one more” among so many others. It has personality, novel ideas, which are what have made me enjoy so much of their exciting shootings. It’s like going

 

back to the old days , to the frenetic action of Quake III, but withspecial skills and combat mechanics more typical of today. A hypervitamined Overwatch, as has been said out there? Nothing is further from reality.

 

Although there are nine different character classes and all of them have unique features that significantly modify the action, in th

 

is Cliff Bleszinski video game it does not matter so much what type of soldier you control as how you control it. It does not matter if you are a doctor and there is a murderer in front of you; If you move well, if you take advanta

 

ge of your tactical advantages, you can end your life and that of many others! It’s what I like most about LawBreakers. Here prevails the law of the strongest, the fastest, most agile and lethal soldier with weapons, whatever they may be! And

 

this is an incredibly satisfying feeling. Each battle in this intense multiplayer action game engages you in a haze of shots and explosions hard to describe.

 

Blessed multiplayer chaos

Warriors that glide across the ground while they open fire, or titans equipped with missile launchers that from the sky bombard a battlefield in which we also find gunmen who teleport, or ninjas who cruelly stab in the back. LawBreakers takes us into a war without quarter that does not leave even a second of respite. Such is the frenetism, such the speed with which the action develops, that in a flash you can reach glory or fail miserably in front of enemies d

ifficult to overcome by the idiosyncrasy of this video game, which is committed to verticalityand the acrobatics against the more traditional combat. Not only because of the zero-gravity zones, which are a real madness, but mainly because of the tremendous agility shown by most characters within our reach.

 

LawBreakers analysis

Each soldier counts, regardless of their role, but in most game modes, it is essential to rely on the team to achieve victory.

Do not run, fly !, through labyrinthine scenarios that mostly present a great design. They are very varied among themselves, with a great balance between closed spaces and large open areas where we can unleash our murderous creativity. In

 

this sense, the special abilities of the fighters are also surprisingly funny and very useful! in unexpected ways. The killer, for example, uses a hook to move at great speed through the stages but … what happens if the one you hit is an enemy? It’s

 

brutal! You can strike a mortal blow and move on as if nothing. Also those capable of building walls with which to block the passage of enemies, or those who no longer can only fly, but also, use their reactors to launch opponents into the air.

 

LawBreakers PC

Each battle involves you in a maremágnum of shots and explosions difficult to describe

The warriors of LawBreakers are so different from each other that it is hard to believe that when it comes to the truth, there is such a balance of power between them. There are better than others in certain tasks, it is true, because we have

damage specialists, tanks and support units, but as I pointed out before, it does not matter if you are a doctor or a gunslinger; in the end, you will have enough power to kill your enemies. Which does not mean that the game has been ab
andoned as a team . It is essential to achieve victory in a title in which to kill, and kill yourself a lot, it is the least. In the work of Boss Key we find the most varied objectives that force us to move from one place to another fulfilling tasks that, for the most part, require the support of allies.

 

LawBreakers

LawBreakers includes multiple video tutorials that explain the operation of the game modes and also the role of each character class.

Overcharge , for example, proposes to fight for a battery that we must take to our base, and charge it with energy, to score a point. What happen? That in that charging process, the enemy can attack, steal, and finish the task at their base, scoring them

 

the both. Turf War , on the other hand, poses an interesting twist to the classic Domination mode, leading us to fight for several areas of the map that will again and again block their access to rebalance the forces. In both cases the action is concentrated in specific points of the mapping, creating spectacular 5 vs 5 duel

 

s in which it is essential to take advantage of the special abilities of the soldiers. And then we have Blitzball, a kind of sports competition, in which speed and agility prevail over everything else. Steal the energy sphere and transport it to the enemy base before it explodes into a thousand pieces! It’s exciting, and terribly funny, because you do not rest for a moment. It’s what I like most about LawBreakers.

 

LawBreakers PC

It is a difficult video game, which requires practice, to fully enjoy your battles

Its frantic action, the chaos of the fight and the crazy stunts are the great attractions of a video game that gives you even the opportunity to open fire back, without looking, not so much to end the life of a rival as to take momentumin all those areas without gravity that are pure spectacle. You really enjoy all this chaos, with enemies that fly, that hang fro

m here to there, that shoot, launch flying kicks or even drop from the heights to crush the unwary who are in the vicinity. It is a total war, covering all possible directions, and in that aspect LawBreakers creates a fast-paced multiplayer action with
which it is easy to have a great time. I also tell you that this is a difficult videogame, which requires practice, to fully enjoy your battles, but as soon as you get the basic controls and begin to master your vertical struggle, there are few games capable of thrilling as much as the new by Cliff B.

 

LawBreakers

With nine character classes and five different game modes, LawBreakers offers fun for a while; more taking into account that we also find loot boxes with various items to customize the appearance of the fighters. These boxes can be bought with real money, but in general, by throwing a few games a day, you get the necessary points so you do not have to invest more money in this production. Technically Boss Key game looks great on PC , especially thanks to the

 

frenzy with which the action is developed, although the PS4 version still has some performance problems that hinder somewhat the shootings. Is it a suicide to play with command? Although I prefer the keyboard and mouse, I’ve played some games with the controller and it certainly handles very well. It’s a matter of getting used to it, but in general terms, at this point, a lot of work has been done.

 

With so much competition involved, LawBreakers has managed to hook me up badly. Each new game makes me want more to a videogame that although at these moments lacks more content, especially in the form of new maps, it fulfills what was promised. It is a different multiplayer action title that, without revolutionizing the genre, manages to stand o

 

ut from the competition with its clear commitment to the most frenetic action, the fight in environments without gravity and the verticality of its scenarios. Will it achieve success? The initial sales data are somewhat worrisome, but if Boss Key manages to keep LawBreakers well-nourished with content, with the quality of their matches, it could end up making its way into the market.

Nex Machina

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If in the cinema I occasionally like a pompous show that allows me to put my brain a couple of hours in neutral, the same thing happens with videogames: And in this field few stimulating things I have found in recent times as the different jobs that this Finnish study usually offers.

 

And I really enjoyed Resogun at the premiere of PlayStation 4, and also in the past of Dead Nation or Outland ; I also know some more of the endless launches that have been carried out since its inception in the distant decade of the 90s. However, Nex MachinaIt may be the most rounded work in terms of playable concepts that have been offered so far. And I do not want to say the best, because I do not know some of the most veteran games of the more than twenty that ma

 

ke up its catalog as a team, but I dare say it has to be the most worked. And is that, as I’ll explain below, is the one that brings together more perfectly tuned elements of their latest and most recent work. A fast and uncomplicated video game, one that you can understand right away without too much time to lose and one that, in short, appeals to our most visceral side to stay glued to the screen.

 

They are concepts of many years ago, yes, but they continue to perform like the first time. I have the feeling that a veteran like me is still happy the day, and someone younger can get more than a smile and give a great time with the remote in hand. At the end of that is this, right? And to blink a little, of course. Your corneas will not appreciate it, but your scores do.

 

 

First Shoot, After Question

So, Nex Machina is an uncomplicated shooter. In Housemarque they know it and that is why they have not lost a second (and they do not lose me either) bored with an argument that can give cohesion to this. If we want to know what is going on, the opti

on is there. Humans have been overtaken by machines, in a story already seen a thousand times over dependence on technology and its evolu
tion to unsuspected limits, and we have to try to avoid the disappearance of our race at the hands of these hostile and dangerous artificial intelligences . The robots have overtaken us, they have become superior creatures in every imaginable aspect, and that is why our hero is the greatest and only hope to survive.

 

Nex Machina analysis

Who will get the best score? Nex Machina knows how to tempt you so that, again and again, you repeat your missions with the sole purpose of making the perfect game.

In summary this translates into two unique aspects that affect the gameplay. On the one hand the fact that the villains are mechanical beasts that are going to make things very difficult for us, and on the other hand the factor that there are throughout t

 

he levels a series of survivors that we can save to maximize our score . In fact, there is a specific limit in each phase, and if we manage to rescue them all we will obtain a generous reward in the form of points … But nobody said it was easy.

 

Nex Machina PC

Appeal to our most visceral side to stay glued to the screen

And everything in the title revolves around the points. The creators of Resogun want us to be selfish and greedy, they want us to leave nothing and in the end the biggest fun of the game is focused on that idea: to reach the highest possible in the world rankin

gs. Of course, the difficulty of getting it is part of its charm. For a whole generation the words yearning and challenge go hand in h
and in video games, however this work manages to collect what has been learned in the new times on accessibility to overturn it in a healthy way. To think that the launchings of the past were better simply because they were more diffic
ult has always seemed absurd to me, mainly due to the fact that in many occasions that level of challenge that touched the suffering made them extremely frustrating and, sometimes, it was even due to errors of the programmers themselves. N
ex Machina is very intelligent because it directs everything correctly. The better you do it within your devilishly fast and difficult proposal the more points you will get. It is about rewarding the intrepid player and giving a reward to the one who faces the most dangers, not to punish the one who is not so capable. A 10 for Housemarque in this sense, which does not leave anyone out.

 

Nex Machina
Nex Machina PC

Roll and roll to dodge enemy attacks. This is one of the keys to achieving success in a challenging video game like few others.

