Review of Gran Turismo

Gran Turismo despite the fact that it has a sequel is still probably one of the greatest console racing games of all time. I truly think so with over a one hundred cars you can

customize your self, this game surpasses expectations of what the Playstation could do when it got released. My first impression of this was Wow! This game is so realistic. Not

only were the graphics beyond superb and the quality was high this game presented a lot of challenge, so those who think racing games are usually a bore they will not get

bored with this one any time soon. The music however during certain stages could have used some work, but that’s only on a couple of songs for the most part though this music was great. The only real problem with this game that I find is the difficulty. The simulation mode and License Test are unforgiving you will play hours and hours trying to pass one

exam and never make it. You have to be a perfect driver to do so. Other than that this game is excellent and one I would definitely adds to my collection.

Graphics of Gran Turismo 10/10

Do graphics get any better than this ? Some would say yes but at the time there wasn’t. Every car looked exactly like its real life counterpart and it moved just like it. The opening

FMV of the replay of the cars looks excellent, and every thing looks just as good as that in the game. The car reactions and the way it moves if you seen the real life cars they look and respond just like it here. The backgrounds in the game were gorgeous some of the stages like Trial Mountain, and Clubman Stage Five looked very good. The mountains were big and luminous and a tiny detail in the background added to the feeling you were really driving like trees over hanging above you, and branches in the road. You also had realistic looking racing tracks to drive on, complete with bleachers and seats for the fans to

look on. The crashes in the game weren’t realistic like you didn’t see big spinouts, and cars being set on fire. For the most pat you would just see it spin out of control and fly in the air, never flipping or anything. This is the only graphical aspect that could have been improved in my opinion. For the most part though the graphics were outstanding.

 

 

Enchanted Arms [X360]

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. 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.

Pirates of the Caribbean- At Worlds End

Use your stylus as a pirate’s cutlass and duel with some of history’s greatest scoundrels.

Movie-based titles on handheld systems are normally the video-game equivalent of Davy Jones’ locker — where nothing but death and sorrow reside. Pirates of the Caribbean : At World’s End bucks this trend by being a competent, fun little excursion with Jack Sparrow and the crew.

Fitting itself into the story arc of the films, At World’s End finds Capt. Jack sacrificing himself to save Will and Elizabeth — who in turn head out to find a way to bring him back to the living. This forces them to involve the most feared pirate lords of the day, and offers plenty of swashbuckling action.

As one of the main characters, you’ll work your way through action-platform-style locales from the movie, loosely following the film’s plot. That sounds rather unspectacular, but unusually for a movie-licensed game, the mechanics are definitely sound. At World’s End DS is easy to control, and varies up the gameplay for maximum entertainment. Even the camera, a stumbling block for the Pirates games on some other platforms, is relatively well-behaved.

Aside from simple button-mashing combat, each character has sub-weapons that sap energy from their savvy meter, like poison bombs, daggers to throw, or whips. Stealth kills instantly dispatch foes, but it’s not all about the fighting. Plenty of chests and gold await those willing to look around for them. Other items are also crucial — such as a bamboo pole for vaulting or a torch for shedding light on sticky situations.

Dungeon Siege-Throne of Agony [PSP]

A PC-to-PSP port ? Not quite, but this dungeon crawler still captures all the addictiveness of its bigger brother.

A spin-off from a moderately successful PC series of action-RPGs (and not what you sit on after a questionable curry),

Throne of Agony brings the notoriously addictive dungeon crawler genre to the PSP. No, it doesn’t have the depth of its PC granddaddy, but barring a handful of unfortunate issues, it’s perfectly good at what it does: pass the time.

At the game’s opening, you choose your character from three options : a meatheaded barbarian, a wizard, and an agile, thief-like elfish chick. To its credit, Dungeon Siege  plays very differently depending on your choice, even to the extent that you might want to play it through several times to see it all. As your character gains experience, you get to make the usual stats and skills choices – in fact, the only real twist to the system is that you get to choose a follower to accompany you on your quest, and level up as you do.

You’ll acquire quite a collection of these followers as you play, and you can swap them out to your heart’s content. They’re handy in a fight but none too smart – count on them too much and you’re liable to find yourself being pounded on by an army of lizardmen, while your henchman (or woman, or…thing) is stuck behind a tree you passed ten seconds ago. Bad luck.

On the other hand, we liked the way you can map your « active » skills – as opposed to the « passive » ones that are always active, confusingly — to your choice of button, switching them around when the situation demands. The on-screen map is too small for any serious exploring, though : for every positive in Dungeon Siege‘s interface, there’s a missed opportunity along for the ride. Such as the game’s responsiveness. Like so many PSP games, Dungeon Siege‘s loading times are excessive. Even the menu system, where you’ll check out your equipment, upgrade your character and review your quests, is far too laggy and unresponsive. It’s frustrating, but it’s worth gritting your teeth and ignoring it.

Action RPGs lend themselves to multiplayer, and in this category Dungeon Siege delivers admirably well. Ad-hoc wireless play is all there is, but grab a cooperative friend and the two of you can take on the entire adventure, one quest at a time, with your personal saved characters. Honestly, there isn’t much better than that.

Plus there’s that addictive, fruit-machine thrill of randomized loot, where killing even the most ordinary monster could, maybe, just maybe, award the player a tremendously powerful piece of kit. As the players of PC smash Diablo II (not to mention World of Warcraft, which is nearly the same thing) will attest, there’s little that does more to encourage miserable addiction than that. Dungeon Siege nails this feeling just right, making it the perfect way to kill a few hours without straining your brain too much.

short review of FIFA 19 – 2

FIFA 19 includes various levels of play

Novice, Semi Pro, Pro, The Journey, Manager mode. Novice is perfect for someone just starting the game. It is a good learning curve and the average player can win at the Novice level after a few games.

FIFA 19 has possibly the best AI ever seen in a sports game. In the upper levels of difficulty, the computer actually adapts to your strategies and tries to shut them down. In this way, the game can be very hard, but NOT cheap : that’s right if you want a competitiv team and must buy fifa points on the EA’s Store; but you can choice sailors of coins or comprar monedas fut 19 in spanish… This alone is a gigantic leap above other sports games, which are notorious for making the game harder by letting the computer cheat. I had a blast in both the single player and multi player modes. This rivals Mario Bros as the best multi player game yet seen. It supports up to 4 players and they can all play on the same team, 2-on-2, or 3-1, etc.

All sports games have a tremendous amount of replay value, but FIFA 19 takes it to the next level. There are over 140 teams in the game from around the world, including few authentic leagues like the German, English, and Italian leagues, sporting clubs from across the countries. The players are authentic and perform similar to their real-life counterparts. With the many teams, you can create thousands of match ups. Combined with the intriguing Pro difficulty level, you’ll be playing this one for a long time.

Although FIFA 19 is very close, it is not perfect. The USA national team is comprised of fictional characters, due to contract obligations. Also, there are not quite as many teams in this revision as there were in other versions. However, these are very minor quibbles and should not affect your feelings toward this game very much. I would highly recommend this game to any sports fan, and even those who aren’t.

This game might be good enough to change any skeptic’s mind. Congratulations are in order for the king of sports video games, EA Sports.

Ratings (1.0 to 5.0 scale)

Graphics – 4.4

Sound – 4.6

Control – 4.3

Gameplay – 4.7

Lastability – 4.8

Overall – 4.7

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.

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.

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