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wwwps4 · 5 years ago
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Detroit
Can robots feel? To empathize? To do? Despite years of research, scientists do not give clear answers. And where science is powerless, fiction comes to the fore. Last year, with the help of NieR: Automata, Taro Yoko tried to get to the truth. Now David cage, the author of the interactive thrillers Heavy Rain and Beyond: Two Souls, has decided to present his view on the problems of artificial intelligence. Well, guys, myltso? On the blade Near future. Technology has made another leap, and the achievements of Boston Dynamics are in the past: androids are already among us, their appearance and behavior are barely distinguishable from ordinary people. Indispensable helpers and cheap slaves in one person, the" children " of CyberLife have been performing the most thankless work for years, bearing the humiliation of the Almighty masters. But nothing lasts forever: suddenly, in Detroit, one after another, deviants begin to appear-machines that have gained self-awareness.
Detroit: Become Human
In a matter of months, humanity is on the verge of war with its greatest creation. Now, in the darkest hour, the fate of the world depends on the actions of ordinary robots, not people. Marcus, the old artist's Butler, is stranded on the street in an accident. Connor, a police officer, hunts for "broken" brothers and tries to find out the reason for their madness. Kara, the housekeeper, runs off with her owner's daughter when he raises his hand to his own child. Heroes are waiting for incredible adventures, and their paths will cross more than once. And who knows how their amazing story will end?
Light, camera, shame Video games have long been made with an eye on Hollywood. Game designers spy on the Directors ' techniques, more and more screensavers from year to year, and the traditional gameplay is regularly replaced with spectacular QTE. It seems as if developers want to" shoot " movies, rather than sculpt conveyor blockbusters. Only a few people have the courage to say this openly. Few people except David cage and his Studio Quantic Dream.
Detroit: Become Human
Unlike other famous teams, the French company has long ceased to disguise itself: since 2005, it has been exclusively engaged in interactive cinema, where there is no place for shootings with terrorists, boss fights, or other distracting nonsense from the narrative. Cage's logic is impeccable: the industry is already littered with shooters like Call of Duty, why not do something original? But to create such masterpieces, you need skill. Talent. And here's the problem: the Frenchman has nothing else but naked enthusiasm.
Omikron: the Nomad Soul, Fahrenheit, Heavy Rain, Beyond: Two Souls... Each of his opus is a story about how a good idea was ruined by a bad performance. Whatever the game, it's a beautiful dummy-fascinating at first, and then, closer to the final, falling apart. So it was hard to expect anything good from Detroit: Become Human (with its banal beginning). And all the same old cage I found something to surprise.
Detroit: Become Human
Double Detroit is an emphatically cinematic adventure that tells the fates of several characters at once. As before, the player is required to do relatively little: walk around locations, collect or view garbage, talk a lot, pass sophisticated QTE and survive. Yes, unlike many of the genre's peers, in Become Human (as in the ever-memorable Heavy Rain), the characters can die, and the plot will move on quietly — though, already in the direction of a bad ending. This is not a peaceful LucasArts quest.
Already from the introductory chapters, the new product is perceived as one big work on mistakes — as if all these years the authors studied reviews of their creations, threw out unsuccessful elements and kept working. The output turned out to be a kind of collection of "the best of". Check the boxes: a futuristic world a La Omikron (alas, without David Bowie), an intriguing Fahrenheit introduction with dozens of scenarios, investigative episodes, the death of the protagonists and elements of the heavy Rain interface, Hollywood actors just like in Beyond. Even the main menu resembles the beginning of the Nomad Soul — only instead of a low-poly model, a beautiful girl breaks the fourth wall. Try not to blush.
Detroit: Become Human
And it seems that everything is familiar, familiar, but there is nothing to swear at: from the point of view of game design, the game is made wisely. Even the usual genre flaws here, in the new context, do not look so scary and critical. Do robots speak in an unnatural, UN-human way? Logically, the same pieces of iron! Invisible walls prevent you from exploring locations? Of course, the program does not allow you to deviate from the set course! Bullets don't kill or even slow down characters during action scenes, and wounds heal too quickly? Cars, what to take from them.
However, these are rather pleasant things — the really impressive thing about Detroit: Become Human is something else. Here (unlike the series of some Telltale), the decisions made by the gamer during the "movie" really affect what is happening — very noticeably change the story. At first, the linear narrative branches out over time: unique mini-episodes are opened, even fleeting dialogues and individual chapters vary. And endings are determined not by the choice of a specific scene in the final, but by a number of not always obvious moments. How thoroughly did Connor study the crime scenes? Had Kara managed to escape from her master? And how?
Detroit_ Become Human_20180522213231
Conceptually, the mechanics are similar to the "butterfly effect" Until Dawn (or the earlier Blade Runner from Westwood): do something or say-prepare for the consequences, the authors will not allow the descent. Unless in the Supermassive Games horror movie there were much less variations of the development of events: in this regard, chamber horror is difficult to compete with the cyberpunk epic. Quantic Dream employees have done a lot of work, and they do not hesitate to demonstrate this by drawing giant diagrams at the end of each Chapter, similar to the intricate chronology of some Metal Gear Solid. A good way to mask loading screens!
In other words, in terms of gameplay, the new product really succeeded. Taking the best of their previous creations and borrowing a couple of other people's inventions, the authors finally fulfilled their promise: they released a real interactive movie. Hooray? Hooray. But unfortunately, Detroit is still David cage's "Need more emotion" game. With all the consequences.
Be a man Alas, in the five years since the premiere of Beyond, the head of Quantic Dream has not learned to write good scripts. Even with the help of new assistants and editors, all he managed to compose was at best a mediocre melodrama about racism, where the roles of oppressed Negroes were assigned to soulless androids. Vulgar metaphors and clumsy references to real historical events (up to the Nazi concentration camps!) attach.
Detroit: Become Human
Admittedly, it's very funny to watch such obvious and artless nonsense in 2018. There are no bright new ideas, unprecedented sci-Fi concepts, or unique views on AI problems. Instead — it is a continuous repetition of what has been studied with a lot of loud words, high-sounding platitudes and obligatory tears in artificial eyes. The characters are all drawn up according to the textbook of archetypes and communicate such Terry platitudes that at times the game borders on self-parody. Sometimes it even seems that Lieutenant Frank Drebin from the Naked gun is about to turn the corner and everything will fall into place. But that would be too subtle. Well, at least there was no nonsense in the spirit of Heavy Rain, that is, attempts to hit and turn what is happening upside down, somehow. Here everything fits into the fragile logic of a fabulous cyberpunk universe, where a robot service can be bought for a measly 899 dollars, and Canada is a futuristic Wonderland.
However, not everything is so sad. There are also good scenes in Detroit — and such that it's not even a shame to watch! They are concentrated mainly in the storyline of Connor (who has to play a buddy movie in the spirit of the series "Almost human"). There is humor, and "chemistry" between two dissimilar partners, and quite a sensible dialogue almost without stupid "snot", from which it is time to roll your eyes. Looking at the amazing adventures of an Android and a grumpy detective Anderson, you keep asking yourself: "why the hell are there two other protagonists in this game?»
