Saturday, March 31, 2012

Cheap Shinobido 2 Revenge of Zen

Shinobido 2 Revenge of Zen Review for PS Vita. Along with the release of Vita plus lofty titles even before leaving as Uncharted Golden Abyss, and adaptations of desktop titles like Ultimate Marvel vs. Capcom, we also found a number of games that seem to have changed course at some point in their planning. Lord of Apocalypse looks like one of those titles in a clear, offering delivery in PSP and a similar adaptation in PS Vita. Other titles such as Army Corps of Hell or this Shinobido 2 yet, but have not made an appearance on PSP, the graphics "sings" a PSP, and more regular titles. The developers have done good (or bad depending how you look) changing course at any given time of development to offer a bachelor's output with the highest sales volume can be assumed that, being told to Ridge Racer. However, the output of a console as powerful and gauge chart titles Uncharted or Marvel vs. Capcom, this kind of titles stand out for its poor visuals. The truth is that PS Vita and resolution close to the iPhone 4 seems to do magic to show very regular titles with much higher visual quality than they deserve, but made ​​to look very closely we realize that the real work is not appears as spectacular as shown in some cases.



Acquire The guys are perhaps the best representatives of all this string of games that were born with the famous, long remembered, and missed, Tenchu PSone. After him came many more Tenchu's, Shinobido, Way of Samurai on another line... It is clear that Acquire works always with an eye on the katana, but perhaps the formula of silent ninjas not just adapt to changing times by renewing the formula or by incorporating real attractive elements. More if anything seems to be trying to adapt following the development of other current titles which seems to delve deeper into crisis.

Shinobido 2 history puts us in the shoes of Zen, a ninja after observing how a mysterious man killed his girlfriend, was presented with a stroke that left him unconscious like a scar that it is reminiscent of famous magician Hogwarts. After awakening, and how could it be otherwise, Zen asks for revenge, but will not be a simple mission, but rather will be a series of independent missions as the game develops through different missions that seem to have lost all connection with the real story.


That is, after a brief conversation with our friend savior, we are involved in a fight between three different clans that we hired for different missions. Are however not have any logic. We may be killing a merchant in a clan on a mission and following the same clan will offer work to steal something from the enemy clan. We know that the loyalty of a Ninja is somewhat questionable, but at least a little logic had not been more. On the other hand these missions seem to have nothing to do with the main story so when we come back to chat with our friend by boring dialogs then you may just remember that, yes, we had to avenge someone right?

The missions provided haphazardly by different clans vary the strength of each one, turning everything into a game that we decided the victory. These missions, to finish finish the play, often many times lead to scenarios modeled. The real beauty of this type of security is perhaps the city to investigate, find windows and places so enter undetected. Hide, walk roofs, enter, finish the job and leave without being seen. Boring But always find a scenario that we know perfectly. It's like rob the same bank five times, lose grace.

Besides the content of the missions also often a carbon copy once you've played a few hours. Killing a number of soldiers, to a particular enemy or stealing certain goods can summarize the contents of almost all the missions. So missions and missions by three different clans that seem to forget our past insults, all in scenarios frequently visited to repeat the actions that we did before, murdering, stealing, and remove a number of soldiers. The formula is of no interest beyond the punctual service and added value that will include games that use stealth.


Although the gameplay may have followed one of the worst paths seen in this genre, we must also thank some very interesting innovations. First, we can level up as we gain experience points, and in addition to classical parameters such as health, or speed, there are two scales that indicate the length of our hook or the number of deaths snapshots. The first of these scales is explained by itself if you've played a Tenchu title in the series, and refers to the length of the string that will allow us to hook us and ascend to the different roofs.

The second scale is perhaps the most spectacular visual brings to the title. For example when we have a group of two or three guards together, we perform a kind of special attack to kill quickly and silently to the three guards at once. This technique is done following a sort of bullet time and the popular Quick Time Event and is quite interesting. In addition to the purists may be considered a sacrilege in the basis of such securities in which raw absolute secrecy and self-slaughter.

Also new system includes an alchemy to create objects through combinations of different elements. For example, while we had an object before it was a bomb and another object distraction, combining both elements can create a distraction that will attract the guards before liquidating explode instantly. This system, although it is presented as something new, is but a variant of the sequences of known programming as they do not find a particular object or unusual behavior. The interesting thing about this is that by applying Near, we can trade items as if they were gifts to other players, and thus have at our disposal an arsenal inherited.


Finally, another element for improvement of the title is the section of the gameplay. Too many controls and perhaps unfortunate when establishing them. To draw the sword using the same button to run, but other than hitting or stabbing. The hook is used pointing through the rear panel and pressing the directional pad down, crouch button is also used to lean against the wall. In the end many controls being summarized in just a few established, but quasi-comic situations such as waiting for an enemy against a wall for minutes to ambush, and end up pressing the wrong button at the last minute, spoiling whole strategy, make an appearance even if we take a few hours of play behind us.

The most well brought opportunities as well as Near, is the fact that they give us some information about the position of the enemy. One of the major drawbacks of some of the supplies of this type of security (especially laptops) was the poor visibility of the map, ignorance of the enemy's position until it was too late and we were in front of him. In Shinobido 2 when we have an enemy at a distance from us an indicator of an eye (or two or three depending on the number of them). If you press with your finger on the screen at eye position, the camera is set at the enemy so we can know its location and even sense its movement. This technique also to help us, serves to eliminate the need for a useless minimap in a 5-inch screen.

In summary, the playability of the title does not change its essence and includes small changes. A brief joy for fans of the genre but is frustrated by the development as linear, missions and scenarios modeled and control so unfortunate, that make game Shinobido February 1 not noted in any section. In the graphic, as we said at the beginning of the analysis, more than likely seen a shift in the target console. While the resolution of Vita plays into the quality, texture, design of the characters and the overall finish is worthy of PSP, and not to stand out.


The scenarios are reminiscent of many other titles in the genre, and enemies tend to be mostly clones. It so happens that the merchant clan A is exactly like the merchant clan B but with different colored clothes. Blood, an element that we see very frequently reminds us heavily the previous generation and we are not living together with sound effects inherited from the previous Tenchu different deliveries do not believe us that we get is a title for the Sony powerful machine.

Shinobido 2 enters the PS output catalog Vita perhaps hoping to take some advantage of this position, because the truth is that the title has a lot to be desired. A mission system illogical, boring and monotonous, a graphic quality that does not do justice to the console, gameplay somewhat complicated and confusing, and a virtually non-existent story told through numerous dialog boxes. Even for fans of these titles may only get the game for a good shave, as it lacks any particularly noteworthy innovation or some element of truth to the story hook. For fans of stealth game to lie about specific services before returning to collect dust on the shelf.

