Tuesday, January 31, 2012

Lightning will arrive as downloadable character for Final Fantasy XIII-2 on February 7 in Japan


Square Enix has announced that downloadable content for Final Fantasy XIII-2, which includes Lighting and Lieutenant Amoda be available in Japan on February 7. This content is part of the arena so that they will be more classic characters. As previously announced, first we deal with the protagonist of Final Fantasy XIII to add it to our characters. Amoda will join us during the fight.




Dead or Alive 5 might also have Wii U version

Yosuke Hayashi, head of Team Ninja, has revealed in an interview that Dead or Alive 5 could reach the new Nintendo home console, Wii U. It would be the second game of the study to reach the console, after Ninja Gaiden III, as announced.

Fumihiko Hayashi and Yasuda, director of the new Ninja Gaiden, explain that "we find work on Wii-like U like Xbox 360 or PlayStation 3. We wonder if we like the machine, give comments and see that we listen to make changes. The console is constantly changing. "

"The Wii control U touch is like the DS. We launched a game of Ninja Gaiden Dragon Sword, so we would like to introduce some elements of that game in the Wii U version".

Regarding Dead or Alive 5, so far only announced for PlayStation 3 and Xbox 360, Hayashi said, "We have in mind DOA5 other platforms. We are considering all sorts of things. But now, our development is centered on Wii U Ninja Gaiden, but we DOA5 more platforms.

Sonnen face to face with Bisping at UFC Undisputed 3


The battle for the title... in the game. Through the MMA fighting game UFC Undisputed 3, THQ gives us a view of the title bout between Sonnen and Bisping fight that took place a few days ago and ended with Sonnen as the winner. How was the outcome in the game? You can see it in these lines. The game will hit European stores on 17 February.

Ridge Racer Preview, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Review, Walkthroughs, Guide for PS Vita

The event is the launch of a new console is virtually linked to the event which involves the launch of a new Ridge Racer. The saga of Bandai Namco driving regularly points to the launch of each new machine. He has done all of Sony, Xbox 360 and Nintendo 3DS. Of course the launch of Vita one would expect. The strange thing is that the series of late deliveries not usually offer more than the one presented at the launch. This might suggest a couple of things that the game does not work and since the company Nippon no lesson, or the most logical, clever marketing plan presented to them regularly as the only driving game for the first few weeks and also with a reputation earned over the years. However, while this plan may be fruitful for the company, sometimes not for a good part of the players and critics.

Ridge Racer PS Vita has been harshly criticized for its low content. From Namco Bandai said that it was all a new experimental method was to offer some material for a low price and then adding more content to go through the DLC dear. Of course, the voices raised against this method did not wait. In addition, the price is about 35 euros was not at all cheap if you look at other titles like Dark Quest was offered less than 25 euros offering infinitely wider content. However, shortly after Hideo Teramoto said he only had 8 months to develop the title Vita PS, so surely the rush to have it on launch day were the real reasons which had the title could well be the nickname of incompleteness.



At a time when players couldnt powerful Forza and Gran Turismo 5 or simulators are modeled more realistically as F1, another large part of the keen driver to enjoy more direct and simple entertainment offered by the Ridge Racer arcade model. Nothing new suspension and tires semi soft strip of nitro and do not touch the brake. In paragraph playable there is little to note, especially a continuous line with the titles of PSP and 3DS, especially the latter note the import of some scenic elements, systems and use nitros reflexes and some menus. However, although the track does not change things much, if they do outside.


The general scheme of the game is completely different. At the beginning of it we have to choose between a team of four available, and indicate our current location (Argentina, Japan, etc...) Once a menu that we will begin to create us a lot of confusion. Almost 50% of the main menu options makes references to social or data (trophies, ranking, statistics and videos of the races). Even find new options such as Hero Interview which is simply a phrase that says our corridor. We also have a garage with five models of cars, just the five available throughout the game and whose difference is the design, since they all have the same characteristics of power and maneuverability. As you win races, climb level, our car will move up in class and we will take a loan to buy a number of improvements to the car. Among these improvements situated as a skill tree, find some that are just text as in the council race.


During all these options, menus and options are presented clearly and not too confusing. For example, the option of racing a player comes in a particularly small icon, which makes us think that the title, preferred to emphasize the multiplayer side, perhaps due to its more than confirmed shortcomings. Both on the side of the game solo or online, you only have three different circuits (normal and reverse). As we said at the beginning of the article, probably caused by excessive haste to display the title at the time of release of the console. Is expected in the coming weeks including more material to go by way of downloadable content, an option not like too much. With only three circuits, two hours will be able to know each millimeter, plus we will have achieved some credits, improved our car and therefore we strive without always being on top in single player mode. Is an arcade game, and as such did not request a realistic driving, but with the shortage of circuits and is extremely easy, makes the single player aspect is particularly boring. So the title seems to highlight its online features, which manage to mitigate the low content, but also contains other flaws inherent in multiplayer.



First, when we started the multiplayer mode, get into a race with other players on our level is difficult. We assume that once the game is sold worldwide this factor will be less problematic. On the other hand, if we start a quick race, surely we will find other players with more cars range, and therefore impossible to overcome, resigned to a penultimate position in the best. We also have the option to compete solo in Ghost Mode, and even by applying our best we can upload Near times for other players can download and compete through the phantom. In summary, we can say that the title poses a very limited content, with only 5 cars (similar) and three circuits. The player experience is virtually nonexistent, and for the online mode is, for the moment, extremely unequal. We found many new and good intentions, but it all just so confusing and raised strange, not having clear and the goal of the game, or some new options. So just enjoy a race after another, something that due to the shortage of circuits may get bored after a few hours.


In the graphic can also be perceived in the rush that we've talked for the whole article. The cars models are clearly imported from previous releases, perhaps more like 3DS, but once shown in a higher resolution look better finishes. But once we are in the race we realize that many mistakes are being committed as usual in the series. Reflections on the moons of cars coming to the fore more reliable, square pixels showing almost clear, just as happened in the DS. The scenarios seem poor in detail and texture, but they look good, it shows they have not received a thorough job. Overall the graphics is not remarkable in PS Vita, but could be called a PSP or 3DS game that feels good resolution of the new laptop. The similarities between deliveries graphics make reaching this conclusion after the first few minutes and makes clear that the work could have been much better.