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wwwps4 · 5 years ago
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Just Cause 4
For me, Just Cause 4 was in the top ten expected games of 2018. Since the release of the first game on the PlayStation 2, I have loved this series for the freedom and dynamics of the gameplay, with each new part increased thanks to innovations, mainly tied to the hook-cat of Rico Rodriguez, the main character of the series. From the third part of the franchise began to change noticeably, adding serious notes to the previously crazy action, often devoid of meaning, logic and laws of physics. Actually, for which the series was loved by fans. But the degree of seriousness in Just Cause 3 was kept within the bounds of decency and did not destroy the cool atmosphere of madness — we had a charismatic dictator, not devoid of a sense of humor, a huge world and a wide Arsenal of tools of destruction.
From the fourth game it was quite logical to expect only the development of an established formula, and we got it. Partially. With the evolution of some game variables, unfortunately, others have noticeably degraded.
Looking back at the past, on the review of Just Cause 3, today's I wants to meet myself from the past and hit the head with a poker. Because the estimate is too high. But today's I also understand why this happened: against the background of the second part of the previous game looked and played much better, even despite performance problems. The new mechanics looked great and encouraged the player to use them. In Just Cause 4, the situation is different: new mechanics are curious, but experiments with them get boring after an hour or two, and you only return to balloons with boosters when you perform numerous and monotonous tests that make your eyes ripple. Finally, the game itself does not encourage the use of innovations.
Yes, the developers have tried to add some variety to the tasks that are set for the player, and now the mission to weaken the influence of the enemy in the region is not to destroy their bases, but to systematically capture them. On some bases, you need to disable and hack guns, on others-to steal drawings or weaken the protection, opening important rooms for passing with the help of specific models of cars, tanks and boats. But this is where all the diversity ends, because the mechanics of performing different tasks are still the same: find the switch — break the switch, find the generator-destroy the generator.
Story tasks and side activities in the game are tied to completely similar tasks, the variety of which is even more than in the previous parts of the series, but does not save you from the routine. Disabling switches and blowing up generators would be much more interesting if the developers had improved the artificial intelligence of their opponents, because in their current state, only some types of enemies pose a threat. And even then, not the biggest. A much more dangerous enemy of the player in Just Cause 4 is crazy physics, which can suddenly give out some stupid feint, turning the car over on an even spot or blowing up the helicopter from touching a tree branch with the rotor.
Helicopters in Just Cause 4 are your best friends, even though the body kit and weapons available to the player often don't match (for example, we see two types of projectiles and a machine gun, but we can only use one type of NUR and a machine gun). With them, you can perform most speed tests, clean up almost all the necessary enemy bases, and even destroy an enemy General trying to get away on a jet fighter. Yes, you can catch up with him by helicopter and shoot him. Not ask...
But it is worth paying tribute: the shooting in the fourth part is several goals higher than all previous releases in the series. Finally, Rico has learned to fire from the shoulder, which makes it much easier to aim and makes the control more comfortable. You can only praise the work on weapons and opponents. The hero's Arsenal grows as you progress, and each barrel now feels unique: different rate of fire, accuracy, alternative fire mode, reload speed, and so on. Worthily. Types of enemies also pleased — "Ghosts" and "Titans" can not only spoil the nerves of the player due to its elusiveness and strength of armor, respectively, but also send the invulnerable Rico to the next world.
Transport management has also improved, and all at once. The weight of the cars seems large, although they continue to be cardboard boxes, judging by the impact of game physics on them. Even tanks and armored personnel carriers take off here, like Chinese cars made of chocolate foil. Examples are in the video below! More pleasant than in Just Cause 3, was the management of air technology, but this is more due to its ease. But water transport is frustrating clumsiness, although it is most likely just quite realistic. Other things amuse: boats and jet skis sometimes feel good even on land. See for yourself:
There are also outright deterioration compared to Just Cause 3! For example, the tone of the project changed from casually playful and jaunty on "complex SSI", which has a negative effect on the atmosphere. The share of humor in the narrative and side activities has decreased, and attempts by some minor characters to dive into the pool of jokes ends with a painful blow on a newspaper spread out on the water. Alas, in Just Cause 4, there is no charismatic dictator, no cool boss battles, and most of the potentially cool moments are closed under a video lock. Seriously, instead of creating spectacular battles with the elements, the developers have translated all the "victory over bosses" in the format of videos. It turned out even worse than the battle with the final boss in Uncharted 3: Drake's Deception. And there are few things worse than her.
The plot of the game... Yes, someone will now say that the game Just Cause has never been, and so on. True, but the developers themselves decided to change this and tried to take the "new height", which they did not submit. And since Avalanche Studios themselves decided to bring the story of Rico Rodriguez to the forefront, they gave carte Blanche for appropriate criticism. But it is not worth much to crucify and complain about this, either, it is more expensive for yourself. In General, the story has a good potential, but little attention from the authors, who are constantly confused about the details, dates and events of the past.
Moreover, some of the game dialogs simply do not correspond to the events that follow them. For example, in one of the videos, Tom Sheldon, who decided to make peace with Rico and help his precious student, says: "I will lead", which causes an entertaining skirmish with references to the past. But he gets behind the wheel of an armored car, and Rico climbs in after him. And what do you think? The car, of course, is controlled by the player. Either we were temporarily given power over Sheldon, or the developers and writers again forgot to sync the project's cloud.
When performing tests in Just Cause 4, remember that most of the necessary vehicles for "through the ring on a particular vehicle" tests are located near the test itself. From a few meters to a couple of blocks. For example, if the marker indicates that the test at the top of the mountain requires riding through the ring on a motorcycle, do not rush to look for the bike and attach the balls to it, as I did-climb the mountain using a winch and you will surely find a bike waiting for you there.
As for the technical part and scripto, they are a good source of high mood. However, not when you once again can not get the local "fultons" or jet mini-engines of the hook to work humanly, and they begin to turn the raised objects against any logic. Unfortunately, there will be most of these situations. The Avalanche team came up with interesting chips, but it did not work to implement them in a human way, as well as to encourage players to use them. The entire game, story - wise, you can go through, almost without using hook modifications. So what's the point?! The variety of the "set it yourself" level has always worked in Just Cause, but before that, the game mechanics did not go beyond the daily combat comforts.
Even for most of the tests where you need to deliver a car to an island or the roof of a high-rise, it is much easier to use a cargo helicopter with a magnetic grip than to play with balloons that behave as inadequately as possible most of the time they are used. After completing half of the tests, of which there are more than four hundred, I met only two where it was necessary to use balloons. Here just came to the rescue modification for them, allowing you to control the direction of flight crosshair sight.
The moment just got into the video below, which also says a lot about the technical part, artificial intelligence, stupefied since Just Cause 3, and the gameplay in General:
However, I repeat - fans of the franchise will be more satisfied with the new game, because the basic gameplay is thoroughly prettier. Another thing is that game innovations are mostly meaningless, and if they are simply thrown out, Just Cause 4 will not lose anything. The weather conditions that Avalanche was so proud of look great and even work, but have a strictly plot-based meaning. Without the technology developed by the local dictator, Solis seems to have no tornadoes, no winter blizzards, no sandstorms, no rain and thunderstorms. I just want to start packing my bags and looking for air tickets! After clearing objects that control weather conditions, we can turn them on and off with a single button. What for? To complicate your life, for example.