Order Yakuza Dead Souls

Yakuza Dead Souls Review for PS3. It's easy to venture and guess the thoughts in your head swirled to begin reading the article, or to see the strange mix that presents us with SEGA. "More zombies?" Yes, more zombies. "Was it necessary to weave a saga that works so well (as Yakuza) with an element of culture or the mainstream so overused in recent years as the zombies?" Well, we do not know if it was necessary or not (however, we live in a time where originality in the video game world is absent), but the truth was that, a priori, the idea it seemed attractive enough to give an opportunity. We all know and praise the series of SEGA, Yakuza. In a few years, and in just two generations, have known a saga establish a coherent, consistent and full of details for the fans. Toshihiro Nagoshi, Nippon known producer and developer, has given birth to a consistent set of titles and eastern strongholds of the qualities when creating and presenting game suitable for all audiences, but without forgetting its Japanese origins.



Yakuza greatness has always been that. Has managed to weather the storm of Western dominance in the landscape of the game (something, to a lesser or greater extent, has been a lack of momentum Japanese when dealing with the consoles of this generation), and has given us, over the years, several well-known titles and proven quality. In fact, the last one, the interesting Binary Domain, started from the premise of offering a futuristic action game Western-style spiced with typical plot guidelines and Oriental art. And the truth is, that despite its few drawbacks, it worked. Now, Nagoshi and SEGA (with some delay compared to the Japanese release) surprised us again with another of these recipes strange sight: Yakuza: Dead Souls. What can go in a game that mixes Japanese organized crime with the undead? For if we focus only on the base or original idea, no doubt, something interesting. Unfortunately, lack of ambition and the few developments regarding other titles in the series, we weigh down a game that could have been much more than it has finally come to be.

Yakuza: Dead Souls of the usual formula of the series of SEGA. In fact, take the same location seen in other installments of the saga, focusing again on the outskirts of the district Kamurocho (inspired by the Shinjuku district of Tokyo), a place full of alternate premises, clubs and cocktail business of the most varied and dubious nature. Many of the streets, and local areas visited and recreated in previous sequels, will again be present, albeit in a very different way. And, the Yakuza, Yakuza is not usual. Soon after starting the game, we will see a "patient zero" infected with some strange disease, begins to carry the plague of undead everywhere he goes, spreading at an alarming rate.


Notably, for the purists of the genre, that this time the enemy will walk (and pun intended) in the medium between the infected horse movies like "28 Days Later" and the zombies of George Romero classic, meeting with creatures and mutant species more typical of "Resident Evil" saga and that of other games or films of a more realistic. Once the chaos has gripped the small district Nippon, the government and the military decided to act to contain the infection, sealing possible solutions and by establishing strict controls on quarantine Kamurocho hotspots, while a huge rise metal walls to seal and prevent any possible leakage and possible. This plot excuse will serve greatly to raise the, ultimately, corseted playability of the title, in which we move from one place to another, carrying out specific missions, while avoiding the relentless siege of zombies (or infected, if you prefer).

The story of Yakuza: Dead Souls itself, follow the usual patterns Nagoshi games while losing little by little a web of intrigues, conspiracies and betrayals that will pivot on the typical plot twists as desired and claimed by the Japanese public. The mixture will please some and angry at others (as we will go from awesome to have a drink or play by different typical recreational machines to crush zombies nightlife on the streets in a few seconds), but the truth is that follows the patterns a saga already established, and that little or nothing can be said. In fact, if we may again cinephile simile, we say that if you saw the ineffable "Land of the Living Dead", you will soon find almost nothing in the uncanny resemblance.

Yakuza: Dead Souls put us at the controls of four of the most memorable and beloved characters of this popular series of games: Kazuma Kiryu, Shun Akiyama, Goro Majima and Ryuji Goda. Each one, apart from offering their own personality and attitude when dealing with those infected by the plague, cherish a range of skills and unique fighting moves and special weapons by default, which will help us in various situations which we will have to face.


The system improvement and progression towards character is worthy of praise, allowing us to invest the experience killing zombies in the evolution of our virtual avatar. These skills may be more basic or special, specific, and go from an almost superhuman reliability when shooting in the head that moves around the screen, the ability to carry more weapons and items in our inventory, or be more resistant to physical attacks. As every good tree progression, noted that there will be some special abilities that are unlocked as you invest points or "souls points" in the most basic versions, with the possibility to access other more potent varieties as we proceed in the game.

In theory, this gives us an interesting possibility playable as a function of the role and the character we have to embody, we'll play one way or another. Unfortunately, in practice, Yakuza: Dead Souls is an extremely limited degree as playable. Not that that is bad, but is that Yakuza: Dead Souls, though masked by a false choice and fling on the stages, presents a shooter too casual and very uninspired. Here, instead of pulling the physical contact or combat some of the previous installments, we will spend much of the title shooting right and left against zombies from all walks of life with a rather extensive arsenal of weapons, which highlight , rocket launchers, submachine assault, cut or double the typical two-handed gun that crowd-pleasing East.

Choosing between them will be simple, always from the digital cross, having the right weapon for each situation at our fingertips. Thus, and as we move through parts of the undead-infested district, we will be releasing lead without a second thought, partly because of the low prevailing sense of danger in the game, yet, by the unwise self pointed system, which we too may things easier if we are somewhat skilled at cutting arcade games. As a result, after the first hours of departure and having accumulated repetitive encounters with our enemies lifeless, tired of the system will end up something that does not provide any challenge to accumulate beyond the experience.


It is true, however, that from time to time, we will be surrounded by true masses of zombies, adding some tension to the development of the game, but be very specific moments, which are added, for example, clashes with to normal level managers. And is that on the other hand, the variety of enemies, it seems compensated for a title like this. We will have some zombies too agile, some perfidious females who warn their cries and shouts to the other undead creatures and the usual huge size and strength, which will force us to retreat or make new strategies based on more powerful weapons and heavier gauge . As a result, Yakuza: Dead Souls looks like a pretty run title in what should have paid more attention: its gameplay and combat.

No eating or drinking, and while the usual missions entrusted to us, we are continually pressing the same button (R1) to shoot almost without looking or paying attention, using the same basic elements of the stage to increase our massacres and wander again and again by the same sites to accumulate experience that unlock some (few, though) skills to our different characters. Are special attacks or accurate shots? Well, are not uncommon, as it will be easy to fill the bars needed to implement, given that we are continually surrounded by flammable items such as barrels and derivatives, their use also become common and repetitive. The camera, above, will not help us too, and we require more than one occasion to take a number of angles recommended little or nothing automatic, rather than in a game where we end up surrounded by zombies, does not seem too good.

Moreover, Yakuza: Dead Souls, Yakuza is a use in many of its gameplay mechanics (for better and for worse). Leaving the zombie factor, and playable system (heavily influenced by some recent titles like Dead Rising), in the game, SEGA will continue coming and going from one place to another (always guided linearly) by performing the usual favors and missions ("Buy this and take it to such a site "or" Find me such object on the infested and tell X that can come pick it up "), advancing the story chapter by chapter, and, crossing across Kamurocho district. Following the thread of the movement, we also want to emphasize the repeated and annoying load times. A slab that annihilate and sink further, the loose system of play that is showing this particular Yakuza.


