Thursday, January 21, 2010

Dragon Age: Origins PC Game Review

Analysis of Dragon Age: Origins - Graphic Section - PC, PS3, Xbox 360

BioWare has treated the development of Dragon Age with the professionalism with which we are accustomed, ie the game has not gone on sale until levels have not reached their maximum elevation of performance.

The construction of buildings and open spaces are credible and each zone has its own refined aesthetic, giving the feeling of open spaces or oppressive dungeons as the case with great accuracy, although it is unfortunate that the interaction with the environment is relegated to the background and the objects are mere props no chance of being employed or holding. If we play with a computer powerful enough, we dazzle the exquisite construction, real textures to the smallest detail, lighting and all and each of the elements that build the world of Theda.

The characters are particularly well cared for, so tools such as armor is 100% believable and gives the feeling of being weapons "Battle Ready". Animations, faces and anatomy made with care, with little nuances between them beyond mere cloning which we are accustomed to other titles.

The bestiary is varied and often original, although there are classics such as giant spiders and the like. In battles we find from compact groups of wolves that attack in packs a multitude of different types of enemies attacking melee distance and coordinated with each other, with a wealth of forms, weapons and protections.

Dragon Age: Origins takes full advantage of the qualities of the cards or game consoles, without losing detail at any time.

POINT SOUND

Dragon Age: Origins is a real treat in terms of its soundtrack.

The talks are fluid and exciting are masterfully implemented and care, which is appreciated by title you're going to devote much of our time talking with each other to solve the missions, to understand the world and Theda his story or to understand the plot and its implications.

The background noises and other sound effects are made with care complementary, noting clear differences depending on the area in which we find or the weapons we use, even in the encounter between different types of weapons and armor are sound surprising nuances.

As for the musical themes, reminiscent of Celtic with a strong element of self-descriptive music of recent times, accompany the player giving interest when due and contributing to the moments of epic struggle and a touch bitter, sometimes, helping to raise the level of adrenaline.

Wednesday, January 20, 2010

Bioshock 2 PC Game Review

The walls of Rapture, whose appearance is revealed that the passing years and the decline of an idyllic civilization make a dent in its structure, is again the scene of our destination. Everything is familiar, yet an aura of uncertainty and anxiety that fills the space suit will protect us during this new adventure. We are a Big Daddy destined to save the last glimmer of hope for a civilization that sought to escape from an imperfect world, following the ideology perpetrated by Andrew Ryan. However, the road will not be easy, since the bond we have with our Little Sister, is contrary to the principles that we develop during the game and, in many cases conflict with the acts that we have to interpret. The path we choose will define our character, marking the passage that will lead us into all that really matters to us: our protected is far away, and without it life is sealed off within the metal packaging that protects us.

Bioshock 2 is one of the most important releases of the year. The tremendous success of the first part Levine, whose approach has revealed novel mechanisms and structure interactive narrative copy, is the leading cause of legions of fans to the world of electronic entertainment are waiting on the release of this anticipated title. Although Levine is not involved directly in the project, has defined a solid work and well-structured for 2K Marin put all eggs in one basket. After many months of waiting, we finally have the opportunity to enjoy Bioshock 2 Preview for providing this article, and enlightening about the virtues of this new interactive work, destined to become one of the most memorable video game generation.

VOLVEMOS A RAPTURE

Just start the game, we encountered an unusual situation. We are recovering slowly, consciousness where we realize that all around us rises the imposing Rapture, a city built in the depths of the Atlantic Ocean as a sign of ambition unleashed by its creator. The primary objective of this project placed him as the perfect residence for the superior beings, despite their status as privileged individuals undergoing technological advances in genetic research by accepting the fees established by the Adam, plasmids and promoters artificial created by Andrew Ryan. Products that increase muscle mass to levels unimaginable new proposals by which you can acquire the proper degree of intelligence of a genius, or various plasmids that you become a destructive killing machine, announced casually and daily throughout the city . However, there have been 10 years since Andrew Ryan exhaust its latest efforts to shape a society impossible, now, a former political rival Ryan has taken power in Rapture, thanks to a doctrine that has allowed it comprises a number unconditional supporters really bulky. His goal: avoid shortages of Adam kidnap girls from the area (sending to the dreaded Big Sisters) became small and infallible collectors, and retake the course of Rapture to define a new height of the perfect civilization.

