Friday, March 2, 2012

Max Payne 3 - Xbox 360 Preview




With Max Payne 3, Rockstar does not want only to contribute to a series that thrilled players in the beginning of this century. As usual, American society nurtures much higher ambitions. It just wants to give life to shoot the film in the most sophisticated ever created. All the while respecting the DNA of Max Payne. Just that. To convince us of the validity of this statement that's seemingly pretentious enough, we were invited to go two levels of the single player campaign. The opportunity to see once again that Rockstar has a unique expertise and that this supposed claim masks a company's unwavering confidence in its abilities.

As a reminder, this third installment takes place in Brazil, specifically Sao Paulo. Haunted by his terrible past, ravaged by alcohol and drugs, Max decides to accept a job offer made by Raul Passos, a long-time acquaintance. The perfect opportunity to turn the page after leaving New York, a city forever linked to the events that destroyed his life. Now he will play the bodyguard in the largest city of Brazil on behalf of Rodrigo Branco, a wealthy industrialist. And by extension, for family members including his brothers, the playboy and politician Victor Marcelo. A task far from easy in a country, certainly in development, but where poverty continues to hit with full force with much of the population. 

Max will also have to quickly get into the swing since shortly after his arrival, Fabiana, the pretty young woman "trophy" of his new employer is removed. After a meeting hastily arranged by the Branco family, it was decided that the best way to recover the victim remains to satisfy the kidnappers by paying them a hefty ransom. The place of the exchange: the football stadium of São Paulo Galatians.

As agreed, Max and Raul therefore find themselves in the middle of the lawn of this huge enclosure to provide money to the kidnappers. What nobody foresaw was that a third robber was going to invite to the party. It was later learned that this is the paramilitary group Preto. Heavily armed, he succeeds by using snipers to interfere in the exchange. Max is even found shot in the arm by a bullet. Bottom line, the filled bag was stolen and Fabiana is still captive. It was at this precise moment that the first level of the demonstration began. So we go into the skin of a wounded hero, hunted, who must rely on Raul to emerge alive from the situation.


After a few minutes to stagger in the aisles of the stadium and wondering if life is still worth living, care is provided to Max by his companion at galley. Ingestion of some painkillers completely rebuild our hero. You are now ready to retrieve Fabiana. Or money. Or both if possible. Follows a series of gunfights in the various rooms that make up the stadium and outside, in the stands. While being continuously connected with Raul, you will eliminate a host of enemies, including a sniper, not easy to dislodge from elsewhere. 

The second level presentation, the docks of São Paulo, he remained a little more classic. Always looking to Fabiana, Max must visit tons of warehouses inhabited by members of the Comando Sombra gang. All with the arm still bandaged.

If you spend most of your time in Brazil, Rockstar still planned to return from time to time in the United States to explain the exact reason for the arrival of Max. The narrative is not linear. Flashbacks are interposed between two levels in São Paulo. As Rockstar never leaves anything to chance, the transitions between these scenes were particularly worked. This means no abrupt fade to black, no texts, not even load times from breaking the flow of the narrative! Everything follows logical and coherent. Visually, the difference between kinematic and phases of the game is imperceptible. 

So sometimes it comes to whether or not one has control over his character. The developers have been content to offer a fun action game based on interesting mechanics of gameplay. But no. The ambition is much higher. The game has been polished like a precious stone which one would like to erase all imperfections. Besides the narration, Rockstar has tried to heal the staging, writing - especially the characters - the soundtrack but also the shields of his game can be found such joy with the voice of Max Payne history, that of James McCaffrey. Important because the monologues are numerous and particularly important in view of understanding the state of mind in which is the main character
Although still developing, Max Payne 3 is already showing well developed technically. 

The RAGE engine (Rockstar Advanced Game Engine) is particularly impressive. A bit like what Uncharted offers, animations of Max are incredibly varied and particularly credible. They fit perfectly with the environment in which the character evolves. The sets are themselves extremely wealthy. At each break between shootings, one marvels at the water flowing over the ground, lighting effects, texture quality ... This contributes significantly to create a unique atmosphere, very dark. Thanks, also, to the soundtrack, the tension is palpable. It feels really facing what Brazil contains more black.