This is the main problem that leads to the delivery of Vita Ridge Racer. We have only five vehicles and, above all, only three circuits, makes the experience both single player and multi is rather limited. Especially single player mode appears hidden from the main menu, with a development that does not pass the independent careers and ability to master after 20 minutes due to its low difficulty. On the other hand, new social and development functions are especially confusing, the branch of improvement of each car is extremely simple, but difficult to understand at first, and some new options included have no reason to be. But online gaming is still frantic and fun, maybe more when we have more players and more through a circuit to DLC. At the moment the title is insufficient sample, but from Namco Bandai want us to see there is a new model based on downloadable content. With PS4 and Xbox 720 on the way, perhaps the company should rethink Nippon series from scratch, come as a surprise as did the first titles in the famous franchise and in conclusion regenerate arcade racing genre with new ideas and a more ambitious.

Puddle Review, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Walkthroughs, Guide for PS3/Xbox 360/PC

The independent game offering puzzles and constantly growing digital distribution. Among the full range of PC and high definition consoles are nearly all, risky bets, small jewelry, and occasionally wild ideas that are great fun, and usually at a reduced price. In the case of Puddle, the new Neko Entertainment to Xbox 360 and PS3, the creators have done a puzzle game inspired many classics precisely this means, taking ideas from World of Goo, Rolando and LocoRoco, among others, three good reference from which to create a title based on the physics of fluids, even if the end result is far from being as that achieved by those games.

Puddle of an idea of six students who developed the project, which won the festival out of the GDC in 2010-this prototype is freely available for PC-, and the basic idea of ​​the gameplay is as simple as controlling the stage for carrying liquid for different scenarios about its dangers labyrinth without spilling large quantities. The inspiration for those securities is unclear, but fails in several respects Puddle, the most important gameplay. The operation is simple, does not hide any secret and only be concerned to avoid losing large amounts of watery substance on the road and reach the goal with a minimum amount required, or you've lost. Your only way to interact is leaning a few degrees to the side stage for gravity do the rest of the work, calculating behavior as the viscosity and the speed acquired by the surfaces, sticks and pipes, and so will know how strongly the hops. We must constantly pay attention and make corrections on the fly to make your precious fluid is not crashing an unwanted area.



During the early stages, set in subjects such as plumbing, nature or labs find different threats to the fluid, able to reduce our drops, such as fire, lightning or hot surfaces, that within seconds of contact will begin to evaporate the material. Not to mention that in any branch may be divided liquid, losing part of it. The route includes turns and slides in to take inertia, gates and some switches to activate mechanisms, although I must say that with this game so this is a mechanical puzzle-oriented as it appears in fact to overcome the difficulty danger is not so much of our ingenuity, is more a matter of skill and reflexes to direct the liquid between, say, two threatening flames. This may be our biggest disappointment with Puddle, the game focuses on learning the track mentally, know where you've failed and repeat until you get past stage, there is an intellectual effort to catalog it really intense puzzle game, not even the final situations where we need to do something in a short period of time.


This title is simple, short, in which each phase can be completed in minutes. Its duration depends more on the difficulty of some complex issues that we will repeat several times the path, although there is really impossible areas. But what if you're really stuck? There is the option to "mourn" a way for the game tease you to the next level, although only two of these jokers that will be returned if you return to these issues and surpass phases. It's not something I recommend you use as Puddle is not huge, but it is better to leave the game get stuck.

The main interest of both the gameplay is in the scores, overcome our records repeating scenarios in less time and with more liquid into the goal untouched. If you are a friend of the replay, you always get gold emblem at the end of each phase shows you your rank-and get all the trophies/achievements of your console, then you can offer Puddle hours of fun, as you reach the end phase without spilling a drop or evaporate is very complicated. But if your purpose is simply to overcome the challenges, this is something you do not take too much time and find great innovations that have not seen about the original games that Neko has collected ideas, only with less wit and with the disadvantage of not surprising at all. The control uses only two buttons, which are the triggers to choose the angle of inclination. PlayStation 3 At the option of using the Sixaxis control that all controls are built-and that so little has been seized, as well as PlayStation Move, forms of control which will play a more visceral, impulsive, for example, when you see a hot surface and turn the control yourself so that the liquid passing jump over a ramp, but in other situations can also do less precise movement. At least, is the choice of user how to play it.


Something that we would have liked to see, and really would have much more interest to the title, would be an editor of phases and the ability to share creations with others, but unfortunately has been contemplated. The closest thing we found in the laboratory so that if we let liquid jets put different objects and we unlocking phases for testing or experimenting at will, but only in the tiny space that is the screen and the only reward to use the work as a background for the main menu. An expanded version of this creator of scenarios, or some two-player mode, for example, split-screen racing or network, is something that would win many points for this Puddle, and that makes us see the game more like an extended version the initial project, but not slick enough to be sold commercially.


As a result, we have fun but short game and that does not stand out or to the party nor the puzzle platformer. The idea is not completely original games have similar style Liquid 2D and Aqua Panic! and even 3D like HG Mercury, all with more personality Puddle. LocoRoco No doubt, in which the protagonists act as a kind of a liquid mass, wastes a lot more charisma in every way the game at hand, and that's something wrong with this downloadable game, which has a price of 9.99 euros, which seems high for the content and quality care, because low prices are very often a good incentive to try these independent projects against the proposals known. It is easy to find most addictive releases in the distribution of App Store for a few cents, or category Minis PSP and PlayStation 3.


Interestingly, the graphics and sound is not bad despite being a project with few resources. It is technically simple, the simulation of water is more complex than we see in him, and yet we have seen things much better, as represented in the two PixelJunk Shooter, but the style is clean and pleasing to the eye, with very blurred background to differentiate it from the point. The electronic sound is not very loud, attached without protruding too much, except for certain situations in which dynamically changes the accelerating pace and tension, so in this sense, the team has done a good job. Our only criticism is that the visual appearance of the screen scrolling becomes smooth everything we would like, or what should be considering graph showing the load.


