FIFA 19 short Review

Nearly every gamers first impression of a game is derived from the graphical quality. FIFA 19 delivers the goods.

FIFA 19 graphics and sound

In FUT 19 there is virtually no pixelation (even in the close up camera views), no clipping, pop-up, or any other known graphic defects. The polygons are richly detailed in beautiful colors. At first glance, the introduction in which the players jog onto the « pitch » (soccer lingo for « field »), can almost be mistaken for FMV. The animation is flawless, using EA’s patented motion blending technology. This prevents the jerky look of other sports games. The frame rate of the animation is also very good, running at an unprecedented 45 fps (that is, for sports games).

For the first time, the physics on the soccer field have been reproduced precisely. And on the market place yu can buy players with fifa coins (or in the second market you can buy the best players for cheap money like on http://www.ejuegosdefutbol.com/ ). Balls bounce off the turf realistically depending on the various weather conditions implemented in the game, and you can even put spin on the ball when you blast it up the field. The stadiums are rendered beautifully in 3D, using

EA’s Frostbite Engine 3 technology which includes real-time stadium animations combined with the motion blending of the players themselves.

The graphics and animation when viewed as a single package are simply stunning. FIFA 19 boasts possibly the best sound ever heard in a sports game. There are catchy, upbeat tunes during the menu selections.

matchs and gameplay

Commentators Brandon Smith and Richard Buckley provide accurate, timely, and realistic commentary throughout the game. The inclusion of these recognizable names adds a rich British flavor to the game, increasing the atmosphere. There is enough speech that it doesn’t really get repetitive, and the play-by-play is very well done. Also impressive are the actual game sounds. The ball sounds real when it hits the turf, and when it is kicked. Crowds get into the game with rousing chants and deafening cheers as the ball is advanced closer and closer to the goal.

The control is also executed nicely. The analog control allows for precision control of passes and shots, a welcome addition to a soccer simulation. There are two different control sets, Complex and Simple. Needless to say, the Simple is good for a beginner to learn the game with, while Complex allows for sophisticated soccer moves and strategies. The control is a little unresponsive at first, but that is due to the arcade feel of most sports games. It takes very little getting used to. The button configuration is superb, allowing for scores of soccer moves and tricks that are normally impossible to include on another controller.

Of course, if you don’t like the configuration, you can always tailor it to your own specifications and save it to your Controller Pak.

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Gran Turismo pro series

The Gran Turismo of Wii games gets the job done, if only just barely.

If you simply must have a Gran Turismo for your Nintendo Wii, Ubisoft is here to oblige you with GT Pro Series, an underwhelming but effective racing game that once again shows off the Wiimote at its best. Unfortunately, it also shows off the limitations of the Wii’s graphics.

Gran Turismo GT pro gameplay

The gameplay will be entirely familiar to anyone who’s ever played a carPG (i.e. car RPG). You win races to unlock new cars and parts, which you can use to win more races to unlock more new cars and parts, and so on. The races are divided into leagues that have to be won in sequence, and each league is composed of a number of races. The varied requirements for the races ensure that you’ll drive a variety of cars rather than simply sticking with the best and fastest. Between each league, you’ll have to pass a variety of tests to ge your « license ». Sound familiar?

It’s old hat stuff, obviously inspired by Gran Turismo, but it’s effective enough. The races start out short and easy, getting progressively more demanding as you get better at driving. There aren’t many tracks, but the point of the game is driving different cars, not scenery. There’s a limited selection of foreign cars, mainly Hondas, Nissans, and Toyotas. They feel distinct and the handling is detailed enough to offer a real challenge as you get more powerful cars. For instance, the transition into a front wheel drive is one of the steeper parts of the learning curve. Anyone can win a race with the Honda Civic, but it’s going to take some practice to tame that Supra.

The best thing about GT Pro, and where it ultimately has legs (err, wheels), is the driving model. The physics are inconsistent, particularly when it comes to collisions. There’s no damage model, and GT Pro is forgiving of collisions to a fault. Like Gran Turismo, the best way around a sharp bend is bouncing off the inside of another car. But this is more a problem with the genre that GT Pro itself. This isn’t a driving game about messing with the competition so much as it’s a driving game about master combinations of car and track.