As it does? Granting us improvements and incentivesif we play it and it turns out well. The title wants us to be brave to extremes that border on the stupid, and that is why it rewards every courageous maneuver that we think of doing to save a hostage or get an enhancer. At the end of the day each level is going to end with a few waves of enemies, but there are al

 

ways humans out there that we must rescue and some other elements that we can collect. Achieving more and more points is only achieved by taking full advantage of each scenario, so Nex Machina ends up becoming a kind of racing game in which only repeating more and more circuits and hurrying as much as possible in each maneuver will achieve perfect our “times” and obtain the highest possible score in the different modalities that exist,

 

And the merit lies in that everything it offers is very simple. The controlIt is carried out with the classic mechanics of the two sticks, one to move and the other to aim. From there we do not even have a button to shoot, what’s the point when we’re going to keep it pressed from start to finish? But there are some other controls for the special attack or, what is mor

 

e important for a rolling maneuver that makes us invulnerable for a few moments. In the end the most important button is the latter, and that is to use it correctly or not depend how far we get. It sounds like a few management alternatives, but you have to master them all. If we connect with that and we feel interest in perfecting their domain, I have done it, we can maintain the interest in the video game much longer than it actually lasts.

Rising Storm 2

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On one side of the courtyard we find the Battlefield and Call of Duty with its more superficial approach to the intrinsic mechanics of the interaction of war and in the other we have franchises like ARMA, who seek the more realistic side trying to

 

get closer to the concept of simulation. The one that concerns us is a game that tries to fill the gap that exists between these two visions of the genre offering players a realistic experience without leaving aside the funniest aspects of the interaction. An experience that, in addition, depends a lot on cooperation and teamwork throughout its game modes.

 

In case this saga was not yet on your radar, we remind you the name Red Orchestra , which is what this saga was called until 2013, when it began to be known as Rising Storm . The first game was set in the Second World War , and became very popu

 

lar for offering a particularly raw gameplay. This time you will like to know that Tripwire Interactive and Antimatter Games have maintained the same formulas that managed to place the saga on the war map. To recap: a fairly realistic approach to the shots, a strong presence of the tactical in the development of the matches and a markedly dark tone.

 

 

A raw game for a raw conflict

Rising Storm 2: Vietnam launches us in the middle of one of the most sadistic conflicts in the history of mankind. We played impersonating soldiers and Marines of the United States and the soldiers of the NVA and Viet Cong . We have three game options: the territory control mode, inherited from Red Orchestra; Skir

mish mode, more intimate and content; and the overwhelming Supremacy, which throws us into full-scale conflict. There are many maps, and each one offers very varied scenarios for fighting: streets of ruined Vietnamese cities, hills, rice fields, plantations, stunning landscapes close to the coast and, of course, lots of jungles.

 

Rising Storm 2 Vietnam PC
Rising Storm 2 Vietnam analysis

The customization of the soldiers may be in the background, but there is an incentive to continue improving.

It is refreshing to taste this interactive conflict recipe after taking time with the palate accustomed to other brands. Our background does not matter; during the first games we die again and again without knowing where the bullet came from

 

and, what is more serious: we kill without knowing it. Only the sign that appears on the top right will reveal the mystery. We run through jungles and rice fields avoiding aerial attacks and dodging enemy traps, learning to fight in this new war, more brutal and terrible than those we knew.

 

But we got to learn and decided to rethink our style of play. It is not only to be more careful with our movements and our shots, but to support the advance of our team with intelligence. Otherwise, it is impossible to be relevant in the game.

 

It is very important to understand this in order not to get frustrated, because except in the case of skirmishes, the game only rewards the work of ants. It is very nice, in addition, to listen to the teammates speaking loudly, commenting on each movement, asking for help, cursing the commander in a friendly way after he sends them to the other neighborhood with a bombardment with napalm. This depends on the players, of course, but the game encourages it.

 

Rising Storm 2 Vietnam

The appearance, fidelity and feeling of game with the weapons is excellent

If there is a specialty that you are interested in playing in war games, surely you will find it in Rising Storm 2: Vietnam . Some papers are more important than others, so you have to be very aware of what you have chosen. The classes change slightly depending on the side of the contest that we play, but some are equivalent. The basic class is the private or infantry, which can be a good starting point for any player, because they accompany the specialists, do an important job of supporting fire and, above all, they are usually those who are in charge of controlling the objectives. Then we have the shooters and the machine gunners, who do what is expected of their names, but whose abilities can be vital in the attack or defense of a position. Unlike other games, this limits the number of soldiers of the special classes that can be chosen per game. You do not see legions of snipers, go; everything has a certain balance.

 

Rising Storm 2 Vietnam PC

Although visually it could have been demanded more, the developers have achieved that the game is very well optimized.

But this is not what makes the title stand out. We reiterate the idea of ​​teamwork especially for the figure of team leaders and especially the dedicated class: the commander. Team leaders give zone advantages, the possibility of other soldiers appearing by their side, they can create tunnels, etc. The commanders, on the other hand, are officers with the ability to move the pieces of the attack or defense and to request certain support advantages during the game using the map as a reference. The trick? They need other players to lend a hand. To request air strikes, reinforcements, artillery attacks, etc., they need a radio or a radio operator. That is to say, it is necessary that a player -generately- plays that role. If a link breaks, the chain breaks down. The interesting thing is that this class system is based on all game modes.

BulletStorm Full Clip Edition

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 In video games, the witness was picked up by characters like Duke Nukem , a completely unreal hero profile and with as many cliches as could be include

 

d in a game of the 90. But we often forget that the past generation lived a strange flowering of this irreverent action, with clear exponents such as the Gears of War saga and especially this Bulletstorm . Saying many tacos and showing many guts was, in fact, the cornerstone on which many shooters rested a few years ago.

 

But Bulletstorm can easily become one of the bloodiest of all, and the worst spoken by far. Their dialogues often leave the classic “for me as if they eat shit and die” from Gears of War 2 at the height of a kindergarten insult fight. Between our drunk and specialist in messing up, Grayson Hunt , and the wonderful and antagonistic General Sarrano , the barrage of expletives could make you blush.

 

And it seems that no, but how the times have changed … Few games today resemble those irreverent shooters. Even Gears of War 4 does not keep that pimpish tone, while it retains the emotional. Playing Bulletstorm again six years later seems like a lifetime then

 

. Even the style when firing, his system of running with A or X, the Unreal engine making hyper-muscular bodies, are practically traces of another era. But Bulletstorm retains something that made it stand out and move away from the inexorable passage of time: its sys

 

tem of combos and punctuation. A way to face the battles with class, which punished the repetition and rewarded with improvements the creativity in the deaths of our enemies .

 

Shooter, but with its own style

The whip was the protagonist, capable of converting a standard shooter with some cover in a blood feast, where to approach the enemies to smash them against a wall of spikes and create all kinds of carambola with the explosive barrels. And if the whip attracted barrels and enemies, the kick catapults them forward, and in this game of tug-of-war is where great

mechanics mixed with the classic system of shooting and covering were created, forming a much more dynamic style of play and over everyt
hing, very funny. The people of People Can Fly was, at heart, very clever when it came to taking all the tropes of a gameplay and some mechanics used excessively and camouflaging them in something that nobody expected: aarcade of points .

 

BulletStorm Full Clip Edition analysis

The mechanics of the whip and kick created combinations that are rewarded with points. With these points, you unlock improvements.

The experiment, in my opinion, worked better than your sales. The game sold below one million units and both Epic and Electronic Arts considered not amortizing the initial investment, canceling a sequel project. Logical, on

 

the other hand, considering that the title came in full swing of the multiplayer shooter. But for the players, Bulletstorm was a different and casual way to enjoy a shooter focused on the experience for a player. Something that seems to make more sense now, with examples like the new Doom and Wolfenstein.

 

BulletStorm Full Clip Edition PC

For that audience, perhaps, go this BulletStorm: Full Clip Edition , a remasterización that without having any technical boast in particular, helps to play the game with the advantages of the new generation, a resolution of 1080p and 60 frames

 

per second (4K in PS4 Pro and PC), while serving as a pretext to rescue your multiplayer, the so-called Anarchy mode , a sort of Horde mode for up to four players to survive waves of enemies. It also returns the Flashback mode , where you repeat missions that now have a special way to do it with pre-set rules, such as not firing the weapon, for example.

 

Bulletstorm was a different and casual way to enjoy a shooter

We did not at first bring the name of Duke Nukem lightly. The game of People Can Fly always reminded us of this character and his way of sweeping the stage with jokes and expletives, but fate or destiny wanted to join this license with Gearbox, who

own the rights of the duke, so one of the most striking attractions is the so-called Duke Nukem Tour Mode , a way to play the complete campaign with Don Pelotas de Acero, which beyond being a simple change of skin, is also the addition of new scenes, dialogues and recorded voicesof the original actor Jon St. John, to try to square as
possible the fact that Duke Nukem appears in a game of Space Mercenaries in the distant future. With the classic kick of the duke, yes, it has more than easy. The result is interesting, especially for those who are rescuing a second time Bulletstorm and want to see some changes beyond the purely technical, but do not expect this change drastically change the final game.

 

BulletStorm Full Clip Edition
BulletStorm Full Clip Edition PC

The face wash thanks to the new resolution and the high rate of images per second help a more polished, clear and smooth experience than originally enjoyed in console.

Bulletstorm has always been the most direct game you can find, without hiding its flaws or its virtues. By the time it reached the stores, it was perhaps too unnoticed due to the high competitiveness in the genre, so this remastering can help bring the

 

work of People Can Fly closer to those who missed it or did not live the previous one generation. Yes, the price and lack of physical distribution in Spain that requires importing the game from other countries in Europe do not make things easy. Maybe

 

it’s better to wait until that price is reduced in digital or you can find a good offer to bring it from another country. When you do it, you will discover an experience that takes you back to the past, but keeps its mechanics fresh thanks to a handful of correct decisions.

Killing Floor 2

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Emerged in 2005 as a mod of Unreal Tournament 2004, the title became a phenomenon of such caliber that in 2009 it would turn into a completely independent videogame. Going back to see it in movement years later it is easy for me to understand the reas

 

ons why it has become a phenomenon for so many people, and even though it is so simple that it borders on the simplistic, it has in its entrails all the appropriate mechanisms of the good Swiss watch to work in an unbeatabl

 

e way in terms of being able to offer fun with a handful of colleagues and nail a fast pace that hits us to the screen. What about the second part?