Puddle gives the impression of being a game that might be more successful in portable systems, especially those with motion sensors. Behind him lies a good idea to remake gameplay and intentions known with a new look, but has not been developed enough to become a full title to justify the price. There are many alternatives of all kinds, and even downloadable content for games such as maps or expansions of lower prices and higher interest. This is not to say that Puddle is bad or not linger for a while, but competition in digital distribution, even outside of PlayStation and Xbox 360 for example, in IOS-systems is very high, with better games and more affordable . A good start to its developers, but not a recommended purchase unless you are really passionate about this kind of releases that have already tried other options.

Monday, January 30, 2012

Sonic the Hedgehog 4: Episode II New Sketches

Sega has distributed new images of Sonic the Hedgehog 4: Episode II. This time we show two new sketches in which we can see what appear to be two new enemies in the game. On the one hand we have a sort of robotic boar instead of legs it has wheels, and the other shows a robotic seal that might have something to do with one of the bosses we had to face in Sonic the Hedgehog 2 for Master System. Reach the digital distribution of PC, PlayStation 3, Xbox 360 and IOS and Android operating systems this year.




Heroes of Ruin Preview, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Review, Walkthroughs, Guide for Nintendo 3DS

Throughout the year 2012, no specific date yet, Square Enix will a strong bet for 3DS with a new series of action and role it intends to use all the features the latest Nintendo handheld, especially for their connectivity. StreetPass, SpotPass, online gaming, chat, all in order to create a strong community around an action role-playing adventure gameplay similar to the popular Diablo series, and where the dungeons are created randomly. Developed by n-Space, this American company has extensive experience with Nintendo DS, having made various adaptations of Call of Duty, and now give a radical shift to the role of action in this new series. Cooperative multiplayer for up to four players, both locally and online, exchange and sale of goods through a system called Traders Network that makes use of StreetPass, new enemies and challenges every day through SpotPass, and a major website that will make the social networking feature allowing players to meet other users and trade items, form teams and ultimately build a strong community around the game. A daring and resolute bet that is the second time that we could try, see how it evolves its development.



The plot takes us after a devastating war over a hundred years, after which several nobles emerged from the battle to establish a weak period of peace. This peace was again disturbed when Ataraxis noble ruler of Nexus, has been the victim of a deadly curse. The noble has called promising a reward beyond any limit to the brave who succeed in finding a cure. Four mercenaries, each with their skills, weaknesses and motives, have responded to this call. Each of these soldiers are the kind of characters we create: gunman avenging alchitect and wild. A simple editor allows us to modify the appearance of a very limited way, at least in this beta moment, and assume that as development progresses a better chance. The type of face, hair, skin color, and color of our clothes, and more importantly, the kind of character. The shooter is a former criminal who is dedicated to wander the world and whose actions are always driven by a huge debt to pay. Use long-range guns, explosives and launching a fighter elusive, fast, keeps his distance. The Avenger is a holy warrior of the tribe Leomar, a lion humanoids who ruled the south of the continent for years. Its highly regulated society of warriors has given them his fierce reputation around the world. This kind of character wielding powerful swords in both hands, but also knows the discipline of defensive positions, able to protect themselves and their peers.


The magician is a hybrid alchitect and amateur all kinds of devices, with a great capacity to deal with large groups of enemies. He uses his knowledge of mechanics and alchemy to create more powerful versions of everyday objects, and uses his halberd enhanced with magical objects and explosives to kill their enemies. In the wild we do not have your information, but it seems to be a kind of character that will break through with their sharp fists. Each character class has its own tree of skills, weapons and armor, and although they may seem few four classes, are well differentiated, as we have tested. Unlike our first contact with the game, when we passed a final boss dungeon included in this beta we saw a bit of structure and even a piece of his argument. There will be a central world, as a sort of huge city, we do not know if it's the only one. In this we can buy equipment, talk to their citizens, and these we may instruct primary or secondary missions. If we approach the port from a ship docked we can access the various dungeons and territories where the action unfolds.


The sequences will tell the story based on illustrations, rather resultón, and has not made use of cinematic or other resources. The dungeons are randomly generated, and although differentiated by topic, each time one of them go into the rooms and objects will be distributed differently. The action is very simple, with just three attack buttons, physical and magic, and the system equipment, as enemies sometimes loose weapons or armor, and well equipped we may collect directly or even very comfortable. In dungeons besides having to kill dozens of enemies, they are unlikely to have intricate puzzles, beyond the occasional catch key to move forward, and find secret rooms crumbling walls.


One of the pillars of the game will be your local and online co-op, which will use the console's microphone to chat while playing, something that has barely been used in 3DS. You can enter and exit the game without any problem, without creating any harm to players who are playing. And use the StreetPass very ingenious, by exchanging the item shop with the player you come across. For example the person has a dagger in your game has not appeared, because once you've passed him, and be available for purchase in the store of your game. This is not nonsense, and that more than 80,000 weapons, armor and items to discover. Also a simple collection of creatures that fight against anger getting the other person with whom you come across. Graphically this is a game very discreet, at least for now. Both in the artistic design, without much personality and something strange at times, as in the purely technical, with a game that could go almost a Nintendo DS or medium-low quality PSP. And having seen what can 3DS with 3D games like Super Mario Land, and above all, it will be the best example graph for a while, Resident Evil Revelations, we must ask more to certain games, as the Console is capable of much more.


Otherwise a fun title, simple but addictive gameplay, along the lines of the many imitators of Diablo, which promises to deliver a large amount of content we're hooked for a good season. Your local and online multiplayer with both voice chat features of StreetPass to exchange objects, the use of SpotPass to constantly receive new content, look set to form a very long title and complete, using all the features of the console, many of which still have not been taken enough match. Planned for this 2012, approximate date, we look for a close and intense contact to see how it progresses this interesting proposal, which details the depth of its gameplay or the weight of history can not yet assess them. But lovers of action-RPG should closely monitor their development, the proposal of its kind this year stronger 3DS.