The Wiimote is certainly up to the task of finessing a difficult car around an intricate track, and the included plastic steering wheel seems to help, if only at a conceptual level. This is actually nothing but a round bracket for your Wiimote that lets you hold it in front of you like a steering wheel. You’ll look pretty silly grasping this toy sized wheel in midair, like a child pretending to drive. But of course, if you have any reservations about looking silly, you probably don’t even have a Nintendo Wii.

The biggest problem with this sort of racer on the Wii is that the developers are making a game that favors photorealism. The Wii’s graphics hardware is capable of no such thing. The result is often cringe-worthy, with plain textures, flat lighting, and perfunctory car models that honestly look like something from the Nintendo 64. Ouch. Given how good something like Dark Souls for PS3 looks, this is a pretty embarrassing display of the Wii’s graphics capabilities.

The quick races, time trails, and drift challenges aren’t much incentive to pull your nose out of the career mode. And the multiplayer is hardly worth booting up. You can only play splitscreen, and without AI cars. But there’s no denying that GT Pro works when it comes to tapping into the strange compulsion carPGers have to unlock cars. The parts and trophies, and even a few touches of customization, move the game forward at a snappy enough pace that you might not even mind the terrible scenery.

review of the game : Bullet Witch [X360]

Great explosions and a pretty protagonist can’t dress up this dreadful shooter.

Atari’s Bullet Witch is the type of game we really don’t need more of on the Xbox 360 : a thin exercise in action for action’s sake that looks great in screenshots but creaks and groans with its every movement. The silly story is packed with grotesque but dull enemies and the mechanics are tuned with all the precision of a soapbox derby racer. But a couple of interesting game systems and the occasional great event kept us playing longer than the game really deserved.

Story of Bullet Witch

The concept is that in the not too distant future, a series of catastrophic events has wiped out four fifths of the world’s population. Skinless demons roam the streets, slowly eradicating the last humans, and a witch with a massive gun hunts the demons, bringing some sort of justice to humanity.

It’s a reasonable setup, we suppose, but we’re probably not supposed to ask why there are still urban centers after the broad death of humanity, or how there are apparently enough bullets around for the demons to fire all these years after the factories making them must have ceased. At least the lack of population explains why all the buildings are empty when you get the chance to peek into them.

The action follows a simple and over-predictable pattern: walk around, shoot some stuff, encounter a magical barrier, kill the massive floating brain or other boss powering the barrier, move on. The targeting is unassisted and slow, making even simple gunplay a bit of a chore. Over time you’ll earn upgrades to the game’s single weapon, but they don’t change things up very much.

Being a witch should make spellcasting a lot easier than it is here. To throw some lightning, you’ll first have to tap the left or right bumper, which fills the screen with one spell selection overlay, then keep tapping it until the overlay containing your spell comes up, then hit the corresponding face button. It’s like having to cycle through several pause menus every time you fight, as the spell wheel blocks the whole screen.

Gameplay

The most original aspect of Bullet Witch is the ammo system, which relies upon mana rather than randomly placed stockpiles of shells. Reloading costs mana in the same way that casting spells does; the trick is that your max mana amount changes dynamically based on your actions. Use several spells at once and the max might drop to 30% of the bar; riddle a bunch of enemies with bullets and it’ll rocket back up to 100%.This is a better than average way of forcing players to switch up tactics, and it allows some absurdly powerful spells to be doled out right at the beginning of the game. You’ll be able to use them, but not rely on them. The idea is that over time your tactical abilities will grow evenly, and it generally works.

So how about something nice to use it all on? Not here. The enemies are dumb as doorknobs. They substitute raw numbers and aggression for skill, and the game conspires to hide as many as possible in the shadows, so that you won’t see what’s coming until too late. Some will even spawn arbitrarily, or seem to. How else to explain the sudden presence of deadly soldiers that weren’t visible a second ago?

Even worse, both boss battles and routine encounters are full of the most tired of gaming tropes: one hit kills. Didn’t those go out of fashion at least a decade ago? But here’s Bullet Witch, ending your game with the toss of a car by one of the many massive floating brains. If it didn’t take so long to trudge back through the city to the point where you died it might not be so irritating, but your movement speed is so slow that it’s possible to knock off a couple chapters of War and Peace while retracing your steps.

