Mostrando entradas con la etiqueta PC Gaming Reviews. Mostrar todas las entradas
Mostrando entradas con la etiqueta PC Gaming Reviews. Mostrar todas las entradas

jueves, 10 de enero de 2013

Retro Review: Grim Fandango


To keep track of the games of adventure games, and speaking of King's Quest in the previous article, it is now the turn of his predecessor Grim Fandango, considered another work of worship for followers of this genre for several reasons such as a impeccable and impressive graphics, gameplay extremely comfortable and a captivating story that forces us to pay attention second to second to see the final outcome.

Designed by Tim Schafer, developed and distributed by the legendary LucasArts in 1998 for PC, can boast of being the first game that incorporated the graphics engine grime (Grim Edit), which served to be the subject of wonder and acclaim many for its high quality, many say that if excellence was repeatedly imitated but never equaled, the naked eye is that it shows the effort and hard work meant to its makers Grim Fandango, has an attractive and convincing argument, why what? because it is inspired by the peculiar Mexican celebration known as "Day of the Dead"


Here the main character is Manny Calavera living in the underworld, a place where all the beings who were once alive upon the face of the earth, from the beginning what is more striking is the beauty and ornamentation of game, all players have skeletal look, humor is not absent. It all starts when Manny, who serves as tour packages salesman, trying to sell one Lord Flowers, after this has been reluctant and hostile, our hero decides to steal your customers coworker Domino, by this act of dishonesty, Don Copal boss fires him, but before that Manny manages to sell a ticket to a user ninth hell called Mercedes Colomar, being thrown out of his job is visited by a strange man named Salvador Lemons (as you will realize, all names are of Latin origin), and this gives Manuel exit the marrow Town, part of the AAP (Lost Souls Alliance), that's when you start to make the long journey to find and disrupt a Mercedes web of corruption in the company of his friend Glottis.


Despite having all the attractions mentioned, Grim Fandango failed to win a major impact on sales matter, probably because it was past golden age of adventure games that had their highest peak in the late eighties and early nineties, however is considered by many critics as one of the best and most complete games ever, not only of its kind, leaving an indelible mark and now we pay retroGamer a fitting tribute to the skeleton's less unpleasant.




miércoles, 9 de enero de 2013

Retro Review: Maniac Mansion


Imagine what it would enter into a game classic elements of horror films classified as "Class B", ie, extremely dark passages, a high degree of suspense, a mad scientist, tentacles that come to life, and a laboratory where they occur completely unusual things, all this is embodied in what is considered one of the pioneers of graphic adventures, something we can not ignore and that has elements to make us your imagination for a while.

Maniac Mansion, as the name suggests, focuses on a bizarre episode that is the fall of a meteorite in the gloomy mansion of Dr. Fred Edison, this phenomenon occur all starts to fall apart in the big house: The tentacles that were preserved in jars begin to move glass without explanation, also located in different sites saw the kitchen, so do carnivorous plants.


The game's protagonist is called Dave Miller, and if you thought that was the typical hero with extraordinary powers, think again, this is an ordinary person as the writer and readers. It has an attractive girlfriend named Sandy Pantz, which is suddenly kidnapped by the crazy and Machiavellian Doctor Fred, at this point our main character does what is customary in most of these cases: Running to save her with the help of his six best friends, each with a characteristic that makes them unique, so we have to Bernard Bernoulli, a typical nerd skinny and sickly but has a skill set outside to solving all kinds of puzzles, then we Razor, lead singer of a punk rock band, this is perhaps the most beloved character in the game, is said to be inspired by the figure of the mythical singer Tori Amos, whereas others claim that is based on Gary's girlfriend Wnninck , one of the creators of Maniac Mansion. Deespués have in your computer to a writer, Wendy Wells, a surfer, Jeff Woodie, Syd another musician friend of Razor and finalize the list exercised an African American photojournalism: Michael F. Stoope.


As we see, the game is a daring mixture of explosive ingredients, has high playability and represented a breakthrough for its time, remember that was launched in 1987, developed by Lucasfilm Games (now known as LucasArts), originally devised for the famous Commodore 64, Amiga and then later appeared in NES and Famicom thank the SCUMM game engine, initially predicted that it would drag necessary between Nintendo users accustomed to other games, the prediction was totally wrong, and Maniac Mansion dazzle knew that a large number of people despite the usual censorship suffered this game to be ported to the NES in 1990, and two years earlier in 1988 Jaleco attempted a Famicom version, but considerably lower than graphics the original. Anyway this game is embedded in the gamer world as a pioneer of the so-called adventure games,? Sos to try new things?, Then animate to play Maniac Mansion, satisfaction guaranteed ...






martes, 8 de enero de 2013

The Binding Of Isaac Review



The Binding of Isaac is in many ways an experiment in the last line of the trajectory of Edmund McMillen of Super Meat Boy before, where away-probably on purpose, and held its last production to venture into other territories design. Super Meat Boy was ultimately a project 'serious' with a time of overdevelopment in the context of the creator and his prolific work. In comparison, The Binding of Isaac is no other than 'serious', but is a much more lightweight in terms of quantity and quality of content, which does not diminish the brilliance in what it offers.


