19 Posts Found by mysticmann
12-20-15 06:19 PM
| ID: 1227715 | 34 Words
| ID: 1227715 | 34 Words
mysticmann
Level: 11




POSTS: 19/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229
POSTS: 19/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229

Likes: 1 Dislikes: 0
Hi people, I need an accelerator game to play the games... any good angel that can give me some Viz to buy it? just a present for christmas. oh, merry christmas for all ! just a present for christmas. oh, merry christmas for all ! -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
12-06-15 07:48 AM
| ID: 1223861 | 1363 Words
| ID: 1223861 | 1363 Words
In 2000, Squaresoft launches an awesome RPG: Vagrant Story. The game is classified as an RPG, but it has characteristics of the game genre action adventure. This masterpiece, as I like personally to characterize the game features an engaging storyline, incredible graphics (if taken into account the year and the platform on which occurred the development of the game), impeccable soundtrack and wide and fascinating gameplay. Vagrant Story had an impressive responsiveness, reaching incredible average of specialized media such as GameSpot and IGN. As a fan of the beautiful game, I could not help but write a review to highlight the perfection of such work. History The plot of Vagrant Story is without a doubt one of the most spectacular ever seen in the PlayStation game library. The plot involves a complex political plot merged in a medieval ambiance. The game's story takes place in the kingdom of Valendia (who suffers from a terrible war-civil), more precisely in the city of Lea Monde, a city that lived its prosperous days, but after an earthquake many years before, along with the devastation caused by war, living its worst days. Ashley Riot, the protagonist, is an agent of 20 years, belonging to an organization known as "Valendia Knights of the Peace" or VKP, as the organization is cited as the game progresses. Within the organization, Ashley belongs to a division responsible for maintaining order, and this is termed as "Riskbreaker". A dark past and tormentor Ashley becomes a riskbreaker after a terrible event, the killing of ... errr ... Better stop here before you reveal more than you should. Initially, this can not remember this and not other facts of his past, but these memories are being repurchased with the unfolding of the plot. Ashley, who remembers little about his past, comes to Lea Monde chasing Sydney Losstarot, leader of a religious clan able to manipulate people (something related to your ability to read minds). Inexplicably, during the meeting between the protagonists in the devastated city, the earliest memories of Ashley back to your mind, torturing him. But what is the reason for this sudden recovery of memory? It would influence the city environment, or Sydney would have something to do with it? From there, the plot is developed in a kind of "game" where Sydney seeks to "play" with Ashley's emotions in a surprising plot where the future is uncertain and unpredictable. Gameplay The gameplay is a very favorable point of the game. The possibilities of the protagonist are wide, making it possible to this run, climb into boxes and push objects, especially in times where the player will see face to face the puzzles (and there are many in the game, some able to do player kicking in anger). Battle System This is undoubtedly the strong point in the question gameplay. To attack an enemy, the player must press a push button, which automatically pause the game. A transparent sphere appears on the screen, revealing the scope of weapon used. If the enemy you want to attack is within the range, it's up to one more choice: which part of the enemy's body attack? Arm, leg, head, torso? The decision will affect many forms of combat as an attack on the head can be much more effective (taking into account that the enemy does not have any protection in place), while an attack in the leg reduces the movement of the opponent. Customization of weapons and equipment Customization is one of the innovations of Vagrant Story front of the other games of the genre. The amount of weapons available in the game is very large, and the customization, this figure becomes even more exorbitant. The player can choose from fighting with his own fists to use weapons such as crossbows, swords, axes, among many others, each with its particular power to reach and damage. Skills We can see how innovations were not lacking in Vagrant Story. Soon after defeating the first "boss", Ashey acquires calls "Chain Abilities" which are nothing less than sequences of moves that if done properly, are capable of causing greater damage to the enemy. The higher the combo performed damage. However, it is not so easy to achieve such an effect, since, to accomplish it, the player must be very attentive. The signal for performing such combo is an exclamation point appears over the head of Ashley, but that usually lasts less than 1 second. The "Defensives Abilities" work the same way as the "Chain Abilities," and how to realize them is the same, but as the name suggests, in this case, the player will perform his defense and could reduce the harm suffered or even perform a counterattack. Now comes the downside of using such skills. The character has, in addition to HP and MP bars, one RISK bar, which shows the risk of the character. Only if attacking usually already accumulates risk, but the use of skills considerably increases this negative attribute. The more risk, the greater the chance of Ashley fail in their attacks, and the greater the possibility of such damages suffer more effective. New Game + As we have seen in many other games in the genre produced by Squaresoft (now SquareEnix), after finishing the game for the first time, New Game + game mode is available. In this mode, you can repeat the gaming experience with the attributes and weapons with which he ended the game for the first time. In Vagrant Story, the New Game + not much attention as this does not include any new fact to the history of the game, only a dungeon with stronger enemies than normal. For the rest, this game mode is only for those who want to do it again, but with greater ease. Charts The Vagrant Story charts seem to want to take the PlayStation to its limits. The mix of a fully ambiance in 3D, with characters in a cartoon style hauntingly lovely (please note that the lines of the characters are done through speech bubbles) in the medieval context in which the plot is set makes much more delightful gaming experience . The atmosphere is dark (most of the time) and several times can realize a possible influence of chiaroscuro (the effect also called chiaroscuro, used by painters such as Caravaggio). The contrast between the shadows and the light adds a surprising effect, which fits perfectly in the context of the game. Another striking aspect graph, in addition to very well made textures, is the stunning detail given to all characters and enemies with which it comes up against throughout history. Soundtrack The soundtrack of the game is flawless. A single negative point is that the characters do not have voice (and hence speech, duh), since dialogue is done through speech bubbles, as has been said. The author of dozens of game music is nothing less than Hitoshi Sakimoto, who has attended as a composer in games like Final Fantasy XII and Final Fantasy Tactics. The trail created by Sakimoto fits perfectly into the dark background, and the sound interaction with the rest of the game is stupendous. Without a doubt, the item "sound", the track Vagrant Story is one of the finest ever composed, a view shared by Sakimoto himself. Conclusion Vagrant Story is one of the masterpieces in the library of games available for the PlayStation, and was able to show perfect in all aspects. Due to the incredible responsiveness that the game had, in 2009 the game was also released for PSP and PS3. For a beginner player, the gaming system may prove a bit confusing and difficult, but this first impression is quickly dissolved after a few minutes of practice. For its originality and a search for "flight pattern", the game will find hardly comparable to other works. Plot, sound, graphics, everything makes Vagrant Story is unique. There is no doubt about the fact that Vagrant Story is one of the best games in the genre, and should be played by all RPG lovers. But remember, think very carefully before you start to play because the game is extremely addictive. I hope you like this game! Please enjoy. Vagrant Story had an impressive responsiveness, reaching incredible average of specialized media such as GameSpot and IGN. As a fan of the beautiful game, I could not help but write a review to highlight the perfection of such work. History The plot of Vagrant Story is without a doubt one of the most spectacular ever seen in the PlayStation game library. The plot involves a complex political plot merged in a medieval ambiance. The game's story takes place in the kingdom of Valendia (who suffers from a terrible war-civil), more precisely in the city of Lea Monde, a city that lived its prosperous days, but after an earthquake many years before, along with the devastation caused by war, living its worst days. Ashley Riot, the protagonist, is an agent of 20 years, belonging to an organization known as "Valendia Knights of the Peace" or VKP, as the organization is cited as the game progresses. Within the organization, Ashley belongs to a division responsible for maintaining order, and this is termed as "Riskbreaker". A dark past and tormentor Ashley becomes a riskbreaker after a terrible event, the killing of ... errr ... Better stop here before you reveal more than you should. Initially, this can not remember this and not other facts of his past, but these memories are being repurchased with the unfolding of the plot. Ashley, who remembers little about his past, comes to Lea Monde chasing Sydney Losstarot, leader of a religious clan able to manipulate people (something related to your ability to read minds). Inexplicably, during the meeting between the protagonists in the devastated city, the earliest memories of Ashley back to your mind, torturing him. But what is the reason for this sudden recovery of memory? It would influence the city environment, or Sydney would have something to do with it? From there, the plot is developed in a kind of "game" where Sydney seeks to "play" with Ashley's emotions in a surprising plot where the future is uncertain and unpredictable. Gameplay The gameplay is a very favorable point of the game. The possibilities of the protagonist are wide, making it possible to this run, climb into boxes and push objects, especially in times where the player will see face to face the puzzles (and there are many in the game, some able to do player kicking in anger). Battle System This is undoubtedly the strong point in the question gameplay. To attack an enemy, the player must press a push button, which automatically pause the game. A transparent sphere appears on the screen, revealing the scope of weapon used. If the enemy you want to attack is within the range, it's up to one more choice: which part of the enemy's body attack? Arm, leg, head, torso? The decision will affect many forms of combat as an attack on the head can be much more effective (taking into account that the enemy does not have any protection in place), while an attack in the leg reduces the movement of the opponent. Customization of weapons and equipment Customization is one of the innovations of Vagrant Story front of the other games of the genre. The amount of weapons available in the game is very large, and the customization, this figure becomes even more exorbitant. The player can choose from fighting with his own fists to use weapons such as crossbows, swords, axes, among many others, each with its particular power to reach and damage. Skills We can see how innovations were not lacking in Vagrant Story. Soon after defeating the first "boss", Ashey acquires calls "Chain Abilities" which are nothing less than sequences of moves that if done properly, are capable of causing greater damage to the enemy. The higher the combo performed damage. However, it is not so easy to achieve such an effect, since, to accomplish it, the player must be very attentive. The signal for performing such combo is an exclamation point appears over the head of Ashley, but that usually lasts less than 1 second. The "Defensives Abilities" work the same way as the "Chain Abilities," and how to realize them is the same, but as the name suggests, in this case, the player will perform his defense and could reduce the harm suffered or even perform a counterattack. Now comes the downside of using such skills. The character has, in addition to HP and MP bars, one RISK bar, which shows the risk of the character. Only if attacking usually already accumulates risk, but the use of skills considerably increases this negative attribute. The more risk, the greater the chance of Ashley fail in their attacks, and the greater the possibility of such damages suffer more effective. New Game + As we have seen in many other games in the genre produced by Squaresoft (now SquareEnix), after finishing the game for the first time, New Game + game mode is available. In this mode, you can repeat the gaming experience with the attributes and weapons with which he ended the game for the first time. In Vagrant Story, the New Game + not much attention as this does not include any new fact to the history of the game, only a dungeon with stronger enemies than normal. For the rest, this game mode is only for those who want to do it again, but with greater ease. Charts The Vagrant Story charts seem to want to take the PlayStation to its limits. The mix of a fully ambiance in 3D, with characters in a cartoon style hauntingly lovely (please note that the lines of the characters are done through speech bubbles) in the medieval context in which the plot is set makes much more delightful gaming experience . The atmosphere is dark (most of the time) and several times can realize a possible influence of chiaroscuro (the effect also called chiaroscuro, used by painters such as Caravaggio). The contrast between the shadows and the light adds a surprising effect, which fits perfectly in the context of the game. Another striking aspect graph, in addition to very well made textures, is the stunning detail given to all characters and enemies with which it comes up against throughout history. Soundtrack The soundtrack of the game is flawless. A single negative point is that the characters do not have voice (and hence speech, duh), since dialogue is done through speech bubbles, as has been said. The author of dozens of game music is nothing less than Hitoshi Sakimoto, who has attended as a composer in games like Final Fantasy XII and Final Fantasy Tactics. The trail created by Sakimoto fits perfectly into the dark background, and the sound interaction with the rest of the game is stupendous. Without a doubt, the item "sound", the track Vagrant Story is one of the finest ever composed, a view shared by Sakimoto himself. Conclusion Vagrant Story is one of the masterpieces in the library of games available for the PlayStation, and was able to show perfect in all aspects. Due to the incredible responsiveness that the game had, in 2009 the game was also released for PSP and PS3. For a beginner player, the gaming system may prove a bit confusing and difficult, but this first impression is quickly dissolved after a few minutes of practice. For its originality and a search for "flight pattern", the game will find hardly comparable to other works. Plot, sound, graphics, everything makes Vagrant Story is unique. There is no doubt about the fact that Vagrant Story is one of the best games in the genre, and should be played by all RPG lovers. But remember, think very carefully before you start to play because the game is extremely addictive. I hope you like this game! Please enjoy. -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
12-06-15 07:35 AM
| ID: 1223858 | 1308 Words
| ID: 1223858 | 1308 Words
mysticmann
Level: 11




POSTS: 17/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229
POSTS: 17/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229

Likes: 1 Dislikes: 0
Review - MegaMan Battle Network Blue Version And one more game of the Battle Network series this time has two versions and some interesting changes. The story Lan and MegaMan defeated the WWW and netmafia Gospel but their lives did not change much until they were invited to a NetBattle tournament, called N1 Grand Prix and sponsored by network television. While participating in the pre-you eliminate the WWW comes back to active attacking strategic points of the city. At first, Lan and Mega are involved unwittingly but after a first meeting they make it possible to prevent the progress of the organization, but they have absolutely no idea of the general plan. Along with the tournament and the WWW, several things are always happening and there is a greater focus on Lan's friends, with greater emphasis on Dex and more about Chaud. There is a greater use of some characters who have not had as important appearances in the second as the higsby and Ms. Mari and were put to good use. Other known faces make a short participation in the tournament. There are new characters and some are very important to the story. One of them came directly from classic games from Nintendo 8-Bit and as he had a strong role in the game where he appeared in this is also vital in history. Another character that appeals to the emotional side of the player, and is more effective if the person knows or end the first game. A pleasant surprise was the development of Lan. It is visible and the maturity he shows many facets throughout history. Of course, remains the same Lan ever, but this time it shows a complexity slightly higher than before. And the spoilers? At this point you have played the first may be critical. What happens in the last part against Wily is mentioned all the time from the middle of the game and is of great importance. It is easy to get information on the internet and it does not have the anime, but it is much more interesting to play. The second game is less mentioned, the only important part summed up in one scene and a final stretch. Could have used a little more promise that Lan did, but perhaps because of the circumstances they failed to or decided to leave for another occasion. There are several good dramatic moments, but few are based on earlier. One of the most dramatic is undoubtedly a direct continuation of the first, gives notice that gave some explanations to Lan out of games and serves as a mini-recap. The game Changes in the second game continue. There is still a memory limitation for the chips, just that they were divided into normal chips, Mega and Giga chips chips. Mega are rare and Navi and there is a limitation on how many can be used. Ditto to Giga, who are much more rare and achieved under certain conditions. The styles remain and are 4 elements plus a special and they have different properties that change depending on the way the player fights. For example, if the Mega focus on the use of chips in general it will have Custom style where you can choose from more chips per turn, if the defense there is the shield style in which you start with a barrier at the beginning of the shift and the buster can function as a shield. And of course the style elements also alter the interaction with the field, as the fire does not take damage from lava and water do not slip on the ice. There are countless combinations but can only keep one stroke at a time and is offered the chance to change only after a certain number of battles. Mega one of the improvements is the customizer where it carries extra programs in memory with different functions ranging from extra HP, not be affected by panels or avoid random battles against weak enemies to name a few. There are also programs required to advance in the story to be equipped. The programs have a block form and have to be housed in the limited space and obey certain rules or there may be bugs with various effects during battle. After a moment Lan can acquire tools to hack the system to have no problem with these bugs or compress the size of the blocks and have even more programs. It may sound complicated, but it's much simpler than it seems. The navigation through the virtual world is much easier. Now to go between the areas there is a virtual meter, shortcuts to some places and to get Squares in the way is marked with a different color, it is a little more difficult to get lost. There are exceptions such as Undernet and systems the base of the WWW, but does some logic. This time the chapter roam throughout the network was not as annoying, but the enemies were more difficult. The part of the tournament is also like a mini boss-rush during normal game and was properly seated. The specific networks remain interesting, with some puzzle or logic puzzles that ask even if you think a little and a little exploration coupled with good memory. Graphs Capcom always caprichou in graphics. This time the seats are more urban and a little less varied but considering the story is not a negative point. There are several small details, interests and references everywhere. The networks still has