 

 Now comes this sequel after having spent several months in Early Access Steam, and does so with the promise not only limit our relationship with colleagues to the cooperative, but also offering a succulent and hilarious versus mode.

 

 

World War Zed

You are not on Killing Floor 2 because of the plot, nor I … or anyone! But still there is a slight context for the video game. If in the first part we had a sort of zombie holocaust due to the dangerous practices of a company of few scruples, this time the e

vents happen a month later. In the original the plague had begun to splash places in England, but now in such a short time the infection af
fects all of Europe, and that means that chaos has appropriated the European Union, that governments do not govern and that only we can save the old continent from the complete debacle and collapse.

 

Killing Floor 2 analysis

The Zed are still a fearsome rival when large hordes gather, so it is always good to be accompanied to face them.

This simple base, which is not presented in reality during the game, serves as a pretext to propel an action that has its main course in the cooperative for six players . Here we are faced with a handful of friends, or strangers through an agile

 

matchmaking and that allows you to join other fans during the game, to different waves of Zedsthat end with the classic crown of the final boss in the last round. What happens when we finish? We conclude the level and

 

we can start with the next one that the search engine gives us. This is how a simple experience is constructed in appearance, form and background, but it is fun and very entertaining despite it. Do not wait for the game of the year, that is something tha

 

t you have already reached the conclusion a few lines ago, but expect a brainless and brutal action that, together with the right compan

 

y through the internet, can keep you glued to the screen during hours. Although always in small dioceses, because everything that is simple and easy to understand also has it as basic and repetitive, and that can cause an important satiety.

 

Killing Floor 2 PC

Roza simplistic, but is able to offer multiplayer fun at a fast pace

The interesting thing is that, apart from a handful of new characters (some brilliantly out of place) also debuts a competitive that fac

es a maximum of six humans against six Zed and it is quite fun. The soldiers face waves that, in this occasion, are controlled in some monsters in particular by other players and that are highlighted by a red shading around them
. This way we get a modality that respects the keys of the one that made the original famous, but that adds to the equation the fun incentive to rotate between each other and, especially in the case of monsters, go round by round. annoy the other side by setting traps and giving them scares.

 

For the human side , and as in the first part, the key is that between round and round opens the weapons storethat allows us to invest the money obtained by killing creatures in whatever we want. I had not played the original for several years, so

 

I have enjoyed more than I remembered with the tension that is repeated in the sequel when it comes to not knowing where the trade will

 

appear (it appears in random places on the map) and tracing at full speed with my companions of fatigas plans on what type of arsenal we sho

 

uld bow each one. There is a vast supply, but between how well adjusted the prices are and the fact of the penalty for death in our savings there is a constant sense of anguish that fits very well with the spirit of the program itself.

Gears of War 4

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 It does not matter if you played it or if you only saw it in videos and trailers, what is clear is that in November of the year 2006 Epic Games turned up

 

side down the genre of the action in the third person incorporating the covers. It was not the first videogame that added parapets to its formula, in fact the popular Kill.Switch I did many years before but with much more discreet results. However, id Software was not the creator of the first person shooters with Wolfenstein 3D

 

in 1992 it was responsible for popularizing them and giving them the current form, and in the same way Cliff Bleszinski, Rod Fergusson and compa

 

ny were not the first to incorporate the use of coverages in an action game, but they were the ones that set the standards and they did something less than essential for any third-person shooter of the moment.

 

Why is this qualification important? Not only because he often forgets the monstrous legacy behind the Gears of War saga, but also because his current main responsibility is a Rod Fergusson that was already key in the last stages of the development of the origin

 

al game. As we explained at the time of opening the analysis, it is time for change in Gears of War, but it is also in Microsoft. Bungie left Halo in the hands of 343 Industries, acquired Minecraft without Markus Persson and company and now The Coalition leads the Delta squad.

 

And the changes are scary, of course, and more when we talk about one of the Xbox brand’s standard franchises, and one of the games that makes

 

the best sense of that formidable idea that is the Xbox Play Anywhere . With all those elements, new protagonists, unprecedented villains and a planet Sera more furious than ever we are facing one of the most relevant releases of this generation: Gears of War 4 .

 

 

New Faces

After the events that closed Gears of War 3 and that shelved the threat Locust, the possibilities to follow the IP were somewhat limited. What has been decided is to opt fo

r an option in some ways lazy but in others very risky, to place the action a little over two decades after that and let the narrative rest on the shoulders of the legendary son Marcus Fenix. I must admit that I was skeptical with this election and with the scant charisma that seemed to be glimpsed in this
protagonist, JD, in trailers and demos. But he also had the feeling that maybe that could work in favor of the new hero and turn it into a charac
ter of some depth, to give a single example, using the giant shadow of his father to torment him with comparisons and even with fears of not being the height.

 

Gears of War 4 analysis

Gears of War 4 is a full-fledged witness change. Marcus Fenix ​​gives his throne as leader of the Delta Platoon to his son JD.

There is not much of that in a personality, this ruddy and strong soldier, flat and loaded with some of the ticks of the clumsy but nice her

 

o that we have seen a thousand times, which are repeated without success throughout the campaign and that They sound like something terribly trite. The contrast with the undeniably overwhelming personality of Marc

 

us and Dom at the head of the original trilogy is notorious, but even then the two protagonists had the company of another pair of Titans Cole and Baird. How about the team that walks by our side? Starting from the weakest link, Del

 

is present as a contrast to JD and comic relief from it but it does not end up contributing much, and there is only a single conversation with some argument value and that has utility to know the relationship between these in all the adventure. Exiguous baggage.

 

Gears of War 4 PC

You can tell that The Coalition understands the spirit of Gears of War

On the other hand, if you have seen any of the Gears of War 4 trailers you will know that another of the strengths of the squad is the pres

ence of Marcus himself, who could have given something more of himself in work as a mentor and voice of the veteranía, but even that leaves us some phrases that, as a fan of the series, I have a smile. We finish the radio
graphy of the team, with a Kait that is, against all odds, the strongest leg of the table and the real engine of the game. His personality is th
e only moderately defined, which shows some three-dimensionality and which leaves us a human being who suffers, hesitates and dares to question the unanimous and stereotyped opinions of the rest.

 

Gears of War 4
Gears of War 4 PC

The novelties that Gears of War 4 proposes are not huge, and some like the robots do not just fit to alienate their formula excessively.

It is the great finding of a video game that, if that was not enough, he uses it as a method to advance his narrative. His mother,

 

Reyna, a true myth of one of the factions operating in the wildest areas of Sera and outside the CGO, the Outsiders, has been kidnapped by a new and monstrous threat. In my course with between 10-11 hours it has taken

 

me to overcome the campaignIn Elevada has been the only guide that has illuminated my path offering me not only someone to empathize with, but also a tangible goal, the rescue of your family member. The rest? The video game starts brilliantly with a formidable prologue and, likewise, does well to raise a villain at the head of the CGO from minute 1 since it help

 

s to focus our efforts and face our enemy. But the more I have advanced in the adventure, the less interested I was in confronting that adversary with my name and surname, nor can I show any passion for the changing short-term goals or the topics of “restore the current in X place”.

 

That is due to the fact that the first part is when we are most focused on facing the Coalition of Ordered Governments, and that means endless confrontations exclusively with hordes of robots that, often, return to the air the experience Gears o

 

f War. If you have played any previous title of the saga you know that when it feels more comfortable is with a slow playable experience and in which you have to think about the next move to take. Some of these robots do cover and force us to think, but for

 

each of these that works there is another that is limited to attack while walking forward like a sponge of bullets, an explosive ball that chases us at full speed on the stage or an aerial drone that shoots from the heights without worrying him a bit about his integrity …

 

Gears of War 4

Neither you nor I handle Delta Squad to immerse ourselves in a show of fast and frantic action, what we hope in the skin of these soldiers is to be crouched behind a cover keeping enemies at bay and waiting for the right moment to take a claw. There

 

are hardly any moments of that kind in the first five hours of the story mode, something that has left me tremendously disappointe

 

d not so much because it is not open to new things, in fact if you know my work in 3DJuegos you will know that innovation is something t

 

hat always wins in my analyzes, but because these developments not only have to bring freshness but also have to fit. And in the case of robots, they do not.

Homefront: The Revolution

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We did like it a lot, and we highlighted both its powerful multiplayer and its harsh campaign, which took us by the hand to a way to see the war conflicts as raw as anything we had seen to date. That is why the announcement of a second part did put us in agreement with

 

each other in terms of raising expectations,CryTek taking charge and then leaving the ship to leave it in the hands of a debutante British team.

 

What remains of all that? To begin a sense of instability that does not leave playing at this Homefront: The Revolution , and to continue a certain

 

mystery about how the project would have turned out to have had a calmer and less stormy production. We also have the use of a CryEngine as a legacy of the creators of Far Cry that, against all odds, ends up being one of the

 

greatest burdens of this The Revolution. However, not everything is negative, much less, and there are good ideas in the debut of Dambuster Studios , and who knows if with more time and less turbulence is a company that can offer more round works than this second Homefront.

 

 

Back to Front

Do you remember the 2011 Homefront? The videogame of Kaos Studios showed us a United States invaded by Korean troopsbut that, far from betting on an epic and implausible vision of the development of events, it was inclined to offer a more realistic approac

h as to how the conflict might occur. The spirit with The Revolution is similar. Instead of offering us a flamboyant but stomatal start with a war that is l
ost with dignity to make way for the North Korean troops within the borders of North America, on this occasion we are presented with an incomparable Asian power
in terms of financial and technological muscle, which it ends up subjugating first, economically and then militarily, the usually omnipotent US. It may be more or less feasible, but it is nice that different things are proposed in this field. When we come into play in the campaign, “all the fish sold” is already there,

 

Homefront The Revolution analysis

The Revolution, as a sequel to Homefront, respects the foundations of the original in terms of setting, but bets for an open world.

