Tuesday, July 26, 2011

Solar 2

Wandering on Steam during a hot summer afternoon mathematically impossible to miss the chance to cross a newly released indie game review. And in fact, Solar 2 has captured the attention of my credit card even though he never played the first chapter of the series.


The six euro ticket price are in line with what proposes today Steam for Indie titles: 30 megabytes of weight of the package installation is not suggest a game that focuses on beauty of graphics: sar the usual fair gameplay, innovative and successful?


At first we would say no because at first glance Solar 2 looks like a cross between Asteroids and MegaApocalypse that only the nearly forty of you may remember. However, in the middle of the screen we find a spacecraft capable of moving for the space deep immensit in 2D but a planet (originally a measly asteroid) able to move independently and carry out a series of missions.


Missions a big word because, even if such a test and the other an evil face appears to tell us what we must do wandering the cosmos, just two nanoseconds to understand that it is a game devoid of plot and gameplay to difficulties growing the only reason that pushes to move forward.


As more and more often the case for the indie game on Steam, the real cue d interest game comes from physics: our planet can incorporate other pi small asteroids that enhance its mass: shock with the real planets are in a game of size and vectors that joins the speed with which can absorb an object, join in our orbit or, in the case of transit in its vicinity, influence the trajectory.


The fun increases with the size of our star and the solar system that we can generate: in this case we must learn to move without doing damage and put the fleets of the planets that we in a position to fight against those systems.


Proceeding in evolution, life die because the continuous absorption of asteroids and planets porter our become a star by size and more powerful gravitational field. In that case you will lose the benefits of civilization but it earns, obviously, in destructive potential that a star with numerous planets in orbit can have when he knocks on the door of a Sun was quiet for a long time.


As the game progresses you realize that the control of the movement of our planet not only a question of collisions and forces of physics game: as mentioned, the evolution begins by asteroid but, if administered so wisely, can continue in a controlled manner through various stages of development ranging from deserted to Planet Rock capable of hosting life.


In this case our aliens not only begin to develop technologies that protect us from sidereal Armageddon style impacts, but also create fleets of ships and ships that we can help in clashes with the populations of other star systems.


In such a context, the authors have striven to find a way to invent evidence to be presented to the player which become gradually more difficult: clean up debris from star systems, eliminate ships inside, running from one side to the other scenario to avoid inadvertently disrupt entire solar systems, or, more simply, remain stationary in an area of space and survive a storm of asteroids that makes landfall on our system.


Do not be fooled, though at first entertaining, Solar 2 a game more difficult than it seems and the reason to be found in the inertia of the body that we are driving. Control the drift of the planet and any satellites very complicated, especially when on the run and you acquire quite a speed.


Already starting from the first missions, you end up cursing the keyboard control: If you want to enjoy the best of the opportunities offered by Solar has to connect 2 analog pad and make a lot of practice. The inertia will always stay the same, but at least you will gain significantly in accuracy.


On balance, Solar 2 definitely a decent title that occasionally manages to mix very good manual skills and planning their moves at a time when we face the most complex missions. The difficulty, and tends to be exacerbated by using only the keyboard: think before you buy it so if you don't have a analog pad.

Uncharted 3 Multiplayer Beta

We can consider the final teaser of what will certainly one of the best games of the year. The multiplayer beta 3 release of Uncharted, recently, sar also poor content there that covers the actual asset but offers a wide range of multiplayer mode and 20 levels of progression, lots of weapons to choose from, character customization and power-ups that affect the gameplay.

There that fails to offer an idea of how it will be the single player campaign of Uncharted 3l, and that usually astounds Naughty Dog with extraordinary gameplay and breathtaking sequences. In this sense, the fantastic Uncharted 2 multiplayer beta at the time was at least a glimpse of the co-op mode, and this was extremely similar to the single campaign.

Although we are enhanced by the new beta, we can say that from a technological point of view the basic elements of rendering that we are not far from those of Uncharted 2. Then, in the absence of optimization and new graphical effects, difficult to understand which aspects could improve Naughty Dog engine exists as it did in the past for the second chapter.

At the moment, we were able to identify only some small changes and improvements, from what little we can see the game. To begin with, the anti-aliasing 2 x multi-sampling was totally removed. This a good choice by Naughty Dog: Uncharted 2 l in effect was not particularly effective, and passing to a different method, developers can free up valuable memory and processing time. Instead, we have what looks like a new technique of post processing, a screen-space x anti-aliasing never seen before.