What it offers is a brilliant combination of ideas mixed in a title that offers more than it seems. The best definition would be that it is a title with some elements from the game Rogue, which includes a strong element of randomness in the development, combined with a control and combat mechanics reminiscent of a rudimentary arcade-Smash TV would be a good candidate. Mentioned some influence of the most classic Zelda, who probably also be there at some level, but it is too far from the concept of adventure as to invoke the classic Nintendo. In addition, The Binding of Isaac is completely based on combat and therefore the only requirement to advance between room and room is to survive and destroy what comes your way in order to advance to the next room-


Like the little Isaac, the object is to kill your mother, that aims to provide the poor child in sacrifice to their god. Armed with an arsenal of tears, urine and other things of that nature, Isaac progresses through a series of rooms infested putrid most diverse enemies. Both enemies like the layout of the rooms are random, so you never know exactly what you will face in each room, or where are the special rooms. Select rooms contain shops, where you can buy items that add permanent modifications to the physical and mechanical properties of Isaac.


Are those extensions which form one of the main tourist sites of the game. With them you can go 'building' a different Isacc each adventure. These extensions are permanent throughout the game and are added to the protagonist skills, and change their appearance onscreen dramatically. There are so many possibilities that it is possible to have a 'hero' different in each game, so one of the keys to the replayability of The Binding Of The Isaac is learning to raise money more effectively, discover more secret rooms with treasure, and go discovering in successive games all forms and skills that can take the lead. There are about 110 different objects, adding modifications to your missiles, satellites that help add or alter Isaac ranges liabilities as health or speed. Each game can be very different from them.


Along with these additions, there is a good variety of items to consider, such as keys, bombs of various types, including the evil Troll-pump and pills, which is another of the 'entertainment' that throws the game. As a good follower of Rogue spirit, the pills may contain a dozen different effects, some good, some not, so taking them is an act of faith often reserved for the most desperate moments. Sometimes it can restore health, sometimes leaving a much sadder onscreen. Nor should we forget the 18 Tarot cards that have various effects effects is best to discover for yourself.

Veredict:
This game is very bizzarre, if you like bizzare things this is your game, also the gameplay is not bad to be honest, its kinda fun to play it, the gameplay reminds me of Zelda.. 
8/10






Payday The Heist Review


We've faced in a thousand and one different occasions through endless games but ... what if instead of going after the criminals we become them? With this idea as a basis, Overkill Software Sony Online and bring us this fun cooperative action game in first person with good ideas but with a background running something discreet, that separates him from the top of the genre. And yet, no lover to such games should let it go by emotion and intensity that manages to convey in each of the six major robberies that allows us to face.


First think, then act
With an aesthetic and staging that reminds many of the films of director Michael Mann, Miami Vice and Heat among others, PayDay: The Heist puts us in the shoes of a team of four high-flying robbers have been proposed burst, at gunpoint, some of the best protected vaults of the world. Task to comply strictly following a series of objectives that will lead us from one side of the stage to another collecting the necessary tools to overcome the security systems we block the way, while we defend ourselves from the police. Hence, cooperation is so important. Not for nothing, this is a title that responds to the same philosophy view the hit Left 4 Dead.

Certainly, the health system that presents the game lets up on the highest difficulty level can withstand a large number of bullets without falling, but this is something that should not be misleading. The number of police and security forces who attack us at once, and from many different points, it is overwhelming, to which we must add the need to run around from one side to another to meet, in a hurry, the objectives are updated during the course of the stroke. So, whether accompanied by the game's artificial intelligence efficient or, preferably, with three friends, cooperation will be essential.


And to give greater importance, Overkill Software has chosen to create a simple skill progression system by which unlock new equipment, props and special abilities that will define the type of offender who Incarnated. And we are not talking only of the type of weapons that can be carried, and we can also choose to apply enhancements such as greater resistance to enemy fire, the ability to generate more money, get more clamps to hold the hostages, the option distribute ammunition or heal the wounded, and so on. Customization options that we felt fantastic given the large number of unlockables to find us, and that logically mark the type of functions that will play in line with the rest of the team.