In this very devastating context, and in which we do not take long to see all the types of excesses carried out by the occupation troops on civilians, we are part of a revolutionary group that tries to carry out small acts of revolt a couple of years later. At a certain moment the leader of the resistance card of which we are part is captured by our militarized adversaries, and that is w

 

here our epic begins as leaders of this battered and improvised army of survivors that will accompany us during the 20 hoursIt will take us to overco

 

me a campaign where the objectives are predictable in a context of these characteristics. Sabotage, rescues and missions of cleaning enemies or vacating facilities or buildings will be our daily bread, not very imaginative but also of little objection given the extreme circumstances that their protagonists live.

 

Homefront The Revolution PC

The observation and the tactical approach of each step that we are going to give is very necessary

Stated as an open world , almost every block of Philadelphia has a secondary goal to fulfill and that adheres to the main profile missions that tend to have a greater interest. The Hearts and Mindsit is the percentage indicator of how much we have done for the oppressed people in each zone, and how much we have left to generate a state of rebellion in it, and it is a distract

ion in itself that will be as interesting for us as we empathize with the hardships that NPCs go through, and that sometimes we will see with our e
yes, especially in some areas. In which militarization is weaker we can move with caution but with a little more flexibility, while in the more complex, where the video game is more enjoyed in fact, we are almost forced to carry out hit
and run strategies. Our displacement occurs with motorcyclesto accelerate our speed, and although its behavior is not moderately realistic it seems cle
ar that its function and presence is a necessary evil, since the streets are full of rubbish and debris and with a car it would be quite difficult to move with some effectiveness. It also serves to relate to the video game another even more importan
t tool, the mobile phone . In our cell phone we have six applications that we will use either to check the mission record, take a look at the map, carry
out pirates with simple minigames or make use of its integrated camera, which serves as the binoculars in the Far Cry series and through which we can study the foundations of the enemies and mark their positions.

 

Homefront The Revolution

The telephone is one of the neuralgic centers of the game in terms of menus and interfaces. It is essential to familiarize yourself with it.

The observation and the tactical approach of each step that we are going to give is very necessary, especially if we opt for the higher levels of difficulty and also more recommendable. The lowest is called Normal, and what we have been able to verify is qui

 

te simple and does not bring out the best feelings of anguish and need that the videogame is capable of providing and where it becomes stronger. The two highest ones do, but if Suicide is so hard that it becomes unfair, with Duro (the intermediate) we will be able to feel somewhat more comfortable while extracting everything

 

that the title has in its entrails in terms of its facet of survival. And the fact is that looking for elements on the stage to equip ourselves with them or to later sell them is fundamental to get ahead within the economic system proposed by this Homef

 

ront. There are not too many separations between everything we collect, it simply fills the gap we have in the inventory destined for it and is sold in stores in exchange for money.

 

Homefront The Revolution PC

Now we play it in console or PC, the frame-rate is very capricious

Much more succulent is what has to do with the armament , which is managed with an important dose of depth in which it is one of the gre

atest successes of the game. We can buy different accessories for some weapons that we also buy in stores located in the safe areas, and at any time of the game we can proceed to alter each of the ones we carry by adding those new pieces, changing them by others with which we also load to alter their performance depending on what we need at a giv
en time, or even modify them completelyto convert a machine gun into a grenade launcher or a standard pistol in an automatic, and that is done with a convenient in-game menu that does not stop the action around us. In this same sense, and to invest the
advantage that the enemies have, we can use some hacks either to find the always welcome arsenals (we will go very short of ammunition usua
lly) or to take a look through their camera circuits. In the end with all those tricks and resources we get that the feeling of guerrilla warfare is transferred to the playable facet in an unbeatable way thanks also to the extraordinary architectural design of the sets, becoming the main redemption element of the title.

Star Wars Battlefront 2

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The Star Wars Battlefront II campaign had been teasing us since Madrid’s trial, mainly for two reasons: the overturning of the narrative
point of view and the belonging to the canonical saga represented by the films. The pieces we interpret are those of Iden Versio, Special Forces Special Forces of the Empire called Inferno Squad, and Admiral Garrick Versio’s daughter, in charge after the death of the Emperor during the defeat of the Second Black Death.
We will take part in the attempt to get rid of the Rebels in the vicinity of Endor, with the aim of recovering an imperial code needed because the ambush on the planet’s moon to disable security shields may have an effect. In fact this is not enough to st
op the victory of the rebellion, and our landing on Endor becomes the pretext for seeing us from a safe point to the explosion of the space station. This leads the protagonist to a feeling of revenge that will accompany him in the events th
at will involve him from here on.
We will not go further in the premise, because getting lost in details about the future of Iden and its submissions within the Hell Squad would fall into a spoiler that, considering the only five hours needed to complete the adventure, would really be not pleasant.
Star Wars Battlefront 2 Review

In a distant galaxy

In general, we can say that the trip between the Star Wars environments , facilitated by the meeting with many members of the saga also in the form of perspective change, has largely convinced us. As we have seen so far, it has led us to a greater understandi
ng of some of the neuralgic points between the sixth and sixth episodes, but without analyzing them in detail and leaving ample room for imagination and any rediscovery work that we may find in other places.
Some situations are certainly more successful than others, but the average level, aided by a screenplay in fast-paced and impacted moments, is definitely high. There was no point in disappointment in seeing an excessive banalization of the development of some characters, w
hich would instead benefit from a few more chapters than the thirteen current ones reserved for the campaign, to find greater completeness. Fortunately, we know that the first season of content available from December 5 will be free and will expand the narrative plot with new parts, leaving us a bit of curiosity about the developments it could take.
Anyone consider a Star Wars fan should definitely make sure to approach the game, or at least inquire about the story-line, to complete their own notions about the series until a future film study. Not for nothing, the backbone of the campaign structur
e is characterized by an abundant number of cutscenes, of a quality that demonstrates the desire to make Star Wars Battlefront II as close as possible to what is known by the movies.
Star Wars Battlefront 2 Review

It will not be an adventure

During the game missions we are asked to dress not only Iden Version but also the various heroes we learned during the original Star Wars trilogy. Of the first we can change equipment, weapons and abilities distributed on four key combinations repres
ented on the bottom right, while the seconds we will have to play it exactly as we are proposed. All of this is developed in game sequences and maps that take inspiration from multiplayer games, but accentuate the linearity of progression. Vehicle and road sections alternate with each other at a fast pace, so that at some moments there
will be almost seamless solutions. The targets are then signaled by an indicator with relative distance, but many times due to the
simplicity of the design level, following them will only be a formality.
The difficulty is not particularly high at the normal level, but it rises to the difficult one, especially because of the number and accuracy of t
he enemies. At the same time, we have witnessed an ever-aggressive artificial intelligence, often alert to enemy fire, though sometimes obtuse in trying to advance through the front.
The overall feeling is to g
et in front of a demonstration of the gameplay of the game solidly embedded in a narrative structure more interesting than expected, not so much for the Iden Versio parable, but for the journey at times unsuspected in the post-episode VI.

Ruiner

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The double stick shooters do not go out of style; so much so, that there are few studies or developer companies that keep alive a subgenre almost as old as the video game industry itself with real experiences of action and debauchery . Proof of this is the new feature of Reikon , a young Warsaw-based developer studio formed by industry veterans  with extensive

 

experience in titles such as The Witcher saga, Dying Light or Shadow Warrior , among others. Together with the publisher Devolver they bring us Ruiner, a tribute to cyberpunk anime, an isometric freestyle-driven shooter that opts for audiovisual spectacle with countless references taken from the cinema or anime, with a dystopian and decadent society as t

 

he central axis of its plot, accompanied by revenge as the only catalyst of such a tremendous orgy of blood, bullets and explosions . Welcome to the future dominated by HEAVEN; Welcome to Rengkok .

Hello darkness

Ruiner transports us to a dystopian world in which society tries to survive under the yoke of technology, a future in which multinationals campaign freely while subjecting the weakest to the benefit of a privileged few. We traveled to the suburbs of the metropolis of Rengkok i

 

n the year 2091 , where a masked psychopath with LEDs on his face confronts the HEAVEN corporation in order to rescue his captive brotherand, by the way, free the minds of millions of people abducted by a utopian permanent virtual reality. With the help of a mysterious hacker, we will discover a plot that fans of the genre will appreciate but that the practice is so

 

mewhat insipid, since Ruiner bets openly for a narrative that tries to tell us something beyond the action itself, authentic protagonist of the title. Soon we will discover the true capabilities of our mysterious protagonist, innate abilities for combat enhanced by the cybernetic implants of his body .

Ruiner PC PS4 Xbox One

Kill the boss

Authentic late motive of Ruiner, the title proposes a gameplay that we could define as an explosive mix between Hotline Miami and Housemarque’s most demanding near-shooters , like the recent Nex Machina or the not less recommendable Alie

 

nation or Dead Nation . But Ruiner intends to go a different way, either by an audiovisual packaging simply overwhelming and brimming with

 

personality-special mention to his masterful soundtrack, which will be discussed later- or by countless options for progression and personali

 

zationof our foolish protagonist. In Ruiner we must kill, yes, but with style, something that is evident from minute one with the constant evaluations of the combats, marked by our murders, deaths or time spent.