Perhaps it is a less expensive form of MLAA, but despite there rather effective in smoothing out the edges wide; In contrast, do not seem able to mask many ladders as we would have expected. The application of the effect so erratic, but where does does a good job, and this filter works well in split-screen mode and 3D ways that really pushes to the limit the Uncharted engine.

Other elements of the visual appearance of refinement are tecnologies gi views in Uncharted 2. The ambient occlusion was a little lacking in the last game, irrandiandosi to the exterior of the X and Y axes, which resulted in an unnatural result. The new effect in Uncharted 3 much more realistic. Similarly, the implementation of dynamic shadows seems improved: shadow cascaded seem mild compared to equivalent pi in Uncharted 2, which results in a less obvious resolution jumping between the various sections, as you advance in your environment.

Another element that stands out in the Uncharted 3 multiplayer beta version revised of innovative system of crossing dynamics created by Naughty Dog. This technology was used very effectively in Uncharted 2, in the historic level of the train, where Drake moved from one carriage to another while traveling to insane speeds along the landscape. In the beta level Airstrip, we see players do battle while a cargo plane picks up speed for takeoff, chased by several vehicles, each travelling at different speeds. a small indication of some of the new possibilities of gameplay that will hopefully be fully developed in other multiplayer levels, and of course in a single campaign.

While basic rendering can be defined as an improved version of that seen in Uncharted 2, clear how Naughty Dog has made many efforts and much time to make sure that the engine could run two instances of the game simultaneously, making it cos the first title developer to easily split-screen on the PS3.

In this regard, the most beautiful thing about the possibility of having two different accounts logged together on PSN: this is an improvement of the OS so far unused added in a recent firmware (the XMB interface inside of the game will be used to choose the sub-account).This is an essential point, whereas Uncharted 3 multiplayer-oriented customization of the player in terms of visual appearance and equipment, and has its own version of the perks of Call of Duty. Now I can move forward and two players level up together playing on the same console, even if their accounts are registered on PSN in different Nations.

Monday, July 25, 2011

Wipeout 2048

If there's a game that in the recent past and far defined the Playstation brand, arguably the first Wipeout for the original Japanese console. In 1995 it tratt a revolution epoch-making apr eyes anchored racing enthusiasts, at least with regard to the tradition, a PC racing games and arcade and simulation models.


Hypnotism as a perfect match of Wipeout was capable of knocking was something that still difficult to describe, especially considering the hardware limitations of the time and that the same thing happens today even on small screens of handheld console that few months could the rules of a market for years firmly in hand at Nintendo and DS.


Obviously a brand not you let die from morning to night because Sony wasted no time in recycle the potential in a series of sequels that recently have picked up the legacy under the title of Wipeout and Wipeout HD Fury for the joy of your 1080P screens attached to a PS3.


What better occasion for the launch of the new Playstation Life for resurrecting the brand and include it on the new mobile platform? Apparently the guys at Studio Liverpool that many years ago, fans of 8 and 16 Bit had learned to worship under the name Psygnosis, they had in hand for several months a prototype of the new Sony console if you have chosen to achieve that with every chance it will be one of the top of the launch titles.


Although, for a title like this, go to talk about a story doesn't make much sense, fans of the saga will be pleased to know that you treat a true prequel of the first Wipeout that, in fact, to restart the series from new requirements in terms of gameplay.


The first thing you notice obviously setting that passes by default paths and artificial designed expressly for the combat/racing game to apparently improvised paths for exploit the architectural features of a futuristic New York still not ready for this kind of clandestine races.


The first aesthetic impact however excellent and shows immediately the potential techniques for a console that will surely in coming years will reach far beyond the excellent definition of objects, spaceships and paths that move at a frame rate of 30 frames per second.


A starter much appreciated when you consider the size of the object that we are holding in your hand. In short, get to play Wipeout HD 2048 after trying on a PS3 you will be thinking about the fact that, at least regarding the brutal power aesthetic for the console, you have spent your money very well.


And gameplay? Well with that you should be safe as 2048 a nice evolution of the concept of the base, then resumed in Wipeout HD Fury and more wide paths: compared to allow a better variety of gameplay as regards fighting real though make it less difficult aspect is that in tackling bottlenecks and points particularly difficult as jumps in gravitational curve or trapssalient traits of a challenging game as his counterparts next gen (or old gen, considering the probable design being PS4. ..).