Yakuza: Dead Souls holds the type visually. Its setting is nothing short of graphics excellent, and the veterans of the series will enjoy seeing a new artistic perspective of the iconic district of the franchise. Thus, and not surprisingly given the chaos unleashed, find flames and collapsed buildings, local shops and assaulted, trash everywhere, barricades and the occasional overturned vehicle. The characters we still seem interesting, some more than decent modeling and demonstrating texturing work interesting. The result seems to have changed much since Yakuza 4, but is forgivable given the overall title as apocryphal delivery of the work of SEGA. The enemy, meanwhile, perhaps guilty of being repetitive in design (end up killing the same zombies over and over again), but given the volume of the same screen, we can avoid it. If the graphic is (their fault) thanks to its good decent artwork (a constant in almost all deliveries) and their good and well planned shot and cinematic, the sound can not say the same.

The dubbing (in Japanese) is more than interesting, but the timing is dreadful, giving certain times downright ridiculous. What's more, and leaving aside the non-existent translation into our language (no, not even subtitles), saying that the background sound and effects (shots, groans, bursts) are quite poor, providing little or anything in a game that seems to accumulate basic items too careless to be fortuitous.

SEGA offers an interesting twist to the game series, but his disastrous playable planning, and lack of ambition and originality when dealing with something as important and essential to the title as the zombies get to scuttle any hint of originality or craftsmanship. Unfortunately, Yakuza: Dead Souls, spend too much time shooting and killing without any motivation or added extra, forcing the player to repeat a pattern as tedious as out of place in a game that, a priori, intended to be fun. His mechanics are outdated and rusty, and that, ultimately, can bring more of a headache. Yakuza: Dead Souls is a title focused solely and exclusively to the most ardent fans of the series.

Cheap Blades of Time | PS3, Xbox 360

blades
Often risky bets in the world of video games. In an industry that is beginning to be too conservative in many respects, and in which a failure on their backs and weigh usually weighs more than a success, the study risks and launches a completely new idea to market, it always has with him. The Russian studio Gaijin Entertainment (maybe you for having given birth to two beady titles of recent years of the kind of console aviation Birds of Prey and Birds of Steel) now presents his own idea and concept of "hack and slash "but in a way that many players considered attractive and fresh. But is it enough? Blades of Time is the sequel to a game virtually unknown to the general public called X-Blade. Following spiritual, Blades of Time inherited some of the mechanics and aspects of it (apart from its female protagonist), but the truth is that hardly any points of contact with that title, and any, the truth is that there are entirely clear. Anyway, the title will reveal its basic argument shortly after startup. Do not expect a great show of argument or complex plot twists. Basically, history will tell us where you take the role proper to Ayumi, a treasure seeker will end up traveling to a strange world called "Dragonland" (we will avoid all the names, we do not know if the problems of translation, but the fact is that have little or no original) after a strange ritual.



Also during this introduction, we meet Zero, a loyal companion that will help us in some parts of the game and will join us in a few bars of the adventure. Little or nothing you can say about the argument that will go beyond ridiculous ranting and uninspired in political schemes existing between the different kingdoms is that, although Gaijin Entertainment has wanted to give his game airs epic production, history is not quite there.

Blades of Time compiles the strengths and weaknesses of most games of its genre. The core playable title Gaijin Entertainment has a number of very interesting developments, and they do stand out from the long list of similar products. At base, we will say that Blades of Time offers the usual movements and antics we expect in the control, but at the time, and like a title shot it were, we are allowed to use firearms. Yes, as you are reading. The mixture is quite shocking at first, since these weapons is not to be anecdotal.

Testable weigh in the fighting, and in some respects, especially when we getting larger caliber weapons, resolve situations in the blink of an eye. But despite these flashes of originality, in most cases, the use of firearms available in Blades of Time will be secondary. The provision of some levels, and the size or shape of attack most enemies do not invite us to use, demanding an instant response to attack or defend. In these dilemmas, and accurate physical attacks with our katanas, will be most effective, safe and easy, using the barrel and the caliber of the day.


In general, control over Ayumi, our protagonist, is correct. So, without further. As in other contemporary games, we ranked the repertoire of movements around the usual light attacks and special powers usual, we can keep improving with the use of the Altars and the souls of enemies to go knocking. It will not take too long for us to be doing the usual acrobatics around the creatures will besiege us, but it will be when we start to encounter large groups of enemies when certain bugs that were visible at first, will make an appearance.

Although Ayumi movement is fluid, we realize that, unlike other games of competition, stringing several hits with katanas Ayumi, cost thing. There will be times when you will believe that lack a final blow, and our character will remain blocked for a fraction of a second between two punch combination and, sparing a fluidity in the combos in bars and upper levels of the game, will be essential. This can be ignore (within limits) if Blades of Time would tell an engine or shock or a series of well-implemented swerving movements, but the truth is that none of the two sections are remarkable, leaving an unpleasant feeling to play. Another added, and the allegedly draws much of its charm and distinction, is the use of "splits" or "time travel".


Blades of Time allows, if necessary and the occasion, back in time a few fractions of a second, ideal when confronted with some enemies or to solve any of the (very few) will find puzzles and platforms in the future of adventure. In theory it sounds quite interesting, but in practice, the system does not clot at all. Moreover, only rarely be used (several clones shoot an enemy stronger than usual in the best case), bringing its practical use is forgotten and fading throughout the game. The playable section, in theory, given that the story and tells us very little atmosphere, should be the most remarkable aspect of a game like Blades of Time. Unfortunately, it is not. Again, and a huge sense of apathy invade the player and the game to the few hours we will end up absorbing the news of an alleged too quickly, forgetting them soon. And that does not benefit at all to the title.

As a curious note, highlighting the multiplayer competitive/cooperative that boasts Blades of Time, we will select different arenas in which to face endless waves of enemies and in which we destroy the defensive positions of the same with a small group of allies under our care. Find game is difficult, perhaps by distribution problems (the game is hard to find in our country), but if you are lucky enough to have a time via the Internet with a friend or contact, it is certain that it will pass well. Not quite there, but so entertaining.


Blades of Time may not perfect on graphics, or anything, but given the level of some of the exponents of the genre, and quality that has some of its graphic detail, the truth is that it looks pretty good overall. The change in artistic direction he has set a great time, and after leaving the style "cartoon" and encourage the first X-Blades Gaijin Entertainment has decided to cut a more realistic and plausible, earning a lot with the transition. Now the modeled scenarios and characters enjoy more consistency, especially in the enemy, whose appearance highlighted at various points in the adventure. Good textures, occasional decent lighting element and little else, resulting in a section right and worked as enough to blend. At the sound, and discounting his uninspired soundtrack. Perhaps not quite polished (notice some lip sync) but given the fact to translate, it's a nice touch by Konami.