Obviously, all these efforts would be fruitless without the presence of a fun gameplay. Do not worry, Max Payne 3 is a really effective third person shooter. Besides the relatively conventional mechanical coverage including all games Rockstar have today, there are of course the bullet time. This feature popularized by the first episode of the series can slow down time. The challenge is raised, it will (re) learn to use it intelligently. It is almost impossible to get out of situations without them. Members of the spat Preto, equipped with bulletproof vests and heavy weapons, will do short work of Max if you go for it headlong. It's a bit less so with the lads of gang Comando Sombra who are more talkative, less organized and more importantly, less protected. But to defend themselves, slowing down time is not the only solution. You have a very wide range of movements ranging from simple roll in the ability to move his body to 360 ° when the ground is through the jump in any direction, it also slows time.

Side of the arsenal available to Max, there is the classic. We were able to use a shotgun and a small submachine gun in addition to the basic. The wheel to choose what one has in each hand has two spaces for a weapon and a light for a heavy weapon. In the heat of the moment, the mechanics of shooting proves infallible. One feels the weight of weapons carried and the damage they cause. The location of the damage will be also one of the factors to be involved in drawing because the men wearing bulletproof vests are for example only vulnerable in the legs. It should also be paid to completing the targets that are just wounded history to avoid any unpleasant surprises. 

The health system is also an important place in the game searching levels, you'll get painkillers. These allow to heal. When you have mismanaged your stock and an enemy shooting at you while your health is already precarious and there is still a drug in reserve, you have a chance to rebuild. The action in slow motion during your long fall to hell. The reticle is moving slowly toward your executioner. If in a few seconds where time no longer follows its normal course, you manage to clear this opponent, you stay alive. If this is not the case, it is game over . Finally, for those who wonder if the target is necessarily assisted console, the answer is no. You can adjust the automation of targeting the options. And thus leave it all in "full manual".

IN CONCLUSION:

That Max Payne 3 offers a more enjoyable gameplay, expected. Especially considering the resumes of its developer. But such attention has been paid to all aspects of the game, this is in contrast to the great surprise. What is amazing is that Rockstar's propensity to tell stories, always exciting and mature, caring writing and staging of each production. Including those action-oriented ... Asked whether Max Payne 3 is the shooter and the most sophisticated film ever created, we are not yet able to answer. But what is certain is that the title runs great strides toward its goal.


GAME GENERAL INFO:  Max Payne 3 
Publisher: Rockstar Games
Developer: Rockstar Studios
Genre: Action
Release Date: May 15, 2012
Classification: Not recommended for - 18 years
Official Website: www.rockstargames.com

Thursday, February 16, 2012

NBA 2K12 Review (Xbox 360)




You do not dare believe it more, you expect it as we speak of the sun in winter, but finally it's there. I am of course referring to our test of NBA 2K12, the basketball simulation developed by 2K Sports. Just when the lockout is finally lifted, allowing the resumption of the North American championship, while no one believed in, we finally have our final verdict. This is what is called "stick" to the news (or never be short of an apology) or I did not know!

After a stratospheric 2011 opus, the series of basketball by 2K Sports had to raise the bar even higher and to totally sit dominance, multiply the shooting long distances. But how to justify a new purchase when you've already issued an excellent copy and especially when the NBA season was the lame duck? 2K Sports had to burn a few candles in recent weeks, anxiously awaiting the lifting of the Lock Out, synonymous recovery of the season but above renewal teams, draft, host of rookies and all that makes much of the fans crack every year on the new season of their favorite sports game.

The rosters of the teams have been an update that takes into account movements finally start to the season and the grand ceremony of intense games will be allowed to proceed until the playoffs end of season. This means that the game will stick to the news of the year, which should motivate a large chunk of fans to follow the series or not. But that would not be sufficient to justify this new opus which, far from being in a patch "new season" offers many improvements.


Without revolutionizing the gameplay that's already very accurate in the series, they grow even higher toward greater accuracy and realism. The movements of the players have been worked and collisions are now considering the templates. A detail for certain but which radically transforms the way you play depending on whether you take control of a small jig or a pivot clumsy but intractable. The realism of the action is further improved and the icing on this cake comes with Shots Signatures of the majority of players that were reproduced identically. Gone are the days where all rolled arms were similar and where the shots came from long range a generic library.

The mimicry of virtual models of Stars of the NBA again reached the peaks and attention to detail is found on tattoos and shoe models faithful to reality. This painstaking work is supported by a concrete realization, with a model that has yet reached a plateau for a result just awesome. A simulation? No, a retransmission. A mimicry to the extreme with presentations of games that copy to the same generic TV. If comments are still in their original, the rest is just bluffing, and exudes passion. A passion that developers have also repeated on the field as the game controller in hand is even more intuitive than its predecessor, without sacrificing the accuracy of its gameplay.