But somebody has woken up and, initially, it appears that our mission becomes the only hope to stop plans Sophie Lamb. We are the first Big Daddy successfully linked to a Little Sister, we have the ability to control our craving both lethal firearms as plasmids, and our life is at risk if we do not find Eleannor Lamb, the Little Sister to which we are hopelessly emotionally connected.

Bioshock 2 offers a very interesting dramatic development, the story becomes more attractive as we move into the plot, and the number of recordings that we find in Rapture brings a host of scenic and narrative nuance, drawing with restrained pulse which emerges as one of the most remarkable stories of recent years. As we had occasion to advance in the game, I can assure you that Bioshock 2 promises to follow the lead of the first part to the letter, introducing some important developments in their development leading to a new interactive experience.

Tuesday, January 19, 2010

StarCraft 2 2010 (PC)

It's almost twelve years have passed since one of the titles of real time strategy more important in the history of the game come out to market. StarCraft was a revolutionary in the genre by bringing dynamism and speed to frantic multiplayer games and a tireless, relentless, and shows no signs of damage when we realize that, even today, are still enjoying it. Blizzard Entertainment knows the legion of fans awaiting the release of their second delivery is huge, so I returned the loyalty to their product in the form of love and pampering to work. And is that both development time (started in 2003) predicts that StarCraft 2 will be great ...

How would you improve the foundation for a genre that, a priori, seems stalled for years? What would you do to your fans are not disappointed with the output of the game who have been waiting so long? If we look at all the details that have given us about StarCraft 2, we feel it will be more of the same: maintaining the well-known races (Terran, Protoss, Zerg), when it would have been logical to think that created a new for the occasion, the proposal in the field looks the same and no major alterations units. What if we look more closely? Aside from the obvious graphical leap, every one of the points made great original titles have been taken a step further: the millimeter maps designed to introduce different strategies, new units that complement those already known and modes individual campaign and multiplayer that will far outweigh (or at least it seems from this perspective) to everything we've seen in other RTS. And yes, I am generalizing.

INDIVIDUAL CAMPAIGN

I'll start this review with what we know at the moment on the single player campaign. As previously announced, StarCraft 2 will split into three parts, each focusing on the protagonists of the game breeds. Thus, the present one-StarCraft 2: Wings of Liberty "will be presented to us by the Terrans, starring Jim Raynor four years after the events of StarCraft: Brood War. Good old Jim does not like the attitude of the emperor of the Dominion, Arcturus Mengsk, and has spent all this time to annoy with small and annoying attacks. But now things are much worse, and it is precisely because of the bad relations between humans: the Zerg have returned stronger than ever to expand throughout the galaxy, and its imprint is reflected in the large number of planets they have conquered.

The campaign will place us in situations of long, everyday for anyone who enjoyed (and enjoy) of the work Blizzard fight in more than 30 missions in which we will eliminate any existing threat, defend our position with specific facilities , or working as escorts. However, the change is more than noticeable in the resolution of these, where a good strategy will be key to ensuring our survival. A clear example is the mission of Redstone, which we will supply a number of minerals to finish it. In meeting will be crucial to keep in mind what our goal from the outset: do we want to collect all the minerals as soon as possible, holding the Zerg wave as we can? Or prefer to clear the area of enemy aliens, to then take us calmer collection?
starcraft 2 terranstarcraft 2 gameplay
Another case of Meinhof gang, a mission that will test your speed based on the cycles of night and day that will live during the game. At sundown, soldiers infected by the horde Terran Zerg will attack us without mercy until our defenses yield. Not so when reluzca daylight, at which time we must take to destroy all the reservoirs in which to hide our former colleagues, now become the enemy. The game times will alternate these cycles that depend on the difficulty chosen, and may be five minutes in a medium difficulty.