The appearance of special enemies also set the tone of each mission, as we regularly baptized survive intense attacks as assaults and where and we will address not only ordinary policemen, but also special units like SWAT, with more powerful weapons and more effective shielding equipment, snipers on rooftops surrounding, and even effective FBI infiltrate try to catch us by surprise. The biggest complaint I found about it is showing aggressiveness all these units, minus realism and tension to the game. We say this because although we get in trouble with his combat team, we would have liked to see more SWAT surreptitiously entering and not bulls through the front door (though they also use helicopters to drop on us), to give an example.

Veredict:

The graphics are not bad, the gameplay gets repetitive, its fun to play with friends but only a moment then the game gets bored, if like to kill cops this game is for you.. The campaign is not that good.. 
6/10






Dungeon Defenders Review

Four heroes face an immense evil that has ravaged the land and its people. After a titanic battle, the heroes triumph and bring an era of prosperity to the region. Years pass and the heroes, in search of new adventures, with an army marching into unknown lands, leaving their descendants in charge of the fort. Between games and games, small glass damage the future heroes in which was contained the evil that their parents beat, and then it all starts. As good an excuse as any to submit a title that comes with the intention of seeking a new twist to the ever burgeoning genre of Tower Defense-who would say, back when players were playing this kind of mods in Warcraft III, which such an idea is going to become a genre predominantly commercial.


But before you dismiss it as one of the bunch, it should be explained that Dungeon Defenders does offer interesting things within the genre. The essence is the same, move around a map and create structures to divert, stop, and kill monsters that come from different directions. However, this title first seasoned the mixture with a character who is perfectly capable of fighting as well as building structures, then it has a character progression system that allows a fairly complete good variety of combinations and styles of play, as well as objects with to equip and improve the skills of the protagonist. To this mix must be added an important component: cooperative multiplayer, which opens the possibility that a group of online users in order to better coordinate, highly recommended in certain missions particularly difficult and outrageously funny anyway.


Focusing on the individual aspect, the three main facets work very well together, complementing each other to enhance the experience. The main objective is to protect each map one or more crystals in a given map, for which there is a first construction phase and then opened the door and touching the glass facing the monster surge. The key to the system is in the manna, which is the one to invoke these constructions. But far from having large quantities of it are quite limited reserves, forcing into combat with minimal defenses and go as they won just with monsters or opening chests scattered in every round-can also be stored banks to have additional reserves, as the mana also used to buy items.


The four kinds of heroes that can be selected are considerably different in strengths, weaknesses and skills in general consists of Squire, Apprentice, Huntress and Monk. The Squire is, right now, the most powerful class, with enough advantage over the other-which has already generated complaints among the emerging community-it is basically a warrior with heavy armor and a big sword fighting acuerpo body and is extremely effective to do so, which in more advanced characters and better equipped allows virtually ignore the building and headlong against the enemy directly. The Apprentice is a future magician with enough knowledge to build towers capable of offensive magic damage to enemies considerably, which complements its own special magical abilities. The hunter specializes in unnoticed, or distance attack and betrayal set traps whose effectiveness improves their development and can create enormous havoc among the enemy ranks with them. Meanwhile, the monk has both his melee and its ability to generate auras with which help their peers or weaken the enemy.

Veredict:
Nice graphics, great details, lot of customization, variable weapons designs, it has multplayer wich means u can play with 8 friends.. Yes 8 friends... also the game is pretty fun.. 
9.5/10




Chivalry Medieval Warfare Review


After years enjoying the idea of ​​living a medieval battle through the eyes of a gentleman with Age of Chivalry, independent study Torn Banner Studios finally publishes spiritual sequel 'standalone' the famous mod for Half Life 2 under the name of Chivalry: Medieval Warfare. Just weeks after the release of War of the Roses, is fought on PC now one of the bloodiest battles that are recalled in the genre of competitive multiplayer action. Can you imagine embody one of the warriors seen in 300, Braveheart or Gladiator? Well, neither more nor less that what is proposed is Chivalry.

Chivalry is not intended to mislead anyone, or used to fashion the proposal to charge extra multiplayer have little or nothing to do with the basic objective and clear to annihilate the enemy. Two teams of players (up to 32 in a single game) to choose one of four classes, each with weapons, skills and characteristics, stranded on battlefields whose development rarely escapes the classic "team attacker against defending team "with objectives involved. In that sense, or 'perks', or gusts of casualties, or anything like that: the proposal playable Chivalry is much more classic and straightforward compared to what we are used to seeing today in the genre.