Blades of Time has left us cold. Gaijin Entertainment seems to have put enough passion and dedication to detail or offer when the game, leaving orphans too certain sections of title in the end, are very important. Discounting its uninspired story, the playable section does not pass the approved fair, with some basic flaws in the mechanics very important to make this game somewhat frustrating at times. Even the changes introduced (the use of weapons or time travel) are enough to brighten or improve the bottom line, so we end up with some interesting game play for its history and control. Technically correct, with some other interesting detail, Blades of Time is a game that seems to have missed an extra time of post-production and maturation. Whatever the case, and although the majority of players do not see anything interesting in the title, Gaijin Entertainment's intentions are quite laudable, and perhaps, in the event that we are a true fan of the genre, Blades of Time to seem interesting. Otherwise, we repeat, there are much better options to consider.

Thursday, March 29, 2012

Inazuma Eleven 2 Firestorm Review | Nintendo DS

The first Inazuma Eleven arrived in Europe in January 2011, and became a bestseller all, one of the best selling games of the year. And seeing the quality of its second part, we suspect that had a similar fate, so we bet that sooner or later end up getting different deliveries to Europe. Become the Oliver and Benji for the youth of today with its animated series, this whole phenomenon began as a game, a very peculiar and unique blend of football role and works like a charm, so probably their creators in the second part did not dare to touch the formula too. A new story, apparently much more fantastic, 500 new players to collect, making a total 1,500-a four-player multiplayer mode, and ultimately an adventure that we felt even longer and more complete than the first. If you go to the point and not amuse you too clocking players and playing a thousand and one games, you may take about 20 hours, but its duration is very variable, much as you want to dip into its proposal. The story begins a few days after the end of the first game, Raimon Institute has won the tournament against all odds, Football Frontier, the national championship, after what they have taken a well deserved vacation. Although clear their captain, the passionate Mark Evans has not stopped a single day of training. A week later, the team has to return to training, but that same day, a strange and unexpected event occurs. A shower of black balls Raimon destroys the Institute, and behind these is the Gemini Storm, a team of aliens Alius Academy. Its purpose is to kill all the institutes in Japan, then moving on to destroy all mankind, unless they get beat a team playing football, something that apparently seems impossible, given his incredible techniques.

The indefatigable Mark Evans never gives up, and will aim to create a team to beat them, traveling throughout Japan to recruit the best players, like Shawn Froste Eternal Blizzard and technique, in addition to a new coach, Lina Schiller, a beautiful woman , as smart as enigmatic. Axel Blaze will begin to behave in a strange way to events taking place, and live a story with a few plot twists surprising, as we often get used in Level-5 games. Also this is a very Japanese title, as will tour some of the most famous cities of the country Nippon, Tokyo, Hokkaido, Nara or Kyoto, and then different locations in each of these areas.

A playable level, who will enjoy the first part you know what you find here, a game very similar, with small additions and improvements, but keeps one by one his identity, and that "bites" and vitiates much as that. For non probable the first Inazuma Eleven, never too late to re-enlist in the series, and indeed this is well understood then without having played the first. A role-playing game, with exploration of villages with NPC to talk to, stores where you buy items, a group of players that you level of experience, and an element always present and very important, which provides many overtime, the acquisition of new players. With that analogy, it could be something like a Pokemon, only recruit players here, and the battles are replaced by entertaining football.


The burden of argument is quite strong, there are many dialogues, colorful animated scenes, and actually a bit difficult to start with a slow pace at first given the large number of talks and text boxes. But this also ensures that you admire the players and the other characters, nicely shaped, and the story manages to engage, in addition to your gaming system. The overall tone is rather juvenile or child, promoting values ​​such as effort, and never give up the friendship, which may take a little back to some adults. But leaving aside prejudices, and drifting, this is a lovely game, that those who get their thirties ages remember the years of our childhood, when enjoyed with fervor of Oliver and Benji.

When moving through the game with the main character, Mark Evans, we can choose to use only the touch screen or digital crosshead and buttons. The scenarios are polygonal, allowing us to move the camera slightly to the left and right, creating an isometric perspective, while all the characters are sprites, creating an RPG flavor to the 16-bit was lovely. And despite not possibly be the cutting edge of Nintendo DS, the good performance of Level-5 with artistic design supersedes any technical deficiency. To qualify for the polygonal shaped the characters, and the most spectacular scenes, we have to play the games.

In matches forgetting to the crosshead and buttons, we will use them only the touch screen, but with the cross we have to move the camera, a must. If a traditional RPG random battles when we explore the scenarios, here random parties, calls pachangas. 4 vs 4 matches, three players and a goalkeeper, that to win we have to meet certain requirements, which can be simply put the first goal, or steal the ball to the opposing team. To move the players slide the stylus on them, indicating the direction you want them to lead. If we have the ball, playing to another will make a pass. When we pass an opponent, whether or not we hold the ball, there are battles.


If we take the ball, we can choose to make a dodge, dodge, or exceed, the first option less effective, but allow more control, and the second being the opposite. When we ran into an opponent with the ball can make a charge with the body or dig into ground level with a bias. That these actions are successful or not will depend on the value points of battle, which appear at the top of the screen compared between both players, and will indicate the likelihood of success. When shooting on goal, but we can choose a single shot or a petroleum jelly is not easy to surprise the goalie. For them we have the supertechnique, the most spectacular moves of the game. Shots of fire, combined, and not only in offensive actions, too defensive to steal the ball or the goalkeeper, with powerful stops before the most difficult shots.

Each player can learn a maximum of six supertechnique, and this can be done by leveling up or by some notebooks, which are single use and can be achieved in different ways, such as in shops or chests. Even later in the game some players may supertechnique teach others. As a novelty in this installment, players can also deploy special abilities, which appear to learn certain supertechnique, and may be related to the speed or the ability to stop shots. Also new is improved supertechnique because if you can successfully perform a certain number of times, will grow stronger, becoming an advanced supertechnique. It should be clarified for those who do not know, that players have two types of point-energy point EP-and PT-point technique. Must be measured very well when we use the supertechnique, because they consume PT, one of the strategic elements. Furthermore, these do not recover at the end of matches, and to restore them or use an object or we go to a recovery point by point of passion that allows us to recover the PE and PT.

Following developments in games, now we can make long shots by pressing an icon of T. These can be done far from the goal, and if we do a supertechnique which permits it, who knows if we can not score a goal from midfield. Now not only the goalkeepers may intercept shots, also the players. If after a shot a defender is near the range of the shot and press the B icon, you can stop the shot or at least reduce its power, so you have to choose well from where we throw away, having also supertechnique to these actions.


And no one will dispute pachangas of 4 vs 4, 11 vs 11 matches also with all of the law, with its faults, and even offsides penalties. With two times, these parties are making a comparison with an RPG to use, such as fighting against bosses, viviéndose here the most exciting moments. Before each game, players can choose, different strategies, choose the key player of the match, or even change the role of the characters, one of the innovations, affecting their personality and their skills and supertechnique. Apart from the fun they are, we always wanting to play games and pachangas, to gain experience for players. Of course, as the only negative point is to admit that the difficulty of the game in general is a little low, intended for a young audience.