The game is now back to the basket more natural, especially through contact management we were talking about. You can switch to control the racket a trigger and now playing with the right stick to rotate and shoot fake password for your better off balance vis-à-vis. The handling of dribbling has also been redesigned and is now much more accessible. Finally, if the shooter always fires with the right stick it is the combination of a shot with dribble that will determine the action of your player, a choice of simplicity which is more intuitive once again.


Beyond steel gameplay, its concrete realization and guarantee of playing the current season, NBA 2K12 offers a fashion legend all its own. In this mode, you can choose from one of 15 players in the NBA Hall of Fame to relive the most famous matches of their careers. A journey through time that begins as early as 50 and a broadcast quality to speed. Black and White filter, image shakes, everything is made ​​to that delves into the atmosphere. The game rules are of course consistent with the times (the three-point has not always existed) but the attitude of AI is also a major player in this immersion. So players will be less aggressive over time, and the Dunk so common today will rarely be attempted in the earlier games. A hymn to the glory of basketball, a trip that will transport all fans of this sport. If despite all these qualities you are not yet convinced, let's finish with improving the way my player that promises a lifetime even solo and adding the new Training Camp that will allow you, if you are new to series, discover the rich smooth gameplay.

Difficult to remain unmoved by such a monument of sports game. Far from limiting itself to propose a simple update (late) rosters of teams, teams from 2K sports have been working on the few weaknesses that made the game even more technical and less accessible. Dribbling are simplified, the game in the paint was muscular and AI always proves too difficult to maneuver. The fashion legend alone will suffice to convince those who love orange ball to rebound to capture the opportunity to relive the conditions at the time of the games while the anthology will be online as usual witnessed a season Virtual equally fierce than the NBA. Necessary, simply.



GAME INFO: NBA 2K12 

Release Date: October 04, 2011
MSRP: $59.99
Also on: PS3, PS2, Wii, PC, PSP
E for Everyone: No Descriptors
Genre: Sports
Publisher: 2K Sports
Developer: Visual Concepts
Expansions: NBA 2K12: Legends Showcase,





Wednesday, February 15, 2012

2K Sports Announces NBA® 2K12: Game of the Year Edition


Source: Business Wire


Best Buy exclusive includes award-winning game, “Legend’s Showcase” add-on content, and commemorative poster with Michael Jordan, Magic Johnson and Larry Bird

NBA® 2K12: Game of the Year Edition (Courtesy: Business Wire)

2K Sports today announced that the NBA® 2K12: Game of the Year Edition will be available on March 11, 2012 for $49.99 for the Xbox 360® video game and entertainment system from Microsoft and PlayStation®3 computer entertainment system.

For a limited time, the package will be available exclusively at Best Buy stores nationwide. It includes a full retail version of NBA 2K12, the previously released Legend’s Showcase add-on content and a commemorative poster featuring Michael Jordan, Magic Johnson and Larry Bird.

“We’re always committed to giving our fans great value,” said Jason Argent, vice president of marketing for 2K Sports. “This is a great opportunity to not only get your hands on NBA 2K12, but the terrific Legend’s Showcase content as well. Gamers and basketball fans alike will love this package.”

NBA 2K12 is the latest installment of the top-rated and top-selling NBA video game simulation franchise* and winner of 26 Sports Game of the Year awards.

Legends Showcase enhances NBA 2K12 by allowing gamers to select from more than 300 of the NBA’s all-time greatest players, including Jordan, Bird, Johnson and Dr. J, and compete in authentic pick-up games from 1-on-1 up to 5-on-5. Legends Showcase also features mini-games, such as 21 and H-O-R-S-E, along with other new features like the 2-on-2 Teammate Challenge and 3-on-3 Era Challenge.

Developed by Visual Concepts, a 2K Sports studio, NBA 2K12: Game of the Year Edition is rated E for everyone by the ESRB and will be available on March 11, 2012.

For more information on 2K Sports, visit www.2KSports.com.

For more information on NBA 2K12, visit http://www.facebook.com/NBA2K.
2K Sports is a division of 2K, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).


