Showing posts with label Action. Show all posts
Showing posts with label Action. Show all posts

Friday, November 23, 2007

Resident Evil 4: Wii Edition



Tech Info

Publisher: Capcom
Developer: Capcom
Release Date: Jun 19, 2007
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Intense Violence, Language


Overview:

The Chronicles of the Villainous Umbrella Corporation have been traced back to almost a decade and they are still covering their tracks. However, in Resident Evil 4, Umbrella makes only a cameo near the end. When I first heard this, I thought "Crap! now who is going to 'accidentally' produce thousands of mindless destructive eating machines? (aside from McDonalds)" But, yet again, Capcom has thought of another equally disturbing way to suck the player into a nightmarish adventure.

In 1996 Capcom released Resident Evil, which told a story of a deadly virus known only as the T-Virus, which transformed its unsuspecting host into a brain-eating undead. Of course it wasn't the usual "brains” they were munching, as it was any fleshy body part, fingers, eyes, intestines.... you get the point. Though our standard foes are "mindless" they aren't zombies (though they are somewhat more intelligent then some people, you know who what I'm talking about) 2005 would be the year that this new Horror was released, and then again in '07 for the next generation gaming system.

The radical new control system of the Wii involves both the remote and the nunchuk, which aids in making Resident Evil 4: Wii Edition more interactive, thus sucking the player into the fantasy world, making it at times, seem more like reality. This game is a third person action/adventure, with countless bad guys and not enough bullets. It is a standard single player action game with no chance they could make it two player. Shame, would be cool to kill zombies with a buddy. (No I don't mean, "Zombies ate my Neighbors!")

Gameplay :

"1998, that’s the year those grizzly murders occurred in the Arklay Mountains..." the player is greeted with an oddly familiar character, Leon, it is a warning of what is to come. When I picked up the controller and followed along with the intro movie, I thought "another exciting adventure of bloody undead science experiments gone wrong (sorry little Timmy, you only get the Red Ribbon for killing a city with your deadly T-virus, better luck next year)" Though the control was a little bit to be desired from what I was used to, you could say that little village at the beginning of the game acted as a good tutorial, complete with about 20 zombies and 1 very deranged man with a burlap sack on his head wielding a chainsaw...violently.

I would say that I am an experienced gamer, born into video games, it's in my blood. This village gave me the chills (and my control went flying across the room a few times as well.) Just like most new systems, the Wii has a few kinks; one of them is the control system. Hard to navigate and aim, it took a few deaths of which I was bitten, chomped on, hacked up with axes and pitchforks, and my personal favorite, having my head amputated (very skillfully I might add) with a chainsaw. However, I eventually got a hold of my controller and was able to continue as if it was second nature.

The great thing about what Capcom does with their Resident Evil Series is their constant upgrade with shock value. I mean they have really broken it down to a basic arithmetic: Twisted story line + Attractive Hero/Heroine + Lady speared through the head with a pitchfork or other deranged weapon = Resident Evil. There's always that person at the beginning of the games that looks like they died so painfully, it makes even the toughest of gamers cringe. This is and always will be one of Capcom’s greatest strengths.

As I mentioned above, the new system to Resident Evil 4 is very different to that of the original games. No longer can your character rotate 360 degrees with out picking up a foot. And the camera angles aren't askew as they were in the original games. The camera follows Leon around in a 3rd person action view, so that you are above and behind Leon's right shoulder, this provides for a more action-pact game, less "Survival Strategy" as its predecessors were. This new camera angling dropped the frustration that I had experienced with some of the other games of this chronicle. ( I know a few readers out there that know exactly what I am talking about.)

Another really interesting feature that came along with "awe" inspiring camera is the Reticule. The targeting in Resident Evil 4 Wii Edition came with a reticule so that it was easier to aim at your targets as they approached, (or sniped without their knowledge).

Though this system wasn't recently implemented, it was however upgraded. Players on the Resident Evil 4 PS2 edition had the wonderful task of pointing a gun and hoping that a little red dot from the gun's laser-pointer landed on his/her target and though this was a great step up from holding down R1 and firing in the direction the target was, (usually missing) this doesn't beat the Wii's reticule system by a long shot. I believe that it really proved to be a nice add-on to make the players experience more enjoyable, I mean come on, how hard is it to say "NO" to shooting a mass of zombies with a variety of guns, really...