Our operations center is the Inazuma Caravan, which will help us move all over Japan, and perform other actions. For example if you speak to Mr. Veteran, the driver of the vehicle, we can play against any of the teams we have already defeated. There are squares connected parties called extra string, and if we are winning and unlocking sections, we will receive bonus items. Also in the caravan can browse and sign players to have a maximum of 100, and is sometimes more or less difficult to recruit, having to find them and convince them in place in different ways, eg beating in a game. To get to players, we also have the contact map, a series of interconnected squares we unlocked using points of friendship.

There are many other details that comment in a very complete game and full of possibilities, and the grace that lies not going to spend just the story but staying clocking a team player and make him better, marking us our own challenges . We can also play games with other friends via local connection, with matches up to four players, or trade players. The penalty is that it offers the opportunity to play matches over the Internet, a feature we expect to see in future installments, and the Wi-Fi only serves to download players or objects. As you know the game comes in two editions to the shops, a classic saga of Pokémon that mimics Inazuma Eleven now, however we are faced with two titles that keep many similarities. In each version is unique players that do not appear in the other game, about 150 in each version, and to complete the collection of players, the players will require exchange of the two versions. Some characters of each issue have special abilities unique to their version, and have different teams competing, some unique to each version, or will be more involved with the story, for example Firestorm Prominence team we face the Torch, and in Eternal Blizzard Diamond Dust Gazelle.


There is a love triangle between Mark and two daughters, Silvia and Nelly, if you follow the series already know too well. Depending on the version, (fire or blizzard) Mark is more concerned with Nelly or Silvia, respectively. And finally the soundtrack of the opening, a song sung in Castilian, are different. Also in Eternal Blizzard gives more importance to Shawn Froste, the executor of this technique, and Firestorm Axel Blaze, the charismatic star striker Raimon, which met in the previous game. As you can see are not radical differences between versions rather subtle, since the story itself is the same.

On the technical side we have said that this is a game pointer, even in Nintendo DS, but that does not stop very nice and pleasing to the eye. Locations all over Japan are varied, and the various actions of the parties, recreated with polygonal graphics are sufficiently result, and get to capture the spectacular shots, stops or dribbles. Music as in all the productions of Level-5 is very careful, with melodies that come to perfection, and good sound work round it a good dub, something that has accustomed us very well with their Nintendo games important.

If you enjoyed as the first part, we have no doubt that you will do with this second. Very continuity, some aspects have been refined and added some new features that make it even better and even seems longer and full of content. A mixture of football role and unique, that if like both ingredients, you will love and vitiate much. His only black point can be in a difficulty a bit low, or perhaps a shade too childish for some part of the public, but it's not a problem in itself, since the game is clear to whom it is addressed. I hope this year also the third installment for Nintendo DS, and not take much to get its debut on Nintendo 3DS. One of the most entertaining and original titles for any of the two laptops, and we recommend you give him a chance if you have not already done so.

Angry Birds Space Review | Unlockables, Cheats, Secret, Cheat Codes, FAQ, Walkthroughs, Guide for iPhone, iPad, PC

Today, with the boom in mobile applications and games for smartphones and tablets, it is normal to find franchises or franchise enjoying unprecedented popularity in recent years, and are, almost unquestionable, children of a new form to understand the game. Angry Birds, Rovio success, we confirmed at the time, the entry into the era of apps. The formula playable (throwing birds against structures inhabited by pigs that had stolen the eggs of those birds) proved to be a simplicity and accessibility bombproof, adding an important basis on which platforms such as Apple, sustained over time to attract players of all types and consolidate your iOS devices like real tactile consoles and media players. After several deliveries, reviews and sequelae of dubious quality, Rovio brings us back to the birds but with one important exception: this time, the adventure will travel into space. Angry Birds is all a mass phenomenon. Very few users, players are veterans or newcomers, have escaped their advantages and necessities playable.



Angry Birds Space is the latest installment of the franchise to land on the App Store, offering a formula similar playable, but seasoned and combined with a new space background and a series of changes in the mechanics that will appeal to more than one. The user who has played any of the sequels and the franchise's previous titles, you will notice the similar distribution and similar start to run the application on your iPhone or iPad. Once again, we have a nice (but brief) introduction animation that will put us in position and give us the perfect excuse to understand space travel of our birds into space. Within seconds, less than whether we are impatient, and we have the first screen in front of our eyes, and when we will be aware of the change, visual and playable, to this delivery. This time, the gravitational attraction and gravity fields associated with each planet or planetoid, are the real stars. Now, every time we release a brave bird to destroy the position or structure on which to take refuge everlasting green pigs, we calculate the exact trajectory of our trip, trying to discern clearly the possible way forward, taking advantage of size and the gravitational field of each asteroid, planet or satellite. We launched our bird directly from pigs or try to do a somersault following a particular orbit? Thousands of possibilities at each level.

The puzzles will be there, and although the first screens will be relatively simple and can get the three stars without too much difficulty, we shall see as playable formula presents new challenges. Later, we find that there will be levels where you will not find any planet or asteroid, and where we throw the birds directly to the vacuum of space. Thus, not only have to calculate the force or the trajectory of the shot with the slingshot, also we will have to dodge obstacles and landing near pig structures in the best way possible to guarantee to its demolition. If we have new levels (perhaps less than it should), new gameplay mechanics and some other increased difficulty resulting from the change of atmosphere (there are some golden eggs quite hard to come). What about birds? A lime and sand. The birds mostly remain exactly the same, except the purple bird, which makes its debut special. That is, the yellow and speed, the standard red, blue and its division into three smaller birds...


Few changes to what you would expect from a sequel so different from the above, although undoubtedly already raised tenor of the gameplay, it seems that still works like a charm. As for the technical section, Angry Birds Space, maintains its humorous and lighthearted tone, again offering a fun and visually appealing aesthetic to which the change of location, it is pretty good. Now we have planets in various shapes and colors, new scenarios and a physics engine and animation that looks more powerful and deeper than ever with the added gameplay derived from gravity and the trajectory of our rabid birds. Rovio is worth noting that, once again, has been to translate the application, although no details have any influence on the final title (not to read too), does not seem to get given the low level of text found in the game. The music, as usual, correct and charismatic.

It is business as usual (destroy structures and kill birds that inhabit all the pigs inside) but improved. The formula is playable virtually identical, with little change beyond the introduction of the gravitational forces of the planets (which is no small, eye) or the brand new setting, but the truth is that still works. Rovio may be squeezing the most of your goose that lays the golden eggs, and that its decisions to pay for a few extra levels is not entirely correct (Angry Birds Space brings 60 new levels, which can be passed with not too much effort, by the way), but still just as fun. If you ever engaged in these friendly but warring birds, do not think too much: Angry Birds Space is the expected delivery. Angry Birds Space costs $0.99 in the iPhone version, and $4 in adapting to the iPad.