Batman: Arkham City Lockdown Review, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Walkthroughs, Guide for iPhone


In recent years, comic book characters seem to be living a very interesting romance with consoles and video games. Motivated by the rise of its film adaptations, and the courage of some companies at the time of taking his adventures counterparts, the heroes of the cartoons are dazzling critics and audiences with his stories. Perhaps the perpetrators of this are the guys from Rocksteady, a few years ago, were able to channel all the interesting ingredients Batman character in a game as round as "Arkham Asylum". He knew how to play the title perfectly adapt the formula for the icon of the DC comics, prompting a second part, directly from the first sequel, "Arkham City", which expanded and grew all the good the original. Now, the bat returns to have a new approach to the game, this time on Apple platforms. Batman: Arkham City Lockdown for IOS, but it is not an adaptation to use, if more than one correct translation of many of the aspects that made ​​it big the binomial Rocksteady titles. Are you ready to return to being the lord of the night?



Batman: Arkham City Lockdown is the last great Batman approximation of the iPhone and the iPad. Getting inherit much of the style and the elements that made great the Dark Knight version for home consoles, Arkham City Lockdown summons us to live and stop the leak of super villains and most dangerous enemies of their cells. Trying to dominate the whole city after its massive break, Batman must be imposed on such charismatic and famous villains in Gotham as The Joker, Deathstroke, Two-Face or Killer Croc.


In fact, if we strictly, it's really all we can do, because unfortunately, in Batman: Arkham City Lockdown, the bout is practically the only playable base, leaving the exploration and research out of the equation. Netherrealm, application developers have opted to offer a more focused side action and combat, proposing cited intense fighting against the enemies and their bands of thugs and lackeys. The scheme raised by this Batman for IOS is very similar to seen another game for the Apple platform, Infinity Blade. The title of Chair also took us to fight enemy after enemy knight after knight, monster after monster, a stage with few roads to travel and explore, and where more than just collect a few coins. Batman: Arkham City Lockdown seems very influenced by Infinity Blade in terms of gameplay, as well as its graphic section (both use Unreal Engine), but try to disengage betting on a wider range of end-boss encounters (up to 4, with rivals the bat above).


Batman: Arkham City Lockdown is a game using the touch screen of your iPhone or iPad, and has designed its system of combat. In them, we hit, dodge, defend or counterattack at our own or we indicate on the screen. If, for example, received more blows or fit several in a row, Batman will momentarily overcome, having to opt for evasion, and defensive attitudes rather than attack. The common enemies are few attacks (most will be prisoners or gang members with basic weapons such as pipes, chains and anything else), pursuant to a pretty basic tactic in our encounters with them, dodge, hit, dodge and hit. An exchange of blows a little boring, but effective. Following this pattern will not have too much trouble to move. As against them, the bosses are a little more interesting, where the strategy will center stage, forcing us to discover the attack routines the same and use some inspired "Quick Time Events" to shoot them down. This could be a drop in a vast desert of playable, unfortunately it is not, and even with the addition of the interesting battles against characters like the Joker or Two-Face, just the title repeated over and over again, part by uninspired gameplay.


Batman: Arkham City Lockdown becoming repetitive attempts to fill this playable adding customization options, arising from the acquisition of experience points. These points "WayneTech" which are obtained after each contest, may be used to add new equipment or technical skills to our character. A priori, we have kits, electric gauntlets, flocks of bats that envelop the enemy and smoke bombs. Although they sound good, and in fact may be useful in due course, the truth is that they are merely superficial added simple gameplay of the game.

Regarding the technical level, we must emphasize the stunning visuals which boasts the title. Textures in high definition, full and detailed modeling, as well as a large and well decorated stage, they get to believe once again that the differences between traditional handheld IOS platforms and Apple, are mere illusions and became better times . Batman: Arkham City Lockdown does not have any but the graphics, being almost without doubt, one of the best games that take advantage of the devices in the apple company.


Batman: Arkham City is a game Lockdown ends not convinced. Although the appeal of playing with the lord of the night is something great, and in some ways is a logical adaptation to a touch devices such as Apple, its repetitive gameplay and playable few options, weighing down the end result. Arkham City Lockdown intended to be a Batman version of the famous game Infinity Blade, but fails. It lacks gameplay, because in technical terms, is well served. Is it worth then it costs 4.99 euros in the App Store? Depends on what you go looking. If you want a game like Rocksteady's work, yet remarkably simple, and we are fans of the character, may deserve every cent of the invested. If instead we believe that Batman can give more of themselves, there are games in the same style (without the character, of course) much better.

Final Fantasy XIII-2 Review, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Walkthroughs, Guide for PS3/Xbox 360

The story of Final Fantasy XIII continues in a sequel that will leave very happy fans of the saga. The arrival of Final Fantasy games this generation was delayed and did not leave fully satisfied all his many fans. The thirteenth installment of the series in March 2010 landed in stores and, although the combat system evolved and technical bill was again a huge level, there were many who criticized its linearity and lack of variety. With Final Fantasy XIII-2 shows that Square Enix knows how to listen to the fans, and surprises us with a direct sequel of the previous game, set in his own world a few years later, corrects many of the shortcomings of the original and adds many new features, some of them quite surprising, achieving a great result.

The Final Fantasy series is characterized by a clean slate for each delivery, but as happened with Final Fantasy X-2, XIII-2 is a direct continuation of the previous game, keeping their universe and many of the characters, but not acting as a contrast or alternative reality as Versus XIII supposed to do when it launches sometime this century. But unlike X-2, that continuation of FFX Yuna starring changing quite a bit from its predecessor, this FFXIII-2 follows the style of the previous game, although vastly improved gameplay and implementing innovations. It is, so to speak, as in the main series Final Fantasy numbered as any normal delivery, and although it seems aimed primarily at those who played the game continues, manages to be accessible to not play with it, trying very for this: the main quest is full of flashbacks about what happened in FFXIII and, having new characters, it tells them what happened previously. Furthermore, in the main game menu we have the option to view a summary of the history of Final Fantasy XIII.



This time the story is starring Serah, the younger sister of Lightning, and Kreiss Noel, a young man from the future, 700 years later than the events of the game. In a story of time travel, paradoxes, and areas that mix different times, we must try to prevent the world comes to the fateful situation where Noel met him, playing Lightning, one of the protagonists of the previous game, a role in history (this is all we have on it). Final Fantasy XIII-2 looks as good as it did the thirteenth delivery time. Square Enix proves once again that is unrivaled when it comes to 3D cutscenes, with first minutes of play simply spectacular, which pre-generated video sequences are mixed with others made in real time by the graphics engine of the game. In this sense the work of Square Enix is memorable, because, at first, difficult to distinguish what is pure video of what is generated by the game engine and, once in a few minutes, we will realize how certain point is Square Enix's promise to use more graphics engine to tell the cinematics and the exceptional result.