more varied and some animations and further setting elements. There are more and more chips enemies, as expected. Long re-use, but it is not surprising (it's Capcom). This time they decided to change the menus of MegaMan and even took the time to change the Pet icon, but nothing yet to correct MegaMan's eye color that were to be green and not blue like the images in-game. There are two places that draw attention: one is the Hades Island, part of the tournament. The characterization of both the real world and the virtual can spend a feeling of tension and mystery, and the music even more help. Another place is the basis of WWW. Those who know a little of the classic series will love to see how adapted the strength of Wily for this release. Sound One thing that has always been legal in MMBN series is that in addition to great music also know how to make good use of silence to create tension, which is very efficient. But the music of "hurry up" is extremely annoying. Moreover, the same sounds of the above are used here. Two versions? Following the fashion there are two versions to this game: Blue and White. Only a few decorative differences as posters on the wall and level things. There are only a few Giga single chips, but are not required to complete the game. The only thing that changes is that in an advanced point in the game are different bosses: the Blue version has BowlMan.EXE and White has MistMan.EXE but none is relevant to the story. Conclusion MegaMan Battle Network 3 is a very enjoyable game. There are no dull moments, many things to explore and find besides a great story. The dialogues were well-written and they paid a lot of attention both in tying the story properly, to clarify some points and connecting the previous games while expanding or improving without using retcons. The characters are more "alive" and there is a very strong load this game, the end is eye-catching. The system is great and there is much to discover with a customization part that actually adapts to the player and there is a greater balance it difficult to appeal. The post-game extras are nothing new, but this time were better utilized. It is a highly recommended game. And one more game of the Battle Network series this time has two versions and some interesting changes. The story Lan and MegaMan defeated the WWW and netmafia Gospel but their lives did not change much until they were invited to a NetBattle tournament, called N1 Grand Prix and sponsored by network television. While participating in the pre-you eliminate the WWW comes back to active attacking strategic points of the city. At first, Lan and Mega are involved unwittingly but after a first meeting they make it possible to prevent the progress of the organization, but they have absolutely no idea of the general plan. Along with the tournament and the WWW, several things are always happening and there is a greater focus on Lan's friends, with greater emphasis on Dex and more about Chaud. There is a greater use of some characters who have not had as important appearances in the second as the higsby and Ms. Mari and were put to good use. Other known faces make a short participation in the tournament. There are new characters and some are very important to the story. One of them came directly from classic games from Nintendo 8-Bit and as he had a strong role in the game where he appeared in this is also vital in history. Another character that appeals to the emotional side of the player, and is more effective if the person knows or end the first game. A pleasant surprise was the development of Lan. It is visible and the maturity he shows many facets throughout history. Of course, remains the same Lan ever, but this time it shows a complexity slightly higher than before. And the spoilers? At this point you have played the first may be critical. What happens in the last part against Wily is mentioned all the time from the middle of the game and is of great importance. It is easy to get information on the internet and it does not have the anime, but it is much more interesting to play. The second game is less mentioned, the only important part summed up in one scene and a final stretch. Could have used a little more promise that Lan did, but perhaps because of the circumstances they failed to or decided to leave for another occasion. There are several good dramatic moments, but few are based on earlier. One of the most dramatic is undoubtedly a direct continuation of the first, gives notice that gave some explanations to Lan out of games and serves as a mini-recap. The game Changes in the second game continue. There is still a memory limitation for the chips, just that they were divided into normal chips, Mega and Giga chips chips. Mega are rare and Navi and there is a limitation on how many can be used. Ditto to Giga, who are much more rare and achieved under certain conditions. The styles remain and are 4 elements plus a special and they have different properties that change depending on the way the player fights. For example, if the Mega focus on the use of chips in general it will have Custom style where you can choose from more chips per turn, if the defense there is the shield style in which you start with a barrier at the beginning of the shift and the buster can function as a shield. And of course the style elements also alter the interaction with the field, as the fire does not take damage from lava and water do not slip on the ice. There are countless combinations but can only keep one stroke at a time and is offered the chance to change only after a certain number of battles. Mega one of the improvements is the customizer where it carries extra programs in memory with different functions ranging from extra HP, not be affected by panels or avoid random battles against weak enemies to name a few. There are also programs required to advance in the story to be equipped. The programs have a block form and have to be housed in the limited space and obey certain rules or there may be bugs with various effects during battle. After a moment Lan can acquire tools to hack the system to have no problem with these bugs or compress the size of the blocks and have even more programs. It may sound complicated, but it's much simpler than it seems. The navigation through the virtual world is much easier. Now to go between the areas there is a virtual meter, shortcuts to some places and to get Squares in the way is marked with a different color, it is a little more difficult to get lost. There are exceptions such as Undernet and systems the base of the WWW, but does some logic. This time the chapter roam throughout the network was not as annoying, but the enemies were more difficult. The part of the tournament is also like a mini boss-rush during normal game and was properly seated. The specific networks remain interesting, with some puzzle or logic puzzles that ask even if you think a little and a little exploration coupled with good memory. Graphs Capcom always caprichou in graphics. This time the seats are more urban and a little less varied but considering the story is not a negative point. There are several small details, interests and references everywhere. The networks still has more varied and some animations and further setting elements. There are more and more chips enemies, as expected. Long re-use, but it is not surprising (it's Capcom). This time they decided to change the menus of MegaMan and even took the time to change the Pet icon, but nothing yet to correct MegaMan's eye color that were to be green and not blue like the images in-game. There are two places that draw attention: one is the Hades Island, part of the tournament. The characterization of both the real world and the virtual can spend a feeling of tension and mystery, and the music even more help. Another place is the basis of WWW. Those who know a little of the classic series will love to see how adapted the strength of Wily for this release. Sound One thing that has always been legal in MMBN series is that in addition to great music also know how to make good use of silence to create tension, which is very efficient. But the music of "hurry up" is extremely annoying. Moreover, the same sounds of the above are used here. Two versions? Following the fashion there are two versions to this game: Blue and White. Only a few decorative differences as posters on the wall and level things. There are only a few Giga single chips, but are not required to complete the game. The only thing that changes is that in an advanced point in the game are different bosses: the Blue version has BowlMan.EXE and White has MistMan.EXE but none is relevant to the story. Conclusion MegaMan Battle Network 3 is a very enjoyable game. There are no dull moments, many things to explore and find besides a great story. The dialogues were well-written and they paid a lot of attention both in tying the story properly, to clarify some points and connecting the previous games while expanding or improving without using retcons. The characters are more "alive" and there is a very strong load this game, the end is eye-catching. The system is great and there is much to discover with a customization part that actually adapts to the player and there is a greater balance it difficult to appeal. The post-game extras are nothing new, but this time were better utilized. It is a highly recommended game. -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
12-05-15 05:14 PM
| ID: 1223760 | 1234 Words
| ID: 1223760 | 1234 Words
Hello friends… You know Shenmue, an excellent game released for the Sega console also exelente the Dramcast? Shenmue is a game beyond his time, that enchanted thousands of players around the world, including this mere mortal yours truly. Our friend Groose, a member of our forum, made a exelente work, an analysis of this fantastic game that you enjoy now ... Ryo Hazuki belongs to a traditional and mysterious Japanese family, he grew up practicing martial arts peacefully with their loved ones, but life is full of unpleasant surprises, one day returning home Ryo comes across a black car, the wide-open gate and the board broken dojo, and sees the man possessed by greed feuding with his father, this man is called Lan Di and is part of a criminal organization that this situation was in search of the Dragons Mirror, a mystical and powerful object that had to be protected at the expense of life Hazuki leader, but what good is the relic? At his father died? Who were those bandits? , Which means the dreams of the mysterious girl? , I will get revenge? As far as I'll come up with those answers? These are some of the doubts surrounding the beginning of the gigantic saga Shenmue. Shenmue is a Yu Suzuki of work that has taken many years of planning and estimated that only the first episode cost about 70 million dollars, commitment and money were well spent, down to the whim not reflected financially, the game sold much less expected even being hailed by critics and SEGA fans, but the company did not give up and soon launched the continuation much more immersive and tasteful, with more detailed graphics, new places to visit and many other new features, but again what many players fight to have every game released nowadays denied at the time, and one of the best games ever made was woefully locked in a deep pit covered with a heavy diamond cover, bringing much sorrow to the followers and the bankruptcy of SEGA. The novel was scheduled to last 16 episodes but was released only to the 2. Originally the project would be to Saturn, Yu Suzuki called for it, but in the end turned out for the advanced Dreamcast, which was good, up to date gamer people has difficulty understanding Shenmue imagine many years ago, each day was crucial, which ended up giving time and money to launch the 128 bit. Ryo in the version for Saturn What makes this amazing game is not only beautiful graphics, great investment and captivating story, Shenmue is symmetrical to its proposed represent a real world, but it is easy to be played, there are not many commands and those that exist are predictable, the menus are friendly and Ryo notes all relevant findings on the agenda. The freedom that is allowed is the same that limits us, if we go to any house not just go coming in, it needs to knock on the door and see if there is someone to develop affections with certain characters may be new events such as a meeting with his girlfriend in the street, looking for a lost cat, buying a birthday ... the simple gift opened a drawer becomes exciting, we end up finding collectibles, ribbons for the Walkman ... or maybe just sit still watching the clouds spend the day dusk, dark, raining, snowing, be sunny, the holidays coming, people dressed in santa other putting decorations in stores ... it's amazing and fun directions are different every day and moment, people are not the same place, speak different things, so ... just playing to notice. All this interactivity gave birth to a new genre termed as FREE - Full Reactive Eyes Entertainement, what's great is that the reaction time depends on the circumstances, if Ryo caught off guard there will be a session that we must press the right buttons when they appear in screen, this is called QTE - Quick Time Event, there are some known games CD SEGA in the same scheme, to respond to the command at the exact moment, yet it clung to only one parameter and it was forgotten over time, but is risen: strongly as the lever on the Nintendo 64, it has been improved and adapted to many other today's games. Some Characters of the story: Ryo Hazuki The main character. He's quiet, strong, dedicated, easy trust in people, the one who acts in a robotic way - as nerd, understand? Being so travadão as it is may be hard to believe that he would conquer us, but believe me, he crept into many hearts. Nozomi Ryo's girlfriend. She works in Grandma's flower shop but want to study abroad. Megumi The girl who takes care of the cat. Ine-San Ryo's grandmother. Fuku-San Brother Ryo. Hazuki-San Ryo's father. Senhua Ling The mysterious girl of Ryo dreams. Tone Seller of hot dog and friend of Ryo. Ren, Joy and Wong Through friends of Ryo, Ren and Wong make fun at first but then provide help. Fangmei Xun She has a loving soft spot for Ryo. Xiuying Hong Teacher and counselor, my favorite character, has a beautiful design and demonstrates f*** passing teachings to Ryo. The sound of the game is another spectacle, clean and audible music playing in places with meaning, full of oriental rhythms but with other major variations ranging from Hip Hop to Jazz, most of the characters has its own voice, there are the effects of sound of the beat the greengrocer palm calling the parish, drag a box, murmuring of the people on the street, noises cars, bicycle bell ... sometimes all at the same time, amazing! Differences between the 1st and 2nd game in the series. In the first all people have their own voice, Ryo has a SEGA Saturn playable at home but to get the games we need to win in the draw for the grocery, he has a pet cat, small and Ensuring service Saturn in their Hazuki In the Second Shenmue not all have voices, however the graphics are even more beautiful, there are new collectibles, new characters, more jobs, many neighborhoods, Ryo make more friends, many centers of bets and trade centers to get money, have more action it is more challenging, more simultaneous events per screen, well ... an experience almost limitless. One of the new jobs is becoming pachinkeiro. My Conclusion How many magazines and games claim Shenmue sites is a very game ahead of his time, who has not played it is easy to understand it as a GTA without excessive violence or any interactive RPG, but it's more than that, the intention of create your own world based on real points and the eastern character of story makes me live in a kung fu eighties movie, full of action, adventure, suspense, research possibilities, I am so, so ... I do not know what to say, just I ask, do you think someone who enjoyed Shenmue at the right time is easily impressed with the graphics and immersive aspects of the current games? You know Shenmue, an excellent game released for the Sega console also exelente the Dramcast? Shenmue is a game beyond his time, that enchanted thousands of players around the world, including this mere mortal yours truly. Our friend Groose, a member of our forum, made a exelente work, an analysis of this fantastic game that you enjoy now ... Ryo Hazuki belongs to a traditional and mysterious Japanese family, he grew up practicing martial arts peacefully with their loved ones, but life is full of unpleasant surprises, one day returning home Ryo comes across a black car, the wide-open gate and the board broken dojo, and sees the man possessed by greed feuding with his father, this man is called Lan Di and is part of a criminal organization that this situation was in search of the Dragons Mirror, a mystical and powerful object that had to be protected at the expense of life Hazuki leader, but what good is the relic? At his father died? Who were those bandits? , Which means the dreams of the mysterious girl? , I will get revenge? As far as I'll come up with those answers? These are some of the doubts surrounding the beginning of the gigantic saga Shenmue. Shenmue is a Yu Suzuki of work that has taken many years of planning and estimated that only the first episode cost about 70 million dollars, commitment and money were well spent, down to the whim not reflected financially, the game sold much less expected even being hailed by critics and SEGA fans, but the company did not give up and soon launched the continuation much more immersive and tasteful, with more detailed graphics, new places to visit and many other new features, but again what many players fight to have every game released nowadays denied at the time, and one of the best games ever made was woefully locked in a deep pit covered with a heavy diamond cover, bringing much sorrow to the followers and the bankruptcy of SEGA. The novel was scheduled to last 16 episodes but was released only to the 2. Originally the project would be to Saturn, Yu Suzuki called for it, but in the end turned out for the advanced Dreamcast, which was good, up to date gamer people has difficulty understanding Shenmue imagine many years ago, each day was crucial, which ended up giving time and money to launch the 128 bit. Ryo in the version for Saturn What makes this amazing game is not only beautiful graphics, great investment and captivating story, Shenmue is symmetrical to its proposed represent a real world, but it is easy to be played, there are not many commands and those that exist are predictable, the menus are friendly and Ryo notes all relevant findings on the agenda. The freedom that is allowed is the same that limits us, if we go to any house not just go coming in, it needs to knock on the door and see if there is someone to develop affections with certain characters may be new events such as a meeting with his girlfriend in the street, looking for a lost cat, buying a birthday ... the simple gift opened a drawer becomes exciting, we end up finding collectibles, ribbons for the Walkman ... or maybe just sit still watching the clouds spend the day dusk, dark, raining, snowing, be sunny, the holidays coming, people dressed in santa other putting decorations in stores ... it's amazing and fun directions are different every day and moment, people are not the same place, speak different things, so ... just playing to notice. All this interactivity gave birth to a new genre termed as FREE - Full Reactive Eyes Entertainement, what's great is that the reaction time depends on the circumstances, if Ryo caught off guard there will be a session that we must press the right buttons when they appear in screen, this is called QTE - Quick Time Event, there are some known games CD SEGA in the same scheme, to respond to the command at the exact moment, yet it clung to only one parameter and it was forgotten over time, but is risen: strongly as the lever on the Nintendo 64, it has been improved and adapted to many other today's games. Some Characters of the story: Ryo Hazuki The main character. He's quiet, strong, dedicated, easy trust in people, the one who acts in a robotic way - as nerd, understand? Being so travadão as it is may be hard to believe that he would conquer us, but believe me, he crept into many hearts. Nozomi Ryo's girlfriend. She works in Grandma's flower shop but want to study abroad. Megumi The girl who takes care of the cat. Ine-San Ryo's grandmother. Fuku-San Brother Ryo. Hazuki-San Ryo's father. Senhua Ling The mysterious girl of Ryo dreams. Tone Seller of hot dog and friend of Ryo. Ren, Joy and Wong Through friends of Ryo, Ren and Wong make fun at first but then provide help. Fangmei Xun She has a loving soft spot for Ryo. Xiuying Hong Teacher and counselor, my favorite character, has a beautiful design and demonstrates f*** passing teachings to Ryo. The sound of the game is another spectacle, clean and audible music playing in places with meaning, full of oriental rhythms but with other major variations ranging from Hip Hop to Jazz, most of the characters has its own voice, there are the effects of sound of the beat the greengrocer palm calling the parish, drag a box, murmuring of the people on the street, noises cars, bicycle bell ... sometimes all at the same time, amazing! Differences between the 1st and 2nd game in the series. In the first all people have their own voice, Ryo has a SEGA Saturn playable at home but to get the games we need to win in the draw for the grocery, he has a pet cat, small and Ensuring service Saturn in their Hazuki In the Second Shenmue not all have voices, however the graphics are even more beautiful, there are new collectibles, new characters, more jobs, many neighborhoods, Ryo make more friends, many centers of bets and trade centers to get money, have more action it is more challenging, more simultaneous events per screen, well ... an experience almost limitless. One of the new jobs is becoming pachinkeiro. My Conclusion How many magazines and games claim Shenmue sites is a very game ahead of his time, who has not played it is easy to understand it as a GTA without excessive violence or any interactive RPG, but it's more than that, the intention of create your own world based on real points and the eastern character of story makes me live in a kung fu eighties movie, full of action, adventure, suspense, research possibilities, I am so, so ... I do not know what to say, just I ask, do you think someone who enjoyed Shenmue at the right time is easily impressed with the graphics and immersive aspects of the current games? -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