MotorStorm RC Review | PS Vita, PS3

MotorStorm premiered a few years ago the last console from Sony, PlayStation 3, and now does the same with PlayStation Vita. With a different approach, we propose Evolution Studios Micro Machines-style fun, but without forgetting the essence of the series. Though not go for the eyes as other titles in PS Vita, the title promises old-fashioned fun and meet the expectations of "social console" with which Sony had labeled the new laptop. Want to know if these cars are radio controlled to match their big brothers? Right now we tell you everything. In the previous MotorStorm, we joined a radical championship in which, through exotic and extreme scenarios, we played a living by driving a lot of different vehicles which increased in each game. MotorStorm RC proposes a similar experience, but more relaxed. The championship this time will accommodate radio control cars, and the risk of losing our lives are reduced to choking with the juice. The game begins in a park, where we will see the tutorial of the game, allowing us to choose the type of control allows us to adapt better to the overhead view. We are normal in the car just turn to the left or right, and the other control alternative, in which the car will go there to where we turn the stick. I know it may sound confusing on paper, but simply to those who find it difficult to turn in terms of where you see the car with an overhead camera.



After the tutorial, where you learn to drive our car radio and test the different models available, we walk through this park, which has a small circuit, a skating rink, a soccer field and basketball court street. The last three parts of this park are unlocked gradually depending on our progress in the main mode, and perform certain challenges or spend time training in this area will allow us to unlock hidden cars. In this area we can, similarly, to test different types of cars to get familiar with them.

This is just one aspect that convey the essence of MotorStorm. We will have eight types of vehicles at our disposal, off-road buggies from supercars, passing trucks. All offer different types of driving, and adapt to a greater or lesser extent to the areas in which we run. Moreover, within each class can be found at least four different vehicles, with the customization options MotorStorm own. We can choose between various colors and various styles or vinyl to put our car radio to our liking, but to be honest, not that the cars have a level of exquisite detail. This is not something negative, much less, since they are also model cars on screen at a considerable distance, in fact, I believe that even so, that Evolution has given us this opportunity of customization is something noteworthy. In case you need more personalized experience, since we can adjust the control settings to your preferences by editing the default aspects, such as acceleration and braking, which is assigned to the right stick and found it slightly uncomfortable.


With respect to the stage, we find an unceasing homage to the series that includes four titles MotorStorm had so far, with four tracks by title of honor. We begin, obviously, with themed tours through the most representative tracks MotorStorm, whose curves arid lands are delimited by rocks that have no mercy when it comes to stop us. The second block, as expected, consists of miniature circuit based on the most iconic locations MotorStorm: Pacific Rift, where the sand and foliage show us the way. Surprisingly for me, the third block includes scenarios of inspiration taken from MotorStorm: Artic Edge, chapter of the saga that was successfully adapted to PSP, in which our driving skills will be tested by slippery ice circuits.

The set of scenarios, the closes (not including downloadable content), as expected, MotorStorm: Apocalypse. Miniature portions of a city destroyed will be this time in charge of transporting to the environments of the last game of the series for PlayStation 3. One strength is that the scenarios are varied not only between blocks, where the differences are enormous, but between those who share issue also. In addition, all show an interesting design that avoids the tedium of having to repeat a particular event.

In graphics, the scenarios are designed, mostly, with some detail, and often have little elements of interactivity, as objects that can wipe out our cars, such as boxes or plastic cups (elements of a relevant size for cars drones). We also find lights or shadows that brighten or darken our vehicles in real time. Interestingly, the shadow of the cars in PS Vita (but not on PS3) is no more than a handful of semi-transparent pixels stuck to the base of our car, which give a feeling a bit seedy when, for example, perform a jump, and disappears abruptly.


Removing this small detail, the graphics easily meets, without actually excel. The cars move in a realistic way, colliding with each other and against the natural environment than proportional Havok engine, and although the textures are nothing exceptional, fulfill their purpose more than aided by the furrows left by cars or dust raised. Vita PS Although the game does not looks as good as the PlayStation 3, the quality is quite similar, and almost perpetual flow. It shows the missing filters, which are simplified textures and lighting effects are lower, but the difference does not change radically.

While visually the game meets and exceeds the noise level just met. The effects are correct. The cars have different sounds, ground skidding sound subtly, and when we heard the shots we hit. But that's it. No more. In a game of remote control cars is difficult to extend the noise level far beyond that, so you can not negatively criticize that aspect. Instead, the soundtrack is somewhat monotonous me.

While electronic music fans are in luck, many of the players who enjoyed the first titles in the series will miss more aggressive, such as items that were included Slipknot, Nirvana, or "Gods of Gothenburg "in Flames, whose musical styles seem far more appropriate to the" violence "of this saga. We can not say to what extent is personal, but while electronic music seems perfect for titles like WipEout, in MotorStorm RC, the soundtrack conveys the feeling of being a decision motivated more by the popularity of dubstep than anything else . Anyway, we can hear the music that we stored in the system, so you always have the option to resort to our favorite songs.


One of the strongest points of this title is its gameplay. Although at first, as we have said, it enters the eye, as we begin to give us the first walk in the park and try out different cars you will realize the potential behind these miniature cars. Discover that not only need a few minutes to make us forget the control and the older brothers desktop, but once we are immersed in the game, we find that from one car to another need to adjust to a greater or lesser extent, our way of driving, and likewise we will have to adapt to the surfaces on which we run (sometimes even within the same track), it is not the same going into corners on sand to catch it on wet rock.

MotorStorm at the heart also resides in the difficulty curve, which readily go from first place to sweat blood to get third almost without realizing it, but learning from your mistakes to mastering the game. Yes, the game controls are only "physical", ie, only with buttons. There is no possibility of using any of the functions of PS Vita beyond the touch screen to move between menus. Given that PS is developed for Vita and PS3, not surprising that they have resorted to standard controls. Personally, the only thing I miss is playable appearance in the turbo, non-existent in this release.

But overall, there is more that we missed in this title. You have certainly heard of MotorStorm RC as a title with platform gameplay options, right? Well, if you are thinking of something like WipEout, you are wrong, is something completely different. In this case we will not have online multiplayer between two systems. In fact, we will have neither PS Vita multiplayer (on the PS3 it is up to four players split-screen) itself. The two versions of the game are synchronized with each other, allowing us to continue the progress we make in PS Vita PS3, and vice versa, including trophies, times and items unlocked.


In an effort to strengthen social skills PlayStation Vita, similar to that seen in recent games Criterion (developer known for the series Burnout and Need For Speed: Hot Pursuit). While in the park, you will see messages that informs you that your friends (or strangers unknown), whether in Vita or PS3, you have been shattered, insulted, humiliated or similar in certain scenarios beating your record time. If you keep pressing the X button will direct you to make it up to that challenge. From the main menu, you can easily access a list of these challenges to try to break records of others, to ensure that the rivalry is maximal.

In order to enhance the social aspect mentioned, the game offers this rivalry even while running, because arrows will show us the path of other players, offering the possibility of overcoming their times. In addition, we share our best scores around or through the PlayStation Network, or Facebook. These possibilities are available for all the tests within the main game mode, which are many and varied, ranging from the races and time trials of life, to more innovative, such as passing a certain number of opponents in the shortest time possible to score points or skidding.