Though it wasn't a "viral outbreak" it was however biological. As with all the Resident Evil games, there is a Logical explanation for what has happened in the story line. a virus, and alien abduction, a parasite, whatever the case may be, the hordes of monstrosities aren't dead people coming to life for no apparent reason. This is another thing that makes the overall story (and gameplay) a more entertaining experience. I have to be honest; parts of this game scared me, played at night, in the dark, alone...

However there is one down side to this game that I couldn't shake. Through all of this turmoil, the shooting, the running, and of course the zombies dying (again) as they were threatening me, in Spanish. What I failed to grasp was WHY. Why would they set the story in a rural village in Spain? Why would the zombies be yelling "Matalo!" instead of "Kill Him!"? This to me, though it didn't take away from the gameplay or story in itself, threw me for a loop.

There is one very apparent problem with the games plot. The huge plot hole is who or what exactly is the Las Plagas? Through the game your following a character known as Sadler, the mastermind behind the plan, but it doesn't go so far as to show who (besides Sadler) is behind this and what ties to the Umbrella Corporation he has. This part of the game struck me as having a huge plot hole and ultimately did detract from a otherwise perfect story. In the world of creativity, there could have been so much more to this, thanks Capcom.

And lastly, I would like to add that the writers and developers of this game got a little more in depth with their character development. Though I won't spoil anything more than reviewing this game, it is safe to say that the player should expect to see more familiar faces than just Leon's, along with some new ones. Also, characters are formulated with "wit" and "sass." It was interesting to see what Leon's personality was really like after all those years. And just because the Boss is dead and the credits start rolling, doesn't mean it's over...

Graphics :

I spent some time researching and studying the differences in the graphics between the Wii Edition and its forerunner, and as I did the only thing that I truly noticed is how smoothly the texturing ran together. It really does stand out further when compared to Resident Evil. And the videos/ cut scenes were really well developed (though some of the lighting made Leon look as if he was ill). But there have been serious improvements, all in the name of Graphics, in the past few years.

Needless to say, though the game was a hit on the PS2, I really think that The Wii Edition made it all the better. That’s what we should expect from next generation systems. Smoother texturing, better shadow rendering, and overall, a higher quality picture. This combination speaks miles to anyone who wants to go to the extreme with their gaming. Now we just have to wait and see what is next on the list for more media entertainment systems.

Sound :

If you take an old George Romero movie like Night of the Living Dead, or Dawn of the dead ( the remake) and mute it...is it still scary? Does it still raise the hair on the back of your neck? I am going to guess the answer is "No." Just like any other work of art (Resident Evil 4) has to come together. A movie, a game, an opera for that matter, if it doesn't have a good sound track, there’s no way its going to be very good, and it is safe to say that Capcom did it again with an equally freaky sound track.

I'm not going to sit here and tell you that I am in fact a huge fan of zombie flicks, believe me that little girl in Dawn of the Dead (2005) scared me pretty bad. But I will tell you as a horror enthusiast, that sound is everything when tying the whole package together. But with every good comes a little evil, though the soundtrack and the play (Leon’s footsteps over twigs cracking them) helped draw me in, there was some predictability to it. When our hero was being chased, there is an eerie music playing in the background, but once all the foes have been dropped, the music stopped, giving it that "It's Quite, Too Quite." feel.

Though this is really cool for the first hour, it does get really boring toward the middle of the game because you can then use it as a technique against the hordes of mindless neck-chompers. In my opinion, Capcom should have kept the music playing and then slowly had it fade out after a while so that when you least expect it Bam, out of the closet pours "Ted" our token zombie; it would have kept me a little more on edge. Though it had that minor glitch, I think that Capcom's zombie saga will never really have problems with their soundtrack and audio systems; they have a pretty well put together package.

Value :

As yet another game in the set of the Resident Evil Chronicles, I have to say that the game did fairly well. I do know that some of other games produced as part of the same story have been flops (Code Veronica *cough**cough*) I was surprised to have this one play into my favor. The game was very successful in pulling the player into the story and making it a game that was very hard to put down. We all know that there aren't that many out for the Wii...Yet.