12-05-15 05:28 AM
| ID: 1223620 | 1599 Words
| ID: 1223620 | 1599 Words
Valkyrie Profile [United States] 18/07/2006 [Europe] 27/04/2007 [Japan] 02/03/2006 Additional information and support: Number of Players: 1 Hello there again. There is nothing more difficult than talking about "the" game. You know, that game that you consider your favorite of all time. For some people, this game is Metal Gear Solid. For others, The Legend of Zelda: Ocarina of Time. For others, Metroid Prime. Half-Life 2. Mass Effect. Deux Ex. System Shock. Final Fantasy VII. Portal. Finally, each one has his heart set. For me, this game is Valkyrie Profile (VP). Yes, I am VP fan. And I hope that at the end of this analysis and after experiencing Valkyrie Profile: Lenneth, you understand why. VP was originally released for the PSOne in 1999 in Japan, and arrived in the US shortly thereafter. At the time, Enix had not yet fused to the Square, and was the Publisher of every game in the Tri-Ace (Star Ocean, Resonance of Fate). The potential for VP was somewhat underestimated in the Western market, and few copies were made (which brings us to the crazy prices we can find on ebay sometimes, copies of VP for PSOne costing about $ 100). Still, VP ended up winning a status of "cult" and sometimes we come across its presence in lists of the best RPGs. In 2006, a port of the game was made for the portable Sony, entitled VP: Lenneth. The game is exactly the same, except a few scattered changes. In the port of the PSP, you still control Lenneth, a Valkyrie (goddess of Norse mythology in charge of directing the brave souls to Valhalla) newly awakened to cunprir its mission to raise warriors to fight in the final battle of Ragnarok. The It is not the plot, however, is that VP be as good. Perhaps what most call attention to the game is its original mechanical. Unlike traditional JRPGs, VP bit is linear. After finishing the first dungeon, you are almost "free." VP is divided into chapters, and the chapters are divided by periods. Each chapter, the player can press start to Lenneth focus and make a mark on the map. The places are marked dungeons or souls of dead warriors available for recutamento in any battle of Ragnarok. The detail is that you may or may not fulfill its mission. Scour the dungeons, recruit characters (and train them) is entirely optional, and you can simply use the Rest option to skip periods and chapters. However, Ragnarok will come with the end of chapter 8, and if you did not prepare well, have trouble finishing the game. The operation VP occurs in three dimensions in the world map, but upon entering a city or dungeon, the game takes on a side-scrolling format (ie, movement in 2D). Cities are few but are very different. The highlight, however, are the dungeons. The design of them is spectacular, with varied visual and intelligent puzzles - especially the unique dungeons of the Hard difficulty. Some dungeons are huge and require a good job of the player to be fully exploited, in the style of "metroidvanias". To navigate the dungeons, Lenneth can jump, crawl and drop ice crystals, which serve as platforms and can also paralyze enemies. To find an enemy, you enter into battle with him to attack him with your sword or to make any contact with him. In battle, VP acting on a shift system with a few touches of action-RPG. Each character in your party of 4 people is associated with a face button, with 3 characters on the front line and a character in the back row. Magicians have at their disposal a good arsenal of elemental magic and can associate a unique magic at his command button while warriors characters can run up to 3 different attacks. Assemble the order of these attacks is critical to success in battle - there is no point starting a low attack was the final blow given led the enemy into the air, for example - and order them into battle makes VP avoid becoming a Button masher, as they create a combo requires a good dose d eplanejamento and strategy. Upon reaching the enemy, a semicircular bar at the bottom left of the screen begins to fill, and to reach the number 100, allows the player to use special techniques of the characters, here called Purify Weird Soul (PWS). The use of PWS and spells, however, is regulated by a bar just below the power bar, preventing powerful strokes are abused by the player, although it is not failsafe (the Guts + Auto Item combination, for example, almost breaks the battle system). Graphically, VP's no perfection, but is also far from being an ugly game. This is a port of a PSOne game, do not forget, and the first Sony console was not exactly a good example for 2D games. The sprites of the characters are not as detailed as well as other 2D games of its time, but are very well animated and have a certain "charm". The scenarios, in turn, are beautiful and there is no praise to spare for the direction of superb art of the game. Inside the battle, spells have not flashy effects (perhaps staying in the background), but all PWS are beautiful to behold. Overall, VP is pleasing to the eye - though not impressive. Finally, a change: while the original version of PSOne had several scenes in anime in the course of the game, the port for PSP Audio VP is stunning. The trail is signed by Motoi Sakuraba (Star Ocean, Tales of, Golden Sun, Baten Kaitos and others), and is one of the best works of the composer. The theme of Weeping Lily Meadow (Epic Poem to Sacred Death) to battle music (like almost mandatory remix of The Incarnation of Devil), VP is one of the most diverse works of Sakuraba, and fits perfectly in the game. The voice acting is good - not perfect, but good - although it is not made in full. PSP, the scr If we were talking about VP in PSOne, I would say the game comes out the analysis without its critics. PSP, however, VP suffers from some frequently slowdown instances in which its counterpart the PSOne (especially in battle), and some inexplicably delayed loadings. In addition, some improvements made in the Western version of PSOne (like being able to customize the equipment of any member of the group, not just those who are active in the Party) were left out. Finally, VP is a strange choice of game for portable - her long, save points few cutscenes can disrupt those with little time to devote to a game, and a save state scheme (or can save at any time in menu) makes much lack. Are some details that accrued, may bother the player during three long days. Yes, three rounds. VP definitely has a higher replay value to their traditional RPG, and does not ugly with its extras, having 3 final (very) different. The amount of personganes is dependent on the chosen difficulty, and to acquire all, you need to play at Hard (which, incidentally, is not that hard). Finish the game with the final B or A opens also the traditional dungeon postgame Tri-Ace, this time taking the form of the Seraphic Gate (SG). The SG is a huge dungeon, full of powerful enemies and two extremely difficult bosses (who are also traditional tri-Ace) and, if accessed with Hard difficulty, contains the three best characters in the game. Considering that VP is already rather long, easily passing the 40-hour main game, there are bulk content for RPG fans. Even today, almost 11 years after its original release (and almost 5 port for the PSP), VP is still touching how few games are. Perhaps the charismatic characters, perhaps the original mechanical or perhaps the superb design phases, but VP is still an example of excellence. Here we do not speak in "note", but on "recommendation" - and if you like RPGs, there is no other game that I can recommend as strongly as Valkyrie Profile. The PSOne and PSP, you will be more than well-served. -- Resume -- + Charismatic Characters + Mechanical original, functional and fun game + Design of genius dungeons + Exciting plot + Spectacular soundtrack + High value Replay - Slowdowns - Loads can be time consuming at times - Lack of Save State [United States] 18/07/2006 [Europe] 27/04/2007 [Japan] 02/03/2006 Additional information and support: Number of Players: 1 Hello there again. There is nothing more difficult than talking about "the" game. You know, that game that you consider your favorite of all time. For some people, this game is Metal Gear Solid. For others, The Legend of Zelda: Ocarina of Time. For others, Metroid Prime. Half-Life 2. Mass Effect. Deux Ex. System Shock. Final Fantasy VII. Portal. Finally, each one has his heart set. For me, this game is Valkyrie Profile (VP). Yes, I am VP fan. And I hope that at the end of this analysis and after experiencing Valkyrie Profile: Lenneth, you understand why. VP was originally released for the PSOne in 1999 in Japan, and arrived in the US shortly thereafter. At the time, Enix had not yet fused to the Square, and was the Publisher of every game in the Tri-Ace (Star Ocean, Resonance of Fate). The potential for VP was somewhat underestimated in the Western market, and few copies were made (which brings us to the crazy prices we can find on ebay sometimes, copies of VP for PSOne costing about $ 100). Still, VP ended up winning a status of "cult" and sometimes we come across its presence in lists of the best RPGs. In 2006, a port of the game was made for the portable Sony, entitled VP: Lenneth. The game is exactly the same, except a few scattered changes. In the port of the PSP, you still control Lenneth, a Valkyrie (goddess of Norse mythology in charge of directing the brave souls to Valhalla) newly awakened to cunprir its mission to raise warriors to fight in the final battle of Ragnarok. The It is not the plot, however, is that VP be as good. Perhaps what most call attention to the game is its original mechanical. Unlike traditional JRPGs, VP bit is linear. After finishing the first dungeon, you are almost "free." VP is divided into chapters, and the chapters are divided by periods. Each chapter, the player can press start to Lenneth focus and make a mark on the map. The places are marked dungeons or souls of dead warriors available for recutamento in any battle of Ragnarok. The detail is that you may or may not fulfill its mission. Scour the dungeons, recruit characters (and train them) is entirely optional, and you can simply use the Rest option to skip periods and chapters. However, Ragnarok will come with the end of chapter 8, and if you did not prepare well, have trouble finishing the game. The operation VP occurs in three dimensions in the world map, but upon entering a city or dungeon, the game takes on a side-scrolling format (ie, movement in 2D). Cities are few but are very different. The highlight, however, are the dungeons. The design of them is spectacular, with varied visual and intelligent puzzles - especially the unique dungeons of the Hard difficulty. Some dungeons are huge and require a good job of the player to be fully exploited, in the style of "metroidvanias". To navigate the dungeons, Lenneth can jump, crawl and drop ice crystals, which serve as platforms and can also paralyze enemies. To find an enemy, you enter into battle with him to attack him with your sword or to make any contact with him. In battle, VP acting on a shift system with a few touches of action-RPG. Each character in your party of 4 people is associated with a face button, with 3 characters on the front line and a character in the back row. Magicians have at their disposal a good arsenal of elemental magic and can associate a unique magic at his command button while warriors characters can run up to 3 different attacks. Assemble the order of these attacks is critical to success in battle - there is no point starting a low attack was the final blow given led the enemy into the air, for example - and order them into battle makes VP avoid becoming a Button masher, as they create a combo requires a good dose d eplanejamento and strategy. Upon reaching the enemy, a semicircular bar at the bottom left of the screen begins to fill, and to reach the number 100, allows the player to use special techniques of the characters, here called Purify Weird Soul (PWS). The use of PWS and spells, however, is regulated by a bar just below the power bar, preventing powerful strokes are abused by the player, although it is not failsafe (the Guts + Auto Item combination, for example, almost breaks the battle system). Graphically, VP's no perfection, but is also far from being an ugly game. This is a port of a PSOne game, do not forget, and the first Sony console was not exactly a good example for 2D games. The sprites of the characters are not as detailed as well as other 2D games of its time, but are very well animated and have a certain "charm". The scenarios, in turn, are beautiful and there is no praise to spare for the direction of superb art of the game. Inside the battle, spells have not flashy effects (perhaps staying in the background), but all PWS are beautiful to behold. Overall, VP is pleasing to the eye - though not impressive. Finally, a change: while the original version of PSOne had several scenes in anime in the course of the game, the port for PSP Audio VP is stunning. The trail is signed by Motoi Sakuraba (Star Ocean, Tales of, Golden Sun, Baten Kaitos and others), and is one of the best works of the composer. The theme of Weeping Lily Meadow (Epic Poem to Sacred Death) to battle music (like almost mandatory remix of The Incarnation of Devil), VP is one of the most diverse works of Sakuraba, and fits perfectly in the game. The voice acting is good - not perfect, but good - although it is not made in full. PSP, the scr If we were talking about VP in PSOne, I would say the game comes out the analysis without its critics. PSP, however, VP suffers from some frequently slowdown instances in which its counterpart the PSOne (especially in battle), and some inexplicably delayed loadings. In addition, some improvements made in the Western version of PSOne (like being able to customize the equipment of any member of the group, not just those who are active in the Party) were left out. Finally, VP is a strange choice of game for portable - her long, save points few cutscenes can disrupt those with little time to devote to a game, and a save state scheme (or can save at any time in menu) makes much lack. Are some details that accrued, may bother the player during three long days. Yes, three rounds. VP definitely has a higher replay value to their traditional RPG, and does not ugly with its extras, having 3 final (very) different. The amount of personganes is dependent on the chosen difficulty, and to acquire all, you need to play at Hard (which, incidentally, is not that hard). Finish the game with the final B or A opens also the traditional dungeon postgame Tri-Ace, this time taking the form of the Seraphic Gate (SG). The SG is a huge dungeon, full of powerful enemies and two extremely difficult bosses (who are also traditional tri-Ace) and, if accessed with Hard difficulty, contains the three best characters in the game. Considering that VP is already rather long, easily passing the 40-hour main game, there are bulk content for RPG fans. Even today, almost 11 years after its original release (and almost 5 port for the PSP), VP is still touching how few games are. Perhaps the charismatic characters, perhaps the original mechanical or perhaps the superb design phases, but VP is still an example of excellence. Here we do not speak in "note", but on "recommendation" - and if you like RPGs, there is no other game that I can recommend as strongly as Valkyrie Profile. The PSOne and PSP, you will be more than well-served. -- Resume -- + Charismatic Characters + Mechanical original, functional and fun game + Design of genius dungeons + Exciting plot + Spectacular soundtrack + High value Replay - Slowdowns - Loads can be time consuming at times - Lack of Save State -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
12-05-15 05:22 AM
| ID: 1223619 | 483 Words
| ID: 1223619 | 483 Words
mysticmann
Level: 11




POSTS: 14/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229
POSTS: 14/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229

Likes: 2 Dislikes: 0
Game : Contra Platform: NES Genre: Run n 'Gun Release: 1988 Developer: Konami Against is an ultimate classic, practically creator of a genre that exploded in arcades in 1987 and was released on NES the following year, with some differences. (Generic heroes in the hood ... say it was Stallone and Schwarzenegger...lol) Starting from presuposto you, dear reader, unaware of the game in question, I will explain what it is. Contra is a game of "run and shoot" where you control a face semi nude blue pants named Bill Rizer who, along with her semi naked partner red pants Lance Bean, out to destroy an alien organization called Red Falcon and prevent Earth is invaded. But wait a minute ... if the alien is based on Earth does not mean that the planet does not BEEN INVADED ..? The game is hard, in fact the whole series is known for its high difficulty, all because the game offers meager 3 lives to win eight stages, which can be facilitated by the inclusion of the famous Konami code on the title screen, increasing this initial limit for 30, and both a help. Even as a port, the game differs from the arcade. For starters, the stage 3:06 of the original have been condensed in stages 2 and 5, reducing the number of stages from 10 to 8, the stages were also increased, counting here more enemies and challenges, the 4 final stages (Snowfield, Energy Zone , Hangar, and Alien Lair) ceased to be a continuous sequence as in the arcade and were divided in NES. Another novelty is the introduction of a new power-up. In addition to the 6 different weapons that heroes can use NES exists in a "clean-screen bomb," you knows what she does. The controls are simple and easy to learn, the guys shoot in 8 directions and can run while doing so, jump can be a problem here, because some platforms are short and not easy to control the acrobatic jump the guy, nothing that some Game- overs teach. Graphically, Contra is very neat for a game 8-bit 1988, designers were concerned enough with details both in background and in own characters and enemies. The soundtrack is also excellent, Curiosities: - The Japanese flyer informs that the game takes place in December 2633. - The Jap version has a intro explaining a bit the story of the game, this opening shows that Alien landed here on an island near New Zealand, two years before the game. - In the American version, the intro was removed and the manual states that the game takes place in the ruins of Central America ... the heroes began to be called "Mad Dog" and "Scorpion". - The European version is also different. For starters, the game is called Probotector and semi naked warriors are now robots. Platform: NES Genre: Run n 'Gun Release: 1988 Developer: Konami Against is an ultimate classic, practically creator of a genre that exploded in arcades in 1987 and was released on NES the following year, with some differences. (Generic heroes in the hood ... say it was Stallone and Schwarzenegger...lol) Starting from presuposto you, dear reader, unaware of the game in question, I will explain what it is. Contra is a game of "run and shoot" where you control a face semi nude blue pants named Bill Rizer who, along with her semi naked partner red pants Lance Bean, out to destroy an alien organization called Red Falcon and prevent Earth is invaded. But wait a minute ... if the alien is based on Earth does not mean that the planet does not BEEN INVADED ..? The game is hard, in fact the whole series is known for its high difficulty, all because the game offers meager 3 lives to win eight stages, which can be facilitated by the inclusion of the famous Konami code on the title screen, increasing this initial limit for 30, and both a help. Even as a port, the game differs from the arcade. For starters, the stage 3:06 of the original have been condensed in stages 2 and 5, reducing the number of stages from 10 to 8, the stages were also increased, counting here more enemies and challenges, the 4 final stages (Snowfield, Energy Zone , Hangar, and Alien Lair) ceased to be a continuous sequence as in the arcade and were divided in NES. Another novelty is the introduction of a new power-up. In addition to the 6 different weapons that heroes can use NES exists in a "clean-screen bomb," you knows what she does. The controls are simple and easy to learn, the guys shoot in 8 directions and can run while doing so, jump can be a problem here, because some platforms are short and not easy to control the acrobatic jump the guy, nothing that some Game- overs teach. Graphically, Contra is very neat for a game 8-bit 1988, designers were concerned enough with details both in background and in own characters and enemies. The soundtrack is also excellent, Curiosities: - The Japanese flyer informs that the game takes place in December 2633. - The Jap version has a intro explaining a bit the story of the game, this opening shows that Alien landed here on an island near New Zealand, two years before the game. - In the American version, the intro was removed and the manual states that the game takes place in the ruins of Central America ... the heroes began to be called "Mad Dog" and "Scorpion". - The European version is also different. For starters, the game is called Probotector and semi naked warriors are now robots. -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