AN ARMY PERSONNEL

The importance of our success in missions not only reflected in our progress towards the end of the campaign, but also reward the work invested in each and every one of them. For every victory gained by money and units that complement our troops. With the profits we can improve our arsenal, armor and accessories to have more chances in the following missions, but as expected we will have to choose carefully. Blizzard's team does not want that when we finish the campaign has control of a super-invincible army, but properly manage the resources by following a few guidelines, objectives to be achieved. So if our style is purely defensive, we must focus on improving the armor of the soldiers, while if we're going to launch the attack must focus our efforts on improving health and weapons, for example.

We may also invest our savings in paid soldiers, mercenaries contracted for a specific number of missions to be agreed based on our purchasing power. And apparently, we must set aside some money to rent their services as it will be crucial at certain points of the campaign in which we can not face what is coming down on our own. Cost nearly three times more than standard units and may not improve the least, but calm: do not need. You will truly feel safer having them around, that's for sure.

And not everything will be better soldiers, as StarCraft 2 is intended to spend time exploring the maps. To do this, we can also let us pay for investment research. During the parties to find various artifacts that may be used to our advantage, reflected in the long term. Let there be no corner undiscovered.

SELECT YOUR WAY

As was the case with the original StarCraft, this new release is intended to get established between the gaming community. StarCraft 2 seeks to break the mold again, setting new standards in the world of RTS to create a hybrid between RPG and strategy. So our relationship with the characters he encountered along the way will be crucial to the development of history, to change direction as our decisions.

This will provide different options we can choose missions that will serve primarily for small victories and to develop our troops. The road we follow will lead us to a certain end and show us events, scenes and different music videos at our discretion, making the individual totally replayable campaign. That will get at least the wait for the following expansions, so to call them-is more bearable when we have Wings of Liberty hand.

Saturday, January 16, 2010

Modern Warfare 2, Infinity Ward PC Game Review

Modern Warfare 2, Infinity Ward

Within five years, Infinity Ward has managed to move from "small team that starts" instead of "absolute reference in the field of action game great spectacle." After the resounding success of Modern Warfare first name, Activision had a lot on the last baby's California studio and can say he was not disappointed. Over 500 million have been achieved in a week on Xbox 360, PlayStation 3 and PC. Does this mean that this is the game of the year?
Afghanistan, Brazil, Russia: Marines on all fronts
Modern Warfare 2 comes to us when Infinity Ward is already crowned a very solid reputation in particular gained the previous opus, Call Of Duty 4. History does not return to the ins and outs of the script and can enter the heart of the matter, please consult the test PlayStation 3 / Xbox 360 in which Maxentius back on everything you need to know ... Now that you know how Makarov is really bad, you know the Task Force 141 and its members (Allen, Ramirez, Sanderson ...) and you have a clearer idea of the geopolitical context in which the game is, we can go.

Produced mode 'Commando', our exclusive video focuses on various sequences of the single player campaign

With Modern Warfare 2, Infinity Ward so that innovates very little. He is still involved in a succession of missions featuring different characters in the fight against international terrorism. Modern Warfare 2 remains true to the brand name Infinity Ward and the disposal is once again at the heart of the single player campaign. Very spectacular, it takes us around the world (Afghanistan, Brazil, Russia and even the U.S.) for a series of missions generally short (it rarely exceeds 45 minutes), the objectives rather basic, but remarkably dense and rhythmic.

The variety is also needed, not only in environments that make us discover a favela in Rio de Janeiro, an oil rig in Siberia or the famous Pennsylvania Avenue in Washington. There is actually some question driving gear (snowmobile, Zodiac), use of equipment "fixed" (machine guns) and act differently in different situations. For example, some missions are borrowed infiltration, while others are more in the "punch to it, but even in this latter case, situations vary and the attack in the favela is very different from the mission in the Airport Moscow (fictional) Zakhaev.
"Despite mechanical game based entirely on the use of scripts, Infinity Ward has done a remarkable job"
Nothing to say about the forms adopted the single player campaign: it takes full eyes and despite mechanical game based entirely on the use of scripts, Infinity Ward has done a remarkable job of making it quite difficult to criticize the conduct of missions. However, we can find fault with the scenario of the game is certainly dramatic, but who uses and abuses of twists Hollywood "clumsy". The ensemble is far too serious to finally push open doors or falling into the cliches of the most enormous action cinema.