About Take-Two Interactive Software


Headquartered in New York City, Take-Two Interactive Software, Inc. is a leading developer, marketer and publisher of interactive entertainment for consumers around the globe. The Company develops and publishes products through its two wholly-owned labels Rockstar Games and 2K, which publishes its titles under the 2K Games, 2K Sports and 2K Play brands. Our products are designed for console systems, handheld gaming systems and personal computers, including smartphones and tablets, and are delivered through physical retail, digital download, online platforms and cloud streaming services. The Company’s common stock is publicly traded on NASDAQ under the symbol TTWO. For more corporate and product information please visit our website at http://www.take2games.com.

"PlayStation" is a registered trademark of Sony Computer Entertainment America Inc.
Microsoft, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft.

All trademarks and copyrights contained herein are the property of their respective holders.

Cautionary Note Regarding Forward-Looking Statements

The statements contained herein which are not historical facts are considered forward-looking statements under federal securities laws and may be identified by words such as "anticipates," "believes," "estimates," "expects," "intends," "plans," "potential," "predicts," "projects," "seeks," "will," or words of similar meaning and include, but are not limited to, statements regarding the outlook for the Company's future business and financial performance. Such forward-looking statements are based on the current beliefs of our management as well as assumptions made by and information currently available to them, which are subject to inherent uncertainties, risks and changes in circumstances that are difficult to predict. Actual outcomes and results may vary materially from these forward-looking statements based on a variety of risks and uncertainties including: our dependence on key management and product development personnel, our dependence on our Grand Theft Auto products and our ability to develop other hit titles for current generation platforms, the timely release and significant market acceptance of our games, the ability to maintain acceptable pricing levels on our games, our ability to raise capital if needed and risks associated with international operations. Other important factors and information are contained in the Company's Annual Report on Form 10-K for the fiscal year ended March 31, 2011, in the section entitled "Risk Factors," and the Company's other periodic filings with the SEC, which can be accessed atwww.take2games.com. All forward-looking statements are qualified by these cautionary statements and apply only as of the date they are made. The Company undertakes no obligation to update any forward-looking statement, whether as a result of new information, future events or otherwise.


Tuesday, February 14, 2012

Saints Row: The Third - Review (Xbox 360)




Born as an exclusive for the Xbox 360 and immediately likened to the game, then the tip of the genre, GTA: San Andreas, Saints Row is presented for the third time on the market after three years off from the second chapter. Saints Row: The Third has now fielded his cards: there are no rules and no limits. Do you want to run naked through the city beating with a huge purple phallus through unsuspecting passersby? Do you want to dance break dance using a weapon to shoot cops polyps? Have you always dreamed of commanding a hand gesture that makes a jet blow up your enemies? In Saints Row: The Third, this is obviously not impossible and it's all here.

Having conquered and dominated the streets of Stillwater and becoming criminals with fans, advertising and merchandising of various T-shirts, hats and more, the Saints feel untouchable, but the last shot will be devised on them to understand that things are not how they think. The bank robbery is seen for the control of the Syndicate, a powerful international criminal organization that will not take kindly to the intention of the Saints and a crazy turn of events, our Saints will find themselves evicted from their city. We will meet Steelport so, a new town roughly based on New York City and the intent of the Saints will be to transform this new city in what was for them Stillwater. We'll wear the clothes of the leader of the group and between new friends and old acquaintances we move to the city to gain respect, money and business and above all the way to get the usual. Beat the three gangs in the city by facing mission after mission and neighborhood after neighborhood, robbing them of their clubs, factories, roads and activities.

As it is absolutely unique, the gameplay of Saints Row: The Third is the classic sandbox title that goes though to mix with a decidedly unique style. The game relies entirely on surprise and entertain through a succession of grotesque situations, exaggerated and vulgar, not in the negative sense of the term, but something that indicates that vulgarity divested of any rule, by the modesty and decency stripped of its raw realism. Volition's work is done not to think, not to cry or feel, but to laugh out loud and do it at any audio or  coarseness.


So having set out the concept behind the game, let's move to its various aspects from the town. We will have at our disposal a wide setting - in this case divided into four main islands - where we can run multiple missions as well as address a number of missions for people who are always different. The missions are the classic, you go to achieve and protect a companion to steal or destroy an enemy weapons and items to the opposing gang to blow up the fight in the true sense of the word. Each mission has its own life and everything that we do not bring in the first mission, as we get everything disappears on a mission to its conclusion - allies at our side, special weapons, and more police attention.

