Sunday, January 29, 2012

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

The horror genre, but dread of truth, it takes some time without lavishing video games unfortunately for fans of gaming experiences more harrowing. Amy now comes to them, a digital distribution title chasing differentiated, do something different, and reach an audience that is eager to spend some grief at the screen. What is clear is that the premise on which part of this game is more than remarkable, but its execution, as we shall see, has not been far from satisfactory, largely because of a negligent control and some glitches that prevent normal play desired. In this way we find a title that is severely hampered by a technical result which directly affects their ability to play left with guarantees. As for the plot, the game puts us in the role of Lana, a woman who must care for a child, Amy, who has a very special skill and a relationship between two characters that is dark for much of the plot, that gradually unfolds as you progress, although with a tendency to open questions will not be answered, at least not explicitly.



The essential question is, playable level, after an accident as a suspect in a train, the two protagonists of the game are embedded in a stressful world in which Lana dies when separated from the girl. Amy, however, seems immune to this atmosphere and this capacity is transferred to Lana if you are near it, or if you have one hand in hand. Thus, it is necessary that the characters are not separated too. It is not, of course, the first game to get down to a duo player in the game, but this idea is working and the approach of that part is good. Moreover, the idea of the child as invulnerable to an atmosphere that quickly makes clear deadly assault us questions. Unfortunately, the game can not engage enough to entice the user to the end and discover the answer to some of the emerging issues, and if yes is engaging enough, seems to have done a great effort to roll back to the player.

And the Control of this game is negligent. Responds neither good nor always, and that translates into a game clumsy, awkward and without grace in which the failure comes especially from the hand of his failures. It has tried to make a difficult game, it is. But it is much more difficult is perceived as an artifact generated by the futility of their control over the obstacles to overcome. There is an easier game mode, but since the control remains the main problem remains grim. It's not funny, not entertaining, and it is rewarding. What is perceived is faster than the collision detection system does not work. We can try to hit an enemy, through it, and not having done one iota of harm. It's frustrating. This means that you do not know, when faced with an enemy, if the blow is going to hit: he sometimes crosses, other hits him. There is not even a certain logic to when and how these things happen, something that allows the user to compensate for this error so great caliber. The feeling that the enemy is a full bug is repeated a lot and if we add the feeling that the remote has stopped working, problems soar. And it's not an exaggeration: I checked the battery sometimes the control was not in the past to see how simply not responsive to commands.


The final nail system puts progress points from which to resume the game. Not many, and if you play on easy (which is absurdly easy, despite all its shortcomings in the control) no problem. If you play normally, as we are so exposed to something is not working as required and kill us, it is frustrating. There is also a hard mode, but in combination with factors derived from the control and gameplay is an unnerving experience. The game is hard, yes, but it is clear that the difficulty derives more from the negligent design of a hit playable when leveling experience. All the combat system, therefore, is a cluster of nonsense. Another key element in its structure lies in the puzzles. They are well, although very repetitive. We accept, however, that some are not even logical approach from the point of view of the proposed challenge, but not that there will be a clear sense of repetition when just takes something more than an hour to start. Another negative aspect is that often there is no way to resolve these situations (and also some inherent dangers of the stage) to try and see what happens until you find the solution.


The visual aspect of the game is somewhat limited, although some of the artistic work has convinced us. Not a waste of originality at any time, for everything has a touch perhaps too generic, but it does present solid traces are welcome. However, to the little juice out of the circuits of the console load times are a bit excessive, although we understand that there are decompressing data before they can offer, which is distributed digitally. There are games that are minority and for very specific groups, potential cult games away from what you are looking for most of the public. Amy could have been located on that line if it were not for the unbearable and repetitive control of his approach. It's a shame, because part of a good theoretical basis, a search for intense terror (but full of clichés particularly worn), but when the end is more afraid of whatever you control the title which will make the next bug surprise you is that something has failed miserably in its development. In that case, the terror gives way to anger and frustration. It is, therefore, a game that can convince a minority who will appreciate and enjoy (for example, Deadly Premonition), but a bad game openly and avoidable.

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