It is, as in every Final Fantasy, a unique graphical section, again marked by the difference between fighting (except in very little fighting, in those "generic scenarios Final Fantasy") and exploring the game world. There is a title that has graphics that end-stopping as the usual technical reference, but with a level of extraordinary attention to detail in the characters, models and animations, especially facial. There is a title that puts limits on console hardware, except perhaps at times (as we shall see at the very beginning of the game), but art has a bill is virtually no comparison to other titles. In the sound section, meanwhile, we have an English dub subtitled in Castilian, with a soundtrack quite different from FFXIII, abounding songs with vocals and a great variety, from music to epic themes reminiscent of J -Pop. The sound effects remain largely unchanged, recognizing many of the previous game, with new ones.


But the graphics, except for the transitions between scenes and battles were not the target of criticism when Final Fantasy XIII came out two years ago. Was your gameplay or, rather, the overall design of the game. With a fun combat system is improved in this series, was the lack of possibilities and linearity which attracted criticism, which they called for FFXIII "play pasillero" as if it were a shooter. In this sense, XIII-2 surprised by how it has taken note of the criticism and has made the world more open game, including more possibilities, some very surprising, and even making changes to the combat system.


What we call attention in those first minutes of the game that serve as great introduction to what lies ahead are the interactive cutscenes. They are "quick time events"-style games like Shenmue, God of War or Heavy Rain, in which we face the final bosses, enemies in a cinematic spectacular, we have to press the appropriate buttons or address within a time limit, or choose between an action or other (a kind of magic or attack) to decide what to do in a situation. Depending on whether we succeed or fail, or choice we make, the kinematics evolve in one direction or another. No doubt, Heavy Rain a couple of years ago was the game that took the "Quick Time Events" to the next level, and even Final Fantasy XIII-2 has a multitude of possible outcomes and interactions of the latter, does have a great asset in its favor: the overwhelming visual spectacle of these scenes. A great novelty, very interesting and well matched to the RPG genre, although it is not too abundant, gives a more epic if it is the most important battles.


The combat system keeps the lines of Final Fantasy XIII, mixing real-time action shifts, and basing his master to master the different formations that we have at our disposal, we can change at any time, in real time by pressing the L1/LB. There are now more variations of formations, we can configure and have more variety when to face the enemy. This increased importance of training is reflected in the Cristarium, the system of character development. With the experience gained in the fighting, we will be choosing what role to level up. That is, each role has its own path of development that will improve our general skills and in that role, and we will give further attacks or magic action. That is, we can choose our characters to specialize in a variety of roles, or try to keep a balance between all. In this sense, the game helps when telling us interesting things like receive the next attack in each role, which can help us plan our level rises.


The other big news of the combat system are the monsters. Like a Pokemon game they were, after some fighting an enemy get "gift" and may take up to three with us and use one of them in combat. These monsters have their own system of evolution, and even we have the possibility to merge to get stronger combinations. Its use is not anecdotal or anything, but behave like a character with its own tree of evolution and also using the system roles. It's a very interesting and added to give you enough to talk to the fans of the series, and thanks to the possibilities of combining evolution and promises to generate a whole "culture of breeding monsters" on the Internet.


Ending the combat system has changed the ways to start. We will see the monster in the map "normal", exploration, and when you see a circle surround us (the "radar Moogle") which, depending on the color, tell us if the enemy is aggressive (red), alert (orange) or clueless (green). In the last two cases we can avoid the encounter, and the third can catch you by surprise and started attacking the confrontation, which gives us a slight advantage. It is certainly an improvement in the Final Fantasy saga, and a small step to do when fighting less random and give the game a touch of action in their exploration parties.


If the fight has added some things but the general base remains the same, the exploration aspect of the game itself has undergone a complete renovation. The scenarios are much more open and less linear play FFXIII. We have shops, secondary missions and a curious system of choice of responses called "Live Trigger". This means that, in the style of western RPGs, we can choose what he says (and even what you think) your character in a given situation, making the dialogues are interactive, and scoring some behavior of our characters. The first uses of this system are somewhat anecdotal, typical responses to characters who can be gentle, harmless or even vacilona, but as we move into the play we see how this system allows us to make choices and decisions that set the course of the game. Indeed, that is the reason why there is a single slot for saving game, to save the game at any time and added autosave. But it has also included the option of starting over each time travel, allowing correct decisions we do not have liked.


This is certainly the biggest change the game, the possibility of taking your own decisions, to choose which path to take. The revolution in gameplay are about FFXIII details like a wider stage, the side missions or the ability to jump (no longer a curiosity and has no influence on the game), but the non-linear design its history, which combines very well with the mission that we have to fulfill: to visit different places at different times through the time portal, trying to change the dismal future that is Noel.

Apart from this main quest, we have plenty of side missions that characters or responsible we will emerge as you play, most of them aimed at achieving "chunks of time." It also has some mini-games (temporary anomalies) that contribute to the duration of this Final Fantasy is huge, and has also a lot of replay value and still things to do when we have finished the game. This "non-linear experiment" has its counterpart. Despite the impeccable cinematic sequences and videos, the story is not so good, so intense, like Final Fantasy XIII. What we do in the game is much more interesting with the mix of ages, time travel and decisions, but the component of the story has been lightened enough, perhaps by the fact of giving the player more freedom now and the difficulty of coherent, spin it, or because the general argument of the game (find Lightning, save the future) leaves no room for more.


Final Fantasy XIII-2 does not become a fan of Final Fantasy to those who have never been interested in the saga of Square Enix or never will be convinced, but his followers, who enjoyed both FFXIII and criticized those who have a purchase must. Continuing the story and keeping much of the main characters before, completely revolutionize your gaming system, not only correcting the defects to be blamed, but also innovating their way into the Final Fantasy saga, and the peculiar genre Japanese RPGs. It has very good ideas and implements them all well, from the wisdom of bringing the quick time events at certain times of the cut scenes, but with a touch rolero to the choices we make during the game and make it the Final Fantasy less linear. And above all, has plenty of extra content beyond the main story interesting: secrets to find, characters to interact, such things are valued only when they miss.