Volition's work, however, is not the plot or the missions of its strength, setting to one in the show and Stillwater is why developers have developed a system that rewards every crazy action we do, by jumping over a passerby and then beat him to fly through the window or windshield to put driving a car and much more. Stands out here, above all else, is the melee combat in addition to the one with the firearms. Approaching a pedestrian or an enemy we can start fighting close-in to perform powerful shots that develop into short Quick Time Event. It's shots like jumping on the back of an opponent to use as a sled or get him to fly his face and knock him to the ground and then put in place for a photo on the floor as if nothing had happened.

For every action we get the points and these will enable us to improve the skills of our alter egos and our gang - a greater resistance to damage up to a wider shot. The real highlight is the work of Volition editor, the character's vehicles, through clothing, buildings, and our group. Thanks to the editor of the character you put your hands almost immediately can change dozens of aspects, from skin color to height, passing by weight, and cut shapes of eyes, cheek bones, muscles, hair, clothes and much, much, much more - some available now, other unlockable increasing the main factor of the game, i.e. Respect. We will be free to create an alter ego or totally impossible and unrealistic to the initial choice that can always be changed in game by going to a plastic surgeon - however you will pay fine flowers for us to change the characteristics of money. Again through the Respect then we will unlock the many shops in the game, garage for cars graphically and physically up to weapon shops where you can stock up on new guns, some traditional, others pulled out of a very imaginative mind.

In addition to weapons, it's the means of living this double life. There are classic cars as a two or four seats, motorcycles, helicopters and planes that have their means of life everyday. These however are to support vehicles as completely illogical from an amusing half can suck us or passers-by and then shoot them at full speed in the air, of course, fall over and rescue the last minute thanks to a roof on which land before you begin the painful descent to earth.



Longevity offer from Saints Row: The Third is quite large, about ten hours to complete the single player mode, more than double if you want instead to focus one hundred percent winning the whole Steelport and carrying through the dozens of side quests and challenges without logic and rules that the work of Volition makes available. The lives of Saints Row: The Third is much broader, however. If you have the right not to look for humor and intelligence work of Volition a mature game, but only a hobby for us two big laughs in the face of reality, we find ourselves constantly with the urge to play, to go on those five minutes while those around us already wear the coat and feet slamming the ground with impatience.

Longevity is then further increased by the online industry. Removed the whole competitive multiplayer - something that actually feels the lack - in favor of a two-player cooperative online where you can, in the company of a friend or a player caught online at the moment, share the entire campaign playable in mode or single address mode "Gross," The Horde version of the magazine on the subject Volition. He is a born classical mode in Gears of War where the two players must cooperate to eliminate waves of enemies from one level to another increase in number, skill and power.

A BIG STEP FORWARD

The technical work of the last Volition is undoubtedly better than what we saw in the past, although not without flaws. There remains a big effect on the entire pop setting, especially visible at the end of missions and tasks or switching between inside and outside when the map is reloaded. The frame rate then is almost never stable, especially when in the field stirs our wider destructive power with dozens of cars and pedestrians that jump into the air through explosions more or less comprehensive.

Good animations, though, stylistically not far from what we saw in the past but now have a strong physics engine improved with smoother motion, large and realistic - except for the spectacular moves that in many cases violates the whole concept of gravity. Okay then, however, the enemy AI tends to use always the same tactic to send us to another world, namely the mass attack, possibly due to the absence of a roofing system, the only fact that we have is the body of an opponent to come between us and the enemy - something the enemy cannot do.

Excellent sector booming sound of a good dubbing in English - only subtitles for the foreign language - and a soundtrack large and always very good idea, mission after mission. Also excellent sound effects, and totally realistic when you need out of your mind when accompanied by equally imaginative weapons and vehicles.

CONCLUSION

The third iteration of the Saints Row series is better in every respect. The plot is wider, the most beautiful city, the possible actions multiplied and fun than ever before. Even the editor gives us much more freedom, we can create virtually everything, from Hulk to a fair damsel in very skimpy clothes - and we cannot even put their own clothes. If you are willing to experience a game without any logic and always beyond all bounds of decency and modesty, by Volition is what you need.

In conclusion, Saints Row: The Third is a game in its classic definition. In short, it's simple game, immediately, outrageously funny and totally unregulated.