As we say, each class has its own peculiarities. The 'Vanguard' loaded while sprinting, the 'knight' is the most resistance to the attacks is the 'man-at-arms' can dodge real time and goalkeeper, besides being able to attack from a distance, does additional damage if he can strike a blow from behind. All classes can block punches, combos (with each weapon can run three basic moves and one chained) and kick to unbalance the opponent, movements that are learned through the extensive tutorial guiding fighter entering the game. And that is where it really shines is in Chivalry melee. In the absence of any other condition beyond the weapons and the relationship between strength and speed of movement, the battles are balanced, rewarding player skill and not the potential of the class, and that's very important for those looking to Chivalry classic competitive experience. The game also allows practice against bots, indispensable step to learn the basics before entering multiplayer.

Swords, blood, guts, amputees, beheadings ... Chivalry is an excellent game the graphics are  impressive, more so than the technical art. Built on the Unreal Engine 3, the game does not skimp Torn Banner Studios when explicitly show the cruelty and barbarism of the battles of yesteryear. Scenarios (just for now) are wide and varied, and so good point us to the siege of a city as the arena of a theater. The game is designed to be played in first person (though we can change to third pressing "L"), and if to this we add the impeccable cast sound effects applied to both the clash of arms as the war cries of the Knights The result is more immersive medieval battles that have seen so far. We insist that there is a pointer to the technical level game (in some animations can see that behind is an independent company without the resources of larger, plus all the limitations that it carries a motor and veteran like Epic Games), but camouflages its shortcomings with a fine art almost round.


Unlike War of the Roses, which advocates a more realistic gameplay, Chivalry favors the arcade classic idea of "easy to play, hard to master". Learning the basics is easy, but mastering it can take hours of practice. However, given its proposal so directly, now seem to us somewhat limited the number of available maps. The game features an unlockable system for each class that allows us, once obtained, choose from different weapons before entering into battle, but eventually will need Chivalry updates and new game modes to not be repetitive. Torn Banner Studios has already confirmed it is working on new content for the game free as 1v1 arenas or maps.

Veredict:
This game totally worth paying 20$ , the gameplay is awesome, wanna have fun? play this game with friends and u will have it, if you are stressed this game can help you alot.. Amazing graphics, great maps design.. 
tons of weapons (only swords and bows) .. anyways this game gets ...
10/10




Torchligth 2 Review


When Torchlight appeared, it was easy to see its limitations but were recognizable virtudesque called him to greatness. Even without knowing that many of its leaders were also key figures in the design and development of Diablo II, the sensations of the game were surprisingly similar. There is a fine balance in areas such as control, the difficulty curve, objects, classes progression ... a set of small elements that gave a familiar experience, a feeling that everything "fit" by the standards of a genre that was born precisely with Diablo. It was also a game limited in some ways, something pushed by the very necessity of his studio, Runic Games, who was living on the edge financially. Therefore, fundamental things as a cooperative multiplayer mode were absent, or not had too much variety in terms of scenarios, limited primarily by a decrease Torchlight mines.

The second installment begins in a symbolic way: with the destruction of one's Torchlight, a plot device that is usually associated with the idea of ​​breaking with the past. The initial cut-scene, created by the studio Klei-Shank, Mark of the Ninja, the argument shows that starts with history: a death match between the protagonists of the first part ends with the Alchemist, equipped with armor special, defeating his "colleagues" and destroying the whole village that hosted our first adventure. We soon discovered what happened: in search of a cure for the disease that forced the adventurers to venture inside Torchlight, the Alchemist has concluded that only the total destruction of Ember can save them, for what has created a gruesome object to: a scepter surmounted by the black heart of Ordrak, the creature defeated in the previous adventure. Now, a new generation of heroes must stop the feet of the old hero of Torchlight, before his dementia and the dark forces that push devastate the world.


As expected in the genre, there is not much that can be said of the story, which is nothing more than an excuse to launch an unbridled Hack'n Slash improving in all sections to its predecessor. Now, instead of a small town and a mine found a whole world, with different regions and races, a context and a good reason to create a much more varied and interesting to explore, combining vast areas with deep dungeon in which facing a wide range of aberrations. Of course, the canons, all these scenarios are random in their training, so that the same region or the same dungeon in two different games with the same name, but not the same structure. The variety of items and enemies of the scenarios is remarkable and our adventure will make us look more interesting and entertaining than the previous game.