 

Divinity: Original Sin 2

For this we have a real arsenal that we can get from fallen enemies, as well as different weapon stations – after hacking – that we must learn to use in each situation, taking into account the type of enemy and the power or cadence of each of weapo

 

ns; from semiautomatic rifles to laser cannons, passing through guns, shotguns and even melee weapons, such as iron bars or swords. Mobility is another of the pillars of his game proposal; in Ruiner we must move wit

HYPERNOVA: ESCAPE FROM HADEA

hout stopping, either to dodge bullets or projectiles, the own blows or onslaught of the enemies or collect weapons, thus achieving an authentic choreography of death and destruction. And the result can not be more rewarding. As we overcome the different combat arenas, we will learn to move with ease, changing weapons constantly -with a

 

practical bullet time effect with each barter- and resorting to our skill tree, which we can assign to each button and in real time through a practical menu in the form of roulette. You may overwhelm so many options at first, but we will quickly feel comforta

 

ble and we will know how to empower our protagonist in the right direction according to the situation and our style of play. All this through the allocation of skill points achieved through the experience points collected in the matches and the loot boxes scattered across the stages.

Ruiner PC PS4 Xbox One

Skills like the sprint – essential in the fighting – or the shields of protection, in addition to several types of grenades and explosives, the ability to momentarily hack the enemies to fight in our favor, the bullet time or the increase of our damage with the we

 

apons, among many others. Each confrontation will require one side or the other , especially against the most intense waves or clashes with the final bosses, each with their own mechanics and an army of lackeys in their favor, although all of them are little worked. Naturally, the title has several levels of difficulty; in this sense,

 

Ruiner is shown as a demanding title, maybe not suitable for inexperienced in the genre, especially in the higher difficulty levels. Even so, the easy level is quite accessible for less experienced players in this type of experience, where reflexes and skill at the controls are key pieces.

But Ruiner wants to go a step further with a development punctuated by small doses of exploration; we are facing a totally linear title divided by chapters although between acts we can explore with some freedom the alleys of Rengkok. These episodes try to expa

 

nd minimally the lore of the game, with conversations with certain characters, the occasional secondary mission with collectables … And little else. In fact, we appreciate the intention of its developers to expand the context of the plot, but the result does not contribute much to the whole and hinders its development , thus becoming one of its main setbacks.

Ruiner PC PS4 Xbox One

Where Ruiner shines with its own light is in its staging, both in the visual and in the sound; and is that although its graphic section is

 

not particularly brilliant at the level of modeling or animations, it does manage to become an authentic reference of the spectacular . Explosions, particles, large amounts of characters on the screen … And all with great ease at the level of performance. In addition, his artistic direction with obvious references to anime is as captivating as it is stimulating , especially in everything related to his soundtrack. If you like electronic music you will enjoy

 

a whole collection of songs by artists of the scene such asSidewalks & Skeletons, Zamilska, Antigone & Francois X, DJ Alina and even the famous anime composer Susumu Hirasawa , author of soundtracks of anime works like Berserk, Mi

 

llennium Actress or Paprika, among others. Musical pieces techno, dance and electropop -very well measured, by the way- that will inevitably remind us of the feature film Akira and other cyberpunk works of the time.

Call of Duty: Infinite Warfare

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The moment has come. As every year, the Call of Duty saga   presents its new release, with which it aims to beat its own financial records and stay the entire

 

Christmas season at the top of the sales charts. Making the numbers and figures aside, the game has one of the strongest and largest communities in the market, which guarantees the success of the product beyond what the company is inspired behind it. On this occasion,  Infinity Ward. A remodeled and virtually unrecognizable

Cossacks 3

 

Infinity Ward. It is a phenomenon before which the players attend indifferent, waiting for the moment in which, in its journey to the edge of the abyss,

Yomawari Night Alone

the franchise stumbles and the bubble explodes, to see how it adopts novelties of a technical and playable level as we experienced with the  Modern Warfare and  Black Ops series  on

 

PlayStation 3 and Xbox 360. After all,  Call of Duty it has become by its own merits an industry giant. A giant lazy and in recent years anodyne, which costs him to surprise and dazzle as before. Despite this, it usually shows a high level easily, and its weight and

 

importance make its decisions and proposals are assimilated and adopted by the sector, which responds with a proliferation and diaspora of  first person shooters that try to emulate its formula , in most cases without success.

However, we will have to wait. Infinite Warfare  will not be that stumbling , it is not the beginning of an inevitable fall that will revitalize the genre. The title is presented with one of the best campaign modes of the series in the last five years, with unexpected

 

new approaches, and consolidates the zombie mode with the first map of the developer, a real wonder full of nuances and additions.

 

Perhaps its biggest flaw is the little daring and brazenness of its multiplayer mode, which reminds and knows too much  Call of Duty: Black Ops 3 , even incorporating new modes and polishing details in the movements of the characters.

 

A solid cocktail that incorporates in its special edition and as a finishing touch the remastering of one of the most lauded games in the series:

 

Modern Warfare , forming one of the most interesting and succulent chapters in a long, long time. A new chapter that today we intend to crumble thoroughly in the present analysis.

The best campaign mode in years

The campaign mode   of  Call of Duty: Infinite Warfare takes us  back to the future. A future in which, as space colonization spread, the nations of the world formed, in order to control travel and intergalactic trade, the United Nations

 

Space Alliance (whose acronym in English compose UNSA). In the same way, to maintain peace in space and protect UNSA, all the countries of the world contributed to form the Organization of the Associated Solar Treaty (SATO), to which our protagonist belongs:

 

Nick Reyes. After a devastating attack to the Earth carried out by the Colonial Defense Front, a fascist power against the UNSA and

 

composed of brutal and violent radicals hardened by the extreme conditions of the planets in which they hide, Reyes will become Lieutenant

 

Captain and will be at the controls of  Retribution , one of the last warships on our planet. Leading the remaining forces of the allied coalition, you must fight and put an end to an implacable enemy.

Broadly speaking, this is the story presented by Infinity Ward on this occasion. Written by  Brian Bloom  (in charge of the script of the

 

latest film adaptation of the adventures of Team A and known as an actor for his role in audiovisual works of the caliber of  Once Upon a Time in America ),

 

it is not his first participation in the industry, who has contributed in an innumerable list of titles:  Battlefield Hardline ,  Batman: Arkham Knight ,  Dragon Age: Inquisition ,  Evolve ,

 

StarCraft II: Legacy of the Void ,  Sunset Overdrive ,  Titanfall ,  Wolfenstein: The New Order  and The Old Blood ,  XCom 2 … A list, as we said, innumerable, that would never end. Plagued with clichés and topics, the truth is that  the plot works .

Battlefield 1

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Battlefield 1 achieved something that few had done in recent years: focus the FPS genre on what they proposed ahead of other projects that commercially have long ago no rival in the world of electronic entertainment.

 

And he did it thanks to a change of third that the users demanded and that EA SAYS he listened The first trailer of the new action game of the Swedish company marked its own profile. Now, when it seems that the futuristic worlds and the robots are assaulting the present and future multiplayer, they decide to look back and go to the First World War.

 

This week is released for PC, Playstation 4 and Xbox One a game that breaks in the aesthetic with the previous deliveries, but that remains -with news, with successes, with errors- what anyone can expect from a Battlefield: battles of an unparalleled size.

The saga of EA has been diversifying in recent years while trying to compete to get a piece of the huge cake that has Call of Duty. Under this premise was launched a

 

Battlefield 3acclaimed by the press (the best rated of the last six years) that maintained the virtues of its multiplayer (up to 64 players, huge maps and Conquest mode as a great reference) but wanted to be equated with the Activision saga. This was done through a campaign that tried to transfer the

 

Battlefield formula to a linear and cinematic plot, in addition to adding some more closed and frenetic PVP modes. For the fan of all life, unnecessary.

 

In any case, the time probably gave the reason to those who thought that in the background, Battlefield and Call of Dutythey are two different products. Complementary And with types of users that do not have to fit.

battlefield-1-classes-copy.jpg screenshot

Battlefield 4 , simplifying some proposals, developments such as the evolution of the scenarios according to some moments that occurred in the game, expanding the destruction of structures that we saw in the previous game and with a new system of progress, followed a very continuous path with respect to that we had seen in the third part numbered.

 

EA also opted for a new spin-off like Hardline, which did not get the acceptance or good criticism that had the second part of Bad Company. The feeling these years is that the saga did not advance as expected. And probably there was the idea of ​​stopping a moment, looking at what was around him and trying his luck with something different.

 

The first World War is unknown in the world of video games, which although it has been recreated in some moments, has always been very far from the offer that had been generated – before the boom of modern warfare – with the Second World War.

 

The questions were many. Pretty and different, yes, but: And the vehicles? Will we have enough weapons? We will not feel that we lack options regarding accessories and more current gadgets?

The answer is that EA DICE has got its way in these sections. The new location changes some scenarios that seemed overcome, such as the type of weapon and the way to control it, the accessories of each of the classes or the wide variety of vehicles available,

 

which has not been affected by the most archaic mechanics that dominated at the beginning of the last century the military intelligence regarding locations like those of Battlefield 3 or Battlefield 4. It is true that the game is also marked to some extent by Battlefront , the multiplayer title of Star Warsfrom the same company.

 

Go ahead that we do not have such an exaggerated simplification of the mechanics of play, much less, but that the disposition of certain scenarios very open and the presence of some features that we saw in the game a year ago, such as specialized classes ( heroes) in the middle of the games and the ‘giant vehicles’ that make an appearance.

battlefield1_reveal_05_0.jpg Screenshot

Stories of war, according to Battlefield 1

The main campaign changes what we had seen in previous iterations of the saga and proposes to narrate different events within the first Great War

 

from different points of view. From the assault on the city of Cambrai , France, on behalf of the British; going through an air battle between the Anglo-Saxon army and the Germans, the role of Lawrence of Arabia in the

 

Arab rebellion of those years, the Gallipoli battle of the Italians against the Ottoman Empire or the confrontation between Italians and Austro-Hungarians in the middle of the Alps. In total we have five playable episodes –

more a prologue of a few minutes and a final video in the reflection of the own developer team- that can be finished in about six hours, some more if you want to recover all objects and an extra codex that each one offers of the games.