It would be a pity that the strange memories of FFX-2 or the fact of not having an own numbering you take away Final Fantasy XIII-2 of the attention it deserves. It is one of the best games Square Enix has made in recent years, and a good sign that the Japanese company can evolve the genre that contributed to maintaining its very marked personality and applying their own ideas, without necessarily adopting that during recent years have made Western RPGs have overshadowed them. After this news, our expectations about the fifteenth delivery have multiplied.

Quarrel Review, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Walkthroughs, Guide for PS3

One of the most prominent of last year was the dramatic progression that were mobile games. A new market is constantly changing, and very promising future that is causing many developers to put their eyes on him, including both large companies like to study or programmers. Following this launch, we are beginning to see how the most prominent games that succeed in such systems landing sooner or later end up on consoles through the bazaars digital download on Xbox and PSN. This is the case of Quarrel, a nice game that was released last fall for Apple products, iPhone and iPad, excellent reviews and a very good acceptance by the Anglo-Saxon public. Powered by Denki, a Scottish independent studio founded in 2000 by former employees of the then DMA, better known today as Rockstar North, now comes a few months later, for now, exclusive to Xbox Live Marketplace for only 400 points .



The game concept is not very original Quarrel, as on a sort of board split plot by some players, it is attached to conquering territories go our battles by being precisely those particular battles as the game, though are really not that original. Quarrel bet by the intelligence that the war and the battles are translated into simple games to form words with a series of random letters, as many times you have done in the legendary board game, Scrabble. The number of letters you can use to form words depend on the number of troops we have on the plot which perform the attack while the enemy will defend the same way, with as many letters as troops have attacked the plot. The game has a basic component of strategy and can also be redistributing our troops and capturing the enemy prisoners. Of our strategy depends matched encounter clashes with the same number of letters to more decaffeinated between words in two to eight letters, for example.

Another key feature to note is that each letter, as also happens in the original game, has a certain point value, depending on how easy it is supposed to make words with them. Thus, all vowels and some consonants like S, are worth only 1 point, while there are letters like Q or K that be worth 6 points. The sum of the points of the letters in our word will determine if our choice is better or not than our opponent. In the event of a tie the winner will be the least time there used to build the word. If we win the round and the enemy has not used any of his soldiers, they pass to join our troops as prisoners, having also to form words. The maximum number of players in a game is four, but the fighting will always be one on one, in turn, choosing for it if we want to attack any plot or simply reorganize our troops. If we mix these small doses of strategy, moving troops from one side to another, with intelligence and insight to form words when we have an original experiment, and addictive, with one "but" against him.


It's time to mention that Quarrel is completely in English, so that the words have to be must be, logically, in that language. It will be our level of knowledge of the language of Shakespeare that will determine our progress in the game. If our level is basic and we recommend that you approach, as only you can get a small advance and much frustration. If you have a medium level with a wide vocabulary, and you can experience some progress improving and win a game, but even so, as we grow the level of the games, and the number of letters increases the difficulty of finding a word that we of victory is truly remarkable. This is why we have no choice but to recommend only those players Quarrel with excellent English, and a large vocabulary, as they surely are only they who can get to enjoy it. The game does not include any aid to the formation of words, which would have been a great incentive to improve our vocabulary and make the game more affordable for the less skilled in English.

Quarrel offers various ways, although always based on the same playing style as described above, fighting with words, they provide some variety, being always our Xbox avatar that represents us in the game. Domination is the name given to the typical story mode. This is to conquer the 12 islands of the game in games against two, three or four players at once, with the peculiarity that we have a set time to select our word. Showdown is another kind of career mode that proposes a ranking among the 10 players of the game, including us. We'll have to play more games against each one, against all those players, we have to win to climb in the rankings, also having a time limit to be our word. The first players are accessible, but once the battles get pretty complicated.

Challenges is the latter mode, and consists of twelve challenges which require us, starting with the same scheme always playable, complete a certain milestone. Stringing a number of consecutive successful attacks, capture a certain number of prisoners, or overcome a map starting only have a single plot, are some of these difficult challenges, really difficult. Apart from these methods have varied competitive game play options for isolated items can simply configure almost all the same features as the stage, the number and difficulty of the opponents, or if you want a time limit or not. Quarrel also has the multiplayer option but in this case, of course is only focused on online connections. We play games online by selecting the number of players, maximum of four, we want to participate and if they will be valid or not for the ranking of the game. At the moment there are only 250 players in the ranking online, so it can be quite difficult to find a match. Similarly, it is obvious to say that unless we are experts in English, will be in French inferior to the natives.


The technical section is not usually one of the most important games of this type, and following that line Quarrel choose a friendly designs, and colorful, without stress, if fully complied with its simple task. The set is quite correct about scenarios featuring battles, which despite being simple boards have various designs in three dimensions, while the soldiers are some funny situations and innocent dolls. The sound aspect is just as easy, with tunes and a few discrete effects of joy that just stand out within the set. During the game there is no kind of voice, and of course, all texts are in English, among which are the complete tutorial that teaches us how the game.

Controlling the game is also very simple, as just using a few buttons to select the letters, remove, or even shuffle, for if you give us any new ideas to see them changing situations, while with the left stick to select the territory attack, and moving straight up will move our troops. Quarrel is an interesting intelligence game mixing with two types of well known game. On the one hand we have a simple strategy game "conquered territories" for what we have to master the creation of English words, being its only drawback. Although in most cases the language is not usually a basic element in judging a game, this is one case where it is. A fun and addictive, but logically, we can only recommend to those players have an excellent level of Anglo-Saxon language vocabulary.