Apart from this mode, called the Festival, which will have to get as many medals as we can (one to three, in inverse proportion to our position in the race), we have a free mode, which tests against the clock or simply , play vehicles or to test the circuits. These, and collection mode, where we can organize our cars, join the Park and Wall Boxes (the list of challenges) that we discussed earlier. These modes provide us with hours of entertainment that will be extended if we get all the trophies. It is difficult to say how many hours we will take complete MotorStorm RC, as it depends on our ability at the wheel (or radio control), but I have to get the platinum could be around ten hours.


MotorStorm RC is designed to be a fun title, and Evolution Studios does not disappoint in this regard. While it is true that a shot had online multiplayer fun to unsuspected limits, makes up these gaps with the virtues outlined above, which seem to us more than adequate for a downloadable title that we can enjoy both PlayStation 3 and PlayStation Vita by a single payment of $8. It also gives a taste of what can be the platform gameplay, which can bring new experiences to users of both consoles.

The decision is easy. The racing games top-down perspective that popular Micro Machines are scarce, and those are fun, even more. And better not talk about games remote control cars. If you like any of these two, or both, set out on this title. If you like MotorStorm, give it a chance beyond the tutorial and a career. MotorStorm RC offers hours of fun in small or large doses, and that is something that not many games can offer us today.

Wednesday, March 28, 2012

Gears of War 3: Forces of Nature Unlockables, Cheats, Secret, Cheat Codes, FAQ, Review, Walkthroughs, Guide for Xbox 360

Great place to find out cheats, codes, secrets, cheat codes, guide, unlockables, achievements, and walkthroughs for Gears of War 3: Forces of Nature Xbox 360.

Unlockables DLC Forces of Nature

20G

Horde Natural
Complete 20 consecutive waves of Horde on any Forces of Nature map without going down or dying.

Hunter Gatherer
Bag and Tag 20 opponents while playing as the Savage Hunter in Versus multiplayer (any mode).

I've Got This!
Kill 10 opponents as the leader in a round of Guardian on a Forces of Nature map.

Natural Selection
Complete all 12 waves of Beast on all Forces of Nature maps.

Stock Piled
Achieve the maximum level on all fortifications in Horde mode.

25G

Elemental
Get 25 kills with any of the hidden elementally charged Cleavers in Horde.

Force Multiplayer
Win a match of Guardian on all Forces of Nature maps.

Unstoppable Force
Complete all 50 waves of Horde on any of the Forces of Nature maps.

Witty Repairtee
Build or repair 50,000 worth of fortifications as Mechanic Baird LE.

50G

Force Multiplier
Kill a Lambent Berserker with a team comprised of 5 Forces of Nature characters in Horde.

Fun! Fun! Minigolf Touch! Review | Nintendo 3DS

The German developer Shin'en has been one of the leading companies in recent years within the Nintendo platforms. He became known first for his sound tools that were used in Gameboy Advance in many games, soon to move to highlight the quality of their productions. If Iridion 3D was the first brilliant, with the arrival of Nintendo DS, the company won full recognition from the fans with Nanostray. Since then there have been many games, the latter being the most prolific years with productions of recognized technical know-how and quality playable, as Art of Balance, Fast Racing League or Jet Rocket, the three for WiiWare. After the premiere in 3DS with Nano Assault (which unfortunately has not yet been published in our country) comes a casual bet all the way, and that leaves us a little disappointed by the high expectations we have always with the company, but continues to be a very entertaining mini golf offer at the right price. Fun! Fun! Minigolf Touch! is, as its name makes clear, a miniature golf game that can be played with the touchscreen, but can also play with traditional controls. In fact, among the possible combinations, the most convenient and effective we thought was the combination of the two methods, managing the direction of the shot with the Slide Pad and controlling force of the blow with the touch screen as control direction of the shot with the touch screen is too precise and easier to point the Slide Pad, while adjusting the force pulling the stick with the touch screen is much more accurate and satisfying than giving a button at the right time to stop a stick oscillating on the strength bar automatically.



Importantly, when we hit to be attentive to the accuracy of the coup, which is represented as a point of impact to the ball oscillating on it automatically, so we have to make the impact at the right time, although can sometimes be important to love him on one side to the ball, as this gives you rotary motion which varies the movement in rebounding significantly. Discuss the possibility of a mode of control or other is available at any time without any configuration change.

We have 27 holes divided into three glasses, most channels through which we will attempt to make good use of the boards at the edges, trying to dodge obstacles encountered on the track and avoiding as far as possible that our ball defined exit route. Of these twenty-seven holes have three variations organized as extra glasses, which do nothing but add barriers or additional coins that force us to try to chart a different stroke in each case, although the holes as such do not change. As for the game, saying that there is nothing special to note. We simply have to try to hit the ball to one stroke into the safe zone, or if you have to pull back from the original position in question.


In each case have a limited number of strokes set individually for each hole, and if not we'll just get to the next hole with the point penalty that means. On the other hand, we have nine areas of acrobatics, where the goal is not to introduce our ball in the hole, but we have to contrive by many rebounds as possible because every rebound wide bonus for our ball touches all currencies there are scattered throughout the playing area, that since there will be full of obstacles.

In Fun! Fun! Minigolf Touch! every time you finish a drink received a rating. Getting first place is quite complicated in all circuits and do not know if there is a prize to get it at all, but what I can say is that you require to do a lot of patience and a good memory to remember in each case as more than a hole with greater chance of success. However, what motivates us to keep playing is not so much get the medal for first place, but get money with which to buy more drinks then, acrobatic feats, extra strokes or some merely decorative details. In this sense, the game works very well because the wrong that we do whenever we get a lot of money to keep playing anime. The only downside has been found that available in the store is rather low, and the cups they are still the same holes but with obstacles. Clearly, the development team has refused to engage at any time in excess of game content, we assume that intentions to adapt production to the lowest possible price.

Surely, many fans of the company expected a portent of this title graphic that demonstrated the potential of Nintendo 3DS, aspect that often points to the production of Shin'en. However, Fun! Fun! Minigolf Touch! have not wanted much less involved in this. In fact, we can say that removing some high quality textures, the game does not stand or artistic or technically in any of the three continental atmospheres have. It is curious to see the deal that made Miis (with the subsequent approval of Nintendo), which will have a full body extremities in conjunction with some animations, render them quite rare to see. Moreover, we find that the nine cups available lack a high level of detail, being what he misses most is the lack of life in the environment, and that removing some firefly and a car through the streets of circuits around there is no soul, and that's a shame especially since permission for the use of Miis.


However, focusing on what's important to play, which is the clarity and visibility of the holes, we have not seen major problems. Maybe comment that it is very difficult to try to understand the trajectory of the ball rebounding, being very intuitive physics of this. Further, the lack of a free camera that allows us to move with ease on the circuit, since in some holes will need to preview the route to think about the shot we want to do and sometimes the possibilities of this camera are not enough. As for the sound, we have a lively electronic music that goes well with the experience, together with effects that reflect quite accurately what happens. Once more. The amount of sound effects is not too much, and we had the feeling, after playing for a couple of long sessions, to be a little tiresome. Luckily we have a set of retro sound effects that can cool the ears, although the player will have to pay for it in-game currency.