And there is no need for more. Storm and Blizzard limit the field of view, once in them, the enemies become absolutely stupid and blind. And since computer idiots and so ... idiots, send their intelligence to negative values once again do not want to, because the game becomes not interesting. Tornadoes destroy some objects, but only in specific areas. As well as the storm does not go beyond its limits. It turns out that we can again subject to spontaneous rape already cleared and captured areas. What's the point?! Oh, deja vu…
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wwwps4 · 5 years ago
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Battlefield 4
At the end of last year, players were looking forward to the new part of the famous series of shooters about modern war-Battlefield 4. Representatives of the Swedish DICE Studio, along with a major publisher EA, vied with each other to sing the praises of the project, promising players the most gorgeous graphics, interesting gameplay and a fully modified, largely improved multiplayer compared to the previous third part. Development was carried out actively and at an accelerated pace on all possible platforms (not counting Wii U) and now, on October 29, the game goes on sale, first on the old generation of consoles and PC (you can read our review of these versions here), and then, on November 15, and on the new generation. What users of the PlayStation 3 and Xbox 360 got in the end is hardly a good product: frequent sagging of the engine, constant bugs and glitches in the environment, cropped half-empty maps for the multiplayer mode, that's all the owners of outdated hardware could be satisfied with. Compared to them, the version for the new generation of consoles, and more specifically for the PlayStation 4, looks fantastic, although it has its own flaws. <!-- break-->
As you all know, the first thing that many of you who have switched from the old generation to the new one face is transferring your saves from one console to another. After all, none of you want to lose already earned experience in the single and multiplayer component of the game? But unfortunately, the developers did not make your life easier, and graciously allowed you to transfer only your experience and rank from multiplayer to the new version (because they are linked to your account in Origin). That is, if you have already passed all the missions of a single game on the same PlayStation 3 and want to see the final credits, but already on the PlayStation 4, then you simply can not do it. In addition to all this, many before the very first patch, released on November 26, faced a big problem when their saves in a single game could disappear in an unknown direction, which is why they had to start all over again.
Also, many of you may be disappointed by the fact that all those of you who purchased the game with the attached code to download the first add-on "China Rising" and already managed to activate it on the old console – will not be able to reuse it on the new one. Yes, the code turned out to be one-time and for some reason does not apply to the PS4 version (the add-on can not be downloaded again and is stored in your purchases only for PS3). Your humble servant himself first fell into such a simple "trap" set by the developers, in the end he had to buy a season ticket to be happy to fight on the new maps against the brave soldiers of China, and at the same time tell you below about what this addition is. In addition, all fans of collecting trophies and platinum will not like the fact that the two versions of the game have a separate list of virtual prizes (despite the fact that both are completely identical). They will be displayed in your profile separately and it will not be difficult to distinguish them, one of them will be marked in brackets "PS4".
But with a slight movement of the hand, let's move from the unpleasant transitions from version to version to a more pleasant one – the gameplay itself and the graphics engine. And here the strengths of the project come to the fore, and without a twinge of conscience, we can say that playing Battlefield 4 on the PlayStation 4 is a pleasure. First, because of the highly tightened graphics component: the detail of the environment has increased markedly compared to the faded pieces of textures shown on the PS3. You will no longer see that terrible gray mess that often did not even load properly on the Junior console. You will see an honest and clean picture, running in 900p resolution at 60 frames per second. The best part is that you will finally be able to see the many small details over which so hard the DICE team all this time: the billboards, highly sparkling direct they hit glass Windows and pieces of plaster on the walls, flying into tiny pieces everywhere flying debris in the form of sheets of old newspaper or paper – is not simply pleasing to the eye, and makes clear that the new generation still come. The system of destructibility of objects has risen to the level that I wanted to see initially: no one will prevent you from blowing up almost everything on the level to its base, whether it's a building, bridge or enemy equipment. Yes, only certain things will blow up (no one will give you the whole building on the same map "flood Zone"), but there are so many of them scattered on the map that you are surprised by the variety.
In addition to significantly higher-quality graphics, the PlayStation 3 version of Battlefield 4 PS4 version is distinguished by a larger-scale multiplayer mode (at the level of the oldest brother – PC), and this radically changes everything. Small battles for 24 players pale before large-scale battles involving up to 64 players on a single map. Explosions are rumbling everywhere, fierce air battles are being fought in the sky, and there is a total hell on earth with a lot of equipment (which is twice as much as on the old generation of consoles). With each new battle, you do not cease to leave the feeling that you are in a real war with all its cruel realities. The same great sound and ballistics of the weapon helps in this. It is a pity only because of some glitches on certain maps, the sounds are not always immediately loaded. It gets to the point that for the first two minutes you can run in complete silence on the same map "Hainan Resort", while bombs explode around you and your teammates die. There is a feeling that a bomb exploded near you, and then you are completely deaf, not hearing anything around you.
But DICE does not sit idle and regularly release new patches for the game every week (released today at number 1.07), especially since their publisher faces two lawsuits for the overall quality of the product they released and perhaps another victory (the third in a row) in the category "worst company of the year" according to Consumerist. Let's hope that after the release of the next, 20th patch, the game will still be what the developers originally wanted to show us and will return back to the bosom of their "Church" favorite flock of careless players.
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wwwps4 · 5 years ago
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Mafia III
There is such a sign: if copies of the game are not given to the press in advance, so that journalists can write their review for the start of sales, then wait for trouble. In the case of Mafia III, I wanted to believe in the best. The second part was so amazing that its aftertaste pleased players for six years, until the opening of a new Chapter of this criminal history. And I'll just say that the trouble with Mafia III is not in the black hero (he was entered here just fine), not in the plot, not in the visual component, but in the most important thing — in the gameplay, which only does that self-repeats throughout the hours-long game campaign. I don't know what kind of masochist would like it.
But back to the game itself. In 1968, Lincoln Clay returns to his hometown of new Bordeaux after the Vietnam war. Here his family is waiting for him: friends, brother and father. If it hadn't been for these people, and especially if it hadn't been for Sammy's foster father, Lincoln would have starved to death in the city's slums. Sam raised an unwanted black Tomboy, gave him shelter and his love. From an early age, Lincoln began to help his father in his criminal Affairs and even became friends with the son of the godfather of new Bordeaux. When Lincoln returned home, it seemed to him that the war was over, but he himself had to unleash a new massacre in pursuit of the mistress of vengeance.
It all started with a RAID on a Bank. Lincoln decided on this case to help close all of his father's debts to Mr. Sal Marcano. However, the godfather decides that he will need all the stolen money, and that it is time for Sammy's family to go to another world. Lincoln is kept alive by a great accident. The incident changes his life, he decides to devote himself to revenge. Along the way, he will recruit old acquaintances and make new friends, and find out that Sal Marcano has long had a grudge even subordinates. Lincoln turns out to be the force that can break through the old foundations and build a new and promising Empire on the remnants.