12-05-15 05:17 AM
| ID: 1223617 | 1636 Words
| ID: 1223617 | 1636 Words
mysticmann
Level: 11




POSTS: 13/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229
POSTS: 13/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229

Likes: 0 Dislikes: 1
So, what are Pokemon? (did you know what is Pokémon are creatures who possess magical powers. Each Pokémon has its type, this type can be: fire, water, grass, stone, flying, psychic, ghost, normal, electric, poisonous or fighter. Each Pokémon uses attacks related to your type and each Pokémon has its advantage and weakness against other Pokémon. They can live free or can be used by people, people who use Pokémon are called Pokémon Trainers. Pokémon Trainers can use the Pokemon in different ways, as the Pokémon can help in everyday work, but there are coaches who use their Pokémon in battles against other coaches to see who has more skill and who has the best and strongest Pokémon. INTRODUCTION: welcome to my another analysis, Nintendo guys. Let's talk about a classic multi-million dollar franchise games that emerged in the mid-90s, and still captivates thousands of children, youth and adults around the world: Pokémon. The famous monsters pockets (Pocket Monsters) or Pokémon as they are known, emerged in the year '96, the designer and founder of Game Freak, Satoshi Tajiri, and since then have been launched many games, cards, stuffed animals, etc. . The Pokémon Red and Blue games (Green in the Japanese version) released for the portable GameBoy started the franchise, and nothing more fair than an analysis of these incredible games that marked the infancy of many. After all who never went through a games store and came across the familiar mouse rosy cheeks? HOME AND OBJECTIVE: The game starts begins at Pallet Town, in the Kanto region. In Pallet, where the player got his first Pokémon, having to choose between one of three initial: Bulbasaur, Charmander or Squirtle. After choosing the first, the other two Pokémon are not possible to capture usually only through trade with other players via a cable link GameBoy. In the versions Red and Blue, were initially 151 Pokémon available to be caught, but with a few different Pokemon in each version. Exclusive Pokemon Pokemon Blue: Sandshrew, Sandslash, Vulpix, Ninetales, Meowth, Persian, Bellsprout, Weepinbell, Magmar, Pinsir. Exclusive Pokémon to Pokémon Red: Ekans, Arbok, Oddish, Gloom, Vileplume, Mankey, Primeape, Growlithe, Scyther, Electabuzz. The games are based on two main objectives, defeat the Elite Four and capture 151 Pokémon available. For this, the player must collect 8 Insignia Pokémon Gym, so every gym fortePokem_33 being more than the last and some have some puzzles to be able to get to the Gym Leader. Each Gym Leader won, you can proceed to other cities, to advance in the game, and enable special abilities outside of battle, the HM's (more on HM's below). In addition to enabling the HM's, earn badges make your Pokémon obey when you are at a higher level. When your Pokémon increases to level very fast before you earn badges, they may disobey you, so that they do not execute blows in battle. To advance in the game, you have access to new routes and places with new Pokémon, which can not be captured elsewhere. After beating the Elite Four and have all HM's you are able to explore all parts of the game, and thus capture all the Pokémon, with the exception of Pokémon exclusive to each version, only obtainable by exchanges. The RIVAL: Early in the game, you know your rival, Gary. Both compete for who will be the best coach Pokémon Kanto, and you compete several battles the course of the game. After choosing your first Pokémon, Gary choose a Pokémon that takes advantage of his, and get his first Pokémon battle of the game. The first few times you meet your rival, it uses some Pokémon with a low level, but in the last battles he has some Pokemon with very high level, and if your Pokemon are not well trained, you could end up losing to him a few times. ROCKET TEAM: The course of the game, you are faced with some enemies along the way, Team Rocket. A gang of criminals who steal Pokémon and aims to rule the world. You find them in various parts of the game, the first time being shortly after winning his first Insignia, and it's up to you to defeat this gang in the end. Battles against the Rockets are easy, they almost always use the same Pokémon, but there are many Rockets and ends up being a bit tiring. When you enter the hiding place of the Rockets, there you will find many battles, puzzles and items, but it's a great place to train their Pokémon. GYM LEADERS: Brock: The first gym leader, Stone type. Brock uses a Geodude and Onix. To defeat him you get the Insignia of the Rock (Boulder Badge). Misty: The second gym leader, the Water type. Misty uses a Staryu and Starmie. To defeat it you win the Insignia of Cascada (Cascade Badge). lt. surge : The third gym leader, Electric type. Surge uses a Voltorb, a Pikachu and Raichu. To defeat him you get the Thunder Badge (Badge Thunder). Erika: The fourth gym leader, the type plant. Erika uses a Victreebel a Tangela and a Vileplume. To defeat it you get the Rainbow Badge (Badge Rainbow). Koga: The fifth gym leader, the kind Poison. Koga uses two Koffing a Muk and Weezing. To defeat him you get the Insignia of the Soul (Soul Badge). Sabrina: The sixth Gym Leader of the type Psychic. Sabrina uses a Kadabra, a Mr. Mime, one Venomoth and Alakazam. To defeat it you win the Insignia Mud (Marsh Badge). Koga: The seventh gym leader, Fire-type. Blaine uses a Growlithe a Arcanine a Ponyta and Rapidash. To defeat him you get the Volcano Badge (Badge Volcano). Giovanni: The eighth and final Gym Leader, Earth-type. Giovanni uses a Rhyhorn a Dugtrio a Nidoqueen a Nidoking and Rhydon. To defeat him you get the Earth Badge (Badge Earth). HIDDEN MACHINE AND TECHNICAL MACHINE (HM / TM): HM's and TM's are items that can teach certain skills to your Pokémon. The skills taught by the pokemon's TM may be The skills learned by HM are the most important. At certain points of the game, you can only move forward if any Pokémon has learned HM, for example, to use force to take a stone path, using Surfing to get on a distant island or remove a tree along the way with Cut. mewmew And MISSINGNO: Pokemon Red and Blue came with a failure in the Pokémon Mew can not be captured in a legal way. You can find some on the Internet Glitches or some tips for you to find Mew. In addition to the failure of Mew, first we met the MissingNo or Missing Number. Worthy of conspiracy theories to absurd tales involving paranormal, MissingNo always been a subject of much controversy. At first it was just a bug found in the game, which aomissingno capture him do that all saved data is lost, until he found that the battle a MissingNo, to win the battle, absurdly multiply the sixth item in your backpack. Some fans of the franchise wanted until the Game Freak MissingNo transformed in a Pokémon, which caused more controversy about this bug. Good points: The game itself was a breakthrough in portable games of the season, with gameplay and story that made any child entertained for hours and hours in front of a GameBoy. The thrill of having your own Pokémon team, train them, earn badges and out throughout Kanto seeking all was, and still is, very exciting. With the great success of Pokémon Red and Blue, with Nintendo Game Freak have been launching more and more Pokemon games, increasing more and more fans of monsters. Negative points: In my opinion, a negative point that counted a lot, was the fact that some Pokémon can be captured only in a version, needing then trade them with a friend Cable Link, after all, not everyone had a friend nearby who also owned one GameBoy to make changes, right? Important information about the game! During the game, you can catch other Pokémon, having no coach, for that, you must have Poké Balls, which are spheres that capture the Pokémon, there are different types of Poké Balls, each can have more or less likely to catch a Pokémon. Recalling that the Pokémon can successfully escape the Poké Ball before you capture it. You will also find (and you can buy as well) items for your Pokémon, items such as potion (restores the blood of your Pokemon), ether (recovers PP of some stroke of your Pokemon), heal (cure negative status), revive (revive her Pokémon defeated). You can also find items that increase status of your Pokémon or even evolve your Pokémon! Throughout the game you will also collect TM's and HM's (they are technical and attacks you earn from a coach or find the map) and it can teach you new moves to your Pokémon. Recalling that, being a RPG game, your Pokémon owned a LEVEL, and when this Pokémon battle and wins the battle, he gains experience points and when it reaches a certain number of experience, your Pokémon will advance 1 Level! Advancing level your Pokemon gets stronger status and reaching a certain level your Pokemon can even develop into a stronger form! CONCLUSION: Any Nintendo fan knows that along with Nintendo Game Freak nailed it when they made their bets on Pokémon. Nothing fairer than to remember, celebrate and repeatedly play this incredible game of the 90s that marked the childhood of many people. After all, if it were not for him, today Pokémon would not be such a brand recognized worldwide. Pokémon are creatures who possess magical powers. Each Pokémon has its type, this type can be: fire, water, grass, stone, flying, psychic, ghost, normal, electric, poisonous or fighter. Each Pokémon uses attacks related to your type and each Pokémon has its advantage and weakness against other Pokémon. They can live free or can be used by people, people who use Pokémon are called Pokémon Trainers. Pokémon Trainers can use the Pokemon in different ways, as the Pokémon can help in everyday work, but there are coaches who use their Pokémon in battles against other coaches to see who has more skill and who has the best and strongest Pokémon. INTRODUCTION: welcome to my another analysis, Nintendo guys. Let's talk about a classic multi-million dollar franchise games that emerged in the mid-90s, and still captivates thousands of children, youth and adults around the world: Pokémon. The famous monsters pockets (Pocket Monsters) or Pokémon as they are known, emerged in the year '96, the designer and founder of Game Freak, Satoshi Tajiri, and since then have been launched many games, cards, stuffed animals, etc. . The Pokémon Red and Blue games (Green in the Japanese version) released for the portable GameBoy started the franchise, and nothing more fair than an analysis of these incredible games that marked the infancy of many. After all who never went through a games store and came across the familiar mouse rosy cheeks? HOME AND OBJECTIVE: The game starts begins at Pallet Town, in the Kanto region. In Pallet, where the player got his first Pokémon, having to choose between one of three initial: Bulbasaur, Charmander or Squirtle. After choosing the first, the other two Pokémon are not possible to capture usually only through trade with other players via a cable link GameBoy. In the versions Red and Blue, were initially 151 Pokémon available to be caught, but with a few different Pokemon in each version. Exclusive Pokemon Pokemon Blue: Sandshrew, Sandslash, Vulpix, Ninetales, Meowth, Persian, Bellsprout, Weepinbell, Magmar, Pinsir. Exclusive Pokémon to Pokémon Red: Ekans, Arbok, Oddish, Gloom, Vileplume, Mankey, Primeape, Growlithe, Scyther, Electabuzz. The games are based on two main objectives, defeat the Elite Four and capture 151 Pokémon available. For this, the player must collect 8 Insignia Pokémon Gym, so every gym fortePokem_33 being more than the last and some have some puzzles to be able to get to the Gym Leader. Each Gym Leader won, you can proceed to other cities, to advance in the game, and enable special abilities outside of battle, the HM's (more on HM's below). In addition to enabling the HM's, earn badges make your Pokémon obey when you are at a higher level. When your Pokémon increases to level very fast before you earn badges, they may disobey you, so that they do not execute blows in battle. To advance in the game, you have access to new routes and places with new Pokémon, which can not be captured elsewhere. After beating the Elite Four and have all HM's you are able to explore all parts of the game, and thus capture all the Pokémon, with the exception of Pokémon exclusive to each version, only obtainable by exchanges. The RIVAL: Early in the game, you know your rival, Gary. Both compete for who will be the best coach Pokémon Kanto, and you compete several battles the course of the game. After choosing your first Pokémon, Gary choose a Pokémon that takes advantage of his, and get his first Pokémon battle of the game. The first few times you meet your rival, it uses some Pokémon with a low level, but in the last battles he has some Pokemon with very high level, and if your Pokemon are not well trained, you could end up losing to him a few times. ROCKET TEAM: The course of the game, you are faced with some enemies along the way, Team Rocket. A gang of criminals who steal Pokémon and aims to rule the world. You find them in various parts of the game, the first time being shortly after winning his first Insignia, and it's up to you to defeat this gang in the end. Battles against the Rockets are easy, they almost always use the same Pokémon, but there are many Rockets and ends up being a bit tiring. When you enter the hiding place of the Rockets, there you will find many battles, puzzles and items, but it's a great place to train their Pokémon. GYM LEADERS: Brock: The first gym leader, Stone type. Brock uses a Geodude and Onix. To defeat him you get the Insignia of the Rock (Boulder Badge). Misty: The second gym leader, the Water type. Misty uses a Staryu and Starmie. To defeat it you win the Insignia of Cascada (Cascade Badge). lt. surge : The third gym leader, Electric type. Surge uses a Voltorb, a Pikachu and Raichu. To defeat him you get the Thunder Badge (Badge Thunder). Erika: The fourth gym leader, the type plant. Erika uses a Victreebel a Tangela and a Vileplume. To defeat it you get the Rainbow Badge (Badge Rainbow). Koga: The fifth gym leader, the kind Poison. Koga uses two Koffing a Muk and Weezing. To defeat him you get the Insignia of the Soul (Soul Badge). Sabrina: The sixth Gym Leader of the type Psychic. Sabrina uses a Kadabra, a Mr. Mime, one Venomoth and Alakazam. To defeat it you win the Insignia Mud (Marsh Badge). Koga: The seventh gym leader, Fire-type. Blaine uses a Growlithe a Arcanine a Ponyta and Rapidash. To defeat him you get the Volcano Badge (Badge Volcano). Giovanni: The eighth and final Gym Leader, Earth-type. Giovanni uses a Rhyhorn a Dugtrio a Nidoqueen a Nidoking and Rhydon. To defeat him you get the Earth Badge (Badge Earth). HIDDEN MACHINE AND TECHNICAL MACHINE (HM / TM): HM's and TM's are items that can teach certain skills to your Pokémon. The skills taught by the pokemon's TM may be The skills learned by HM are the most important. At certain points of the game, you can only move forward if any Pokémon has learned HM, for example, to use force to take a stone path, using Surfing to get on a distant island or remove a tree along the way with Cut. mewmew And MISSINGNO: Pokemon Red and Blue came with a failure in the Pokémon Mew can not be captured in a legal way. You can find some on the Internet Glitches or some tips for you to find Mew. In addition to the failure of Mew, first we met the MissingNo or Missing Number. Worthy of conspiracy theories to absurd tales involving paranormal, MissingNo always been a subject of much controversy. At first it was just a bug found in the game, which aomissingno capture him do that all saved data is lost, until he found that the battle a MissingNo, to win the battle, absurdly multiply the sixth item in your backpack. Some fans of the franchise wanted until the Game Freak MissingNo transformed in a Pokémon, which caused more controversy about this bug. Good points: The game itself was a breakthrough in portable games of the season, with gameplay and story that made any child entertained for hours and hours in front of a GameBoy. The thrill of having your own Pokémon team, train them, earn badges and out throughout Kanto seeking all was, and still is, very exciting. With the great success of Pokémon Red and Blue, with Nintendo Game Freak have been launching more and more Pokemon games, increasing more and more fans of monsters. Negative points: In my opinion, a negative point that counted a lot, was the fact that some Pokémon can be captured only in a version, needing then trade them with a friend Cable Link, after all, not everyone had a friend nearby who also owned one GameBoy to make changes, right? Important information about the game! During the game, you can catch other Pokémon, having no coach, for that, you must have Poké Balls, which are spheres that capture the Pokémon, there are different types of Poké Balls, each can have more or less likely to catch a Pokémon. Recalling that the Pokémon can successfully escape the Poké Ball before you capture it. You will also find (and you can buy as well) items for your Pokémon, items such as potion (restores the blood of your Pokemon), ether (recovers PP of some stroke of your Pokemon), heal (cure negative status), revive (revive her Pokémon defeated). You can also find items that increase status of your Pokémon or even evolve your Pokémon! Throughout the game you will also collect TM's and HM's (they are technical and attacks you earn from a coach or find the map) and it can teach you new moves to your Pokémon. Recalling that, being a RPG game, your Pokémon owned a LEVEL, and when this Pokémon battle and wins the battle, he gains experience points and when it reaches a certain number of experience, your Pokémon will advance 1 Level! Advancing level your Pokemon gets stronger status and reaching a certain level your Pokemon can even develop into a stronger form! CONCLUSION: Any Nintendo fan knows that along with Nintendo Game Freak nailed it when they made their bets on Pokémon. Nothing fairer than to remember, celebrate and repeatedly play this incredible game of the 90s that marked the childhood of many people. After all, if it were not for him, today Pokémon would not be such a brand recognized worldwide. -------------------- |
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Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
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Last Active: 2974 days
12-04-15 04:07 PM
| ID: 1223532 | 2312 Words
| ID: 1223532 | 2312 Words
