Monday, February 27, 2012

Dillon's Rolling Western Review, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Walkthroughs, Guide for Nintendo 3DS

The publication of games created specifically for digital distribution of 3DS remains relatively low, as this is still in a majority focuses on the arrival of veteran games through Virtual Console and review of NES classic three-dimensional effect. This time we find Dillon's Rolling Western, which was precisely one of the first games announced for the company laptop. In this game we will take the role of Dillon, an armadillo that has the faithful company of a squirrel. The two try to lead a simple life tending their land and their livestock, the SCROG. This task, however, is not as easy as it should because the monsters Grock is determined to make his. Our goal in the game is simple: prevent get away with beating a total of ten different stages set in different locations, ten villages, more and more complicated. To overcome these challenges we must defend ourselves successfully for three days and nights. This implies a cycle in which the player must face different challenges depending on whether it is day or night, a clearly differentiated. This is where your vein out strategic: we obtain and manage resources during the day and defend, with towers at night. Managing resources is to collect not only material but also in place, repair and upgrade defensive towers of the stage, and equip with different types of weapons. All this, of course, has a certain economic cost.



Improvements and updates should be done during the day, so it is essential to have all that aspect of gameplay ready in time given for it. Failure to meet that goal can put us in a very complicated situation after nightfall. Front strategy to prepare the day we met the night action, when the assault grocks the area. Our goal is, in essence, do not leave any alive. There are at play towers, but also direct combat controlling Dillon, which is handled through the touch interface. We, for them, with multiple physical attacks, such as rolling and strike.


The more and more scrogs grocks eliminate saved, the more money we get, which is essential to enhance the defensive towers and upgrade the skills of Dillon. In this sense, the opposition between the gameplay of the day and night is very strong, but we encountered a small technical problem: we would know very well how much time is left if there was a solar progression, which would allow us to see how it goes dark and how is dawning. However, this system dispenses title would have gone beyond mere technical brilliance, as the squirrel suddenly appears, tells you it's night or day and stops abruptly action. When we arrived the third day, we ended up in the canteen, where we can achieve further improvements, but also face additional missions.


During the day we face different missions, having to accept them, so that in this sense, are optional. It is, however, necessary to achieve system resources, and exploration to get metals and other materials. All these items are useful to the towers, but also to increase the population of scrogs. The problem is that these missions are very repetitive and it is clear almost from the outset that they will not get passionate. Similarly, the game does not provide a control system sufficiently purified to the requirements regarding the action that then arises. In fact, it is both inconsistent and somewhat uncomfortable at times across the board. You get used, but the fact is that control of the game have been greatly benefited if it had worked harder on it.


With ten villages and multiple days to overcome in each, Dillon's Rolling Western is a set reasonably extensive, with its combination of action and strategy, can provide twenty hours of gameplay, but this will only to the extent that the display player determined to get the highest score of each mission and get all the juice. By its structure somewhat repetitive and unsophisticated control, however, few players may decide to devote so much attention. Technically, the game looks pretty good on screen, with a cel-shaded visual style and designs pretty casual, though it is somewhat in desert environments. Sure bet on the game that Wild West atmosphere, but it appears that not much effort has been put on stage except in specific situations.

The tower defense games tend to sustain its attractiveness addictive gameplay, sometimes almost compulsive, through the progression of the threat and presented in the waves of attacks and managing increasingly complex set of resources. This time, Dillon's Rolling Western attention is paid to the factors of direct action, but the fact that the control system does not respond with the necessary precision results in a sufficiently smooth experience. However, the combination of missions (even when they are too repetitive), action and strategy in a system are balanced enough to make it fun, though perhaps not very replayable.

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