The truly frustrating thing about Bullet Witch is the way the game will throw something magnificently cool your way just as the action is becoming irredeemably irritating. That might be something as simple as an exploding tanker truck full of gasoline that blows up just the right way to take out a bunch of the surrounding area. The environment really does blow up in an appealing way.

But then it’s back to trudging through the city, which is largely comprised of blocky, homogenous buildings. Highlights are too hot and shadows too deep, frequently making it difficult to see what’s nearby. The dynamic shadows look great as long as you’re standing still; otherwise they flicker in and out of sight, which is supremely distracting.

Typically, poor graphic performance is just a sideline to how a game performs, but here the lousy shadows and contrasty scenes detract from the action just as much as the dreadful AI and thin premise. As a result, Bullet Witch should be completely avoided; even players looking for a cheap thrill will find something to annoy them in this adventure that’s as poorly finished as it was conceived.

Enchanted Arms [X360]

This may be the best — and only — traditional RPG on 360, but how does Enchanted Arms fare against the genre’s heavy hitters ?

Remember Final Fantasy VII ? How about Final Fantasy II ? These are games that used relatively new console technology to advance the realm of traditional RPGs. Conversely, do you remember Beyond the Beyond ? How about Orphen: Scion of Sorcery ? Probably not. That’s because these went the other direction: taking new power and doing absolutely nothing with it, and instead turning out a game just as crummy as anything in the previous generation. Enchanted Arms — the first traditional role-playing game for Xbox 360 — is at neither end of the quality spectrum, instead sitting firmly in the middle.

Enchanted Arms : the story

As far as stories go, Enchanted Arms weaves a decent tale. It’s 1,000 years after the Golem Wars, where ancient magic and powerful robot-type creations clashed in an epic battle. In present day, golems have become a subdued, accepted part of society, while the only remnant of magic is its less powerful subset, enchanting. Those who do not learn from the past are doomed to repeat it, and the whole, world-threatening scenario may be making a return appearance.

At the heart of the matter is main character Atsuma. He is, perhaps, one of the most naive, careless, and idiotic protagonists in video game history. It’s so bad, the game goes into great detail on how to climb ladders, open chests, activate switches, and swim. Hint : They all require you to hit the A button. After this baby-talk, Atsuma has the option of asking his friend to repeat the tutorial — as if pressing A is too complicated. He may be dumb, From Software, but we are not.

Atsuma‘s only saving grace is the intrigue of his right hand, which holds mysterious powers that could turn the tides of the impending conflict. Other playable characters aren’t helping matters, and the first portion of the game goes as follows: Atsuma makes a snap decision without thinking; the gallant Toya either enables him or bails him out; then Makoto either whines about Atsuma, or fawns over Toya (they’re both guys, by the way). Fortunately, you won’t have them in your party the entire game. The bad news is, future allies aren’t much more likeable. Basically, the annoying characters and their atrocious dialog neutralizes the good aspects of the plot.

GW 2 : Some highs and some lows 2

The real fun in GW 2, however began when the dragon event popped.

Lets face it everyone loves taking down a dragon!!!

The zone bursts to life and when a mass of players start to congregate you just start to get a flush of excitement as you feel tension around you building. You just know something big is in the works, see : https://rootbranch.wordpress.com/2017/07/19/gw-2-some-highs-and-some-lows/

Then comes the dragon swooping from the sky scattering dust and rubble as it crashes to the ground, players suddenly jolt to life, every player to a man fighting for each other, reviving each other, the odd tactical tip shouted in map chat ‘Stay away from its head’ ‘target the legs’ ‘melee take out the adds’ and then come the victorious cheers when victory is achieved.

Sure the fights in GW 2 are a tad simplistic and I’ve never failed to take one down yet but its more about the general feeling and atmosphere these events create, they really are special and feel rewarding.

Anyway after we took him down we all had to log off but I think its fair to say we logged feeling fulfilled. It may only have been a few hours we spent as a small team but it did really ring home that this is how GW 2 should be played and when its at its best. Now we just have to wait until we are all online at the same time again…….

On a personal note I’m up to 66% map completion, I really need to write a post to help me keep track of what zones I’m done with and what exactly I still need to do. I am however looking forward to seeing that star next to my name and then heading back to Orr so I can continue with my crafting and gear up my toon a bit more. For the record I’m still wearing some blues and greens and some items are as low as level 50….. yeah you can tell I’m taking my time.