Syphon Filter is a game of Espionage / Action in third person, released by 989 Studios for the PlayStation in 1999. Despite having released games like Running Wild, Cool Boarders 3 and Twisted Metal 3, the 989 Studios was not widely known in the consumer market. It was through the release of Syphon Filter the company can compete with other name companies such as Konami, Capcom and Squaresoft (currently SquareEnix). This game was one of the biggest hits of 1999 in the case of gameplay and innovation. That same year, another great game in the same genre: Metal Gear Solid was released. Its launch was a major milestone in generation of Playstation because it represented an impeccable technical quality in the case of a spy game. In this context Syphon Filter was the only game that could go toe to toe with this powerful franchise. While Metal Gear Solid focuses on espionage in the true sense of the word, Syphon Filter mix espionage with various gameplay genres to become something innovative. Along the Metal Gear Solid and Tenchu: Stealth Assassins, Syphon Filter is the best that existed in the case of action games and spy for the Playstation. The stealth aspect of Syphon Filter is great. The game comes to challenge any connoisseur of action and crossfire. The hybrid gameplay of the game is the responsible for maintaining a frenetic atmosphere and require multiple skills of the player. Mixed the gameplay has this hybrid-graphics and median soundtrack and a decent plot thrillers. As with other games of the genre, Syphon Filter requires some basic skill of the player. Players who do not have experience with action games will find it very difficult to adapt, giving up on little playing time. Syphon Filter is another great classic Playstation and because of the huge success, two other sequences of the same reception were released a few years later for the Playstation. Charts The graphical analysis of Syphon Filter is not the best. Carelessness in the work of resolution of the characters and scenery is the main defect that can be pointed in the game. This low resolution is responsible for giving the game a blurred and often serrated look. The graphics are middling, both by the characters and the scenarios you can notice a visual and square. Some computerized scenes (CGs), also in median standards, narrate the events of the game. Despite the limitations imposed by the console, the game could have a better visual advantage. Even with these median standards, the graphic quality or just not bother the player at all. The gameplay of the game is responsible for arresting much of the player focus. The scenarios are full of details in order to leave the game with the highest possible realism tone. This wealth of detail is remarkable and through the player can interact with the scenario with greater freedom. The camera follows the player from behind and impossible to control there according to the will of the player. The lighting is excellent Syphon Filter. Fully planned for planned type scenario. The play of color in the right place results in great effects luminotécnicos effects account for a quality lighting during the game. The graphics effects generated by the gameplay should be highlighted: Shots, explosions and bleeding are some of the effects that leave the internal action of the super realistic game, giving more credibility to Syphon Filter. Sounds In Syphon Filter OST stands out from most games of the same genre. The soundtrack is spectacular in the case of a simple Playstation action game. The feeling that the songs of this game is to go to be in a great thriller. Simply amazing. The main songs have unique characteristics that represent masterfully the time the player is. In missions where the player must infiltrate the songs installations take on a calm tone, on the other hand they get frantic features when the player is exposed to imminent danger. Check the end of this analysis on the soundtrack of Syphon Filter. The voice acting of the characters is also excellent. The interpretation of voices is spectacular, and can identify many different accents that represent and highlight the personality of each character involved. The sound effects also follow the same standard of quality. Explosions and gunfire are worth mentioning. It is possible to calculate the distance of an explosion through the sound emitted by the same. Each armament game also emits a distinctive sound. Thus, for example, identify each weapon that the enemy is using the simple sound from the shooting. Another highlight is the sound from the character of the step according to the floor where he is. Walking through concrete floors, wood or metal means emit different sounds for each type of floor. Care for the part of the sound effects in Syphon Filter is visible and formed the basis for many games of the same genre released later. Synopsis Gabriel Logan and Lian Xing are agents of an anti-terrorism American unit named The Agency. Both are highly trained agents to high-risk missions, including stealth missions and exposed. In a risky operation of Rhoemer narcotics in Costa Rica, Ellis, an agent of this anti-terrorism unit, it is sent to infiltrate this operation. But before he could succeed was assassinated by the KGB ex-agent (Committee for State Security) Mara Aramov. Rhoemer knowing that his operation was in danger, decides to burn the platações and hide the evidence of his involvement with the creation of Syphon Filter, a virus able to cause a third world war. On receipt of an attacking threat in Washington DC, Gabe and Lian receive the mission to acquire more information about Rhoemer, Mara and unknown viruses before. Gameplay Surely the gameplay is the strongest point and innovative Syphon Filter. This gameplay is games feature in third-person action merged with platform elements. The mechanics of the game was completely new to the release date and was the basis for games like Splinter Cell, released years later. All the controls work perfectly, and with a little practice, can run smoothly. Basically the game is divided into missions that have certain goals and parameters to be met. These missions are responsible for challenge and the complete enjoyment of the player. Totally innovative and nothing repeptitivas, these missions blend different styles of gameplay as the Stealth, Third Person Shooter, Strategy and Platform. It can be said that the predominant style in Syphon Filter is action, and all this hodgepodge gave the game a rich experience like no other game of the season was done. Besides the variety of playable styles the player will also presence, a variety of scenarios where you pass the game's events. Kazakhstan, the United States and Ukraine are some of the places where the player will venture. Meters, exhibition center, warehouses, banks and secret bases make up part of this vast ambiance. As is traditional in games of action the character can run, ride down, shoot, aim, moving platforms, hide obstacles among others. Gabe Logan will feature various movements and commands to protect yourself or surprise your enemies. In Syphon Filtrer enemies are numerous and the player must always be well positioned to initiate or avoid a possible combat. For this the player has two basic systems: Attack and avoidance. The targeting system has automatic adjustment is manual. With automatic adjustment the player must press the button. Then, the green cursor that represents the possible target, will automatically direct to the enemy. This automatic system is ineffective when the enemy is at a long distance from character. But using the Taser gun, which has a long-range attack, this system becomes the best to defeat the enemies one by one. Have to use the manual system the player must press the button and direct the cursor to where you want to shoot. This manual system can be used to aim and fire the head of the enemy defeating them in one shot (Headshots). To aim at an opponent Target bar, symbolized in the upper left corner of the green, began to fill. This bar measures the accuracy of the shots and how they will reach the opponent. The longer the bar, the greater the damage and accuracy of the shots. This bar prevents the overuse of auto aim for estanto on the move or away from the enemy, the accuracy of the shots is minimal. Such a device makes the most realistic combat, unlike most action games where the aiming is almost always infallible. As for avoidance system it comes down to dodge left or right by pressing the buttons and Pressing the button the character can scroll the scene dodging shots. The combination of these systems (Attack and Dodge) is necessary to ensure the survival of the player throughout the game. To address the various enemies present in the game the player will feature a vast arsenal of weapons. Several firearms and non-lethal damage will be available to the player to create combat and survival strategies. You can switch weapons at any time in the game to facilitate this strategy. The non-lethal Taser weapon damage noteworthy for having an extended power range. With it is possible to defeat multiple enemies, one by one, with the desired distance. Simply Each enemy to be defeated will leave the player ammunition gun he was using. In some cases, when the enemy is using a bulletproof vest (Flak Jacket), it will leave intact vest if the player defeats him with a headshot. Enemies using these vests are difficult to be slaughtered in the conventional way. The headshot is the best option to eliminate them. To run a headshot simply The vital energy system is something innovative for its time. Gabe Logan (Main Character), has a bulletproof vest represented by Armor bar in the upper left corner of the screen. As the player is exposed to gunfire, one bar called Danger begins to fill. If this bar is completely filled, the shots will start to penetrate the vest Gabe can get him to death. To make the Danger Bar decreases again just to hide or simply defeat the enemy. To guide you through the game the player has access to a map made available in inventory and also offers access to a radar, located at the bottom left of the screen, which displays the location of the real-time enemies. Access to this radar is critical to not be surprised by enemies in the most uncomfortable situations. Check out the missions of Syphon Filter below. Washington DC Georgia Street Destroyed Subway Main Line Subbay Washington Park Freedom Memorial New York City Expo Center Reception Expo Center Dinorama Rozovka, Kazakhstan Rhoemer's Base Base Bunker Base Tower Base Escape Uzhhord, Ukraine Rhoemer's Stronghold Stronghold Lower Level Stronghold Catacombs Almaty, Kazakhstan PHARCOM Warehouses PHARCOM Elite Guards Warehouse 76 Silo Access Tunnels Tunnel Blackout Missile Silo During these missions the player will have many places to explore in search of support items. To get ahead in the game the player must follow certain parameters and meet specific goals. To fulfill some specific goals the player can Checkpoint. Checkpoint is the point at which the player will return if you lose a life. Not keeping the parameters established by the mission the player returns to Checkpoint previously activated. During the game the player can access the inventory and information on the parameters and mission objectives, have access to the site map, and equipment information. It is also in the inventory that the player has access to the Options menu. In some moments of the game Gabe receive aid from their radio partners, just push the button when you realize that the radio is sending the characteristic sound. The savepoints system is worthy, finishing each mission the option to save progress is available. Longevity and Entertainment Since this is fun Syphon Filter pleases any action lover. Merging 3 styles basic gameplay (Action, Stealth and Third Person Shooter), the game places the player in an innovative fun every time. Although explore strategic firefight as a priority, each new mission and introduces the player requires new concepts and different skills. This variety of situations is the factor responsible for ensuring the challenge and unerring fun. On the other hand, where the fun is guaranteed longevity leaves much to be desired. There is nothing in the game that will arouse the attention of the player to play it again. The absence of a possible extra content for Syphon Filter showed that 989 had 0 commitment in this regard. The best thing to do is fully enjoy the game as if it were the first and only time we were playing. Conclusion Syphon Filter brought a variety of styles mixed into one game. This mixture raised the game in terms of technical excellence at a level not expected by the players of the time. Although not anything groundbreaking, Syphon Filter reprensenta along with Metal Gear Solid, Tenchu: Stealth Assassins and others, what was better the life of the Playstation. A must for players who enjoy a more intelligent action with emphasis on strategy. Despite being a great game, the player should take all the essence that the game offers the first time you play. The lack of extra content makes the replay factor is practically nil. Although the game presents some problems, the experience is nothing short of excellent. Today Syphon Filter is remembered for having a great plot, worthy movie soundtrack and a great gameplay mechanics. Without a doubt Syphon Filter represented the work of a good production of 989 Studios and is now remembered as another classic Playstation. Final Note: 8.6 Despite having released games like Running Wild, Cool Boarders 3 and Twisted Metal 3, the 989 Studios was not widely known in the consumer market. It was through the release of Syphon Filter the company can compete with other name companies such as Konami, Capcom and Squaresoft (currently SquareEnix). This game was one of the biggest hits of 1999 in the case of gameplay and innovation. That same year, another great game in the same genre: Metal Gear Solid was released. Its launch was a major milestone in generation of Playstation because it represented an impeccable technical quality in the case of a spy game. In this context Syphon Filter was the only game that could go toe to toe with this powerful franchise. While Metal Gear Solid focuses on espionage in the true sense of the word, Syphon Filter mix espionage with various gameplay genres to become something innovative. Along the Metal Gear Solid and Tenchu: Stealth Assassins, Syphon Filter is the best that existed in the case of action games and spy for the Playstation. The stealth aspect of Syphon Filter is great. The game comes to challenge any connoisseur of action and crossfire. The hybrid gameplay of the game is the responsible for maintaining a frenetic atmosphere and require multiple skills of the player. Mixed the gameplay has this hybrid-graphics and median soundtrack and a decent plot thrillers. As with other games of the genre, Syphon Filter requires some basic skill of the player. Players who do not have experience with action games will find it very difficult to adapt, giving up on little playing time. Syphon Filter is another great classic Playstation and because of the huge success, two other sequences of the same reception were released a few years later for the Playstation. Charts The graphical analysis of Syphon Filter is not the best. Carelessness in the work of resolution of the characters and scenery is the main defect that can be pointed in the game. This low resolution is responsible for giving the game a blurred and often serrated look. The graphics are middling, both by the characters and the scenarios you can notice a visual and square. Some computerized scenes (CGs), also in median standards, narrate the events of the game. Despite the limitations imposed by the console, the game could have a better visual advantage. Even with these median standards, the graphic quality or just not bother the player at all. The gameplay of the game is responsible for arresting much of the player focus. The scenarios are full of details in order to leave the game with the highest possible realism tone. This wealth of detail is remarkable and through the player can interact with the scenario with greater freedom. The camera follows the player from behind and impossible to control there according to the will of the player. The lighting is excellent Syphon Filter. Fully planned for planned type scenario. The play of color in the right place results in great effects luminotécnicos effects account for a quality lighting during the game. The graphics effects generated by the gameplay should be highlighted: Shots, explosions and bleeding are some of the effects that leave the internal action of the super realistic game, giving more credibility to Syphon Filter. Sounds In Syphon Filter OST stands out from most games of the same genre. The soundtrack is spectacular in the case of a simple Playstation action game. The feeling that the songs of this game is to go to be in a great thriller. Simply amazing. The main songs have unique characteristics that represent masterfully the time the player is. In missions where the player must infiltrate the songs installations take on a calm tone, on the other hand they get frantic features when the player is exposed to imminent danger. Check the end of this analysis on the soundtrack of Syphon Filter. The voice acting of the characters is also excellent. The interpretation of voices is spectacular, and can identify many different accents that represent and highlight the personality of each character involved. The sound effects also follow the same standard of quality. Explosions and gunfire are worth mentioning. It is possible to calculate the distance of an explosion through the sound emitted by the same. Each armament game also emits a distinctive sound. Thus, for example, identify each weapon that the enemy is using the simple sound from the shooting. Another highlight is the sound from the character of the step according to the floor where he is. Walking through concrete floors, wood or metal means emit different sounds for each type of floor. Care for the part of the sound effects in Syphon Filter is visible and formed the basis for many games of the same genre released later. Synopsis Gabriel Logan and Lian Xing are agents of an anti-terrorism American unit named The Agency. Both are highly trained agents to high-risk missions, including stealth missions and exposed. In a risky operation of Rhoemer narcotics in Costa Rica, Ellis, an agent of this anti-terrorism unit, it is sent to infiltrate this operation. But before he could succeed was assassinated by the KGB ex-agent (Committee for State Security) Mara Aramov. Rhoemer knowing that his operation was in danger, decides to burn the platações and hide the evidence of his involvement with the creation of Syphon Filter, a virus able to cause a third world war. On receipt of an attacking threat in Washington DC, Gabe and Lian receive the mission to acquire more information about Rhoemer, Mara and unknown viruses before. Gameplay Surely the gameplay is the strongest point and innovative Syphon Filter. This gameplay is games feature in third-person action merged with platform elements. The mechanics of the game was completely new to the release date and was the basis for games like Splinter Cell, released years later. All the controls work perfectly, and with a little practice, can run smoothly. Basically the game is divided into missions that have certain goals and parameters to be met. These missions are responsible for challenge and the complete enjoyment of the player. Totally innovative and nothing repeptitivas, these missions blend different styles of gameplay as the Stealth, Third Person Shooter, Strategy and Platform. It can be said that the predominant style in Syphon Filter is action, and all this hodgepodge gave the game a rich experience like no other game of the season was done. Besides the variety of playable styles the player will also presence, a variety of scenarios where you pass the game's events. Kazakhstan, the United States and Ukraine are some of the places where the player will venture. Meters, exhibition center, warehouses, banks and secret bases make up part of this vast ambiance. As is traditional in games of action the character can run, ride down, shoot, aim, moving platforms, hide obstacles among others. Gabe Logan will feature various movements and commands to protect yourself or surprise your enemies. In Syphon Filtrer enemies are numerous and the player must always be well positioned to initiate or avoid a possible combat. For this the player has two basic systems: Attack and avoidance. The targeting system has automatic adjustment is manual. With automatic adjustment the player must press the button. Then, the green cursor that represents the possible target, will automatically direct to the enemy. This automatic system is ineffective when the enemy is at a long distance from character. But using the Taser gun, which has a long-range attack, this system becomes the best to defeat the enemies one by one. Have to use the manual system the player must press the button and direct the cursor to where you want to shoot. This manual system can be used to aim and fire the head of the enemy defeating them in one shot (Headshots). To aim at an opponent Target bar, symbolized in the upper left corner of the green, began to fill. This bar measures the accuracy of the shots and how they will reach the opponent. The longer the bar, the greater the damage and accuracy of the shots. This bar prevents the overuse of auto aim for estanto on the move or away from the enemy, the accuracy of the shots is minimal. Such a device makes the most realistic combat, unlike most action games where the aiming is almost always infallible. As for avoidance system it comes down to dodge left or right by pressing the buttons and Pressing the button the character can scroll the scene dodging shots. The combination of these systems (Attack and Dodge) is necessary to ensure the survival of the player throughout the game. To address the various enemies present in the game the player will feature a vast arsenal of weapons. Several firearms and non-lethal damage will be available to the player to create combat and survival strategies. You can switch weapons at any time in the game to facilitate this strategy. The non-lethal Taser weapon damage noteworthy for having an extended power range. With it is possible to defeat multiple enemies, one by one, with the desired distance. Simply Each enemy to be defeated will leave the player ammunition gun he was using. In some cases, when the enemy is using a bulletproof vest (Flak Jacket), it will leave intact vest if the player defeats him with a