Sunday, January 29, 2012

Resident Evil Revelations Review, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Walkthroughs, Guide for Nintendo 3DS

It's here one of the most anticipated games of 3DS, which was announced by the console and which gradually became known to generate new details to the great expectations that currently. However, it is a unique new installment of one of the world's most famous sagas of videogames, beloved by millions of players and that in this new episode promised a return to origins. What are the origins of Resident Evil? As the adventures of a terror known as survival horror, a term popularized by Capcom's saga and had a long boom in the late 90's and in the past generation, but no current passes through its peak, with gender Star action, either from a first or third person. A terrific atmosphere, a shock, puzzles and riddles, an elaborate story, lack of resources such as ammunition and healing items, a small inventory management, and a number of elements in a surround mixtures thereof and exciting adventures managed to combine terror and fun in a single product.



After several deliveries following a fairly accurate formula is in 2005 with Resident Evil 4 when the saga takes a turn toward radical and decisive action in an excellent title, but a bit away from what defined the first games of the series . With his fifth in 2009 continued this line even more radical way, and now after seeing the trailer for the sixth installment will arrive in November, it is clear that the series can now consider the action, having eliminated nearly every element of survival horror. So this new Resident Evil for Nintendo 3DS, by the statements of its developer is receiving heavy promotion in recent weeks, it seemed a return to some of the hallmarks of the series, as the terror and the elements of adventure, and a whole raft for more fans unhappy with the new direction being taken by the series. We have published numerous advances in recent months, and at no time have come to be entirely clear what was this new Resident Evil, from first impressions with a brief demo, with which we clearly found a very similar game to the first of the series, to more recent in which we find a great weight of the action over other elements.

And now in this analysis, with the game already finished when we can say that we have a great action adventure, the best undoubtedly 3DS, with the best technical section before seen in the notebook, which shows that the console can do much more than we had seen so far. But that notwithstanding and not misleading anyone, I must say clearly that there is a return to origins, much less, something that is not necessarily bad, but we dislike more than one was expecting a game similar to first deliveries of the series. The story of this episode really starts in 2004, built a floating city in the Mediterranean Sea with an advanced and revolutionary technology, solar energy fed exclusively, called Terragrigia. A prosperous place and futuristic Veltro terrorist group decides to attack with a terrible biological weapon, a new virus that is transmitted by water and which has its origin in the former Umbrella Corporation, causing a disaster. The FBC (Federal Bioterrorism) decides that the only way to fix this situation is to destroy the place, similar to what happened in Raccoon City. A year after that is when you start Resident Evil Revelations, with a climate of panic over the possibility of another bioterrorist attack. Jessica and Chris Redfield Sherawat, members of the BSAA (Bioterrorism Security Assessment Alliance) are following the trail of the terrorists Veltro, and after losing contact with them will be when we take control of Jill Valentine, an old acquaintance of the series together with Chris.


One argument that has several characters, different locations, including playing time jumps past events, and runs mainly between Resident Evil 4 and 5. A delivery very independent and that has little to do with the main storyline of the series, with little connection to any other game in the series. To clarify this without spoiling plot enter when you finish you think if there are no Chris Redfield and Jill Valentine, and its role was replaced by new characters, nothing would have changed the plot, because even though playable yes, the weight the script are not the protagonists. An entertaining story that you itch to keep playing, and no be no wonder that as we have said is completely dispensable in the main plot of the series, perfectly fulfills its mission to an action adventure. With a television style narrative, with many cutscenes, the game is divided into twelve episodes preceding the an "earlier in Resident Evil Revelations," which sums up the argument so far. Can be completed in about ten or twelve hours, depending on the skill of the player and especially the difficulty chosen, and to be commended than playing in your default difficulty, normal, often presents a real challenge, which reminds us the best years of the genre.

The first steps in the boat with Jill, discovering what has happened in that place, facing the new deformed and disturbing creatures, there are no zombies in the Resident Evil-with a stifling atmosphere, and collecting keys and fixing some small puzzle, bring inevitably the memory of the first games of the series. Then we started to take control of other characters, like Chris, now more oriented to action, playing in each episode provided with at least two different characters, which makes development very dynamic and entertaining.

We got a shock, even we miss the boat on its numerous cabins and sound, music and rhythm of the game are undoubtedly those of a horror adventure. Even come from Ecuador overcome a puzzle adventure that could easily have appeared in the old Resident Evil. But at some point, every time the action starts to take more ownership, exploration disappears, development becomes linear and the puzzles are leaving never to return. The action takes it all and that's when we said goodbye to any hint of a return to origins, and is also when we believe, despite being a good action game, shines less. Therefore, a Resident Evil that one has virtually all the relevant puzzle game, there are mini-puzzles that are repeated in order to resolve wiring in half a minute-that a large part of its development is very linear , and 75% dominated the action, do not believe that would be considered a return to origins accurately.


The control has adapted very well to the chances of Nintendo 3DS, and it plays perfectly, whether or not button-Pro Slide the new peripheral that adds an extra button and a second stick and it gets to the West with this game. We've analyzed without this device, and have not had any problems, a title very flexible and allows many configurations to the user. The options most relevant to the adjustment control is to choose whether to shoot in first or third person, something that either way works pretty well, and you can even choose whether you want to aim using the rotation sensor on the console.

Even without the slider Pro feeling that you can play without any problems and you do not need, just try to realize it is a clear improvement. We can walk and move the camera at a time, as we used in any current game desktop, and can even point, shoot and move at a time without any problem, something that is not so easy without this device. But in any case of the two ways to play very well, and it shows that Capcom has thought about all the possibilities for 3DS to offer the best possible control. There is a problem that does not solve any of the two ways, played with or without the slider-Pro, is that the character's movement is a bit slow to change direction and rotates on its axis. No problem in most of the game, in hallways and tight spaces to slow enemies, but later in some places large and numerous hunters attacking, we found a little awkwardness of control.


There is a boss that makes this look very bare, as we made ​​fast to dodge lunges in an instant, and can not control easily. In any case, a movement of the characters are not very agile or fast has always been part of the experience of Resident Evil, and that's what often gets transmitted stress when we face the enemies that threaten us. It is when the game gets more action and less survival, when the defect somewhat subjective comes to light, but we believe it does not spoil the gameplay too. The touch screen console helps make the experience more pleasant, to show the map at all times and quick access to the inventory, being implemented with great success. As already made ​​clear, in this adventure action predominates, and you have full play and have lived the whole experience to realize that, with stages that provide voltage and survival horror moments, mixed with many others, most, they are 100 % action. There are some different situations and even surprising in the saga, as water scenes in which we have to dive, or even moments on rails shooting everything that moves, and knows how to be varied enough not to bore even a moment and take hand in hand with a fast pace until the end.