Overall it was a great game, one that I would play over and over, primarily due to the fact that once it is beat, just like the originals, you can unlock some of the cool costumes and new guns. You also have the unique ability to play Ada Wong's side of the story (previously a PS2 exclusive), though you only have a few "brush in's" with her in the normal story line.

Another wonderful thing about Capcom's Resident Evil series is the length; they are long! Something that I believe speaks miles about having a good plot. I believe it was about 20+ gameplay, for me to beat it. The best part of this game by far is its value at a retailer. At $29.99 in stores, it makes it hard to say a lot of really bad things about a game.

Final :

It's hard to beat a classic; it’s even harder when that classic is really good. But sometimes a sequel can make a difference and completely redeem some of its forerunners mistakes. It would be safe to say that good things should be coming our way from Capcom and its Umbrella Corporation, lets just see what their twisted minds with think up next...

This Zone Details >>>

Friday, November 16, 2007

Dynasty Warriors: Gundam


Tech Info


Publisher: Namco/Bandai Games , Koei
Developer: Koei
Genre: Action
Release Date: Aug 28, 2007
ESRB: TEEN

Graphics & Sound:
Even after spending extensive time with Dynasty Warriors Gundam, the combination still seems odd. However, the end result of this pairing is actually incredibly fun - at least if you're Gundam fan.

As far as presentation goes DW Gundam has its high and low points. On one side you get gorgeously modeled, hi-res versions of mobile suits from multiple series. The main suits' look get the most attention, but even the armies of fodder suits look great. At the same time, maps are incredibly dull. There are a few stand-outs, though even the best maps have little issues. Some are too dark while others aren't all that well designed. There are attempts to make them look a little better by adding swirling dust or fog, though these don't go nearly as far as they could.

Another positive when it comes to presentation is the voicework. As far as I can tell, most of the English voice actors from the various Gundam series reprise their roles for the game. There's a sizeable amount of chatter in the game, whether it be during story sequences, mission briefings or battlefield chats. Some of the more entertaining sound moments come in Original Mode, where you get to see pilots from different series interact with each other. One of the best comes when Puru and Domon team up and Puru finishes Domon's, "This hand..." line.

Music is generally good. I couldn't tell if any of the songs come from the series, though they aren't that far off from what does appear in the shows. At random times, the music will cut off for no reason. This seemed to happen after having to restart missions multiple times and not so often that it becomes a problem. In fact, the lack of music helped me to focus on the game and tactics a little better... so it wasn't a bad thing as far as I am concerned.

Gameplay:
If you have ever played a Dynasty Warriors game, then you probably know exactly what to expect from Dynasty Warriors Gundam. You enter a battlefield and defeat large armies of enemies and commanders in order to capture points on the map. The only difference is that you're playing as a giant robot, fighting other robots and the closest thing you get to anything remotely resembling something from the feudal age is Musha Gundam.
Gameplay is split between three main modes: Official, Original and Multiplayer. Official Mode follows the plotlines of the first three Gundam series: Gundam 0079, Mobile Suit Zeta Gundam and Mobile Suit Gundam ZZ. At the start of the game, you are limited to playing as the show's main protagonists, though completing each scenario unlocks other mission lines for other characters. These missions are usually retellings of the missions from the perspective of enemies like Char and Haman. Completing missions also unlocks pilots for use in Original Mode.

Original Mode is basically playable fan fiction. A planet appears in Earth's orbit and threatens to slam into Earth. Somehow or another, pilots from different series team up with each other in order to investigate the planet. Much like Official Mode, you are limited to mobile suits from two series; Domon (G Gundam) and Heero (Gundam Wing).

From the very start, DW Gundam is something that was made more for fans than the general public. If you haven't a clue about the show's plots, Official Mode probably won't make any sense, despite how hard missions attempt to fill you in. Fans of earlier Gundam series (those appearing in Official Mode) will probably enjoy DW Gundam just a little more than those who enjoy the later two. While nearly every pilot/suit of any significance from the first three shows make an appearance, the later two shows are represented by two (playable) pilots/ suits each. As for SEED fans, well... sorry. It probably won't be enough to totally dissuade Gundam fans, but at the same time it sucks to not see better representation since the suits from both shows were, at least in my opinion, some of the better-looking ones.