From the first hour of the game in Mafia III is simply impossible to break away. There are many amazing story clips that are intertwined with interesting gameplay and a variety of tasks. I just have to praise the direction of the game, the developers can easily create an emotional closeness between you and the characters of the game. You rejoice with them, worry, and begin to want revenge with the same intensity as Lincoln. And this quality bar is not lowered until the final of the game. That's just gradually you are given less and less story clips, and the long-awaited story mission is not happy at all, since your entire mood is mercilessly shot by the gameplay.
"What's wrong with him?"you are already exhausted. Lincoln decides to destroy the Marcano Empire from the bottom. First, he recruits several lieutenants who were once close to Sal, but now want him dead. They include the head of the Haitian mafia, Cassandra, the out-of-shape Irish alcoholic Burke, and the once-promising and now exiled authority Vito Scaletta in new Bordeaux. Together, you will squeeze areas from Marcano, kill his subordinates, which keeps the criminal business, and get closer to the godfather himself.
The entire gameplay is focused on capturing new areas of the city. We arrive, find an informant who tells you about the kind of activity in the area, destroy everything we find, kill or recruit the head of this branch of business, and then declare a hunt for Lieutenant Marcano, associated with this area. We repeat all this 9 times and get the opportunity to take revenge on the offender.
And now I will describe in detail the entire process that took me the second sentence in the last paragraph. We get in the car and drive to the new district of new Bordeaux. We learn something interesting from the informant and find several points on the map. The goal is to cause damage to the specified amount. It is necessary to kill some people and interrogate others, to Rob caches, destroy property and do other similar things. You can deal a lot of small damage to achieve the goal, or you can destroy one large target and close the rest with short ones. A big goal is usually to infiltrate a well-guarded enemy object and destroy it. I've blown up a crane on a construction site, stolen gay porn for blackmail, destroyed a garbage recycling plant.
The damage we do is to lure out the leader of the business. When he decides to show up, you can stop your activities and go to kill or recruit him. Where do you think the leader is hiding? Right! In a place where you used to accomplish a big goal! You will find exactly the same location, a slightly increased number of enemies that are in the same places as before. In fact, you need to pass the same place twice. "Why not?",- apparently so thought the developers. "New Bordeaux is so small, we'd rather use the same location twice than make a new one next door. Let the city continue to remain lifeless!".
Surprisingly, the game is very pleasant to play. Driving the car is implemented perfectly and is somewhat similar to the recently released Need for Speed, skirmishes are exciting and often tense. Virtual dummies, however, are usually stupid and try to crush the number rather than tactics. In Mafia III, it's nice to play, but to perform the same tasks from place to place-no, and at least some variety in the game, too. The action takes place in an open world, but it is dead initially. Here you can only kill and there is no way to relax. And this is despite the fact that the city is made perfectly, its changes from district to district are very interesting to watch. Here you will find swamps, suburbs, poor areas, working-class neighborhoods, and a contrasting center with skyscrapers. Even side missions from friends can not bring pleasure to the game, because they are built on the familiar scheme: interrogate, kill, steal, come back for a reward.
There is also an economic component in Mafia III. Each captured point, and then the entire area can be given to one of their lieutenants. This will affect the profits that the subordinate will make, as well as the opportunities that Lincoln will get at his disposal. What is surprising is that every Lieutenant is a person who fights for his own importance and tries to grab a bigger piece. If you offend or offend one of them, it will definitely come back to you. So the choice of who to give the next section, you should always approach wisely.
Each Lieutenant immediately after recruitment provides you with special services. Vito allows you to call a consiglieri-a girl who will take your money and take it to a safe place. After his death, Lincoln loses exactly half of the money he had in his pocket, so the services of a Consigliere are always welcome. Cassandra allows you to call a gun shop on wheels anywhere in the city. In it you can buy not only weapons, but also special features: increased accuracy, the number of one-time wearable first aid kits or grenades, and more. Burke specializes in cars. After the call, his subordinate will quickly deliver you one of the six cars. The list includes both Lincoln's personal car and an armored sedan and truck. The list of cars is generated for you, you can't change it. If you destroy one of the cars, it's okay. They won't even charge you money, but just bring you a newly ordered car. Gradually, your friends will give you access to new features: disabling phones in the area (so the villains will not be able to call for help), bribing the police (the cops will instantly forget about your existence, even if they just held you at gunpoint), automatic collection of kickbacks from the leaders.
I have few complaints about the technical part of the game. The game looks good, works at a stable 30 frames per second, and sometimes it seems more. I didn't notice any severe bugs during the game, except for a couple of times when the game was treacherously closed. Local cars are extremely sad. They almost do not fight, but just immediately explode. At the same time, it looks like a faded and rotten special effect. The local police also made fun of him. Even though they watch your every move, it's easy to break away from them. In most cases, you only need to drive a meter away from the search area and the police will no longer have questions for you. The main thing is not to show up in the search area.
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wwwps4 · 5 years ago
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Far Cry 5
No one must have had high hopes for Far Cry 5 since the very first announcement of the game. Fans of the series, of course, understood that in any case they would play the next part of the popular open-world shooter from Ubisoft, while ordinary users and skeptics crossed their fingers and seemed to be waiting for "another Far Cry", but at the same time did not rule out the evolution of the franchise.
After all, the setting went to a more civilized path. In place of the tropical wilderness and forgotten mountain ranges came the real state of Montana, the one that is on the border with Canada, and after a very ambiguous Far Cry Primal, it became obvious that the series just needs to change something or even change at all. Far Cry 5 was supposed to be just such a game and it did become it.
The tie of the fifth part of "Far cry" clings from the first minutes of the game to the non-existent series of gloom and excellent direction! We, in the person of a green rookie from the hope County Police station, together with the Sheriff and Federal Marshal, go on a mission that aims to capture a certain Father — the leader of a suspicious religious cult. The plan, of course, is not quite according to plan, word for word, and now the Father is already indicative of himself surrendering to our hands, thereby provoking the cultists to respond with aggression, as a result, our role of the hunter in all the action is replaced by the role of the victim, and all over Montana begins a real "Harvest". And here we are, all alone, running through the woods, hoping not to get a bullet in the back...
From an unpleasant situation, we are soon rescued by a local resident, who carefully hid us from the eyes of enemies in his bunker. We don't know where the Sheriff is, or where the Marshal and other members of our team are. We have little idea what is going on, and we learn about everything from messages left on answering machines, notes, and other sources. Fortunately, at least remember who we are: Far Cry 5 is the first game in the series, where we create our own character, choose his gender, appearance and clothing. Unfortunately, we can't choose a name, but we don't need it, because for everyone else we are just an "Assistant".
And all of the above is no accident, because the developers are pushing us to a new concept of the series: more free research and interaction with the living open world and less linearity and "wires by the handle". You are free to choose where you want to go. After a little training, the locals will bring you up to speed and tell you that after the uprising, the sect divided the state into three sectors of influence, subject to members of the Sid family. well, the head of the family, Father Joseph, manages all this mess. How to proceed is up to you. Local, anti-fanatics, of course, are ready to ask you for help and give all sorts of advice, but to help them and in what order to solve problems — you decide on your own.