The most interesting aspect of this modality comes from the perspective in which the campaign is presented. Each of these historical battles revolves around a soldier, a character who is part of a great what and who has a mission to carry out. EA DICE tries to

 

generate an empathy with these characters that unfortunately can not execute, among other things because in some cases with an hour we will have liquidated his story and so it is difficult to love anyone. Beyond clichés, it is true that in some cases, such as the

 

chapter of battles in the air, manages to make us smile when the plot ends, among other things because the personality of the protagonist is above the other companions of adventure .

Mafia III

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The Heir of a Great Classic

Days after its release, without copies of advance access to the press, much has been what has transpired about Mafia III . To all this we must add the abundant previous coverage, such as its advance in April, the first impressions in the Gamescon in August, the second contact in September and, finally, the analysis in progress this week. That is the reason why in this final analysis we will not talk about the characters, the history, the objectives or the scenarios, details that can be consulted in the successive pages of this text .. This final analysis therefore focuses in the valuation of Mafia III, of the product that Hangar 13 and 2K offer us.

The initial approach of the new heir sandbox of City of Lost Heavenwhen we began to know details of the development of this third installment almost two years ago, it could not be more promising: They start from having the license of a saga that, in its debut, becomes practically a cult game, a kind of alternative it would be, darker and grimmer, the best-selling GTA. In the second you lose freshness, you try to adapt to the current sandbox without leaving your heritage, but it is still maintained as a remarkable game thanks to its history, the charisma of its characters and good dose of action.

Mafia III (PC) screenshot

Now Mafia III is planned in an impeccable way, starting with a script with a level of production rarely seen in a video game. A way to tell the story simply perfect, with a storyline maintained and conducted by several characters over time, contemporary both to the protagonist and to us, who are both current viewers of his narrative and active part in the moment of occur. The characters are deepened, developed, their plot portion is granted and the player empathizes with them and their motivations. On the other hand, the best temporal and physical location is sought; the New Orleans of 1968, to all lights another great success, for the convulso of the years and that originates one of the plots of which it is not possible to be escaped.

History, at a high level

Critics and suggestions that the community makes from the two previous installments -sandbox too compressed and directed- are accepted and a real open world is chosen, with secondary missions, collectables, Steam 

 

achievements , several endings, among 25 and 30 hours of play and a fun ride at last, which invites you to tour a huge stage, with an extraordinary

 

effort to represent the essence of New Orleans; from the colonial mansions and the French district, to the fishing shanties of the Mississippi delta.

Mafia Guide III Screenshot

It is accepted the challenge of making an adult game, another great success, dealing with issues such as racism, present in a powerful way throughout the plot, together with prostitution, heroin, pornography and a corruption that covers everything; politics, commerce,

 

the police and, ultimately, the values ​​of a whole society at that time. In addition, the game is endowed with a formative load of appreciation,

 

illustrating the player on a historical stage that not many have lived but always agree to remember, including historical information ranging

from the assassinations of Robert Kennedy and Luther King to the counteroffensive in Vietnam , going through the anticommunist “witch hunt” or the launch of Apollo VII.

To give it the sound that marked that era, 2K invests a huge amount of money in music licenses, making it one of the best soundtracks, not originals, of a videogame, at the same level as the epic radio stations from GTA City, San Andreas, GTA IV Ballad of Gay Tony or the same GTA V.

 

In the same way, the collaboration with Playboy is maintained and the aerographs of Alberto Vargas are added. In addition, a large investment in actors is made to capture movements and excellent work with facial movements. Separate chapter deserves

 

the interpretations. In English, its original version, is at the height of the best, impeccable. In Spanish it does not detract either, with a very good localization

 

work that goes beyond the interpretations, reaching to double each and every one of the conversations that can be heard through the streets of New Bordeaux or through its radio devices.

Mafia III (PC) screenshot

Finally, there is a powerful preparation work for the launch, with information campaigns full of trailers to publicize the title and present it with its best virtues.

 

We know Lincoln, we see impressive executions, escapes from the police, shootings with various weapons, “muscle cars” in the French quarter and some boats sailing the Mississippi, steam boats burning, Vito Scaletta, the Ku Klux Klan … Everything points to a triple A, a title with serious options to be the 2016 game, but …

… but the game itself is not up to scratch . Mafia III shows such serious deficiencies that practically spoil a raw material with which a masterpiece could have been made.

Metal Gear Solid V: The Phantom Pain

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“Where men become demons” 

Snake, Big Boss . The path of heroes is never simple. On the other hand, it is usually full of setbacks, failures and defeats. Hideo Kojima in Kojima Productions as well as Big Boss with a Mother Base in flames, collapsed and full of corpses, has lived his particular Ground Zeroes with his next departure from Konami and the dismantling of the studio with which his achievements were rewarded.

 

That sad chapter has not done more than bring a nostalgic value, farewell, a goodbye, to a job of six years that well supposes the one of a whole life. Metal Gear Solid V: The Phantom Pain is the Game of the Year 2015 and will break into the market as Masterpiece, culmination of a saga, and repeated consecration of Kojima himself.

The analysis process of The Phantom Pain has not been anything conventional. The measures imposed by Konami have restricted the number of hours that the press has been able to pass by testing the title to a maximum of 40.

 

These control measures, common to those who fear exposing the defects of their product to show too much, have an opposite reading in hands of Kojima, the same that surprised presenting Silent Hills as a simple demo called PT.

 

No journalist has completed the inaccessible mission 46 and is unaware of the effects it triggers. And that, when talking about the Japanese director, has an explanation, purpose and genius that we will soon know.

sin_titulo.jpg screenshot

And so, Metal Gear Solid V  has eliminated some past mistakes and vices and is not only the best Metal Gear in all history . It is the best videogame of a genre, that of infiltration and espionage, which has evolved so much in this release that it is capable of mixing sandbox, management, strategy, collection, episodic development of TV series and the mechanics of the series .

 

It could also be by quantity. Unlike its predecessors, MGSV is able to easily offer 100 hours of game divided into main missions, secondary and direct Diamond Dogs. And even more, it’s the best Metal Gear for freedom; the ability to attack their missions in any order and in any way. Stealthy approaches will find weapons,

 

gadgets, tools and companions that fit like a glove in their plans for each objective. The same for those who choose brute force or intermediate terms. Everything with the ability to improvise or adapt to unforeseen events thanks to the supplies that will come from the air through

 

iDroid . Other elements work at an extraordinary level; script, dramatic and emotional moments, characters or final bosses will be recorded again in the memory, will trigger chills and many emotions, but it would be excessive to say that they oust the current favorites of the fans despite being very close.

Metal Gear Solid V: The Phantom Pain (360) screenshotMetal Gear Solid V: The Phantom Pain (360) screenshot

It could also be because of well-armed characters, with human psyches and blinded by human emotions. Revenge, in the first instance as the main theme of The Phantom Pain . Precisely for this reason it is the most crude Metal , raw and sadistic with some frankly hard scenes. The portraits that are made of Big Boss initiating a journey towards the demon that will incarnate

 

in Outer Heaven , Miller finished, mutilated, embittered and resentful, the most sane, consistent and young  Ocelot , an unstable and soft Emmerichand a Quiet tormented by silence,

 

distrustful and lethal, they manage to transmit a high degree of connection and at certain moments, even empathy. And that is largely due to the integral Motion Capture and especially the FOX Engine , which literally gives them life, as it does with overwhelming open scenarios in drawing distances, details, animal and plant life, day and night cycles. climatology

WOLFENSTEIN: THE OLD BLOOD

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The times that have been handled with The Old Blood have been fast. Just a few weeks ago it was announced through a teaser on social networks and this week has already arrived for PC and new generation consoles. First it was not clear if it was a

HEROES OF THE STORM

zombie mode for The New Order, but finally the hare jumped. A prequel that tells us the events before the game that appeared a few months ago. 19.99 euros for almost 40 gigas of installation and about five hours of play. The result, as happened with the original game,

HATRED

has several lights and shadows. It’s a standalone expansion, so you do not need the original game version to be able to enjoy yourself.

The game puts us at the controls of Blazkowicz , whose main mission is to try to enter the heart of the Nazis. As an infiltrator, he has to get together with his partner a series of documents that they can not find, something that ends up taking them directly to

 

Wolfenstein Castle.. Throughout the eight chapters -without counting the prologue- we will advance in our mission not only with Blazkowicz, but also interspersing the protagonism with another character who will have to move around the city while looking for a

 

person vital to the war against the German army . The relationships between characters, some dialogues and a couple of specific moments of the plot have their substance, although it is ahead that the most important thing here is what we play and not what they tell us, which ends up diluting as we go.

Weapons are one of the virtues of the game.  Some you can add a zoom that make a sniper in a jiffy.
Weapons are one of the virtues of the game. Some you can add a zoom that make a sniper in a jiffy.

And it is precisely in its playable proposal , the basis of this expansion, where we find the greatest virtues and also the biggest flaws of the game. We are facing a classic first person shooter, with a linear advance and not too large spaces in which to move.

 

There are few times when we can get lost, more by mistake than by something else, although it is true that we will have a series of pickups and extras that can make something more enjoyable our passage through The Old Blood. Especially because there are certain contextual documents that are interesting to read calmly.

As classic FPS we can carry a large amount of weapons. Pistol with silencer, shotgun, assault rifle, heavy machine guns or our favorites: dual weapons.