Earth Defense Force

Have you ever heard of Earth Defense Force 2017? If your answer was a firm "no" means that you missed one of the most entertaining games and at the same time bastards who the current generation of consoles has seen.


Released approximately four years exclusively on Xbox 360, EDF 2017 blended the mechanics of the classic third-person shooter with the atmosphere typical of science fiction film 50 's. Characteristics of the game were the presence of a massive number of weapons (more than 150, with the chance to pick just two per mission), the presence of vehicles such as tanks, helicopters and mech used during missions, and settings that could be largely destroyed.


The game was a far from perfect, technically acceptable but not spectacular and especially ... difficult as few, even at the low level of challenge pi. Although a large group of players elected to "cult" and Word of mouth did s that her success reached levels unattainable even for its own creators.


A success that has even raised this sequel, maintaining much of the original atmospheres for both expanding the spectrum of possibilities of gameplay that the size of the battlefield. Often we will have to battle inside the city, which render the clashes a bit more tactical thanks to a high level of interaction (read "total destruction").


Compared to the parent were added three new classes, and thus can make the gaming experience is different based on the characteristics of the character chosen. Actually this is not real characters but "set of equipment" able to fundamentally change the approach to battle.


The Trooper that worn by soldiers, the classic middle way without particular strengths but at the same time without big weaknesses, and are virtually identical to the protagonists of the first chapter of the saga. The Jet Armor instead of the "light" version of the battle, to choose if you want a fast and dynamic game pi but high-risk due to reduced defenses. The "standard" also includes the jetpack that allow you to move quickly on maps.


The Tactical Armor instead perfect to cover many roles in battle. It can use defense turrets, mines and radar of various kinds. Finally we find the Battle Armor, which is the heavy artillery of the army.

Puzzle Agent 2

When the year passed Telltale decided to bring the proven gameplay of Professor Layton screens of PC and console, I believe that even the bookies pi villains would bet on his eventual success: a type of game that has been perfected to a portable device in fact wrong could fit in the sedentariet of a mouse or a keyboard.


Instead, after an episode where we got to taste the first true IP was born, grew and developed within the Californian software house, here to enjoy the second chapter, witness real than the style and the ability to create can still make a difference.


In its simplicity Puzzle Agent 2 able to propose itself as a catchy title, finally free of the heavy legacy licences carry on their shoulders and give free rein to creativity to shape a world and a credible, sons of visionariet of that genius by the name of Graham Annable.


The adventures of Inspector Nelson Tethers, employee of the Fbi, section Puzzles start cos you were interrupted the time passed, with our not exactly convinced of how the case has been closed by the shutdown of the factory of rubber to erase.


Point in pride, decides to go, still unaware of Scoggins have touched only the tip of the iceberg which you riveler be much bigger than they could have imagined.


And so, between fraternities, mysterious disappearances, anthropologists, dwarfs and unfriendly police inspectors, our should disentangle between the various puzzles that make up the narrative of this title, suspended between the pragmatism of a loyal employee of the FBI and the dreamlike story that in some ways it seems almost a parody of the first X-Files.


And just to clarify that for the full understanding that it would be a good thing that you have in your luggage, also the first episode made in Telltale as cross-references and references you will waste so much that, to make a metaphor in the topic, you will have the distinct impression of a puzzle that you completer giving answers to questions left open the previousopen at the same time other marks.


As said in opening the bulk of the game is based on solving a series of puzzles that the inhabitants of the pleasant town of Minnesota not lesineranno to offer you, each of which will consegner a rating depending on your skill in solving them and the number of errors or help that you will use.


The interface is reduced to lowest terms as well as the movements of the character that, although it is presented in third person, for the various screens sposter just clicking on some hot spots that will determine an action, whether the activation of an enigma, a dialogue with a character or display of an element. Zero inventory, zero objects to bring maximum simplicity.

Wii Play Motion

I must admit that despite its fanciful use, motion sensing technology has ever made me crazy. Do a race with a friend to see who quickly cut pi not exactly exciting virtual onions, and the same is called for various sports, bizarre variations that Nintendo has proposed in recent years.

For my efforts, find collections of mini-games basically useless and trivial but in some rare cases, as indeed that of Wii Play Motion, my natural aversion to this kind of production leave room in the fun and joy, releasing that my childish and playful yet that the years have inevitably done assopire.