Saints Row The Third Walkthrough - Part 1 HD



ABOUT THIS GAME: Saints Row: The Third

Published by: THQ
Developed by: Volition
Genre: Action
Release Date:
US: November 15, 2011
MSRP: $59.99
M for Mature: Blood and Gore, Drug Reference, Intense Violence, Partial Nudity, Sexual Content, Strong Language
Also Available On: PlayStation 3, Xbox 360, PC
Also known as: Saints Row 3



Sunday, February 12, 2012

Review: NeverDead (Xbox 360)


At the time of E3 2010, Konami announced a new game based on an idea rather original: an immortal hero whose dismemberment serves the gameplay. On paper, the concept has appeal ... But when one considers that the project is assigned to Rebellion, although Shinta Nojiri oversees everything, and we know the liability of the studio, it necessarily makes some reservations. Remains to be seen if the developers have managed to excel, or if their good ideas ended up by making a poor copy...

In the skin of Bryce Boltzmann, the player is quickly brought to cooperate with a charming young lady, named Arcadia, to eliminate a certain threat. This is especially qualified for this position he has held since 500 years. At the time, with her ​​sweet and tender Cypher, he already hunted demons. Things went wrong and he was doomed to become an immortal. The scenario is not the most advanced, but the staging was worked.



Without saying too much, we appreciate the cutscenes that punctuate the game alternating between the present and the past. If the charm works, it is also especially because this dear Bryce does not take anything seriously. Replicas fuse, and humor is the hero, sarcastic and flippant, becomes endearing. The publisher has increasingly had the good sense to keep the English dubbing, rather convincing, while providing subtitles in French. We only regret that they have not benefited from proofreading errors and other shells really doing spots. More generally, the soundtrack is well made ​​and there is even a piece of Megadeth (the main theme, no less). If the "heroes" of the game took advantage of special care, we cannot necessarily be said of the wicked.

Indeed, in addition to the character design that surely will divide the players, some are simply duds, we regret that developers have fallen into the facility by applying almost every cliché possible. While the game does not take itself seriously and we laugh even the first few minutes, but there was clearly better to do, as some characters are simply unbearable. Many arrive still to be done to enjoy the adventure during the seven to eight hours needed to shut up. This makes it necessary to speak from the heart of the game, the gameplay. This is based on an original idea instead allowing the app to stand out from other action games in the third person.

Our demon hunter can be dismembered. Two cases occur then. The first are the unwanted dismemberments that occur after the attacks of enemies, to a significant fall or other impact. Bryce may lose one or more of its members. To attach them to the body, just pass on by a roll. The beheading is not excluded. It then takes control of the head and try to roll to the bust, before trying to move back to its members. This leads to awkward situations, like when we see our character hopping on one leg while pulling with his one arm. It should also be wary of a particular type of creatures, just trying to revel detached pieces. This can cause the loss of a limb, or a Game Over (one of the few ways to end the game) when it is the head that is provided to miss the only action that allows contextual to get by. The second case is voluntary for the dismemberment of the game needs and can tear an arm to send it to the mercy of a monster or to head off to progress through a duct or to reach some places otherwise inaccessible. Some of the simplest puzzles attempting to use this power, without really fully exploited.

In both cases, Bryce has the power to instantly regenerate as long as his evil eye permits (measurement system). On paper, the idea is extremely interesting and suggests a multitude of possibilities. Unfortunately, Rebellion has stuck to a strict minimum operator time and again the same mechanics, and necessarily varied somewhat redundant. Admittedly, some subtleties are noteworthy, like the ability to ignite to see in the dark or to inflict more damage, that can also do this by electrocuting. In the same vein, an ability allows its members to blow and Bryce can continue to use firearms, even when his arms were ripped off (useful for attacking the stomach of an enemy within ... ). However, developers use and abuse of the same strings and, to make matters worse, the level design is summarized in the hallways and rooms to clean. There is nothing more basic, linear and prescriptive.



Worse, the framework approach of each zone was modeled at a time. There are two rough spots ahead. The first is to defeat enemies acting as generators of monsters. The second is to finish the job with the opponents still alive. Needless to say, artificial intelligence aptly misnamed, not to mention that every enemy is constantly reproduced two or three movements they have at their disposal. Unfortunately, this is also true of bosses, who are simply painful to face, simply asking again and again to apply a basic technique. The gameplay is no stranger to all this since he, who from a very good intention, turns out to be unbalanced.