 

Shooting with two assault rifles at once is pure adrenaline, especially when dozens of enemies appear on screen, something that happens often. Because the development throughout the eight chapters has many similarities to each other. Places in which stealth is vital and cliffhangers in which Nazis do not stop coming out that we have to massacre.

 

To all this is added the compulsory collection of ammunition distributed by the stage and also elements to gain vitality or armoring. Without regeneration of life by means, it is one of the most interesting points of the game without a doubt.

These enemies have to die by stealth, since in the face to face they are lethal.  And stealth ends up becoming heavy.
These enemies have to die by stealth, since in the face to face they are lethal. And stealth ends up becoming heavy.

The shootings are fun and work well. Usually when we have several enemies in front of us we are somewhat unguarded, having to watch for several entries and move with agility through different areas. This, the variety of weapons, the frenetic pace of the shootings and some extra additions, such as flammable and explosive objects, make it so that when there is a scuffle

 

of this caliber, it is enjoyed. Although unfortunately neither is the constant of The Old Blood nor is all the polish that we would like, especially in the matter of enemy

 

AI that returns to make theirs with certain behaviors sometimes suicidal, sometimes incomprehensible. Although in fact, the problem of AI shines more strongly in another of the sections of the game: stealth.

We will encounter several moments where stealthIt is vital for our interests. Areas where there are robotic soldiers that we have to disconnect without being detected to execute them, other areas where there are generals that can warn by radio at least that they see something strange and that complicates our lives … The problem is that they are very boring and monotonous phases.

 

The patterns are always the same, so trial-error is the order of the day. In addition, mechanics such as waiting for the armored soldier to turn, going to

 

cut the light and execute it, simply, is not fun to perform. Neither offers an interesting challenge nor the actions to be performed are anything that contributes something relevant to the player. During these sections we can also climb with a pipe that can be split in two to go up certain walls,

Supersoldaten, Nazi terror that will give us real war.
Supersoldaten, Nazi terror that will give us real war.

Between these moments, an area where we have to go eliminating dogs while they are sleeping and more advanced stages where the enemy AI may not detect us despite being on our side and, on the contrary, sees us in the distance shooting all the alarms ,

 

they make the game lose whole as a whole due to this irregular development. Especially the tedium weighs in the first hour and a half, where the first chapters are really uninspired. Later we will have more shootings, the presence of some final boss, some area of ​​shots on

 

rails and certain gadgets of size that are not bad … and the presence of zombies, that by their way of assaulting us vary somewhat the playable proposal in the final section , although nobody expects big surprises.


Metal Gear Solid: Ground Zeroes

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At this point we know very well what the “demo-prologue” Ground Zeroes offers us , the main letter of introduction with which Kojima has presented his Fox Engineand what will be the technology that supports Metal Gear Solid V.

Elite: Dangerous

This analysis will focus on the conversion of the game to compatible and how the engine responds in the most heterogeneous and versatile platform we have today. Metal Gear is a big saga in consoles but with little presence in computers more than its origins in MSX

NEO Scavenger

and some ports late and with little grace. The bet for Ground Zeroes and the future fifth part of the saga is to take advantage of the fact that for the first time we are working with an engine designed for multiplatform development, a good opportunity to extend the wings and try to reach as many machines as possible. possible.

The version comes under the Nvidia flag, therefore, it has the usual favorable treatment that the GPU creators dispense to its flaggers, with a driver specifically designed to make the game go as best as possible in a Geforce, with compatibility with SLI and other goodies, as well as a greater generalized performance on these cards (until AMD responds with a patch,

 

this duel between the two works like this). But beyond these extras, Ground Zeroes is presented as a powerful version that breaks the scheme of little attention to detail in the conversion to PC of many Japanese productions. The title comes with numerous graphical improvements and potential to take advantage of a wide range of computers with good performance,

Metal Gear Solid V: Ground Zeroes (PC) screenshot
Metal Gear Solid V: Ground Zeroes (PC) screenshotMetal Gear Solid V: Ground Zeroes (PC) screenshot

The list of improvements is remarkable. Some of the most obvious are the possibility of 60 FPS – with the option to set it to 30 FPS if your computer does not give so much and you do not like fluctuations – and a maximum resolution of 4K . On the other hand it is somewhat strange that the game is “caught” in the 60 FPS without the possibility of going further,

 

but it is not something that can be considered serious. The changes in the way in which the scenario is visualized are remarkable, especially in aspects such as lighting.

 

In the highest configuration modes we can see how there are more light sources than in consoles or in lower modes of graphic configuration, which in turn translates into more shadows and a more realistic scenario with greater contrast.

The minimum requirements go through a card compatible with DirectX 11, a minimum of 2 Gb of VRAM and a 64-bit operating system. 4Gb minimum RAM and a minimum CPU with Core i5-4460 (3.20GHz)that complete the set. To get it running at 60 FPS stable in Extra High at 4K you will need a team with SLI, but you do not need such an excess to

 

enjoy a game that looks really good in a wide range of configurations, with optimal performance and good framerate. Depending on our graphical configuration we can choose Anti Aliasing in the High mode of graphic configuration, and a

 

Depth of Field effect in the highest quality mode. There are some drastic differences according to our configuration, such as the effect of rain, which according to the mode will have a realistic effect of transparency in the drops or will be reflected in a coarser way. Some effects,

 

such as the Screen Space Ambient Occlusion (SSAO), that have an effect on the way in which ambient light affects objects on the screen

Day of Infamy

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When we talk about realistic-cut shooters it is difficult to collect a large number of them: the saturation of arcade shooters eclipse this genre, and in the end many fans are left without

 

their dose of realism. If above we want to play in a specific time, the options are reduced and the hopes of seeing a game in our favorite historical era are almost nil. After years of fighting in modern and futuristic wars, settings like the first and second world war have been little exploited, but with releases like

 

Battlefield 1 or the next COD WWII, the past becomes more present in video games. And that’s where Day of Infamy comes in, a proposal in which not only do we recall one of the most devastating stages of history, like the Second World War,

And this is where we have to warn our readers that this game may not be their style. If you expect frantic action, with moments in the style of ‘Michael Bay’ and plays impossible to imagine, this is not your game. Forget completely. The epicity in Day of Infamy lies in getting out of the situations closest to death, collaborating with your team and ending up victorious.

You have to be very patient with your style of play for various reasons. First and most importantly, on almost every occasion we are going to die from a gunshot.

 

This already in itself defines the gameplay that we will find during our games. It’s no use running around the map hoping to reach the goal without complications. We will have to collaborate with our team constantly,

day-of-infamy-free-download-full-pc-game.jpg screenshot

To make things even more difficult, we will not have any HUD to use. That means we will not have a minimap to guide us through and spot enemy positions. The allies will not be constantly marked to differentiate them, so we must remember the clothes of each faction in order not

 

to accidentally kill our comrades. We will have more than 70 weapons and accessories that will respond in a realistic manner according to the time and that will give us more than a problem until we know how to control them.

Our army will be composed of 9 classes, each one with a role in mind: Officer, Radio Operator, Rifleman, Assault, Support, Flamethrower, Engineer, Machine Gunner and Sniper. While each of these classes has prearranged weapons, we can customize them with all kinds of accessories such as a better loader, cannon, bipod, bayonet, etc. We can also select

 

the type of equipment we want, either from carrying a type of grenades, secondary weapons or better protection. Each of these weapons and accessories will have a weight in question, and this will make us think well that we want to carry on the battlefield.

Each class will have a certain function in the games. For example, it is almost mandatory to bring an Officer and a Radio Operator. Without an Officer, the Operator will not be able to carry out air or smoke attacks. Other classes like sniper will be key in order to

 

visualize the enemy at long distance. Classes such as Assault or Rifleman must always be in front of the battle, with the support of all others that we have mentioned above.

 

In the end, everything is a mixture of styles, in which each one must provide a role in order to reach the goal. Within all these classes there will be 3 factions: United States Army, German Wehrmacht and the

 

Commonwealth Army. Going up the level will give us access to different units in each faction, where the uniform and different aspects of the weapons will change.

Loadout

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The nth free bet that dares to venture into a field as saturated as the “shooters” in the first person, a circumstance that does not worry some developers convinced that -they do- have the key to success. And we could say that the only real bet of Texans of Edge of

 

Reality with this Loadout is precisely that of the distribution model, Free 2 Play, because the game itself is based on a successful hodgepodge of what has become successful to other titles; immediate fun, action bordering on the insane, no learning curve and a lot of joke, which never comes more.

To start talking about this Loadout it is inevitable to refer to another successful title consecrated among the F2P: Team Fortress 2.

 

To say that one drinks from the sources of the other would be a subtle and elegant way of saying the obvious; the similarities between both games are so many that we would not have been surprised that Loadout had appeared in the market as a “spin off” of that.

Loadout (PC) screenshot

From the first second in front of this title we feel a certain “deja vu” that suggests us to face the success of Valve. The perspective, the mechanics of the game, the caricature of the characters, the variety of weapons, the more excessive “gore” and, above all, that light, color and definition that

 

identify the latest installment of Team Fortress. With this information we can already have a clear idea of ​​what we are, but Loadout also provides identity signs in search of their own market plot against a title that, although it has aged enviable, is still two thousand seven.

There are two issues that in Loadout stand out above all else; The first is its simplicity. Both in its game mechanics, the action itself and controls, the maps, the configuration …

 

everything is extremely simple to adopt. From the first game we will completely control the action and the objectives, independently of the requirement that the other players make, as in any other game that depends almost exclusively on the ability. The second issue is weapons, the main attraction of this title.