In previous impressions we discussed what we liked some new enemies, blobs of white meat with zero charisma, missing the zombies, or infected with the last two deliveries. I must say that as we move into the adventure the repertoire of enemies increases, wolves, mutant fish, hunters and many variants of the new creatures, more agile and strong, and fail to fatigue, with occasional final boss put us in real trouble. To address these threats, we will have a full arsenal: pistols, shotguns, submachine guns, rifles, including a sniper, and several models of grenades. We can only carry three weapons at once and the rest will be stored on some trunks. In these same places can better equip the weapons that are scattered throughout the stage, as more power, ammo capacity, reload speed, etc., having to decide how "tuneamos" weapons. The amount of ammunition that are not overwhelming, but not too low, and here comes in a nifty tool that gives us at the beginning of the adventure: the bioescaner Genesis.


We scan the scene from a first person perspective in finding secrets, such as ammunition, or traces of a hand are like a collectible. We can also scan your enemies, or remains of rotting flesh, and as we do this by completing a percentage to reach 100%, we reward them with a healing item, from which we can take a maximum of five and have access direct digital crosshead. For those of us like to explore, and search through every corner of the stage, this apparatus entertains a lot, and will scan every corner of the game, finding plenty of ammunition. But who does not like to be using this device every time you reach a new room, you will have problems of ammunition, and we understand that more than one can bother you, because we think coldly, does not contribute much to the gameplay, and so only be used in a small puzzle, merely to be something very minor.

The game has its own set of achievements or medals, and once you get over, unlock the Assault mode. A cooperative mode for two players, both locally and online, where in 21 scenarios that we have seen earlier in the adventure with a friend, we end up with a lot of enemies to reach the goal. Unlock characters, weapons, and until we can buy all kinds of objects with bonus points that we are getting there. There is a system of experience and pass levels, and thus the enemies also have their own level of experience. This causes for example if we are level 5, and we go on stage with the likes of Level 10, the joint to move forward and we'll have to get a thousand and one bullets in the bodies of monsters so that they fall to the ground.


This causes some tasks have to be repeated several times to level up and to move forward, and we have to spend wisely bonus points to equip your best. To be honest, so we could play this way, two or three hours, does not seem too fun. Sometimes it's really heavy destroy the enemies, which are planted in front of us without any attack made ​​or circumstance that makes us fully to engage and have to move, nor permit the limited scenarios. And when rivals are quick to do cause we have to move quickly, the control is not very agile and proves to be a little awkward. Ultimately, the survival and control of the enemies of this go to a mode that is 100% action, and at least we do not seem really fun and interesting, although we understand that many players will like and itch, extending far life of the game. After finishing the single player campaign, we see that controlling any of the characters almost always have had a colleague next door, a couple, and we believe we could have opted to offer co-op campaign, and would have been quite more interesting than in isolation.

Since the first images and videos when the game was announced, the Resident Evil looked to take advantage of the full potential of 3DS, and has been putting a new benchmark within the catalog of the console, a benchmark. So far only Nintendo's own games as Super Mario or Mario Kart 3D Land 7 had shown far I could go 3DS, being very questionable effort and work of external developers. And Capcom MT Framework game engine, get the colors to 95% of the catalog of the console, a game that looks impressive, either with or without 3D enabled. It is one of those games, and images starting to happen more and more, that puts the player in a tough internal debate: to play or not 3D. With it on, the sense of depth is great, helping a hard-setting, one of the first games in the options has its own regulator-powered 3D worth a try in a very strong, but your view is not supports it, to see how far this effect. Without it, saw teeth disappear and the image quality is impeccable, so it will be up to the player you prefer. Unlike other titles, the frame rate per second is the same with or without 3D-around 30 FPS, and there are just drops in performance, although there are.


To mention some of the technical section downside, streaming video does not show a very high resolution, and despite being well made, are somewhat tarnished by the image quality. It is the game that takes up the time of the console, including multiple languages, and assume that to let all have had to compress the video too, ruining a lot of how they look. The music and sound effects are really good play-essential-helmeted, and with graphics create an atmosphere very good, with moments of great tension.

Is the first game of the series to get audio in Castilian, with a complete language selector that allows any combination of audio and subtitles, and may bring the voices to Japanese. On the work done in our language, we liked a lot, as always with characters and moments more or less success, but touching on almost all times remarkable. Twice so far Capcom games, and this is not expected to be the first and last, as Resident Evil: Operation Raccoon City in March that will also feature voices in our language, and it seems we have a new company policy Nippon, which we hope and believe will remain with the sixth installment.

A game that at the same time launch will become a benchmark within the catalog of the console, for different reasons. Technical reference, showing how far technically the console, if not yet a year old, and we believe after seeing some companies blushed and thought it a little time to make certain games. Referring as an adventure, with an exclusive title of a series so popular and beloved in this release featuring a totally original story developed, which introduces a lot of new characters, with as yet no adventure or you can do in the shade catalog of the console. Using all possibilities of control, including the new device, with an exhaustive use of 3D, with both local co-op online, you can not say that Capcom has not conscientiously work in the game, having given everything to offer a great title.


His only black point, and not for all players, is that it is the promised return to the origins than many expected, which may disappoint if expectations are to find a survival horror as the first installments of the saga. At times reminiscent of those games, and we remember how much we liked, but did not take long to bring us back to reality and say loudly that times have changed, and now it takes is a fast-paced action. The more adventure horror game is bright and interesting it seems, and when it focuses on action rather mediocre returns. A shame, because if you had opted for the former in all its development, we could have gone higher, at least when it comes to satisfy most gamers, not commercially.

In the end, it is halfway between the last and the first deliveries of the series, in a peculiar mixture, which may not satisfy those seeking only action, nor to those seeking a survival horror, but I do love it those who simply want to have fun with a good action adventure in 3DS, in one of those games that if you have the console is almost essential to play. Capcom may never return to origins, but we do not complain too much as long as games of this quality offering.
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