Review of PRINCE OF PERSIA

PRINCE OF PERSIA

The Prince is back for another installment of the popular Prince of Persia franchise, and it’s about time. The aptly titled Prince of Persia brings new life to the franchise on the current generation of consoles and fans should be incredibly stoked to be a part of the ride. More : Prince of Persia : The Forgotten Sands (Wii)

On his way out into the desert wastes looking for his beloved donkey, this new rogue of a Prince bumps into a well-endowed female on the run from her father and his guards. Long story short, our hero must help his new found companion bring peace and green back to an expanse of desert. To do so, he’ll have to brave four different temples and a whole host of shadowy enemies.

prince of Persia gameplay

Prince of Persia takes its cue from the critically acclaimed Prince of Persia : Sands of Time and Shadow of the Colossus in terms of gameplay–you’ll find yourself running up walls, leaping across ledges, grabbing ropes and pretty much being an all-around acrobatic wonder (a la Mirror’s Edge) in this game. The gameplay is still as fun and balanced as it was during the Prince’s run during Sands of Time with one little wrinkle: instead of an enchanted hourglass, you’ve got Elika–an incredibly beautiful, tiny grouping of pixels there for the soul purpose of helping out the Prince by giving him expanded abilities, magic and the ever-useful double jump. While the Prince’s name might be on the box, it’s Elika who really makes this title shine. She’s essential to gameplay and creates a perfectly logical reason as to why video game characters get a « double jump. » By the end of the game you start to wish that Mario had Peach come along on some of his adventures to add that suspension of disbelief.

Combat is a simple affair, adopting the one-button combat approach boasted by Fable II. Here’s the thing, Prince of Persia does it better. The combat animations are fluid and look devastating to enemies, but the system still manages to make it feel like you have more control than you actually do–a feat that is not easily accomplished in games like this, especially at a constant framerate.

Speaking of which, the art director on this project should get a whole host of applause–the game looks stunning. From the character models to the absolutely phenomenal environments, this game would definitely be a reason to pick up an HD TV. UbiSoft should also get some props for their excellent voice cast–the voices in this game are spot on for their characters.

Of course, any game as highly anticipated as this does indeed have its flaws, minor though they may be. The game chooses to never let you die, instead having Elika save the Prince from certain death when he takes a nasty fall or gets the stuffing beat out of him by an enemy. This forgiving system, while perfect for casual gamers, will continually frustrate hardcore fans due to the lack of motivation for doing something right in a certain number of tries. While not necessarily a bad system, it does make us wonder why there isn’t a feature to turn off the Elika magical save ? Believe us, after the tenth or fifteenth time of seeing Elika grab the Prince’s hand shrouded in a magical blue glow, you’ll want to turn it off too.

All in all, this new installment in the Prince of Persia franchise gives some nostalgic nods to the past while blazing some new territory for the future. A solid game that deserves a lot of attention.

Warhammer review 2

Economy : Or should I say the lack there of. There is no economy in Warhammer. I’m not a fan of the auction house because I think it is a pain in the ass, but I’m wierd about that. I have always liked the shop method of buying and selling. Set up shop while your afk, and leave it at that. The lack of economy is only good for one thing, and that’t to keep gold sellers at a minimum. With no real reason of needing gold, then gold sellers are obsolete. I never find myself having to really work for something in Warhammer. This will probably be different when I start worrying about higher level gear, but after that then what ? The economy is boring enough said.

Zone Domination : Thank goodness they are making improvements to this, and making it easier to understand. When I first started I never knew really what was up with this thing. Now it’s starting to make better sense. It seems Mythic will keep making strides on this system. Which is good because it is the major part of the end-game.

Bug Fixes & Client Stabilty : Good thing they are keeping this on the top of their list. Ever evolving your game and the way it performs is a must. Keeping everything working correctly is a vital part to keeping subs. They still have some things to work on, but atleast they know it.

I touched on a few things that I think are important. I know there alot of other things that might be or are more important then these things, but these are some of my major concerns. All and all I think Warhammer is a good game, not great though. They have room for improvement in alot fo areas, but I have faith they will do their best in making this game an over the top success !