And then it connects a simulation of a really live open world, which Ubisoft has been trying to achieve for a very long time. The whole world lives by its own laws and is full of a huge number of events, quests, Easter eggs and other pleasant gameplay elements. The world map itself has become somewhat smaller than in the same Far Cry 4, but this is more than compensated by what is happening around. No more monotonous races through the jungle and boring shootings of enemy groups of enemies. In the game, something is constantly happening: from banal showdowns of sectarians with residents to grandiose skirmishes of several elements in one place.
For example, a situation that occurred to me in the first hour of the game: you go hunting, there you track down a wild animal that attacks a local hunter, at the same time the sounds of fighting and shots attract the attention of a passing patrol. After I'd shot one of the two patrolmen in the head, the other would start running and calling for backup. Tied a hell of a fight and by passing the rebels stop to get involved in the fight. At this point, a passing plane scout notices the enemies and drops a bomb on you and the others. Only you and one of the resisters can survive. The latter hits you with the butt, gets in your car, and drives away.
And these situations and their combinations happen all the time. Almost every randomly encountered NPC wants to share something with you: for example, tell the coordinates of an Outpost or a survivalist cache. By the way, Ubisoft approached caches with due ingenuity: they are completely different, from banal simple closed doors with a key hidden nearby, to multi-level caves-puzzles or even installations of original references to works of popular culture. The developers creatively approached the self-irony of both American culture and the personal "merits" of the franchise and the Studio as a whole. In the game you will find a lot of Easter eggs, gags and other fanservice.
Due to this kind of world exploration mechanics, the game takes on a completely new look and becomes a cut above the previous games in the series. Far Cry 5 has become very thoughtful and plays on the fact that the user feels like a part of this world and he did not catch the eye of the obviously orchestrated parts of the game, opening from check point to check point, as it was in Far Cry 3 and Far Cry 4. The consequences of your actions are reflected in the state of the world, in the mindset of its inhabitants, and after spending a dozen hours in the game, you will notice that in the regions where you were active, the enemy will act much more carefully and strengthen some borders, while the locals will get new equipment and equipment.
There is a place for story tasks, of course, in all this saturated world, only now they overtake you completely suddenly. As I have already mentioned, it is not enough to just go through the chain of quests and arrive at point A to start the cut scene. Now you can attract the attention of the cult by doing absolutely any activity aimed at fighting, filling in the scale of influence. Gradually, the enemy will overtake you at the most inopportune time and even then will be created story inserts and specially made for this case locations and quests.
And they are made at the proper level. In addition to the fact that Far Cry 5 managed to surpass its own level of staging and directing in commercials (they are great), some of the developers clearly took seriously the creation of locations, boss fights and all sorts of little things related to our personal history of relationships with the Sid family. The story is not perfect, but it is good and smoothly revealed throughout the passage.
Important changes have also affected the system of pumping and loot extraction. Now you do not get experience points at all and do not track down animals for hours in order to sew a pouch from the skins. All extensions and skill improvements are made by spending tokens that you earn by completing challenges and tasks, as well as finding instructions for survival in the world. The new mechanics feel good: on the one hand, it does not allow you to "pump over", on the other hand, and does not leave you defenseless in certain situations. The exception is that there may be an imbalance in the hunter's skills, which allow almost close approach to animals and hunts in the most sophisticated ways.
The cooperative mode deserves special mention. In it, the game appears in a very good way. You can see that Ubisoft was very concerned about the cooperative and made a big bet on it. Together, you can go through all the tasks in the game and watch all the cut scenes together, in addition, the number of your opponents and their "strength" increases somewhat, and with the friendly-fire enabled, it becomes even more fun to play! In co-op, you can use and try out those gameplay elements that you almost won't use when playing alone.
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Grand Theft Auto V
Grand Grand Theft Auto V (Remastered) PlayStation PlayStation 3 and Xbox 360, Grand Grand Theft Auto V is expected to cause a stir among fans of the franchise and players in General. Nevertheless, it represented a very lively and detailed city of Los Santos, as well as several small sites-the cities of sandy shores, Paleto Bay, Grapeseed, and others. In addition, this part of the series took players back to the Northern part of the state of San Andreas, which was loved by many in the memorable part of the Great car thief: San Andreas, which stands out among the other games for its unprecedented variety of features available to the player at the time of release. Grand Grand Theft Auto IV has unfortunately disappeared. However, not all of them returned to the fifth part, but the developers have worked in other directions, and the gameplay turned out at least where. Now, in November of this year, this project has been re-released for the new generation of platforms that many have been waiting for. Rock, how worthy of attention and your considerable money (3200 rubles) Rock Rockstar Games, when porting and improving.
All the main aspects of the game, that is, the pillars on which it was based, remained virtually intact and the most obvious improvement was, of course, the visual and technical side of the project. The world of Grand theft auto V is quite large, so due to the lack of resources of players on consoles of the last generation, numerous inconveniences are constantly accompanied, in the form of loading environmental objects that appear from the air evaporating and cars, pedestrians, trees, cacti, grass, various buildings. Especially cars and pedestrians, they could literally draw in front of the player's nose, quite surprising him with their appearance. To put it mildly, not the most pleasant impression. In the new-generation console version, these problems were mostly solved due to the significantly increased computing and graphics power of these platforms. The North of the state of San Andreas shone with new colors that are now drawn at a normal distance!
We can see buildings, cars, and other objects in the distance, but some of them can still be drawn right in front of our eyes. This usually applies to any minor detail for gameplay-grass or branches on trees. In truth, you may not pay any attention to it at all if you don't specifically monitor it, because at speed, the player is only concerned about objects that you can crash into. Grass and branches will not cause an accident, as a car that appears out of the air can do. The distance of the drawing has become an important factor not only for the movement of transport-you can see the road further, better plan your maneuvers, which is critical in a hurry (completing a task on time, participating in races or avoiding the police), but also for shooting from a sniper weapon. Then the figures of opponents are drawn, so it is easier to look out for the enemy, there is no need to feel the area, constantly looking at the optics.
Speaking of maneuvers on the road — with the increase in the power of iron under the cover of target platforms for reissue, the density of automobile traffic on the roads of San Andreas has also increased, as has the number of living creatures, from people to animals. Now ROE deer, deer, and all sorts of hares and coyotes have become much more common on roads outside of Los Santos. A more stable frame rate had a positive effect on the gameplay, resulting in jerks and sagging virtually disappeared. Unfortunately, the frequency is limited to 30 frames per second, but they are as close as possible to the stability that can be achieved with this restriction. Grand, Grand, Grand, Grand, Grand Theft Auto. To be honest, at first this mode seems rather clumsy, Pay day pay, but driving a car in the first person is done perfectly. And many people may like shooting, the main thing is to get used to the sharpness of the control. In any case, this mode is worth trying out for all fans of the series, because it gives you a slightly different experience of the game, and at the same time, praise the eggs, does not disturb the balance of the gameplay.