headshot. Enemies using these vests are difficult to be slaughtered in the conventional way. The headshot is the best option to eliminate them. To run a headshot simply The vital energy system is something innovative for its time. Gabe Logan (Main Character), has a bulletproof vest represented by Armor bar in the upper left corner of the screen. As the player is exposed to gunfire, one bar called Danger begins to fill. If this bar is completely filled, the shots will start to penetrate the vest Gabe can get him to death. To make the Danger Bar decreases again just to hide or simply defeat the enemy. To guide you through the game the player has access to a map made available in inventory and also offers access to a radar, located at the bottom left of the screen, which displays the location of the real-time enemies. Access to this radar is critical to not be surprised by enemies in the most uncomfortable situations. Check out the missions of Syphon Filter below. Washington DC Georgia Street Destroyed Subway Main Line Subbay Washington Park Freedom Memorial New York City Expo Center Reception Expo Center Dinorama Rozovka, Kazakhstan Rhoemer's Base Base Bunker Base Tower Base Escape Uzhhord, Ukraine Rhoemer's Stronghold Stronghold Lower Level Stronghold Catacombs Almaty, Kazakhstan PHARCOM Warehouses PHARCOM Elite Guards Warehouse 76 Silo Access Tunnels Tunnel Blackout Missile Silo During these missions the player will have many places to explore in search of support items. To get ahead in the game the player must follow certain parameters and meet specific goals. To fulfill some specific goals the player can Checkpoint. Checkpoint is the point at which the player will return if you lose a life. Not keeping the parameters established by the mission the player returns to Checkpoint previously activated. During the game the player can access the inventory and information on the parameters and mission objectives, have access to the site map, and equipment information. It is also in the inventory that the player has access to the Options menu. In some moments of the game Gabe receive aid from their radio partners, just push the button when you realize that the radio is sending the characteristic sound. The savepoints system is worthy, finishing each mission the option to save progress is available. Longevity and Entertainment Since this is fun Syphon Filter pleases any action lover. Merging 3 styles basic gameplay (Action, Stealth and Third Person Shooter), the game places the player in an innovative fun every time. Although explore strategic firefight as a priority, each new mission and introduces the player requires new concepts and different skills. This variety of situations is the factor responsible for ensuring the challenge and unerring fun. On the other hand, where the fun is guaranteed longevity leaves much to be desired. There is nothing in the game that will arouse the attention of the player to play it again. The absence of a possible extra content for Syphon Filter showed that 989 had 0 commitment in this regard. The best thing to do is fully enjoy the game as if it were the first and only time we were playing. Conclusion Syphon Filter brought a variety of styles mixed into one game. This mixture raised the game in terms of technical excellence at a level not expected by the players of the time. Although not anything groundbreaking, Syphon Filter reprensenta along with Metal Gear Solid, Tenchu: Stealth Assassins and others, what was better the life of the Playstation. A must for players who enjoy a more intelligent action with emphasis on strategy. Despite being a great game, the player should take all the essence that the game offers the first time you play. The lack of extra content makes the replay factor is practically nil. Although the game presents some problems, the experience is nothing short of excellent. Today Syphon Filter is remembered for having a great plot, worthy movie soundtrack and a great gameplay mechanics. Without a doubt Syphon Filter represented the work of a good production of 989 Studios and is now remembered as another classic Playstation. Final Note: 8.6 -------------------- |
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Namco has always been one of my favorite publishers having established itself in the market in the generation 32bit launching arcade titles for consoles such as Tekken, Ace Combat, Time Crisis, or Ridge Racer. It was well-known previously for games like Galaga, Pole Position (of the oldest games of cars) and the most famous of all: Pac-Man. The company's library of games had been extended to virtually every genre achieving successful examples in the market, but there was a genre where Namco had not marked its position: Platforms. Platform games had a key role in the decade of '80 and '90 being a genre that brought the leading figures of video games including the mascots of the three major companies at the time - Mario (Nintendo), Sonic (Sega), and Crash Bandicoot (Sony). Namco also tried his hand at Sony with the game in question: Klonoa! Klonoa was for me a game that has long aspired to play. The character itself was quite appealing having captivated younger players to play the game mainly in Japan that reached very high sales figures (unfortunately for lusas land something wrong happened). But interestingly one of those bonds is not passed by most players today a game costs higher values than normal. But what's so special? It will be worth playing it? It's that cool? What ... (MIRA! .. WHY THE TRACKS YOU !!) Graphics: Given the parameters of 1997 (launch year in Japan), Klonoa: Door To Phantomile end up highlighting the positive mixing 2D sprites with 3D visual of the scene. Sprites themselves end up not being good in 2D 2.5D but rather seen the animations even behave as if they were in three dimensions. This different mix achieved a bestial receptivity on the part of players having but one of the most important points, to captivate a mass of fans when it was presented at E3 '97. Sprites itself is giving magic to the game, with drawing anime style very well recreated. The scenarios only give the necessary depth to enhance the graphical beauty of sprites. Another curious point is relative to model scenarios of the game. Although the game model is 2D levels are set in a spiral and you can see how other parts of the background level, which later will tread. And this ultimately bring a different beauty usual, especially during its launch. This led to criticism in general quite praised the look of Klonoa. Gameplay: There's not much to be said and at the same time makes it special at various times. It is a very simplistic game platforms, where you only need two buttons in addition to the directional: Jump and Grab. Are those strange ears Klonoa has, that give a deeper dynamic to the gameplay. The grip allows you to use all the bugs we've captured as a tool to go jumping higher, up mos flight, or shoot as a weapon (Remember what Mario was the Koopas? It's something like that ...). And then there is the aspect "bi-three-dimensional" (Bi-Tri .. ?? This is Joseph Castelo Branco or something ??) where sometimes you will need to throw the bugs to the scene, outside the level line. This happens mainly in the bosses where it is necessary to shoot them with something to defeat. Sound:. Door to Phantomile is a game with many typical features of Japan The design is much the anime style, the characters are strange and very different from what has already been done on this side of the world, but above all, the voice acting It is a Japanese dialect (in the style of Sims) incomprehensible (like I perfectly understand the language). And that becomes surprisingly pleasant, like a breath of fresh air! Along with the soundtrack calm most of the time, being only slightly more electrifying in the final moments of each area (usually ends with a boss). The feeling behind it is quite different from what we usually when we have a hands on platform game. And Klonoa this direction several times brought me to memory another equally good counterpart - Rayman. Longevity: It's a short game, a little shorter than what I want it. But it is highly replayable. And then this parameter which Klonoa is distinguished from all that has been designed so far. Platform games to date have always been extremely simplistic as the game's argument. If we take into Mario, Sonic, Donkey Kong, Rayman, etc ... We can notice that at the outset we know who the hero, who is the tyrant, and how the game will end. Klonoa end up to meet it but in a phased manner, with little argument leads to be revealed as we go forward in the levels. At various times reminded me of an RPG, with the personal development of the character to be the main attraction of the game. At one point this is the reason that makes us want to advance in the game (instead of simply wanting to come to an end or to see new levels). A plot of this deep in a game platforms was something completely new to me. Even today this mix is unusual to see, and it was funny to see that fit perfectly and gave way quite interesting to play. Klonoa with time turned out to be a hidden gem for its uniqueness. As for criticism there is little point. It might be pointed out the lack of challenge, but that's nothing to be serious enough to spoil what this game is special. A strong reason that led me to make a list so large and varied of the PSX games, it was exactly this: to find gems like this, little spoken and as beautiful as other reference games more "mainstream". I already have discovered games as well as Koudelka, Star Ocean: The Second Story, Castlevania: Symphony of the Night, Blood Omen: Legacy Of Kain, or even Bloody Roar 2. I hope to find more and would strongly advise to play Klonoa: Door To Phamtomile . It's a simple, short and undoubtedly spectacular full of Nipponese touches (the Otakus are sure to love!). So it's my verdict: Graphics: 8.0 (A well-designed mix between 2D and 3D) Gameplay: 7.8 (Simple, very simple .. But nothing disappointing and surprising) Sound: 9 (It leads me to a magical world, I love klonoa OST) Longevity: 8.8 (A game that you will certainly stay in memory and you will give reasons for them to play it) Final score: 8.2 (. Not the best 2D platform game I've ever played, but certainly as unique as Mario, Sonic or Rayman recommend!) Platform games had a key role in the decade of '80 and '90 being a genre that brought the leading figures of video games including the mascots of the three major companies at the time - Mario (Nintendo), Sonic (Sega), and Crash Bandicoot (Sony). Namco also tried his hand at Sony with the game in question: Klonoa! Klonoa was for me a game that has long aspired to play. The character itself was quite appealing having captivated younger players to play the game mainly in Japan that reached very high sales figures (unfortunately for lusas land something wrong happened). But interestingly one of those bonds is not passed by most players today a game costs higher values than normal. But what's so special? It will be worth playing it? It's that cool? What ... (MIRA! .. WHY THE TRACKS YOU !!) Graphics: Given the parameters of 1997 (launch year in Japan), Klonoa: Door To Phantomile end up highlighting the positive mixing 2D sprites with 3D visual of the scene. Sprites themselves end up not being good in 2D 2.5D but rather seen the animations even behave as if they were in three dimensions. This different mix achieved a bestial receptivity on the part of players having but one of the most important points, to captivate a mass of fans when it was presented at E3 '97. Sprites itself is giving magic to the game, with drawing anime style very well recreated. The scenarios only give the necessary depth to enhance the graphical beauty of sprites. Another curious point is relative to model scenarios of the game. Although the game model is 2D levels are set in a spiral and you can see how other parts of the background level, which later will tread. And this ultimately bring a different beauty usual, especially during its launch. This led to criticism in general quite praised the look of Klonoa. Gameplay: There's not much to be said and at the same time makes it special at various times. It is a very simplistic game platforms, where you only need two buttons in addition to the directional: Jump and Grab. Are those strange ears Klonoa has, that give a deeper dynamic to the gameplay. The grip allows you to use all the bugs we've captured as a tool to go jumping higher, up mos flight, or shoot as a weapon (Remember what Mario was the Koopas? It's something like that ...). And then there is the aspect "bi-three-dimensional" (Bi-Tri .. ?? This is Joseph Castelo Branco or something ??) where sometimes you will need to throw the bugs to the scene, outside the level line. This happens mainly in the bosses where it is necessary to shoot them with something to defeat. Sound:. Door to Phantomile is a game with many typical features of Japan The design is much the anime style, the characters are strange and very different from what has already been done on this side of the world, but above all, the voice acting It is a Japanese dialect (in the style of Sims) incomprehensible (like I perfectly understand the language). And that becomes surprisingly pleasant, like a breath of fresh air! Along with the soundtrack calm most of the time, being only slightly more electrifying in the final moments of each area (usually ends with a boss). The feeling behind it is quite different from what we usually when we have a hands on platform game. And Klonoa this direction several times brought me to memory another equally good counterpart - Rayman. Longevity: It's a short game, a little shorter than what I want it. But it is highly replayable. And then this parameter which Klonoa is distinguished from all that has been designed so far. Platform games to date have always been extremely simplistic as the game's argument. If we take into Mario, Sonic, Donkey Kong, Rayman, etc ... We can notice that at the outset we know who the hero, who is the tyrant, and how the game will end. Klonoa end up to meet it but in a phased manner, with little argument leads to be revealed as we go forward in the levels. At various times reminded me of an RPG, with the personal development of the character to be the main attraction of the game. At one point this is the reason that makes us want to advance in the game (instead of simply wanting to come to an end or to see new levels). A plot of this deep in a game platforms was something completely new to me. Even today this mix is unusual to see, and it was funny to see that fit perfectly and gave way quite interesting to play. Klonoa with time turned out to be a hidden gem for its uniqueness. As for criticism there is little point. It might be pointed out the lack of challenge, but that's nothing to be serious enough to spoil what this game is special. A strong reason that led me to make a list so large and varied of the PSX games, it was exactly this: to find gems like this, little spoken and as beautiful as other reference games more "mainstream". I already have discovered games as well as Koudelka, Star Ocean: The Second Story, Castlevania: Symphony of the Night, Blood Omen: Legacy Of Kain, or even Bloody Roar 2. I hope to find more and would strongly advise to play Klonoa: Door To Phamtomile . It's a simple, short and undoubtedly spectacular full of Nipponese touches (the Otakus are sure to love!). So it's my verdict: Graphics: 8.0 (A well-designed mix between 2D and 3D) Gameplay: 7.8 (Simple, very simple .. But nothing disappointing and surprising) Sound: 9 (It leads me to a magical world, I love klonoa OST) Longevity: 8.8 (A game that you will certainly stay in memory and you will give reasons for them to play it) Final score: 8.2 (. Not the best 2D platform game I've ever played, but certainly as unique as Mario, Sonic or Rayman recommend!) -------------------- |
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Affected by 'Laziness Syndrome'
Registered: 11-22-15
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Affected by 'Laziness Syndrome'
Registered: 11-22-15
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Last Active: 2974 days
12-01-15 01:25 PM
| ID: 1222776 | 474 Words
| ID: 1222776 | 474 Words
mysticmann
Level: 11




POSTS: 9/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229
POSTS: 9/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229

Likes: 1 Dislikes: 2
Blue Stinger History: Everything starts has 65 million years, where a meteor falls in the Peninsula of Yucatan, later killing the dinossauros and opening way for beings the human beings, and in the year of a 2000 after earthquake an Island appears where meteor fell that one exactly the thousand of years behind, a corporation of biological technology then makes a base in the island, in 2018, Eliot Ballade, a member of the elite of forces ESER, it is of vacation close to the Dinosaur Island when something falls of the sky and leaves the island stamped under a mysterious cupola of the energy. From then on its day starts, where you it will have that to unmask the mysterious events and to face diverse cabulosas and strange forms of life, and also innumerable secrets to be unmasked this are a game that will leave much suspense in air, and will be able to ahead arrest you of the TV for hours, to only see what it happens after that. In its launching Blue Stinger it made an impression to all with graphs that many called “Impressive”, also was not for less at that time it did not have no game with so beautiful graphs with excellent effect as well shaped illumination, explosions, textures and personages, more yes it also has some problems, as its cameras that can be a little irregular same the American version that came with different cameras of the Japanese version. Blue Stinger came basically to be Japanese an interactive film and the version came full of cameras that had confused the player sufficiently then when many of these cameras were preparing the American version had been taken off. In the part of the jogabilidade Blue Stinger if it shows very well, it is repleto of puzzles that are well legal, this is something that can annoy those that does not have patience to decide the enigmas, but for me he was perfect more beyond the breaking heads also we count on good varieties of weapons and item that can be used in the survival against the creatures. You get two characters to follow the journey are Eliot Ballade and Doggs Bowers that can be switched when you find it necessary this can be good when one of your characters are low on energy and has no way to cure it. The audible portion gives the trick it's a bit more repetitive fits very well in the game. Final thought : Blue Stinger is a good game for the Sega Dreamcast, it is challenging with plenty of puzzles, has good graphics even though he does not use the full capacity of the Dreamcast, has a good story and also a good gameplay , it will have between 10 and 12 hours of good gambling worth playing it. Final Note: 8,5/10 History: Everything starts has 65 million years, where a meteor falls in the Peninsula of Yucatan, later killing the dinossauros and opening way for beings the human beings, and in the year of a 2000 after earthquake an Island appears where meteor fell that one exactly the thousand of years behind, a corporation of biological technology then makes a base in the island, in 2018, Eliot Ballade, a member of the elite of forces ESER, it is of vacation close to the Dinosaur Island when something falls of the sky and leaves the island stamped under a mysterious cupola of the energy. From then on its day starts, where you it will have that to unmask the mysterious events and to face diverse cabulosas and strange forms of life, and also innumerable secrets to be unmasked this are a game that will leave much suspense in air, and will be able to ahead arrest you of the TV for hours, to only see what it happens after that. In its launching Blue Stinger it made an impression to all with graphs that many called “Impressive”, also was not for less at that time it did not have no game with so beautiful graphs with excellent effect as well shaped illumination, explosions, textures and personages, more yes it also has some problems, as its cameras that can be a little irregular same the American version that came with different cameras of the Japanese version. Blue Stinger came basically to be Japanese an interactive film and the version came full of cameras that had confused the player sufficiently then when many of these cameras were preparing the American version had been taken off. In the part of the jogabilidade Blue Stinger if it shows very well, it is repleto of puzzles that are well legal, this is something that can annoy those that does not have patience to decide the enigmas, but for me he was perfect more beyond the breaking heads also we count on good varieties of weapons and item that can be used in the survival against the creatures. You get two characters to follow the journey are Eliot Ballade and Doggs Bowers that can be switched when you find it necessary this can be good when one of your characters are low on energy and has no way to cure it. The audible portion gives the trick it's a bit more repetitive fits very well in the game. Final thought : Blue Stinger is a good game for the Sega Dreamcast, it is challenging with plenty of puzzles, has good graphics even though he does not use the full capacity of the Dreamcast, has a good story and also a good gameplay , it will have between 10 and 12 hours of good gambling worth playing it. Final Note: 8,5/10 -------------------- |