Not a casual detail, is something quantifiable and that from the very Runic have taken care to emphasize: 44 unique areas compared to 7 of Torchlight, 1200 structures versus the 330 rooms of the original 5665 building blocks compared to 1860 the first. The change is remarkable. Such figures can be found at all levels of the game: 62 vs. 15 tracks, 120 skills against 60, 300 models of monsters vs 83, 27 vs 9 heads ... The study wanted to be ambitious in the approach to this sequel, as they had said he would do, and the result is a complete game obviously, with a lot of hours and variety of situations in the main campaign, it complemented with four levels of difficulty and gameplay +, excellent ways to keep the replayability.


On the chart, is that variety that makes highlight the Torchlight 2 A game much more remarkable. Retains the air of the original cartoon, with simple shapes and primary colors, but in our adventures pass by placid greenery, snowy landscapes, small towns, deserts full of dunes, ruins of very different types, temples ... simple environmental effects like sandstorms, birds flying lines and details that generate that extra ambience necessary to give the title a good visual presentation, simply technically perhaps, but very effective and with the advantage of being a game that runs on a variety of machines for its low requirements. The mappings are great, as are some of the main dungeons, and they have the power to keep some secrets as places that are not on the map, something that encourages exploration. Overall, a good job in terms of performance and design.

Getting into what really matters, the four classes and progression system is one of the cornerstones of this game, with a system that gives the player a lot of freedom to customize your gameplay and get to run normal and atypical combinations for each class. The specific classes are: Engineer, Embermage, Outlander and Berserker and each has two main elements that evolves according to level: classic attributes and skill tree, which is divided into three main branches, though not linear, so skills can choose one or the other without having to invest in a specific branch to reach it, the only limitation is the character level. Note that in Torchlight II skills are incremental-an old legacy of Diablo II, with 15 points that serve to enhance a skill to its highest level, with each point increasing things like damage, duration or the refresh. To give you a little variety, has established three "tiers" that unlock side effects and improvements, so you get a 5, 10 and 15 is "premium". Although the linear increase of points is a legacy of the past, the fact is that it works well as you can choose a la carte skills among the three branches-if-you level, so you do not need to select skills you do not care to "get" you do want to incorporate


The first element, the attributes, not much to say, are common to each character and each new level you get five points, you can distribute at will between Strength, Dexterity, Concentration (Focus) and Vitality. On the one hand determined basics as the strength of your shots, the ability to dodge or perform a critical hit, the damage of your spells or mana pool or the character's life, as well as the extra benefit to his armor or the possibility blocking in case it carries a shield. But besides that, the attributes determine the type of objects that can be. Many weapons have strength or dexterity requirements according to their nature, the same with armor about vitality, or scepters and wands, which require concentration-and some parts require a minimum of several attributes at once. Since you have complete freedom to assign points, you can create a Embermage atypical combinations equipped with a large two-handed sword, to take an extreme example. Keep in mind that in Torchlight II can not be reset attributes, and only you can change the past three skill points, so you have to think through what you want to invest, at least until we see a mod that allows full resets your characters, something that will come soon as it is usually one of the first things that modders work, as happened with the original Torchlight.

Classes are flexible enough to adopt different strategies with them. On one side are the engineers, whose three branches focus on offensive power, with devastating punches and specialization in two-handed weapons, in mechanics, with the possibility of creating robots of support for the defense as for attack, and the third branch: Aegis, which focuses on skills with shields. Engineers can be real tanks and take advantage of their defensive skills in the use of armor and shield, supported by mechanical devices, but can also be warriors offensive trend with blows that can cover wide areas and support robots attacking on their own enemies. Forces can also be effective at a distance, with several skills that allow them to post themselves and use ranged weapons, turrets and other skills designed for this purpose, although the usually have greater synergy with melee weapons with both hands or with the combination of weapon and shield

Veredict:
Does it worth 20$ ?? , yes it totally does.. the game is actually really fun to play with friends, even if u play singleplayer the gameplay is pretty good, the history is catching and fun, it gets repetitive sometimes but still the game is awesome, i highly recommend you play with friends if u wanna get the best items.. 

9/10








Terraria Review



Terraria, is a game that many thought "is a clone of Minecraft" "Minecraft is better", "Minecraft, Minecraft"
I played Minecraft , but from what I saw, is quite similar, except that this game is in 2D, 3D and Minecraft. If you do not know it's Minecraft is a sandbox style game, in which, I believe, there is no specific target, but you can create buildings, explore, find things, create objects, etc.., Whatever you want. It also contains enemies to fight (it seems that we are analyzing more than Terraria Minecraft).


Terraria, unlike Minecraft (Im gonna probably comparing each time), has a 16-bit graphics, SNES type, wanting to give a nostalgic effect . Despite its 16-bit, the game has very good lighting effects (at least I think), and they look great scenarios either day or night.