We would like Infinity Ward to show a little more restraint than the studio or sprinkle everything with some humor and even secondary schools to exhibit a hint of cynicism ... However, these shortcomings are quickly forgotten and the real issue of the campaign is to look elsewhere. Firstly, it is too short and failure is all the more noticeable it is catchy. Even commando (third level of difficulty of four), do little more than seven hours to see the end credits, but mostly it relies entirely on a system of progression by failure.

Not to wander, the regulars will at least play commando, but he must do so with the limitations of an aging nicely gameplay: for example impossible to look to identify the enemy. Suddenly, we discovered, it is killed and as you know where the enemy is, it does not remake the same mistake twice. Such a progression system is not rewarding for the player, even if it ensures a certain difficulty to the whole. We would obviously prefer that the enemy artificial intelligence is advanced enough to offer a real challenge, but let's not be too hard, it does not defend himself so badly and the enemies are capable of such maneuvers bypass interesting

Though aging, the technology used allows the installation of a good atmosphere

When 'Soap' slips to the opera "Roach"
Alongside the campaign and then we bitterly regret the absence of a cooperative mode, Infinity Ward moved - like to buy - a Special Operations Section. We do not return to the nature of these missions, Maxence was very well done versions for PlayStation 3 / Xbox 360 and PC content is strictly identical. However, we regret that the challenge is too pointed to be played solo. On one hand we have a campaign only playable solo and the other missions independent of each other, but it is strongly advised to make several ... Too bad Infinity Ward was unable or unwilling expand options for players.

It is now time to address the topic "that angry" multiplayer. No miracle, Modern Warfare 2 does not therefore propose dedicated server and it is a matchmaking tool that selected the participants and determines which host the game. Suddenly, players find themselves with a ping "musty" and the parties are limited to 9 against 9 while the cards seem very small ... distance of 32 against 32 the previous opus! However, the experience system, Weapons / special skills and concept maps are really damn good and provided you do not fall on chitterlings, the parties are very enjoyable.

Especially pleasant indeed they have the quality settings and solos that despite the appearance of aging technology at Infinity Ward, the implementation is correct and finally bit greedy. The graphics are sometimes marred by textures really "ugly", but the composition of the environments is impressive and plunges us immediately into the atmosphere. An atmosphere also doubly backed by the excellent soundtrack and clever use of 3D Vision. It must of course be equipped (NVIDIA, monitor 120 Hz) to benefit, but the result, if somewhat reduced our precision is stunning in solo mode. From a purely technical, Modern Warfare 2 is close to Crysis, but it manages to capture our attention and this is essential.

Conclusion
It is difficult to conclude the test of a game as paradoxical as 2 Modern Warfare, Infinity Ward as constantly blowing hot and cold. Thus, the single player campaign is action-packed missions as varied as rhythm that gives us not a moment's respite. Unfortunately, it suffers from a painfully grotesque scenario that allows all excess without taking down or play the card of the second degree. In addition, its length and the principle of advancement based on a failure by the player are deeply flawed. This is more or less the same for the multiplayer which is very pleasant to play, but so far the standards of the genre on PC.
If the game is ultimately identical to the console versions, we can not forget the multiplayer regression performed by Infinity Ward any more than we can not ignore the unprecedented rate charged by Activision for PC game. We welcome however the solo performance performed by the studio and the incredible atmosphere of this campaign. Modern Warfare 2 is therefore one of the best single player experiences you can find at present for an action game on PC, but do not have hope for its long winter evenings to you see if they justify the 60 euros charged by Activision!