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Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
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Affected by 'Laziness Syndrome'
Registered: 11-22-15
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12-01-15 04:14 AM
| ID: 1222680 | 3 Words
| ID: 1222680 | 3 Words
1up.com stolen again. -------------------- |
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Affected by 'Laziness Syndrome'
Registered: 11-22-15
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Affected by 'Laziness Syndrome'
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12-01-15 04:09 AM
| ID: 1222677 | 4 Words
| ID: 1222677 | 4 Words
!Stolen from gamespot! awewsssomme -------------------- |
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Affected by 'Laziness Syndrome'
Registered: 11-22-15
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Affected by 'Laziness Syndrome'
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11-30-15 06:31 PM
| ID: 1222529 | 1253 Words
| ID: 1222529 | 1253 Words
Talk about bad timing. We've currently got this big fiasco over in the supreme court of justice about whether games count as art or not. Nowadays, it's fairly hard to prove that, especially since for some reason the industry has been trying harder and harder to do that, but honestly, there is such a thing as trying too hard. Nowadays, (in my opinion, at least. Art is subjective y'know) the only games which have really managed to pull of anything special are Silent Hill: Shattered Memories, No More Heroes, and it looks like The new Deus Ex might be pretty interesting, too. So yeah. Kind of a tight spot. However, had this happened around the late 90's, then I'm pretty sure that there would clearly have been no argument. The court could not have denied the appeal of games such as Super Mario 64, The Legend of Zelda, Ocarina of Time, SoulCalibur, Skies of Arcadia, Perfect Dark, The Tekken series, Shenmue, Silent Hill, and of course, Metal gear Solid. The industry would be in and out of the door within seconds, not even breaking a sweat. I could go into each and every one of those games, but I'm here to talk about Metal Gear Solid. I don't know why I bought it. I was probably just in that mood, I guess. I had heard good things about it, but I could never expect just how amazing this game would me. I'm gonna cut the crap right now, and I'm now review Metal Gear Solid for the PSX. We all know the basic la-di-da of how it's not the first stealth game, but did in fact popularise the genre, so I'm not going to give any history lectures here. The basic premise of the plot is that after a good 8 years or so in retirement, Solid Snake is called back to infiltrate Shadow Moses island, and stop the terrorists from doing evil stuff. The brilliant thing about the plot is that despite starting so simple, it becomes anything but. It takes such strange twists and turns, and as the story progresses and Snake learns more about what's going on, he becomes less of a pawn and takes matters more into his own hands. The story progresses via codec calls and cutscenes, and whilst by today's standards it may not be so great, the cutscenes are just so well directed that it probably won't matter. True, picking up and putting down the controller becomes a bit of an exercise, but hey, it's a good story, you can let this slide, I'm sure. The gameplay is top notch as well (for the most part). Moving snake around with the analog stick feels natural and not stiff whatsoever. However, it's quite difficult to apply varying levels of speed to snake's movements, which can prove quite a nuisance on some occasions, but thankfully, you can get past the game with snake's regular walking speed. A neat little feature is that when you push snake against a wall, he will automatically flatten his back to it. In this stance, the camera gives you a nice view of who or what's around the corner. This especially helps on the hard difficulty, where there is no radar to help you out (in fact, the radar is actually one of the most useful tools in the game, as it points out enemies locations as well as their field of vision). Using weapons is fairly easy. With the SOCOM pistol and FA-MAS rifles, you just press the square button to fire. Aiming is quite difficult with the overhead camera and occasional off-screen enemies, but you can get the hang of it eventually. However, it's likely that you'll very rarely use firearms outside of bosses. There's other cool weapons in here as well, so I'll leave you to check them out. Okay, so that's the basic stuff out of the way. Now, I'm trying to be as un-spoilerific as possible, plot wise, but let me make something very clear about this game. It's an experience. And boy, do I mean it. This game is more than just about stealth. It's more of a third-person stealth puzzle-shooter. "Puzzle shooter?" I hear you ask in wonder and confusion. Well...yes. Each moment after another presents a different challenge to overcome, and there is usually one way to victory. However, that way is very subtle. If there ever was one game you mustn't consult walkthroughs on, it's this. Generally, your support buddies might drop a few hints, and you just need to go from there. It's a genuinely satisfying feeling to face up against a boss, or a situational dilemma, and then emerge victorious. This especially goes for the bosses, which sometimes have such an epic scale, that looking back at them in retrospect, I still wonder how I possibly beat them. The story helps this too, what with Snake growing into a mentally stronger and more "human" person. There are also moments of sheer well-written brilliance tucked away in here. Overall, Metal gear solid is less about playing it (and don't worry, it's certainly not all about watching it) but it's more of just experiencing it. In fact, I'd say that this game has a fair amount in common with Batman: Arkham Asylum, in terms of ambition, brilliance, genius, and scale. This is truly, a work of art. However, as any good experience does, this one has flaws. Namely, some of the bosses can be frustrating, but I guess that that just makes winning feel so much better. You can't pause cutscenes, (but you can skip them) and the same goes for codec conversations. It's also irritating to get caught by guards, as the reinforcements are infinite, so all you can do is run. It's not a bad thing, as it's quite exhilarating, but it would be nice to have the option to fight your way out. The biggest thing this game Is guilty of, however, is it's serious case of back-tracking. To all those who have played the game (the original version), then you know what I mean. Those issues I just mentioned may be enough to switch off you console or even break some controllers, but you should try and look past them. Another issue worth mentioning is the game's length. To put it into perspective, I watched all the cutscenes, died lots of times, messed around when I didn't know what to do, and in the final stats screen the game tells me that it took ten hours for me to finish the game. If it was a perfect speed run with no cutscenes, it would probably be about 2 or 3 hours long, then. Maybe I should just buy the VR missions pack then If I crave more of MGS (which I do). So yeah, bottom line, Metal Gear Solid is f***ing amazing, and an utter standard for videogames since '98. We can only hope that someone at the court will bring this game up. If you own a PSX, a PS2, a PS3, or a PC (which you probably do), then don't hesitate to pick this game up. Lucky Gamecube owners got a slightly more refined version of this game, subtitled The Twin Snakes. So if you have a wii or a Gamecube, (or any of the previous platforms I mentioned) then don't hesitate about picking this one up. It's fairly cheap on Amazon, so value nowadays shouldn't be too much of an issue. Just get the game. It's good. However, had this happened around the late 90's, then I'm pretty sure that there would clearly have been no argument. The court could not have denied the appeal of games such as Super Mario 64, The Legend of Zelda, Ocarina of Time, SoulCalibur, Skies of Arcadia, Perfect Dark, The Tekken series, Shenmue, Silent Hill, and of course, Metal gear Solid. The industry would be in and out of the door within seconds, not even breaking a sweat. I could go into each and every one of those games, but I'm here to talk about Metal Gear Solid. I don't know why I bought it. I was probably just in that mood, I guess. I had heard good things about it, but I could never expect just how amazing this game would me. I'm gonna cut the crap right now, and I'm now review Metal Gear Solid for the PSX. We all know the basic la-di-da of how it's not the first stealth game, but did in fact popularise the genre, so I'm not going to give any history lectures here. The basic premise of the plot is that after a good 8 years or so in retirement, Solid Snake is called back to infiltrate Shadow Moses island, and stop the terrorists from doing evil stuff. The brilliant thing about the plot is that despite starting so simple, it becomes anything but. It takes such strange twists and turns, and as the story progresses and Snake learns more about what's going on, he becomes less of a pawn and takes matters more into his own hands. The story progresses via codec calls and cutscenes, and whilst by today's standards it may not be so great, the cutscenes are just so well directed that it probably won't matter. True, picking up and putting down the controller becomes a bit of an exercise, but hey, it's a good story, you can let this slide, I'm sure. The gameplay is top notch as well (for the most part). Moving snake around with the analog stick feels natural and not stiff whatsoever. However, it's quite difficult to apply varying levels of speed to snake's movements, which can prove quite a nuisance on some occasions, but thankfully, you can get past the game with snake's regular walking speed. A neat little feature is that when you push snake against a wall, he will automatically flatten his back to it. In this stance, the camera gives you a nice view of who or what's around the corner. This especially helps on the hard difficulty, where there is no radar to help you out (in fact, the radar is actually one of the most useful tools in the game, as it points out enemies locations as well as their field of vision). Using weapons is fairly easy. With the SOCOM pistol and FA-MAS rifles, you just press the square button to fire. Aiming is quite difficult with the overhead camera and occasional off-screen enemies, but you can get the hang of it eventually. However, it's likely that you'll very rarely use firearms outside of bosses. There's other cool weapons in here as well, so I'll leave you to check them out. Okay, so that's the basic stuff out of the way. Now, I'm trying to be as un-spoilerific as possible, plot wise, but let me make something very clear about this game. It's an experience. And boy, do I mean it. This game is more than just about stealth. It's more of a third-person stealth puzzle-shooter. "Puzzle shooter?" I hear you ask in wonder and confusion. Well...yes. Each moment after another presents a different challenge to overcome, and there is usually one way to victory. However, that way is very subtle. If there ever was one game you mustn't consult walkthroughs on, it's this. Generally, your support buddies might drop a few hints, and you just need to go from there. It's a genuinely satisfying feeling to face up against a boss, or a situational dilemma, and then emerge victorious. This especially goes for the bosses, which sometimes have such an epic scale, that looking back at them in retrospect, I still wonder how I possibly beat them. The story helps this too, what with Snake growing into a mentally stronger and more "human" person. There are also moments of sheer well-written brilliance tucked away in here. Overall, Metal gear solid is less about playing it (and don't worry, it's certainly not all about watching it) but it's more of just experiencing it. In fact, I'd say that this game has a fair amount in common with Batman: Arkham Asylum, in terms of ambition, brilliance, genius, and scale. This is truly, a work of art. However, as any good experience does, this one has flaws. Namely, some of the bosses can be frustrating, but I guess that that just makes winning feel so much better. You can't pause cutscenes, (but you can skip them) and the same goes for codec conversations. It's also irritating to get caught by guards, as the reinforcements are infinite, so all you can do is run. It's not a bad thing, as it's quite exhilarating, but it would be nice to have the option to fight your way out. The biggest thing this game Is guilty of, however, is it's serious case of back-tracking. To all those who have played the game (the original version), then you know what I mean. Those issues I just mentioned may be enough to switch off you console or even break some controllers, but you should try and look past them. Another issue worth mentioning is the game's length. To put it into perspective, I watched all the cutscenes, died lots of times, messed around when I didn't know what to do, and in the final stats screen the game tells me that it took ten hours for me to finish the game. If it was a perfect speed run with no cutscenes, it would probably be about 2 or 3 hours long, then. Maybe I should just buy the VR missions pack then If I crave more of MGS (which I do). So yeah, bottom line, Metal Gear Solid is f***ing amazing, and an utter standard for videogames since '98. We can only hope that someone at the court will bring this game up. If you own a PSX, a PS2, a PS3, or a PC (which you probably do), then don't hesitate to pick this game up. Lucky Gamecube owners got a slightly more refined version of this game, subtitled The Twin Snakes. So if you have a wii or a Gamecube, (or any of the previous platforms I mentioned) then don't hesitate about picking this one up. It's fairly cheap on Amazon, so value nowadays shouldn't be too much of an issue. Just get the game. It's good. -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
11-30-15 06:25 PM
| ID: 1222528 | 2397 Words
| ID: 1222528 | 2397 Words
Final Fantasy IX was the third and last game of the Final Fantasy series for the Playstation. Created at the end of the platform lifecycle of course would be a game with stunning graphics for its time and one of the longest, which made its copies had no fewer than four discs. Let us remember and discuss the most striking and frustrating moments of the game that finished the season one of the most beloved video games of the players? Rescuing the origins Castle Final Fantasy IXFinal Fantasy IX had initiated its development by Square (now Square Enix) in 1998, even before the completion of its predecessor, Final Fantasy VIII (1999). However, it was not known whether the game would actually be one of the games in the main series or a spin-off. The reason for this is due to the fact that this new Final Fantasy break the futuristic spirit and less fanciful than its two predecessors created. However, for the series creator Hironobu Sakaguchi, the game should rescue the "Fantasy" name, returning to the roots of the series. With the focus on the Fantasy, a world where steam to similar technology is starting to develop and a war between the major kingdoms is imminent was created. Meanwhile, a group of thieves plan to kidnap a princess, which want to discover the truth about his mother, the queen who want to conquer the world. The story was written with a lot of inspiration in European mythologies, mainly Nordic (who remembers Odin destroying Cleyra?). Another point is that the characters should have a deeper development. One solution to this was the creation of ATE (Active Time Event), where the player can follow in parallel the history of the characters who are not with him at the time, and even influence some decisions that they take. The development of the soundtrack was taken by Nobuo Uematsu, inspired by the European average age of composition. However, an element was added so that the music would not become tedious, is an instrument with greater impact or a livelier pace. Nobuo Uematsu has created 160 pieces of music, of which 140 were for the game. The game's theme song is "Melodies of Life", where many of the other tracks were remixed as the environment or the impact that the soundtrack wanted to make. At launch, one way to promote the game was the use of the characters in a Coca-Cola. However, a misstep that Square was made with the test that tried to get the newly released PlayOnline, a portal tips from Square. For those unaware, it is very common the launch of the game official guides in the US, Europe and Japan, which has everything about the game, since the functioning of mechanisms to a step by step to 100%. At the time, many who bought the official guide, rather than find a complete guide, found access codes for PlayOnline website. Of course, buyers felt cheated, tarnishing the reputation of the Square and its portal, since that time, it was not everyone who had a laptop, a smartphone or a computer near the video game. Techniques which go beyond technology Battles Final Fantasy IXPara the graphics, the game uses pre-rendered scenes, and only the characters are 3D models themselves in the game. This guarantee superior graphics to the standards of the games of the season. For example, the city of Treno is a city where you have plenty of light and shadows because it is always night, but many of these lights would be impossible for a single Playstation without such a technique. The battles use the classic game system, the ATB (Active Time Battle), used since Final Fantasy IV. However, an interesting observation was a game design technique would utilize the hardware limitations. It is true that to load a 3D model is time consuming for a machine like Playstation. So as not to become annoying with so many screens of "carrying" every battle, they have chosen to use cinematic techniques: when a battle occurs, the screen usually goes black and the entrance music begins. Music has a more alarming beginning to draw the player's attention. Then appears the scene, with the camera turning around, giving an overview. Then come the monsters and the camera provides a focus on them. Then the camera is positioned so that both the characters and the monsters are displayed and begin the battle. With a short introduction presenting those involved in the battles, the game designer managed to create a time so that the resources used during the battle were loaded. For better understanding, see one of the video during the battles: Some things are secret, secret too much Now we speak of the development of Final Fantasy IX as a player, let's see what went right or wrong in it. The main weakness of Final Fantasy IX concentrates on its side missions. Ie for that casual player will not influence much, but for a more hardcore eventually becomes frustrating. One is the fact that some missions, mini-games and items can only be caught in just a moment of the game. No problem, if it were really necessary. For example, the minigame Hippaul's Race can be played only when you return to Alexandria for the second time and can not be played after the attack Kuja with Bahamut. The situation is different minigame Jump Rope for that before the attack, is located in the main square and then is relocated to the bell tower. Something similar happens with a chest in Dali Village, which can only be opened when you control Dagger and instead you go to Treno, you go to the village. The only problem is that you have no reason to go to Dali. Therefore, the player does not even notice that lost such an opportunity and will try forever trying to get to this chest. A recent case has drawn attention in May this year (2013), which was the discovery of a new secondary mission. That's right, 13 years after the game was released and still had a mission that no one knew. But what was the reason to have stayed so long? Simple as you are in the last dungeon, will be several events. For every event that occurs, you should go back to Lindblum and find, on the basis of Tantalus, a member of the Family Enero. Then proceed to the next event and come back to find another family member, so to get to the last member. But who comes to the last dungeon, usually either soon close the game, so easily lost the opportunity to get the reward of that mission. It's not worth my effort Another flaw in the mini-games are the rewards are not worth the effort. Let's look at the score required to earn the rewards of mini-game: 20, 50, 100, 200, 300 and 1000. Ok, the effort to get the jump rope 1,000 times without missing, it is assumed that the reward is good. Therein lies: you only get one item of "Congratulations on your achievement," useless at stake. To get an idea of the effort, the guy has to hit the "X" button rhythmically for at least eight minutes without stopping. I think for a reward of these, 500 are already very good size. Another secondary