In general, Fun! Fun! Minigolf Touch! turns out to be a game of miniature golf fun to spend a good hour. You can squeeze in order to get the medals or buy all objects, even so many players will miss a game mode that allows you to compete with other players either through online gambling, or StreetPass SpotPass. The circuit design and physics used make a game like we have been right, but not as fun as other games in the genre on other platforms, and the content it offers little known to us. However, it is an ideal game to play on the laptop, first by how well it works control and the other by the type of game that requires session, as required care is not at all constant and makes it ideal for play wherever we can not put the five senses in the game.

As we said before, Shin'en has left us a bit cold by the expectations we had put in the title and miss more work in its contents, but we recognize that for the $9 it costs the game is not bad option, especially bearing in mind the experience ideal for a portable game, and taking into account that not all players in the world are dedicated to this entertainment. We assume that who would really like to enjoy mini golf Fun! Fun! Minigolf Touch!, And nevertheless its visual style is ideal for everyone. Devoted to experiences we have to wait for someone to bring us Assault Nano promises to be the most spectacular of Shin'en shooter to date.

Ridge Racer Review | PS Vita

Ridge Racer is always associated with brand new consoles. It was not always so, the saga golden age in PS One with Rage Racer and Ridge Racer Type 4 in particular, considered by many the most revolutionary of them all, partly to get away from that little content derived from leisure-few tracks and cars - to provide a thorough campaign with hundreds of vehicles to unlock. But Namco Bandai relegated this series of astonishing speed and skidding unrealistic primarily to the launch of new platforms: PlayStation 2, Nintendo DS, PSP, Xbox 360, PlayStation 3, Nintendo 3DS and now PS Vita. Saving deliveries created during the cycle of consoles such as the aforementioned Type 4, R: Racing Evolution or Ridge Racer Unbounded, one of the first games to reach the new technology has its advantages and disadvantages. In PS Vita history repeats itself, but this time, faults shine above the virtues, which is a small setback to what we were used in what was one of the old banners in 32-bit Namco with Tekken and Ace Combat. Some of the problems stem from game design and the policy adopted by the publisher or developer, Cellius. The idea is to sell one game at a lower price than normal and extend the content in the coming months with more tracks and cars that the player can decide whether to buy or not to your liking. As a strategy we can not demonize, even if we might like downloadable content is interesting, created post-game untrimmed-and especially while waiting enjoy the game enough to want more. Ridge Racer has no such grounding in origin and that is the most serious problem in a game that has not met expectations, which has failed to be that essential purchase for fans of the first buyers Vita speed as it was, by example, in PSP.



As announced by Namco Bandai for months, the game is sold as a starter pack for the price of 30 euros, cheaper than the releases "complete" in the console but in the long term is not as tender, and that for a limited time buyers receive a 'Gold Pass' has three separate circuits, making a total of six-and five additional cars, plus extra music. As we see, the more content we are reminded of the origins of the series, where it was customary even a circuit with three alternative routes. Even legends like Sega Rally or Daytona USA also had a larger list of tracks, but what was valid in arcade and 15 years need not be so today. Even if one could understand the fun, options and ability to sting the player would be maintained with these tracks, but is not the case when well-known circuits are reused in a very questionable game modes. Ridge Racer only weeks will keep you glued to the Vita if you're a fan of debugging your times to the absolute limits and over again or you do fully in multiplayer.

This time, instead of a traditional style campaign mode, Namco is committed to a major mode associated with the network game where you play to lead one of four teams in the competition to the top so adding records global. On paper, not bad. But choosing one of the teams-each shaped icons PlayStation: triangle, square, circle and X-has no charm for another problem of this Ridge Racer: it is very cold, lack charisma and human presence. Retrieving the said Ridge Racer Type 4, he choose a team-associated with a difficulty level, you put as the protagonist of a story about teams of various roles, from the most modest to the demanding. In Ridge Racer's choice of equipment is almost irrelevant and the only difference will be the opponents that we touch every day. Once our sponsor can ally with other equipment, two against two, in other fighting only against one. Practically irrelevant and unmotivated for the user.


This not only has no spark, also reveals another feature of this Ridge Racer: connection is essential to be enjoyed fully, otherwise you will be seeing further reduced their chances. If for example your PS Vita is not 3G model and you're playing on any means of transportation, or off of Wi-Fi, you will most fun of racing against AI-a race against the computer with no-or modes trial on the few tracks included. Nor could download ghosts of global competitors or close-to-Near. In short, the reward for victory becomes blurred, as we do not feel too much appreciation for supporting our company by adding points, or belong to one or another affects us in any real way.

Fortunately, online play for up to eight players we've tested does not give problems of delay, there are also ad-hoc. But again the options are surprisingly neglected, without further to create rooms with a minimum configuration, look for similar level or all the available, forget about tournaments, for example. Our only goal will be long term rather than winning or not, earn points to improve our vehicles in a branching system to enhance nitros or speed. Intuit as a player, this means that someone with experience and a very powerful car can compete with an advantage over a novice, which reduces the network games against users must always be the same level, or else the victory will depend not only our ability. It's a bit frustrating.


Clearly, Ridge Racer is weighted more strategic decisions for their quality. It's something that has hurt us as fans of the series, because when running offers fun as ever, no major news, but no major faults. Cars skid when cornering to get nitro, a minimum error can be decisive and electronic music, although less than at other times sugarcane-goes well. Also mention that there are packs on PlayStation Store that rescue topics from previous deliveries. The point is that the circuits included already knew of Ridge Racer 7, and so we planned a question: can we recommend this game to the fan who already has the delivery shelf completely? Should I buy almost the same but has already tied to purchase of packs to provide a comparable content? No matter how good the control or the playability, the feel is similar to what we have playing a show.

As for the graphics, a lime and sand. We have to admit that the game's interface is beautiful and functional, the modeling of the vehicles are pretty good and that the scenario has improved over PSP in texture and complexity. But the jump is much smaller than expected and is not up to Vita, since it runs at 30 frames per second when in these games is a noticeable difference. No motion blur to soften the change and the developers have taken from the manga a curious effect of channel distortion of the image, is curious but not the same. We have reason to believe it could be more polished and give a most important step forward compared to that seen in the previous Sony laptop, which squeezed over the limited power of PSP.

If the problem has been Cellius time, should have seriously considered delaying the game a few months to get a starting amount of content deep enough to not depend on downloads, as well as offline options that do not justify a permanent connection as now to be enjoyed in full. Even today you can not assume that any player has Wi-Fi, let alone a laptop. Quite simply, not a bad game as far as the fun races provide. But it offers nothing new to the series-in just 10 minutes we have explored almost all of its contents, and the value is an inconvenience that can not be overlooked, especially when for ridiculous prices now are available PSP games compatible with Vita. Many players wanted a console Ridge Racer from day one, but surely the quality not good enough. This is an unnecessary drift in the history of a veteran series that hopefully will have another chance in PS Vita.
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