 

Contrary to what is offered by simulation games, Loadout has no specialties. In fact at the moment there are only three character models to adopt and nothing differentiates them beyond the modeling itself and voices. The rest of the customization is given by the weapon,

Loadout (PC) screenshot

The biggest attraction with which it is intended to sell this game are the many combinations that can be made with their weapons. Starting from a base we can modify guns, ammunition, sights, butts … Each modification will present improvements in aspects such as the rate of

 

fire, damage, accuracy, the ability of the shipper, while penalizing others. In this way, each player will customize their weaponry according to the style of

 

game they like the most. After a few games we will distinguish classic specialties such as sniper, missile launcher, shotgun, melee … All depending on how we are configuring our weapon. In the same way we can choose the type of ammunition and with it move between extremes such as shooting incendiary ammunition at enemies, healing rays to our allies.

The evolution of our weapons will depend, on the one hand, on the elements or accessories that we unlock and, on the other, on the improvement we achieve with each one of them, something that we will detail when we talk about the payment options. During the action

 

we will be able to alternate two different weapons, with what is pursued that we explore several combinations instead of looking for a single more balanced weapon. Thus, the most common is to perfect a weapon of medium / long range, multipurpose, and choose as a second weapon one that suits the type of game itself. And here the options are very numerous.

 

We can choose the type of weapon, ammunition and effects. In this way we can equip a rocket launcher with healing projectiles or a sniper rifle with incendiary ammunition. It will be on the battlefield where we will test whether the combination is effective with our gameplay. On the other hand, we will be surprised with how some players have adopted a lethal skill with combinations that seem useless to us.

Loadout (PC) screenshot

The attraction of creating our own weapons is compounded by the fact that when we die, they are available for that enemy that wants to reuse them, with which we can try other specialization routes very different from ours.

We tell you about a warring empire in the review of Star Wars Battlefront II

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The narrative universe of Star Wars has always been founded on the search for a balance between two extremes. Between the Light Side and the Dark Side, the passions of the Sith and the inner peace of the Jedi, the wisdom of the masters and the impulsiveness of the students.

 

“Only a Sith lives of absolutes,” Obi-Wan would say, and indeed the biggest challenge of Star Wars Battlefront II is to find that balance that can satisfy an increasingly demanding and heterogeneous community. The 2015 Battlefront had its flaws, missing parts, some element out of place, but like the Millennium Falcon it was a cluster of scrap metal capable of bringing you into another galaxy in a few moments.

 

Starting from that base, the developers of DICE, Motive and Criterion have made a more entertaining following in the gameplay and more complete in terms of content, whose experience starts from an unprecedented single-player campaign.

We tell you about a warring empire in the Star Wars Battlefront II review

THE EMPIRE IN PIECES

There is a brief moment in the Star Wars Battlefront II campaign where you are walking among pirates, smugglers, bounty hunters and scum from every corner of the galaxy. If you stretch your ear, you can eavesdrop on the conversations of some of those present: some speak of the Black Sun, whispering so as not to be heard, and those discussing the independence of the planet Ryloth with the tone of one who has already drunk some too much drink.

 

In writing a story set between the events of The Return of the Jedi and those of The Awakening of the Force, the boys of Motive have indulged with cameo and references to the current Star Wars.You can relive battles told in the novel Star Wars: Aftermath, discover the background just mentioned in the comic Shattered Empire, and there is even a few blinks to the TV series Star Wars Rebels.

 

For the most irreducible enthusiasts of the franchise it is therefore a four to five hour journey between already known planets and completely new environments.

 

Unfortunately, four to five hours do not seem to be sufficient to deepen facts and characters, and the result is a fragmented, confused story, which seems to start on the right foot and then hasten events and leave several issues pending. If you’ve only seen films in Star Wars, you’ll struggle to fully understand some of the events, and on several occasions history assumes that you’ve read (or read) novels and comics.

We tell you about a warring empire in the Star Wars Battlefront II review

Once the references have been removed, what remains is a simple and too predictable arc. The developers had promised a different point of view, an original story told from the perspective of the imperial, a story that would dig deep into the inner conflicts of the characters and their ideas on the war between the Galactic Empire and the Rebel Alliance.

 

Unfortunately, as an ordinary imperial assaulter, the Battlefront II campaign misses the target: Iden Versio never deepens the ideals, nor his relationship with his father or his comrades of the Hell Squad, so much so that it is difficult to understand and justify many of his decisions (and this even after reading the novel Inferno Squad by Christie Golden).

 

During the different missions, the interaction with the companions is reduced to the bone, and you never feel part of an elite team, you never feel the bond that, in theory, should unite the different members of the Hell Squad . The performance of Janina Gavankar struggled to shine just because of a character that appears too two-dimensional, and the fact that Iden is the protagonist of a s

 

hooter should not be an excuse: after all, with Republic Commando, LucasArts managed to make us passionate to a wretch group of faceless clones. It’s a wasted opportunity, because all in all the Battlefront II campaign has its spectacular moments, a fast pace, a huge dose of fan service and a production level never before achieved by another Star Wars game. Like the previous chapter,

 

the shooter of DICE is technically sumptuous both on PC and on console: undoubtedly the most detailed representation of the universe of Star Wars, also strong of an exceptional sound design and a soundtrack that alternates unpublished musical themes with the most famous songs of the saga film. Along with the challenges of the Arcade mode (which replaces the Missions option of the old Battlefront),

 

the campaign is in any case a sort of flamboyant tutorial to prepare for multiplayer, without a doubt the main dish of the game. strong also of an exceptional sound design and a soundtrack that alternates unpublished musical themes with the most famous pieces of the film saga. Along with the challenges of the Arcade mode (which replaces the Missions option of the old Battlefront),

 

the campaign is in any case a sort of flamboyant tutorial to prepare for multiplayer, without a doubt the main dish of the game. strong also of an exceptional sound design and a soundtrack that alternates unpublished musical themes with the most famous pieces of the film saga.

 

Along with the challenges of the Arcade mode (which replaces the Missions option of the old Battlefront), the campaign is in any case a sort of flamboyant tutorial to prepare for multiplayer, without a doubt the main dish of the game.

It is back in the Second World War with the review of Call of Duty: WWII

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If we were to look only at the sales figures we could easily compare Call of Duty to an unstoppable car, one of those cars so perfect to always cut the finish line first, despite hitches and road accidents. In the year of greatest decline for the brand, with a chapter not particularly loved by the public and with a launch trailer that recorded the absolute record of dislike on Youtube at the time,

 

Call of Duty managed to establish itself on the market, perhaps losing ground towards Battlefield 1 but remaining firmly anchored on the throne. Already three years ago, however, the vertices Activision had very clear that the public was disaffecting the brand, bored more than the gameplay, a futuristic

 

setting that now had very little else to say and to offer. The Exo suits had brought the rhythms and movements to an exaggerated level and the players bounced like crazy pinball balls in the small multiplayer maps, making the games difficult to read and extremely chaotic.

 

Sledgehammer has therefore been proposed to start from scratch, to return to a type of reasoned gameplay that has its roots in a system perhaps more linear but at the same time more technical, less based on reflexes.

 

The solution chosen to face this radical change was to take a step back and return to the Second World War that was missing from the scene for too long.

 

This year, among other things, of the Call of Duty campaign and its extra content, very little was said about it, allowing multiplayer to absorb all the attention during events and public beta. A few weeks ago, however, we flew to London to sink our teeth on the complete package and today we come back to you with the final verdict for production. Will the trust placed in Sledgehammer be repaid?

WELCOME TO OMAHA BEACH, GENTLEMEN!

World War II is certainly not an easy topic to deal with. Many other games, well before Call of Duty: WWII, have tried to tell the impressive clashes in Europe between 1939 and 1945, narrating the deeds of the soldiers and bringing to screen some of the most bloody battles that humanity remembers. If we add to this a huge amount of books and films based on the subject, it is not difficult to understand how the events have already been cleared multiple times through many types of media, making it difficult to talk about something new or tell it in a different way.

Sledgehammer has therefore decided to take the bull by the horns and go on the safe side without risking anything, putting on the plate a well-written war story full of memorable situations but built on tracks already traveled multiple times.

 

In short, an unprecedented reading of the conflict and what you will face once started the campaign for single player will be one of those intense stories albeit without unexpected twists, a tribute to the heroism of allied soldiers with a magnifying glass aimed at obviously on the

 

American army and on a vision that puts them on the pedestal as saviors of a Europe, held in the grip of Nazi Germany. Call of Duty: WWII is an extremely patriotic game and from the first moments you will understand what kind of experience you will go to live in about six / seven hours of campaign.

Back in World War II with the review of Call of Duty: WWII

You will take on the role of soldier Ronald “Red” Daniels, a member of the United States’ first infantry division and ready to give his life to save the ideals he believes in. And what better theater if not that of the landing in Normandy to start off on the right foot?

 

This new chapter does not waste any time in useless chatter or preamble and within a few moments we are involved in one of the most important conflicts of the Second World War. Pressed like sardines on the landing craft, the atmosphere is full of tension and fear, cloaked by a sound and a technical sector that are able to do a really excellent job this year. The hiss of the bullets that bounce on the metal body of the boats, the comrades that

 

fall like flies before our eyes, the water that turns red while we try to understand what to do are perhaps redundant images in our memory but brought back to life in impeccable manner. We move with the whole division in unison, seeking shelter while the explosions

 

decimate our comrades, you approach the bunkers and you realize immediately that this Call of Duty, from the emotional side has hit the mark.

 

It will not perhaps be telling a new story but certainly draws it in a credible and realistic way leaving nothing to chance. It is obviously just the beginning ofa campaign that will go on then accompanying us first on French soil and then in the heart of Germany, but makes clear all the intentions of production. 

 

When it comes time to take up the rifle, attention and adrenaline do not drop, despite the feeling of the weapons is extremely recognizable and well aligned with the standards of the series. Other details to hit the attention of the player and as a bolt from the blue some important changes come in the structure of the gameplay that dramatically amplify the need to stay with your platoon.

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