mission that there were failures is the Mognet, a large secondary mission introduced in the first game disc. It can be completed in the third disk. It is to pick up and deliver letters to Moogles that are around the world. However, some Moogles are located in areas where, in the fourth disc, are no longer available and therefore is the same for Moogles these areas. Logo on the disc that is when the climax of the story of the game takes place. One solution to this would simply relocate to an available area, but not have to carry the cards not delivered to the rest of the life of my save. Mission Excalibur II - Final Fantasy IX However, I think the biggest flaw they had the game design of the side missions was the mission of the Excalibur II. The mission is simple (ok, not so much): reach the end of the dungeon rooms in less than 12 hours, being rewarded with the best sword in the game. It's an interesting challenge that requires a lot of knowledge of the game and skill, since you can save time by increasing the levels of your characters. However, to be able to do this mission, you should basically open all the side missions in the game. So for those who want a perfect game, one must choose between doing all the missions or get the sword. Ok, you must decide between one or the other, but this task is impossible in the European version. Because? Because the FPS (frames per second) used in European games are smaller: 50Hz to 60Hz from the outside world. And what does this have to do? The speed of the character the player controls on the map is determined by the SPF and not by time. Less FPS, the character walks at a slower speed, in this case 83% of the original speed, which means that at 12 hours, the European player would be about where the American player is in the 10th hour, preventing the mission. But there is a bug for those who can not and can not complete this mission: every 100 hours of play, the clock is reset, but the clock changes color to indicate the real time. Only when the color is changed by 255 time, there is an overflow in the memory location that manages the clock and it is reset to 00:00:00, allowing purchasing the Excalibur II again. However, do the math: 100 hours x 255 = 25,500 hours of games = 1062.5 days = 2.91 years set to get catch a single item. Ozma, Boko and Friendly Monsters Ozma - Final Fantasy IXSe many flaws in the game design can lead to frustration, there are some notable side quests highlighting and all related to each other. Let me explain, it is customary in the Final Fantasy series to create a mega-boss, harder than the very final boss and in the case of Final Fantasy IX, is the Ozma. However, for you to have the dignity to face this boss, you should get to Chocobo's Air Garden. But in order to get there you must evolve Boko, your chocobo, until he can fly. And as it does to evolve your chocobo? Making the secondary mission of Chocograph, which consists of a minigame Hot Or where finds a chocograph with a photo of the site. It can be anywhere in the world, which is a treasure, and certain treasures allow the evolution of our friend full of pity. So you could get there, but Ozma is strong: you can not physically attack him and he has an attack (Doomsday) that deals damage to all allies and still recovering his life. However, during your journey, you will find some monsters who are friendly, who want only one item. Finding all of these friendly monsters and giving the items they ask for, besides giving a high amount of AP (ability points) for each monster, they take physical invulnerability Ozma and makes Doomsday cause harm to himself instead to heal. After that, just use correct equipment and a good strategy to beat him. The addictive Tetra Master Tetra Master - Final Fantasy IXOutro secondary objective is the Tetra Master, the mini-game of cards became so famous that an online version of the game was developed and maintained by Square since 28 October 2003 and closed on December 31, 2010 . The game is the Triple Triad's successor Final Fantasy VIII and even if you do not like the game itself, you'll want at least all the cards. The letters are mainly based on the game monsters, but there are also cards representing items, spells, invocations, towns and even elements or characters from previous games. The most common letters can be found as rewards battles, while those more rare are found as a reward missions, winning matches in the game or find them hidden in his room. The dynamic is simple: each player chooses five cards to put in a 4 × 4 board in order to have more cards in your domain. Each card has a number of arrow going try to turn the adjacent letters in which they point. Adjacent letters that do not have a contrary are simply facing arrow, but those that have come into combat mode, in which the winner dominates the letters involved. The winner can choose one of the cards of the opponent who dominated to add to your collection. If you can turn all the letters, takes all. Interestingly this mini-game is that it is available from the beginning of the game. You can simply ignore it or you can try to get the most out of the game ranks when you want. I believe that the developers thought no one would get, as it causes a visual bug, but nothing incriminating. Strong points: - The return to the roots of the game, emphasizing the word "Fantasy" Going to name the series; - Stunning graphics obtained with good techniques; - The adrenaline-fueled battle with the mega-bosses Hades and Ozma; - Plenty of fun mini-games like Chocobo Hot and Cold and Tetra Master. Opportunities for Improvement: - Rebalance the rewards and difficulties in some mini-games and side quests; - Avoid the "unique opportunities" that does not allow the player to run them whenever he wants; - Relocate the Moogles involved in Mognet that are in inaccessible places in fourth album, after all it's frustrating to care for a mission that begins on the first drive to the end may not complete 100%. It is a very well done game, however there are game design flaws in side missions and mini-games. However, except the mission of Mognet are not missions that cause extreme frustration. Even with some flaws, the side missions involving Ozma are very entertaining and can fit with other player's goals. If you want to be distracted, go play Chocobo Hot and Cold. If you want to train your characters can do it in places where they appear friendly monsters. Let us remember and discuss the most striking and frustrating moments of the game that finished the season one of the most beloved video games of the players? Rescuing the origins Castle Final Fantasy IXFinal Fantasy IX had initiated its development by Square (now Square Enix) in 1998, even before the completion of its predecessor, Final Fantasy VIII (1999). However, it was not known whether the game would actually be one of the games in the main series or a spin-off. The reason for this is due to the fact that this new Final Fantasy break the futuristic spirit and less fanciful than its two predecessors created. However, for the series creator Hironobu Sakaguchi, the game should rescue the "Fantasy" name, returning to the roots of the series. With the focus on the Fantasy, a world where steam to similar technology is starting to develop and a war between the major kingdoms is imminent was created. Meanwhile, a group of thieves plan to kidnap a princess, which want to discover the truth about his mother, the queen who want to conquer the world. The story was written with a lot of inspiration in European mythologies, mainly Nordic (who remembers Odin destroying Cleyra?). Another point is that the characters should have a deeper development. One solution to this was the creation of ATE (Active Time Event), where the player can follow in parallel the history of the characters who are not with him at the time, and even influence some decisions that they take. The development of the soundtrack was taken by Nobuo Uematsu, inspired by the European average age of composition. However, an element was added so that the music would not become tedious, is an instrument with greater impact or a livelier pace. Nobuo Uematsu has created 160 pieces of music, of which 140 were for the game. The game's theme song is "Melodies of Life", where many of the other tracks were remixed as the environment or the impact that the soundtrack wanted to make. At launch, one way to promote the game was the use of the characters in a Coca-Cola. However, a misstep that Square was made with the test that tried to get the newly released PlayOnline, a portal tips from Square. For those unaware, it is very common the launch of the game official guides in the US, Europe and Japan, which has everything about the game, since the functioning of mechanisms to a step by step to 100%. At the time, many who bought the official guide, rather than find a complete guide, found access codes for PlayOnline website. Of course, buyers felt cheated, tarnishing the reputation of the Square and its portal, since that time, it was not everyone who had a laptop, a smartphone or a computer near the video game. Techniques which go beyond technology Battles Final Fantasy IXPara the graphics, the game uses pre-rendered scenes, and only the characters are 3D models themselves in the game. This guarantee superior graphics to the standards of the games of the season. For example, the city of Treno is a city where you have plenty of light and shadows because it is always night, but many of these lights would be impossible for a single Playstation without such a technique. The battles use the classic game system, the ATB (Active Time Battle), used since Final Fantasy IV. However, an interesting observation was a game design technique would utilize the hardware limitations. It is true that to load a 3D model is time consuming for a machine like Playstation. So as not to become annoying with so many screens of "carrying" every battle, they have chosen to use cinematic techniques: when a battle occurs, the screen usually goes black and the entrance music begins. Music has a more alarming beginning to draw the player's attention. Then appears the scene, with the camera turning around, giving an overview. Then come the monsters and the camera provides a focus on them. Then the camera is positioned so that both the characters and the monsters are displayed and begin the battle. With a short introduction presenting those involved in the battles, the game designer managed to create a time so that the resources used during the battle were loaded. For better understanding, see one of the video during the battles: Some things are secret, secret too much Now we speak of the development of Final Fantasy IX as a player, let's see what went right or wrong in it. The main weakness of Final Fantasy IX concentrates on its side missions. Ie for that casual player will not influence much, but for a more hardcore eventually becomes frustrating. One is the fact that some missions, mini-games and items can only be caught in just a moment of the game. No problem, if it were really necessary. For example, the minigame Hippaul's Race can be played only when you return to Alexandria for the second time and can not be played after the attack Kuja with Bahamut. The situation is different minigame Jump Rope for that before the attack, is located in the main square and then is relocated to the bell tower. Something similar happens with a chest in Dali Village, which can only be opened when you control Dagger and instead you go to Treno, you go to the village. The only problem is that you have no reason to go to Dali. Therefore, the player does not even notice that lost such an opportunity and will try forever trying to get to this chest. A recent case has drawn attention in May this year (2013), which was the discovery of a new secondary mission. That's right, 13 years after the game was released and still had a mission that no one knew. But what was the reason to have stayed so long? Simple as you are in the last dungeon, will be several events. For every event that occurs, you should go back to Lindblum and find, on the basis of Tantalus, a member of the Family Enero. Then proceed to the next event and come back to find another family member, so to get to the last member. But who comes to the last dungeon, usually either soon close the game, so easily lost the opportunity to get the reward of that mission. It's not worth my effort Another flaw in the mini-games are the rewards are not worth the effort. Let's look at the score required to earn the rewards of mini-game: 20, 50, 100, 200, 300 and 1000. Ok, the effort to get the jump rope 1,000 times without missing, it is assumed that the reward is good. Therein lies: you only get one item of "Congratulations on your achievement," useless at stake. To get an idea of the effort, the guy has to hit the "X" button rhythmically for at least eight minutes without stopping. I think for a reward of these, 500 are already very good size. Another secondary mission that there were failures is the Mognet, a large secondary mission introduced in the first game disc. It can be completed in the third disk. It is to pick up and deliver letters to Moogles that are around the world. However, some Moogles are located in areas where, in the fourth disc, are no longer available and therefore is the same for Moogles these areas. Logo on the disc that is when the climax of the story of the game takes place. One solution to this would simply relocate to an available area, but not have to carry the cards not delivered to the rest of the life of my save. Mission Excalibur II - Final Fantasy IX However, I think the biggest flaw they had the game design of the side missions was the mission of the Excalibur II. The mission is simple (ok, not so much): reach the end of the dungeon rooms in less than 12 hours, being rewarded with the best sword in the game. It's an interesting challenge that requires a lot of knowledge of the game and skill, since you can save time by increasing the levels of your characters. However, to be able to do this mission, you should basically open all the side missions in the game. So for those who want a perfect game, one must choose between doing all the missions or get the sword. Ok, you must decide between one or the other, but this task is impossible in the European version. Because? Because the FPS (frames per second) used in European games are smaller: 50Hz to 60Hz from the outside world. And what does this have to do? The speed of the character the player controls on the map is determined by the SPF and not by time. Less FPS, the character walks at a slower speed, in this case 83% of the original speed, which means that at 12 hours, the European player would be about where the American player is in the 10th hour, preventing the mission. But there is a bug for those who can not and can not complete this mission: every 100 hours of play, the clock is reset, but the clock changes color to indicate the real time. Only when the color is changed by 255 time, there is an overflow in the memory location that manages the clock and it is reset to 00:00:00, allowing purchasing the Excalibur II again. However, do the math: 100 hours x 255 = 25,500 hours of games = 1062.5 days = 2.91 years set to get catch a single item. Ozma, Boko and Friendly Monsters Ozma - Final Fantasy IXSe many flaws in the game design can lead to frustration, there are some notable side quests highlighting and all related to each other. Let me explain, it is customary in the Final Fantasy series to create a mega-boss, harder than the very final boss and in the case of Final Fantasy IX, is the Ozma. However, for you to have the dignity to face this boss, you should get to Chocobo's Air Garden. But in order to get there you must evolve Boko, your chocobo, until he can fly. And as it does to evolve your chocobo? Making the secondary mission of Chocograph, which consists of a minigame Hot Or where finds a chocograph with a photo of the site. It can be anywhere in the world, which is a treasure, and certain treasures allow the evolution of our friend full of pity. So you could get there, but Ozma is strong: you can not physically attack him and he has an attack (Doomsday) that deals damage to all allies and still recovering his life. However, during your journey, you will find some monsters who are friendly, who want only one item. Finding all of these friendly monsters and giving the items they ask for, besides giving a high amount of AP (ability points) for each monster, they take physical invulnerability Ozma and makes Doomsday cause harm to himself instead to heal. After that, just use correct equipment and a good strategy to beat him. The addictive Tetra Master Tetra Master - Final Fantasy IXOutro secondary objective is the Tetra Master, the mini-game of cards became so famous that an online version of the game was developed and maintained by Square since 28 October 2003 and closed on December 31, 2010 . The game is the Triple Triad's successor Final Fantasy VIII and even if you do not like the game itself, you'll want at least all the cards. The letters are mainly based on the game monsters, but there are also cards representing items, spells, invocations, towns and even elements or characters from previous games. The most common letters can be found as rewards battles, while those more rare are found as a reward missions, winning matches in the game or find them hidden in his room. The dynamic is simple: each player chooses five cards to put in a 4 × 4 board in order to have more cards in your domain. Each card has a number of arrow going try to turn the adjacent letters in which they point. Adjacent letters that do not have a contrary are simply facing arrow, but those that have come into combat mode, in which the winner dominates the letters involved. The winner can choose one of the cards of the opponent who dominated to add to your collection. If you can turn all the letters, takes all. Interestingly this mini-game is that it is available from the beginning of the game. You can simply ignore it or you can try to get the most out of the game ranks when you want. I believe that the developers thought no one would get, as it causes a visual bug, but nothing incriminating. Strong points: - The return to the roots of the game, emphasizing the word "Fantasy" Going to name the series; - Stunning graphics obtained with good techniques; - The adrenaline-fueled battle with the mega-bosses Hades and Ozma; - Plenty of fun mini-games like Chocobo Hot and Cold and Tetra Master. Opportunities for Improvement: - Rebalance the rewards and difficulties in some mini-games and side quests; - Avoid the "unique opportunities" that does not allow the player to run them whenever he wants; - Relocate the Moogles involved in Mognet that are in inaccessible places in fourth album, after all it's frustrating to care for a mission that begins on the first drive to the end may not complete 100%. It is a very well done game, however there are game design flaws in side missions and mini-games. However, except the mission of Mognet are not missions that cause extreme frustration. Even with some flaws, the side missions involving Ozma are very entertaining and can fit with other player's goals. If you want to be distracted, go play Chocobo Hot and Cold. If you want to train your characters can do it in places where they appear friendly monsters. -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
Affected by 'Laziness Syndrome'
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Last Post: 3898 days
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11-30-15 06:21 PM
| ID: 1222526 | 5 Words
| ID: 1222526 | 5 Words
mysticmann
Level: 11




POSTS: 4/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229
POSTS: 4/19
POST EXP: 13941
LVL EXP: 5189
CP: 183.2
VIZ: 13229

Likes: 1 Dislikes: 1
(Play play...on the plagiarized review) -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
Affected by 'Laziness Syndrome'
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Last Post: 3898 days
Last Active: 2974 days
11-30-15 06:16 PM
| ID: 1222525 | 5 Words
| ID: 1222525 | 5 Words
Can't write my own work. -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
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Affected by 'Laziness Syndrome'
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11-30-15 06:10 PM
| ID: 1222519 | 3 Words
| ID: 1222519 | 3 Words
(Plagiarized Review #4) -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
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Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
This game is awesome!! -------------------- |
Member
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
Affected by 'Laziness Syndrome'
Registered: 11-22-15
Last Post: 3898 days
Last Active: 2974 days
Page Comments
Dove4JS - 12-12-20 05:26 AM
no image
joldboy70 - 07-10-20 11:13 AM
test
joldboy70 - 07-10-20 11:12 AM
test
savage23157 - 04-08-20 01:33 PM
Hi im new vizzed
zokuza - 11-18-19 09:08 AM
final got playstaion games unlock yes baby digimon world here i com
yoshirulez! - 02-10-17 08:45 PM
MAY MAYS
yoshirulez! - 02-10-17 08:45 PM
maymays
yoshirulez! - 02-07-17 11:13 PM
OwO what's this?
yoshirulez! - 02-07-17 11:13 PM
OwO what's this?
yoshirulez! - 02-07-17 11:13 PM
OwO what's this?


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