Returning to the visual improvements, it is worth noting more beautiful texture effects-just look at the water, which has become a natural and beautiful foam, flying dirt, dust and water from under the tires of cars, or weather conditions, which have become more realistic. Most of the environment has received a visual update, which can be called "HD Texture Pack", that is, scratches have become more noticeable, trees have become more like trees, on closer inspection, the brick has stopped turning into a blurred and indistinct piece of poorly treated clay, and so on. Flags and other materials have become similar to real prototypes, now they behave more naturally in the wind, for example. Unfortunately, in puddles and rearview mirrors (in first-person mode), the developers did not add reflection, but this is a problem for most games. The Reason for this is the resource intensity of either the technology or a simple reluctance, but let it remain on the conscience of the developers. Following visual improvements, of which there are many, the developers added a little to the game's soundtrack. Well, how little-150 new songs are waiting for their listeners on radio stations in San Andreas!
Changes were made to the online part of the game — now up to 30 players can participate in games at the same time. But at the same time, this is where there are noticeable performance problems. Simply put, the frame rate drops, especially at high speeds, and this not only becomes noticeable, but also noticeable-jerks never add comfort to the speed, but on the contrary complicate the process. At the start of sales, there were numerous problems with transferring a character from GTA online for PlayStation 3 consoles to GTA online for PlayStation 4 consoles, but these shortcomings were fixed, the characters are now transferred normally. As in versions for platforms of the previous generation, the new consoles also have their graphics turned off in multiplayer mode, but not so much. It might be worth cutting back even more to get rid of the fps settling at speed. The character editor has new options and features that allow you to fine-tune the appearance of your character (or heroine). The rest of the GTA network mode, loved by many, remained itself, only pretty prettier, in fact, as the main story campaign.
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Spider-Man
Marvel's Spider-Man from Insomniac Games is one of the most anticipated games of 2018, but did the developers manage to create the best project in the history of video games about this defender of new York and, most importantly, meet the expectations of players? Let's take it all in order. It is worth noting that the author of the review played on an ordinary PlayStation 4 (Slim), so the screenshots are made on it, and the impressions are based on this version. The article was written after receiving the platinum prize, which means that the opinion will be weighted as much as possible.
Marvel's Spider-Man, an action-adventure game developed exclusively for the PlayStation 4, was first unveiled on June 13, 2016 at E3 electronic entertainment. And now, after a little more than two years, we can enjoy it on our own.
You don't need wings to fly
The game greets newcomers with a smooth transition from the opening cut scene to the gameplay, resulting in you being in the air while flying on a web. After learning which button is responsible for throwing the web in the direction of buildings (R2), there is an instant habituation to this method of movement. It seems that you have not just launched the game, but are a veteran of it. Swinging on the web works exactly as it should in terms of convenience and realism. At this time, the character moves in an arc and maintains inertia, so you can slow down the flight or, conversely, increase its speed by using a jump at different times. If you constantly hold R2, Spider-Man will automatically release a new web and move forward. Similarly, it is easy and fast to change the direction of movement: when you press the jump button during a free fall, the main character will perform a jerk on the web, which will allow you to accelerate in the right direction. As previously stated, the web clings strictly to real objects, not to air, unlike many previous Spider games. Therefore, in places with low buildings, you will have to go down, and in Central Park you will have to cling to trees, being on the verge of hitting your heels on the ground. By the way, in order not to wait for the protagonist to fall to the height where it will again be possible to use the web, you can accelerate in the fall by clicking on the left stick.
The movement system is designed so that the dynamics of movement around the city is maintained at the same pace. Thus, if the character runs into a skyscraper, then when holding R2, it will continue to move along it in the selected direction without stopping. While running on a horizontal surface, the same button will allow you to overcome obstacles using parkour without additional manipulations. Jerks on the web, among other things, while running vertically will help to reach the roof as quickly as possible, and immediately after push off from it, continuing the path. Some of these techniques can be opened as you level up spider-Man, acquiring the appropriate skills.
The project is completely translated into the great and mighty, and in General, the Russian voice acting is not so bad, but in some places its quality is greatly reduced. But the fact that it will not be changed separately from the subtitles will probably shock some players. The only option left is to change the console language, but the whole game will be in English.
No longer a novice
Insomniac Games Studio decided to focus on an experienced superhero, who has more than one year of practice, but the plot of the game is independent. Of course, you will meet familiar characters here, but the story will develop in a new way. However, on August 21 of this year, the official prequel of this game was released in the form of a novel authored by American writer David Liss, which was subtitled Spider-Man: Hostile Takeover. Unfortunately, at the moment the book is only available in the original, in English. It tells the story of Wilson Fisk's return to new York, where he appears as a philanthropist to the public. Peter Parker knows very well the true face of Kingpin, so he will have to bring it to light. But not everything is so simple, because at the same time in the city there is a double of Spider-Man under the pseudonym Blood Spider, with a similar costume and abilities, which substitutes the hero, committing crimes. The game's plot begins at the very moment when the book ends.
Avoiding disclosure of details of the plot, so as not to spoil the impression of the readers of the article, I will only Express my opinion about it after full passage. The scenario is generally good, but, unfortunately, quite predictable and not surprising. But the animation of the characters and the environment is very lively, and the setting of plot tasks is performed at the highest level. Because of this, it is quite interesting to take a direct part in the development of history. However, the boss battles were somewhat disappointing. They look spectacular, but feel too scripted and ordinary, unlike the rest of the game. It is clear that the project puts a lot of emphasis on cinematography, but it would be possible to implement them more rich in gameplay terms. Sometimes you have to fight several strong mutants at the same time, which looks pretty cool, but again, the gameplay seems to be in the background. It is not surprising that the health scale is displayed only for the protagonist, even during a boss battle.
Peter Parker and his alter ego Spider-Man is not the only playable character in Marvel's Spider-Man. In the story, you will also have to take control of a couple of other actors, which radically changes the gameplay and makes the game more diverse. As a rule, in scenes with them, you need to act covertly. It should be emphasized that the control between the characters is also transferred during the same episode to, say, help your friend. This is not new in video games, but nevertheless, this solution is quite interesting. During the game, not so often, but there are QTE, and the transition from cut scenes to the gameplay is performed imperceptibly.
During tasks and in the lab at Peter Parker's place of work, there are two types of puzzles. In the first, it is necessary to make an electric chain of components, where the voltage often has to be taken into account. The latter are aimed at recognizing an unknown substance by the absorption spectrum. In them, you need to take fragments of an unknown substance and try to combine its absorption lines with the template.
The storm of the underworld
Battles in Marvel's Spider-Man are one of the most important components of the gameplay. When creating the combat system, the developers were probably inspired by the Batman: Arkham series, since they have obvious similarities. However, unlike Batman, Spider-Man uses more acrobatic techniques, relying on his enviable dexterity. However, he often uses a web and lifts opponents into the air, continuing the battle there. What is important, fights look like a continuous dance, in which one movement smoothly flows into another.