You control your character as a platform game, there is not much science in control. I think the gameplay is what most Minecraft difference with respect to controls, since the latter is in the first person.
What you do in Terraria, is to explore, you never know what you are getting, I still do not quite see what's in my world. In Terraria nothing is ever the same, and creating additional random worlds.
Best of Terraria is playing with friends, so multiply the fun (?). Although experience failures when trying to play with others, and had to use Hamachi (which I will not explain it here). Not bad if I set my network, or not to, but still it was fun.


Veredict:
For those who think this game for doesn't worth 10$, they are wrong. This game will give you hours and hours of fun alone or with friends. Secure purchases, if you buy it and do not like your money back.

10/10

The War Z Review



Since last October 15 we had many users looking at The War Z, the zombie survival game born after the rise of known DayZ, ArmA II mod the game will also come in the form of independent game before the end of the year . The experience goes far beyond the playful, almost becoming a sociological experiment where we must survive as long as possible in a hostile environment with enormous help from other players that we find in our travels. The problem is that those other survivors may prefer to beat us a shot in the back and keep our team rather than help us. And no going back, if you die you have to start from scratch, so each situation before us is a risk tachycardic.
The character generation system is fast and customizable little time. Three basic models and a few onesies and faces to choose from. Beyond that, all we can do is customize the inventory of objects with which we begin our adventures buying supplies, tools and weapons in the game shop, either with money that we obtained earlier in the game or exchanging money real. Of course, the benefits of doing so are minimal, affecting our ability and far more sense than a backpack full of junk. I tell my experience in my first games to prove everything I can give him an hour of play.



Here I am, somewhere in the state of Colorado more alone than one with a baseball bat and a can of tuna in the backpack. Looks like it's getting dark, so I decide to get into the depths of the forest to get away from urban areas where there are usually more zombies roaming the streets. By the way I run a small abandoned cabin where I lay on the floor a flare and a bottle of water, which is good news, because I need to stay alive to eat and drink every so often, and not that the food was very lavish.


After a while between cliffs, just as dusk I came to a small village south of where I started chaired by what appears to be a church. If there are any survivors, instinct tells me to be there, but the only thing I run is with mattress and remains of what was once a small bastion of containment. What is not is that after arriving fell silently to their input start to run around the wooden floor, causing the zombies that roam the area become aware of my existence and head into the building. Luckily, just then I hear people around.


They seem to be looking for other survivors useful things in the surrounding houses. The in-game chat works by proximity, so I'll scream like a tattered to get me out of my butt. I hear (read) but do not know my exact position, so I decide to throw the flare that previously found waiting outside the church and distract the zombies pass mark my position, move it out, and before long, and after many mistrust, take me away five survivors. The problem is that the exhaust is not so easy.


No luck, and one of my teammates down. I can pick up as belongings of the fallen with the hope of getting out of there alive, and after a few minutes we decided to run like crazy desperate to flee the area with the hope that the trees clogged the point of view that we hunt. And so it is. We guarecemos in the back of an abandoned gas station. What I did not expect was that my partner give me urge all possessions that I picked up the rest at gunpoint ...


Slowly backed away as he attempted to calm and convince that does not kill me, and my strategy to move slowly back has the effect expected. A couple of zombies who were near us detect terror and throw at us, so we snapped out of them as we can, but in the attempt we split each one by hand. In the process I'll cry maliciously avenge the foul traitor, but just then my wife called me to eat and I decide that there has already been enough excitement for the day.
Nothing you have described is an ornament of reality. All this happened in just under a couple of hours earlier after playing elsewhere "test" in which I was not aware of what he proposes The War Z. No good throw to kill undead in a city with our baseball bat because not last even two minutes. This is a leisurely experience, social and somewhat brainy. The game servers now can simultaneously accommodate 30 people, and the field is large enough to find another human being by chance be having barely survived alone for large area .
Failing to see what people do Dayz, The War Z outlines the idea quite rightly competitor. They are still in alpha stage this past day 31 was updated with new features, but still lacks a lot to be done. Anyway, I think it's a good investment to pay for it to play indefinitely. These little great adventures I cleared any doubts. I will tell you more war stories another day.