The title, which I remember, contains a Wiimote Plus inside, has a total of 12 minigames specifically developed to exploit the potential of the Wii Motion Plus.

How predictable is not particularly complex mode or articulated, but there does not mean that a good variety and unlockable variants based on the results achieved, are able to guarantee a lasting and enjoyable experience discreetly.

The Games initially available are only four, but trying each of them can unlock as many and even those playing, gaining access to the last four. The first Quartet composed of "Gelatorre", where you have to keep in balance a cone on which are constantly placed balls of ice cream; Eye to the gardens, a kind of crushes the mole in the Nintendo version; "Ricochets", the classic game that many we certainly did in fact at least once in life, where the aim is to have the highest number of rebounds over water to a stone thrown into a pond; and finally "PosizionaMii Plus", where he is responsible for directing the Mii present on screen to match her body with the figures that, from time to time, ahead of the front.

Completed these first four activity then you get access to four: "target shooting", which does not need to be sure no explanation; "Saltimparco", which is projected in an arena filled with gems that are to be collected by bouncing your Mii in the directions you just as if it were a spring; "Flipper", a series of levels where you have to use the Wiimote as a shovel of a pinball machine to make shots of skill to trouble growing; and finally, my favorite, "haunted house" mode in which the controller becomes a sort of Proton rifle to use to capture some agile ghosts.

The Last Stand: Zombie Apocalypse

If you don't know your zombie-free stay and spend the entire day looking for a game with which to vent your murderous instincts, perhaps you should make a visit to the App Store. Statistics at hand, not a day goes inside the market dynamic planet digital pi without seeing the emergence of a new accumunati from those clumsy creatures, brought the success years ago by venerable Romero (Director, this time). You don't believe? Try typing the word "Zombie" in the Store search engine: your patience you esaurir well before reaching the last title of the list.


Within this bloody line fits even The Last Stand, IP developed by Studio 7 Raven who tries to earn the honors of war in the arena of dual stick shooter: a battle hard from the start, because of a tight competition on gender, want-especially-for the presence of IP level which iDracula and Minigore.


Needless to say too many words on a gameplay that iPhone owners know ins: goal of the game to survive the onslaught of hordes of zombies and other disreputable policeman, relying on an arsenal synchronized to the sound of jingling dollars and on a number of power ups which make temporarily pi easily our resistance, altering parameters such as speed, health or firepower.


The control scheme as usual offered by pi from the App Store, with a virtual directional stick on the left of the screen and a second on the right course, referred to the attack-an editable configuration options from the Panel. The extreme intuitivit of commands is not enough to remove a Copilot mechanic who often shines for brain agility: just a few minutes to notice how, for example, the speed of our zombie Slayer is not always sufficient to evade an attack group, stages more challenging species.


The most obvious problems come from a slightly rough collisions: remain calm after being hit once again by an enemy fairly distant, seemingly intent on beating fists in the air, put to the test the better self control. Avoid dodging in a pi Matrix style simple advice: a need, unless you find yourself lying on the ground prematurely. Progresses of levels (and the arrival of new monsters, some of them pretty quick) keep "safety distance" is more complicated: and the absence of a radar-like that shows the direction of arrival of hungry animals not facilitates our mission.


Speaking of content, the IP offers 2 modes (campaign and Survival) articulated on 5 areas of the game split into pi levels, duration and complexity increased, culminating in a boss fight. Defeat the monster requires much attention and coriaceous, considered the nurtured group of assistants that seek to transform us into stew: recommend spending a few minutes extra during the upgrade of weapons before the start of each level, in order to avoid unpleasant situations.


The variety of enemies commendable: the classic zombie joins undead pi quick and resistent, creatures of "silenthilliana" memory with a limb which pierces the belly, like crows and dogs, not to mention werewolves or scarecrow bloodthirsty. The same goes for the end-level boss, in which pi easy to observe a polygonal modeling guardstones and a good Fund animations. The art direction gets results above the sufficiency, albeit scaled down compared to blaze this chart in Minigore.


The Last Stand trying to repeat the title assuefante gameplay, Chillingo undermined by some imperizie that we hope to see resolved in future updates, enriching it with a management of weapons may not innovative but yet interesting: the result an enjoyable title, can steal more time than expected to the sound of "another level and then I stop".


This time the student does not pass the master: but if for some reason i should not go to furry genius, to hunt Zombies could be the winning idea.