You can instantly eliminate enemies when they don't see you, or when you accumulate a concentration scale, use the suit function, or use the Spider's cunning devices, which will be described in more detail later. Several types of knockouts are used for undetected elimination. To perform a silent knockout, you need to sneak up on the enemy from behind. For a web strike, you must be above the target. In addition, you can discreetly eliminate an opponent by wrapping it in a cocoon and hanging it, for example, on the edge of a roof or on a street lighting pole.
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Watch Dogs two
When Ubisoft announced its promising project Watch Dogs two years ago, most of the gaming community arrived in wild ecstasy at the mere sight of a beautiful virtual Chicago and the unusual abilities of the main character, hacker Aiden Pierce, deftly wielding his phone. "Here it is-a natural killer of GTA, Sleeping Dogs and Saints Row combined" - people shouted, but in the air hats with caps were thrown. But another year passed, a beautiful CG video with screwed elements of the gameplay unnoticed by everyone turned into a more realistic game build and the public began to slowly remove the "pink glasses" put on by the smart PR people of the French publishing house. A year later, the air lock created by Ubisoft gave a major crack in its Foundation, when the developers decided to demonstrate the third demo of the project. Stripped-down graphics, monotonous, simplified gameplay and the notorious towers from the Assassin's Creed series-that's what could please players from several talented studios. Alas, with the same result, they came to the final version of the game, released at the end of last month.
Who is our protagonist Aiden Pearce? Hero or villain, cold-blooded killer or decent family man? Forgive me for being so tactless, but the devil knows. From the very first moments of passing the game, there is a strong feeling that the project's writers themselves did not fully realize who was looming in front of them and what to do with this character. It seems to be simple: Aiden is an unemployed professional hacker who for a while engaged in illegal money manipulation, until one day his partner in a menial job decided to stick his nose where it would not be worth it. A few days after the incident, unknown persons did not just come out to our hero, but were able to arrange a real car accident through their henchmen, in which the niece of the protagonist was killed. Of course, our guy was not one of the timid and after such a terrible tragedy like "reborn", becoming another avenger in a mask (cap), like a bunch of his predecessors before, whose exploits were repeatedly sung in comics, games and movies. And this simplicity and subsequent zashtampovannost project history — one of the main irritants that do not give you a good feel for Aiden and his constant experiences. Every time you see the next" turn " of the plot, you want to shout in impotent anger at the screen that all this has already happened, that the piece was taken from there, and this one from here.
Nor do Mr. Pierce's motives and aspirations lend themselves to normal logic. Why is he on the warpath against crime in the city? Why does he say one thing and then do another? Why is he so indifferent to his own relatives? And believe me, there are a dozen or more such questions for the final credits. Sometimes writers feed players small flashbacks and short dramatic videos with a child's voice and a plush toy flying in the air. But you don't really believe them either, when after another terrible nightmare, the hero with an unruffled face gets out of bed and mumbles something about honor, dignity and his own feelings about what is happening. In General, Aiden has something wrong with his facial expression — it is impenetrable and cold, and for the entire game you will see at most three hypostases of the hero: overflowing with anger, arrogant and frankly not caring. Unfortunately, this is all that the animators, the actor who gave his appearance to the main character and the people responsible for the script could afford. But God help him, with Pierce, the plot could have been drawn out by his competent delivery, or at least, minor characters. But even then, the authors stepped into a puddle: well-mounted production scenes did not cry, many storylines are far-fetched, and all the other villains and heroes are like two drops on their other comrades in the shop. The same owner of the South club of Chicago, philanthropist and rich man Dermot Quinn in his manner of speech and character strongly resembles the main villain of Uncharted 3 Catherine Marlowe — the same cruel, merciless and ready to do anything in order to get his own. Other assistants or friends of the main character are too one-sided and do not have their own internal spark, each time squeezing out portions of dialogues. Little is known about them, as well as about the Pier, and it is also very difficult to understand why they help him. As you may remember, once the company's managers intoned to show the game the real conspiracy theories of big corporations, the secret sale of people on the black market and all the most unpleasant side of the community living in the age of new technologies. As a result, we got the most superficial narrative about the events taking place behind the scenes of a huge metropolis.
After such a weak plot, you expect that Watch_Dogs can save its other components, and then the developers try not to let the players down, giving them a huge range of all possible actions. In fact, we have a continuation of the previously mentioned series about Assassin's Creed, only this time not in the past, but in the futuristic future. Hidden blades were replaced by mobile phones, crossbows were replaced by full-fledged weapons, and instead of the Brotherhood of silent killers, a secret hacker community flaunts, which gathered around itself at first seeming colorful characters. The General concept of Watch_Dogs came in handy at the time, just hitting the sometimes unconscious fears of modern humanity, just entered the post-industrial era. It was able to absorb all the best aspects of the dystopia about the terrible technological future, the decline of normal human relations and total state surveillance of its own population: from the works of ray Bradbury to the British TV series "Black mirror". Imagine if one person could hack any computer, ATM, or security system in the world at any second with just their mobile phone. What if he is also a madman who wants to create real chaos in a fragile society? It's scary, isn't it? And this is the cherished device that our hero has. It is good that he uses it only for the good, without any back thought, and this is how a new type of "heroes" is born against the background of a tasteless plot, which does not stand out from the crowd in any way, but even merges with it. Forget about the pretentious, brave and desperate lads rushing to the aid of anyone, their time is long gone. Now the ball is ruled by such "Piers", which can also stack enemies in stacks (while it remains a mystery when and where our protagonist learned so skillfully to handle large guns and famously fight in hand-to-hand battles), but prefer to do their business quietly and quietly, with a single touch on the screen sensor. Why kill a man if you can easily upload his encrypted archive of child pornography and condemn the bastard to eternal torment in prison in the company of hardened criminals? It is this" superpower " Aiden more than compensates for his faded appearance and weak character, giving you a lot of interesting features associated with the gameplay.
Almost everything in the city is connected to the ctOS network, which pierce hacks in two seconds in the very first mission. Of course, there is a reasonable question: how did he do it, if this system is considered one of the most secure in the world, and the mini-game of hacking looked too unconvincing. But we will write off this defect to the authors of the script, who struggled to somehow reduce the gameplay and the overall plot. After gaining full access over the city, the pier becomes almost a mini-God. Using his smartphone, he can pull out any information he is interested in about any other person — who and where works, how much he earns and what he is currently doing. Helpful developers give a little more information about some key characters, allowing you to get into their virtual correspondence, listen to phone conversations, get their money, or information about upcoming crimes. Although after half an hour you will frankly get tired of watching all of them, and the overloaded interface with tons of unnecessary information can not be turned off in the menu, because this is the main feature of the game — the ability to spy on all at once. In addition, most biographies are secondary or simply uninteresting.