Veredict:
The game is still on Alpha, there's alot of hackers and the servers sometimes doens't work.
The gameplays is the same as Day Z.. Get weapons, food,etc and survive.. 
The devs said that there's gonna be missions and objectives, but at the moment we only have the mission of survive. Due the lack of little details my final point to the game is:
5/10







Hitman Absolution PC Review



There are three types of balding in our society. The bald alopécica worried about his condition, a self-conscious person, psychologically brittle and always on the defensive, that it retains its four sticky hairs as if they were the last vestige of his youth and his life as a man. The second is the bald carefree, the bald hair that seems silly and will only see advantages in the simple act of looking like a six-foot baby, take care of your clothing, exudes confidence, accepts the jokes of his friends, women you are serious and have the respect of your boss, life is going well. And the latter is what I call the bald aggressive, such that leverages the wasteland on his skull in his favor, it becomes an advantage as intimidating element often accompanying a stony expression and pose tense. When he gets mad mark the veins of the temples and that multiplies their power affright Jason Statham, Bruce Willis, Vin Diesel, Nacho Vidal, Satan Corpetit ... There are countless examples that could fulminarte bald gaze with some even literally, but few surpass the unsettling demeanor of Agent 47. And IO Interactive want to give us the culmination of that kind, wants Hitman: Absolution is bald for what is for the Minister Franco Wert: a fetish.

Because 47 no-nonsense. It's kind of James Bond physically and emotionally castrated. A dummy methodical but with some elegance, cold as steel but shrewd as a skunk. The moral dilemmas were never a problem for him when he wanted to kill, kill, and when they took refuge in a monastery. But Absolution is the first time that his duty as a murderer of the Agency and their sense of loyalty and friendship intersect and make decisions touches the heart. It seems that IO has been to follow the path set by The Dark Knight and Skyfall: humanize the hero and present their weakness, a third person who keeps his feet on the floor, a break that makes him a real man, with the this entails fragility


Absolution begins narratively engaging as anyone with a betrayal, revenge, betrayal and a promise. In ten minutes you have a perfect synthesis of all the films of Roland Emmerich. But the course of history lacks packaging and always gives the impression that each mission is proposed in the game (even own initiative 47, as rescue someone) is disconnected at both ends. It is as if the level design was the rail on which history have tried to move everything will make sense, just the problem of Call of Duty: there is little effort to justify why we are going from one place to another, much that the lens is clear, and that ends up in printing result are fulfilling independent cases without more, interspersed with cinematic. It's not bad per se, but it breaks the continuity argument at a story, make no mistake, it is not exactly the most intelligent of the year.

Yes, this disconnect between missions mentioned has a clear advantage: it allows more variety. In a game of espionage and action is vital that the environment is rich and diverse, and that's where IO has put enough meat on the grill. Although they are rather small, there are scenarios very different from each other, plagadísimos of detail put there for the sheer pleasure of offering sweets to the player's view, impeccable structure maps from the strategic point of view, all in environments as diverse as a fair Chinese New Year's Eve in Chinatown, a bar full of drunken rednecks and bikers in a village cincuenteros airs in South Dakota, a mansion on Lake Michigan, hotels, libraries, monasteries, labs, marijuana fields, underground .. . The locations salad is always plentiful and attention to detail.

Also the characters fill charge of capital importance to find juicy details of the plot or even give us clues on how to overcome a quest. Security dialogues between members of a grim childhood anecdote of one of our goals, gossip, business and recurring themes on important characters that somehow prepare us for what lies ahead, and even a surprise cameo telephone conversations in which some poor devil tries to explain to his wife how to restart the ADSL. They goodies, mierdecitas one you draw a smile and add richness and life to a world that already has a strong visually devastating.


Latest from Agent 47 may not be his best work, especially for those who have tasted the sweetness of thorough previous titles in the franchise, but it certainly can not deny that it's fun and that can give satisfaction occasionally. There are flashes of absolute brilliance, even as the vaunted mission vinyl clad nuns between the motel and the corn field, possibly the best in the game. Hitman: Absolution can not boast an immersive story, and to be completely polished in terms of blunders, much less proclaim a benchmark of its kind, but it has managed to refine and enrich the pizza base, add a topping colorful and inviting, and make a plea for something that goes increasingly scarce in the industry: real ambition.

Veredict:

The game is the same like the other's hitmans, u can play however u like.. 
If u wanna play stealth mode u can do it... or if u like fast and furious you can kill everyone on watch..
The gameplay is good and the graphics are amazing.. 

9/10


Far Cry 3 PC Review.


The name of Far Cry is one that speaks to fans of shooters. The series was born in 2004 in the hands of the always exciting CryTek, and although it was a game that was far from perfect, it offered a new horizon games first-person action with their freedom and beautiful atmosphere. Not without some controversy four years ago saw the second part of the title, one already in the hands of Ubisoft was seeking a new direction for the franchise, and that took us to the tropical areas still unexplored Africa.

