Oct 7, 2011

It was a while, also Dark Souls !

Well, I was so goddamn busy with my school so I dropped blog and then completely forgot about it.
But I'm back !

So let's get this stuff going:

Dark Souls - PS3


Descending a granite staircase early in Dark Souls, you find a Black Knight obstructing the corridor below. He stands with his back turned, oblivious to your approach. A white loot orb glows cheekily at the far end of the passage. Lesser games might telegraph this enemy’s difficulty by showing it rear its head back and screech, flecking the camera lens with spittle. Such condescension would be superfluous in From Software’s action-RPG template. The mere outline of the knight’s horned helmet – instantly recognisable from the game’s box art – sets your pulse galloping.
You know he’ll be an ornery bastard, relentless and overpowering. He will carve you into slices finer than a deli ham. But the option here of whether or not to engage is a calculated farce. You know that, after wiping your palms off on your trouser legs and taking a deep breath, you’ll provoke the Black Knight. Because glowing loot is to the RPG enthusiast as fire is to the moth. Put simply, ‘compulsion’ is too weak a word.
In order to keep a reassuring distance, you hurl a throwing knife before switching hastily back to your primary weapon. The Black Knight hardly flinches as he pivots around to face you, still terrifyingly mute. Then he charges. Just like the moth, your flailing, flapping demise is both grim and comically Chaplin-esque.
You died, says the game, just in case you’d mistaken your hero’s slumping to the ground for a sudden fit of narcolepsy. You died. This curt declaration appears on your screen with such dispiriting frequency over the course of your time with Dark Souls, the words practically burn into your TV screen. You died.
Just like its 2009 predecessor Demon’s Souls, Dark Souls mirrors the Black Knight’s posture. The game stands with its back to gamers who feel entitled to the coddling of selectable difficulty tiers, enemies with neon-signposted weakspots, and checkpoints as tightly spaced as a trail of Pac-Man dots. Anyone who expects to button-mash their way to victory should avoid playing Dark Souls entirely and simply watch walkthrough videos with a bucket of popcorn in their lap. Dark Souls has all the trappings of a rote fantasy RPG. You’ll select from the usual bundle of character classes – warrior, hunter, pyromancer, cleric, et al. You’ll chop down undead and skeletons and plague-infested sewer rats – and if you persevere long enough, proud dragons. But don’t be fooled. Embracing a slew of the RPG genre’s hallmarks enables the game’s designers to subvert player expectations with sadistic glee.

Also, the multiplayer is just stunning, I strongly recommend that game, It might end up being the game of the years. Have fun !

Apr 7, 2011

Rift: New MMORPG

Again, hello everyone !

I wrote and collected review material on new MMORPG called:
 
"Rift"


Rift's claims that "we're not in Azeroth anymore" sound a bit like what you'd hear from some naive American tourists in Calgary jabbering about how they're no longer in the United States. Sure, the lawyers wear funny ties and there's that whole free health care thing, but it's hard to argue that one country doesn't feel much the same as the other. And so it goes with Rift. Trion's pretty world is best understood as a satisfying brew containing the best parts of games like World of Warcraft and Warhammer Online: Age of Reckoning, all bottled up in one convenient package that packs a welcome kick for MMO veterans and newcomers alike. Accept it on that level, and it's easy to identify Rift's world of Telara as one of the best MMO landscapes of the last six years, with some reservations.

And Rift doesn't waste any time before waving its few authentic innovations in your face. The first you'll discover is its rich class and talent system. Immediately after selecting one of four archetypical "callings" (warrior, mage, cleric and rogue) during character creation, you choose your first "soul" to kick off your adventures in Telara. Souls are essentially individual talent trees in other games, but the key difference here is that you can collect up to nine of them. You get your first three early on through story progression, and then you get most of the rest by stealing souls from evil versions of representative classes summoned through rifts. The process isn't hard; if anything, it's a little too easy. Thanks to the endlessly spawning rifts, our mage picked up all but one of his available souls in around two hours just by running back and forth between the quest NPCs and the ever-present rifts. Must pick for any MMORPG fans out there, even you, wow-fanboys should give it a try !

Apr 5, 2011

My first post and "Bulletstorm" review

Hello everyone !

This blog will server a purpose of short reviews I'm going to write, adding my own opinions (I'll always review a game after I finish it) So, I hope you will have a good time reading.


"Bulletstorm" -PC
 


Bulletstorm's array of distinct skillshots produces unprecedented levels of frantic gameplay. The skillshot system rewards players for laying waste to enemies in the most imaginative way possible. The more insane the skillshot, the more points players collect to upgrade and unlock weapons, which in turn allows them to execute even more inventive moves and exaggerated skillshots.
Game was released by Polish company "People Can Fly", who also made quite popular FPS "Painkiller".
An incredibly welcome breath of fresh air. Never underestimate the simple need to let loose and cause some mayhem, and the skill shot system is exceptionally done. Also, I have to add, the game is quite long, while most FPS games can be completed by a good gamer in matter of 10~ hours. While Bulletstorm took me nearly two days.

10/10