In fact, we can use the fly firearms, one for each arm, each with its own viewfinder, and a sword. For the handling of the latter, you must associate a trigger with right stick. On paper, it's really good, but in fact, that's another story. Why? Simply because the sword is so efficient that eventually abandon the guns, they are mostly ineffective against certain opponents, even if the use of the shotgun and machine gun is more pleasant . Like any good game with similar self-respecting, developers have built a system including XP-based elements to collect. Then we consider a few combos to unlock, which is sorely lacking in basic gameplay, and we are back to unlock a ton of capabilities focused primarily on increasing the speed of execution of an action, on increasing damage to be imposed, etc.. The idea is good and we appreciate the fact that it is coupled to a system based equipment slots to avoid having a hero on steroids.

Unfortunately, the gameplay becomes more diverse and little sense of repetitiveness is increasingly present. Add to that an extremely mismanaged camera (even when not directed at the head), often making the arch action messy, and a ton of bugs and various rough (especially the collisions) and you get a beat them all look basic, repetitive and sloppy arch. This is unfortunate, because with better calibration and further exploitation of the concept, you could have a little gem. As it stands, NeverDead is just letting off steam, thanks to the possibility of destroying much of the scenery and the use of the sword, quite enjoyable despite the worries of targeting and camera. Some may even become frustrated when Bryce was beheaded, they laboriously replenish the body and that just when he gets back on foot, he is decapitated again.

We take this opportunity to point out that the second way to get a Game Over (in addition to the head that is swallowed), is to let our teammate die. Actually, this situation is extremely rare as the beautiful Arcadia is doing very well alone and, when grounded, the time allotted for the meeting is more than enough. Paradoxically, it turns out even stronger than Bryce, who all too easily loses its members. Towards the achievement, the results are lackluster. Some environments are rather significant, with a decent job on the lights and others are much more bland, with textures of poor quality. The models are fairly accurate but with some aliasing here and there everything is finally in the middle, not necessarily more. We are far from heavyweights as such, but it's still sufficient. The universe may in any case certain to seduce a frame-rate, although staggering, does not necessarily interfere with the progress of the action.

Finally, just to be like the others, Rebellion has an absolute obligation to offer a multiplayer mode, attempting to justify passage of the high price given the applied life a bit low. Again, there are good ideas as said, playable online only, that provides both competitive and cooperative parties. Specifically, players have a dozen challenges available. Some asked to cooperate to save the innocent or destroy waves of enemies, others offer to compete against three other players, either for the harvest of eggs, with the ability to sting those of opponents, either for the transition checkpoint, with the goal of being the fastest, with areas to clean. Friendly within two or three parts, this online mode quickly reaches its limits. Besides the fact that there are not many people online (which need not be blamed on the game), we regret that some proposed maps, which can be counted on the fingers of one hand, are directly copied / pasted the single player campaign. Worse, the crash bugs seem even more and the next draft of combat can quickly grow. Basically, again, was the bare minimum union. This is too trivial to be a real selling point, the replayability of the title is almost zero.

CONCLUSION:

Having ideas is very good, to exploit talent is much better. Unfortunately for players, this is exactly what emerges from this NeverDead episode. We find a very promising concept based dismemberments which is simply sealed by a camera atrociously managed by bugs galore, by targeting a crappy little depth and gameplay unbalanced (we quickly abandoned the gun in favor of the sword). Instead of digging the meninges, the developers went to the most basic, providing a wobbly action game that rehashing the same game mechanics simply exploiting a handful of mini-ideas about the dismemberment. If we add to this uneven achievement, rough fights quickly, with little variety to the enemies of shots limited to, annoying boss and a distressing lack of finishing, we get a huge disappointment.

Fortunately, not everything is disposable. The app is proving even letting off steam, to destroy with its decorations and its dynamic handling of the sword, and fun to browse through its staging work and omnipresent humor. But that's not enough to mask the fact that Rebellion has simply botched development. This is felt also in the online multiplayer, nice in some parts with competitive and cooperative modes, but too anecdotal in content and execution to convince. Finally, we say simply that the project was great on paper and it should have been entrusted to a studio with talent...


NeverDead Walkthrough - Part 1 - HD Let's Play



GAME INFO: NeverDead

  • Published by: Konami
  • Developed by: Rebellion
  • Genre: Action
  • Release Date:
  • US: January 31, 2012 
  • Japan: February 2, 2012 
  • MSRP: JPY ¥6,980.00
  • M for Mature: Blood and Gore, Intense Violence, Language
  • Also Available On: PlayStation 3