SELAMAT DATANG DI BRAMMIRZA BLOG'S

Sabtu, 09 Februari 2013

Dead Space 3 Review (PC)


Dead Space is a series I’ve grown quite fond of in recent months, as I finally got the chance to play through the first two games in their entirety not long ago. What I love about those games is that they understand survival horror; they realize that what makes a video game scary is the sense of dread caused when your character feels underpowered. In an era where gaming is constantly evolving to make players feel more and more powerful, Dead Space brought us back to a time when scavenging every dark corner and constantly counting and recounting your bullets actually meant something. And I will always love that. So, having played through Dead Space 3, can I honestly say that it preserves that special horror sauce I crave? Well, the short answer is not really.

Selasa, 05 Februari 2013

DEVIL MAY CRY 5



Capcom’s trying to sell the game in part based on Limbo’s malleability. The city’s essentially a living entity here, out to kill you. But that sounds cooler than what it actually is: a chance for Ninja Theory to show off some admittedly awe-inspiring, world-warping tech. This is the platforming part of DmC, except it’s just not that interesting as platformers go. You can jump, long jump or grapple through levels that menace and posture, but with the exception of a few “whoops, there goes the floor” Temple Run moments, they never pose an actual threat. The challenge improves when you replay these levels later, working to unearth keys, secret doors and lost souls to pad your leaderboard scores, but the levels are small enough and the puzzles so elementary that you’ll run out of rope, interest-wise, quickly.
Thank goodness Ninja Theory got the fighting right (after you ramp up the difficulty, anyway). DmC hews to classic beat-em-up tropes — you fight incrementally challenging enemies and mix-em-up mobs area by area — and still doles out a grade rating for combos where you’re trying to chain nonconsecutive moves. But your new hybrid abilities, which include an axe, gauntlets, scythe and pair of Krull-style glaives, double as tactical keys: Defeating angelic or demonic enemies requires you tap the corresponding weapon, for instance, while countering demonic or angelic moves and navigating color-coded platforms is a matter of timing trigger-pulls carefully.
Things finally get interesting when DmC starts throwing a little of everything at you simultaneously. Style grades were the original games’ way of punishing button-mashing, and that’s still the case here, but adding enemies and environmental challenges keyed to specific powers ups the ante without overcomplicating things. Upgrading abilities you can re-spec at special waypoints unlocks alternative tap patterns to power up a move or pull off special variations, but you don’t need most of these to win (think of them as style-related flourishes, plus they’re incredibly cool to watch). And after you’ve played through DmC once or twice to unlock stronger enemies and remixed enemy waves — call it a mainstreaming levy on core-players and series loyalists — the challenge compounds in a way that starts to feel like the Devil May Cry you used to know, only better.

Entri Populer

Pengikut