Other aspects of the game process are also interesting and varied only in the first two hours of passing, then a real carbon copy of the same thing begins with slightly changed conditions. Aiden can do a lot: disable or enable car alarms, hack surveillance cameras, traffic lights and trains, play poker or thimbles, chase criminals on their own two or a car, even fight with strange robots (the developers send a separate Hello to Trevor from GTA 5 and his crazy waking dreams) and even switch construction cranes that will lift him to the roof where the next ctOS tower is located. But all this works according to the same "hacked, tracked, caught up, finished off" scheme, which does not change itself until the very end of the game. The creators of the game clearly did not learn anything after admitting one of the main mistakes in the Assassin's Creed series — quantity does not mean quality at all. Speaking of towers, when you first glance at the map of the city, it becomes a little bad from the total number of these in any particular area of Chicago. Maybe this is, of course, and will appeal to fans zamorochennym collect everything and everything, but I'm more than sure that even their "variety" will enter into a slight stupor. Few people will be amused by the idea of endless repetition of the same actions just to fully open the entire map and complete all the additional tasks.
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Injustice 2
They say fighting games are a very conservative genre. They say that it is not easy to start playing them, it is even more difficult to understand, and even to reach a decent level at all by units. They also say that mere mortals have almost nothing to do there: they say that they play a little, and more and more in Japan, where arcade machines are not a luxury, but simulators for Champions. Nonsense! Injustice 2 consistently and mercilessly debunks myths, demonstrating what a bruiser should be able to please everyone. Myth 1: you can't just play fighting games New series of fighting games appear very rarely, and even less often are fixed in the minds and hearts of players for a long time. Agree, it is much easier to deal with the continuation of the familiar cycle than to learn something from scratch. Street Fighter, Tekken or Mortal Kombat are known to everyone — but who will remember Dive Kick, Skullgirls or some Under Night In-Birth? This is why it is considered that the entry threshold is very high, and most players stumble on it.
Injustice 2
Studio NetherRealm, the creators of Injustice and the much more famous Mortal Kombat, are struggling with this installation. Each of their games is a step from a hardcore combat system to an affordable option for those who are too lazy to learn tooth-crushing combos. In the end, the average gamer does not sit down for fighting games in order to break their own fingers in blood.
In strict accordance with this philosophy, three buttons in Injustice 2 are responsible for weak, medium and strong blows, and the fourth allows you to activate a special ability. If you want, you can grab items scattered around the arenas and also use them — again, with just one button. Finally, when the energy bar is filled to the maximum, the hands themselves reach out to activate the superstrike to enjoy an impressive scene, after which the enemy will not be counted for at least 40% of life. Injustice 2 is not even divided into rounds — each fighter enters the fight with a double health bar and is only interrupted for a second when he loses the first half.
Injustice 2
Entertainment, simplicity, and dynamics are the cornerstones of Injustice 2. While others are only looking for their way to the masses, NetherRealm is already there, among the people.
Myth 2: Fighting games quickly exhaust themselves and turn into merciless simulators So, we figured out that you don't need any special skills to enjoy Injustice 2, except for the ability to hold the gamepad. We will also understand why this should be done.
Injustice 2
The first tangible blow to the standards of The netherrealm genre was dealt back in 2011: it was then that Mortal Kombat had a somewhat rough, but impressive story mode. If, for example, the authors of Call of Duty and StarCraft can balance the single-user and network component, then why have not yet thought of this in fighting games? For 6 years, the concept of a monolithic narrative with a regular change of actors has passed the test of three games. Injustice 2 also takes it to a new level, which is largely facilitated by the comic theme.
Injustice 2 is dedicated to DC Comics characters-Superman and Batman, which we dreamed of dressing up for children's matinees. Or Wonder woman, which will soon be admired in cinemas. And almost three dozen no less bright and colorful personalities.
The first part was about how A man of steel went crazy on the grounds of the death of his beloved, and then arranged a tyranny on a sinful Earth. Batman also led the resistance forces and eventually put the kryptonian in a special Solarium that simulates the light of the red sun. It would seem that this is the happy ending. But no. There were sympathizers. There are still personal accounts to settle. Unrealized hopes and aspirations. And to top it off, a galactic-scale villain, Brainiac, burst onto the blue planet — the former enemies will have to join forces to defeat him... Or not.
The Injustice 2 story mode is a dozen chapters of a single story, modest, but still non-linear, two endings and a lot of clips with facial animation of the Uncharted 4 and Quantum Break level, no less. Reproach him is only in brevity — the passage requires at least four hours. At best, five, to achieve the coveted one hundred percent.
Injustice 2
After the superhero conflict is exhausted, your hands will reach for the "Multiverse"mode. This is a kind of evolution of the "tower" from Mortal Kombat-sequential tests, often with different (mocking) modifiers. There are also hourly, daily and weekly tasks, the passage of which promises pumping and rewards. And this variety distinguishes Injustice 2 from a number of similar action games.
Myth 3: Balance in fighting games does not tolerate changes in characters The story mode, three dozen fighters, and a bunch of modes in Injustice 2 are supported by the equipment and leveling system. Successes in arenas are rewarded with experience, and some also with special boxes. In them, you can find, for example, a new helmet for the Flash or a corset for the Catwoman. There are countless items, they differ in level and rarity, give various bonuses and are collected in sets.
Injustice 2
Someone will probably object and say that there is customization in a great variety of games. But in Injustice 2, all the items put on somehow change not only the appearance, but also the characteristics of the ward. A little effort, and now your Aquaman is twice as strong as the standard version, and the Cheetah has started to move a little faster. In other words, customizing the appearance affects not only the appearance, but also brings real benefits. Up to the appearance of additional techniques.
Only one of the creators of Injustice 2 did not depart from the traditions. For fun online, you can measure levels and found items, but in a competitive game, a special setting disables any modifiers. This is logical: if you want to claim Olympic gold, you will have to give up Meldonium and steroids.
At the dawn of justice Remember, we started with the conservatism of fighting games and the potential of Injustice 2? The brainchild of Netherrealm has everything to popularize the genre and become a role model. Outdated Street Fighter V, retrograde Tekken 7 and significantly inferior in popularity Guilty Gear Xrd is unlikely to make it a worthy competition.
Only one thing can prevent the success of Injustice 2 — the insane popularity of Mortal Kombat. Four years ago, it easily eclipsed all the achievements of the first battle of Superman and Batman. Let's hope that the second attempt of NetherRealm to pit famous DC characters will not be wasted.
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Mortal Kombat
Love adults, adore children-whatever you say, Mortal Mortal Kombat all ages are submissive. Still, for 27 years, the planet has been watching the confrontation between the Earth and the Outside World, admiring the UPS, and being upset by the falls. But what emotions are caused by the 11th part of the most popular action movie?
Mortal Kombat 11 Blood sport In the sea of various fighting games, mortal Kombat has always held a special place. Cruel, funny, seemingly realistic, but at the same time indescribably cartoon. It was even more exciting to follow its development, jumps from 2D to 3D, than to stick A Scorpion spear on opponents — especially since the series did not find itself in the new dimension immediately.
This happened in 2011, when the unreal Studio actually reinvented the game: added a long story campaign and proved that MK really has a place in the XXI century. Since then, the authors have experimented in every possible way, improving the familiar formula, simultaneously exchanging the cycle for superheroics in disgrace — and now the crown of evolution has hit the shelves.
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