Delivery was initially received with warmth, but after some reproached him, perhaps too much, some problems of her abusive respawning. Yet the title was a critical and commercial success, which ensured a third party in which the company has been working gala in recent years, releasing information in minimal amounts. We knew the place to change the setting, and the new light as to tell a story much lighter and straightforward, and we only had to have the final product in your hands to get an idea of ​​their quality.

Gone is the surprise factor we marveled at the first two installments, and each in its own way incorporated many elements to the genre, but we find ourselves with an uppercase shooter. Lots of content for a title that manages to be both extremely compact in its essential individual campaign, in its good multiplayer competitive and cooperative in his very interesting.


Holidays in Hell
The beginning of Far Cry 3 is not very encouraging. The adventure takes the kick-off with a group of young carefree spending a few days off in a tropical paradise. The concept of rest of citizens between 20 and 35 years is not to be left lying in a hammock over time, and includes the logical and incredible flood of alcohol sports. But like any teen horror movie monster that includes Eden, what looked like a joyride ends up becoming a nightmare.

The monster of Far Cry 3 does not include tentacles or mouths, is a human being deranged and terrible kidnap American group with the intention of torturing unhealthy and ransom their wealthy families in the United States. At one point the protagonist of his captivity and his brother manage to escape their oppressors dangerous, and begin a flight in which one of them will fall and after that Jason, the survivor of the leak, swear vengeance and seek rescue the rest of his friends.

The basic proposal is so uninspiring plot level as Steven Seagal film, however over the improvement is obvious, and everything starts resultarnos much more interesting thanks to the frenetic pace that prints the adventure, to turn to violence your hero and his supporting characters. The "supporting actors" are much more exciting than the stereotypical characters, and in this sense the program offers some surprises. Dr. addicted to any psychoactive substance which will help us in the first instance is just one example of this, with others as bright as the sort of priestess who will open our eyes to our supernatural side, or the wild Vaas: the phenomenal and sadistic villain.


Upon ending the beginning of nearly half an hour of the campaign, which is very linear, automatically Far Cry 3 world unfolds before our eyes in the most majestic. The first missions will comply to the Dennis Rogers, our savior involved after our stormy flight, and even then we will begin to see how the gameplay mechanics and how it will develop the program narrative. The approach is as simple as any sandbox, being able to advance the main story missions we accede heading to points marked on the map, and with a huge range of entertainment and also side missions available to us.

Opening possibilities in terms of the title is as wide as expected, with an amalgam of things to do on the islands really superb title. There are 38 main missions, the longest, plus 14 orders of history, 12 tests of the Rakyat to prove ourselves (the faction with which we partner), the nearly 20 errands delivery or release of more than 30 posts are scattered around the map ... And no, not again fill with enemies when we turn around and its predecessor. This we can generate a number of hours varies but always respectable in terms of difficulty we choose (three available) and also our love for spending time cutting all alternative activities that we have described, and which are also accompanied by countless unlockables such as the discovery of the memory cards, the meeting of more than one hundred relics or release of radio towers.


Jungle-only gameplay mechanics-
Radio towers, in fact, one of the capitals of the gaming experience of Far Cry 3. Its function is very similar to that of the watchtowers of the Assassin's Creed series, and is that your climbing freeing us to go on the map all the attractions of the surrounding area. So while many things they are still random as vehicles, animals or mobile patrols, it is true that we can play it safe by locating radio towers and marking the location of treasure chests or hunting among other things.

We choose this route or not the fact is that travel and the inquiry will be a constant in the game. Some users protested angrily by the amount of time we had to invest in Far Cry 2 driving or traveling on foot or by gliding the breathtaking African landscapes, but it is the essence of the show and who feels ennui to a proposal that includes some exploration component will have to pause or think the acquisition of any installment of the franchise. Since the original, although to a lesser extent, travel and vehicles entering into the equation was important, and now that the series is in the hands of Ubisoft has not only increased this slope. The third installment is once again on the same line, but offers a greater amount of things to do along the way to fight the possible feeling of boredom.

The forms of displacement are varied, and the proof is the fact that there are up to 12 very different types of means of transport that we can use to get from one point to another of the islands. Whenever we find a new point, it will appear on the map and we can revisit it with the quick trip, but every time we have to reach one can fix it in the GPS and immediately try to catch up with the method that we like: by land, sea or air.

Veredict:
In my personal opinion i think this Farcry is better than the Far Cry 2.. the graphics are beautiful, the gameplay is awesome, the map is huge, there's a lot of animals.. and u can do whatever u want.

10/10