Difficulty:
Dynasty Warriors Gundam falls into the same difficulty pattern as most Dynasty Warriors games. Even though you are sometimes facing upwards of a hundred enemies at a time, most go down with a few hits and little resistance. You'll soon realize that these enemies are really just fodder to get you through to the commanders, who put up more of a fight. With the exception of a few commanders (Haman comes to mind), most are pretty easy to cut through provided you don't end up being double-teamed. Even then, commanders will only chase you so far, giving you an opportunity to retreat and find health.

As mindless as missions are, most feature a bit of strategy. Some missions require that you quickly rush to specific points on the map, sometimes leaving others to be taken over. You'll also have to decide if you can spare a few minutes to clear areas, lowering enemy resistance in adjacent areas. The only times missions become too much to handle is when you have to protect a specific area while also keeping an eye on another character who is always on the other side of the field.

Game Mechanics:
Dynasty Warriors Gundam sticks to the series' hack n' slash gameplay. Combat is about as basic as it can get. Most of your time is spent mashing down on one attack button while occasionally hitting another for a combo. Although basic attacks are usually a good way to get things done, it is worth it to learn some of the more advanced combos since they can really help out - especially when trying to land that last blow on a commander. Some of the combos also look really cool. Combos also help to fill your special meter, which in turn lets you unleash powerful special attacks that can usually take down small armies with one blast.

Every enemy you kill also earns experience for both your pilot and mobile suit. As pilots level up, they can learn special passive abilities that improve their suit's performance. Some increase the amount of experience you get per kill, while others make certain attacks more powerful or even quickly fill up your special meter. Leveling up Mobile Suits increases their stats as well as unlocking new special attacks (up to 3). Suits can also be equipped with parts that are won by defeating commander mechs during the game.

As previously stated, Dynasty Warriors Gundam is a game that is really more for Gundam fans. Missions are pretty repetitive and the story is impenetrable for anyone who hasn't seen the show. At the same time, sometimes a little mindless, repetitive fun is necessary - something that Dynasty Warriors Gundam provides.

This Zone Details >>>

Thursday, November 15, 2007

Kane & Lynch: Dead Men



This is a movie review for Kane & Lynch: Dead Men ,look so interesting , but i thinks it's not for some one under 16 years old to view (and playing ;) )
Released : Nov/13

Follow this link for download it
Blog Page

Let be a Dead man as well !!!

This Zone Details >>>

Wednesday, November 14, 2007

Alone in the Dark on Wii, PS2

Atari may be on the canvas and facing the 9-count, but that fact alone isn't going to stop it from releasing ported versions of upcoming New York based survival-horror Alone in The Dark on both PS2 and Wii.

The two new Alone in the Dark titles will stand beside their next-gen counterparts on PlayStation 3, Xbox 360 and PC. Unlike the previous versions which were developed by Eden Studios, the new ports will be handled by Hydravision -- a French developer best known for the (obscure) Obscure series of survival horror games.

While the PS2 conversion looks to be fairly standard issue, Atari has confirmed the Wii version will sport a "control system specially adapted to make full use of the Remote and Nunchuck to manipulate objects in real-time." So perhaps there's an incentive there for players to consider one of these new packs alongside their prettier cousins. The huge install base of both the Wii and PS2 sure isn't going to hurt the company's bottom line any either.

Announcement of the PS2, Wii release was made today by Atari Executive Vice President of publishing and production Mathias Hautefort. "Realizing the enormous ambition of Alone in the Dark is a huge technological challenge, which becomes even more demanding on Wii and PlayStation." he said. "However, we're certain players will be impressed with what Hydravision have achieved on the two consoles, not least with the Wii game which is perfectly adapted to the gameplay thanks to the console's unique controllers."

Considering how much the survival horror genre owes to its father-figure franchise, it'd be a real shame to see the series' resurgence be best remembered for a blaze of ill-advised and hurriedly executed 11th hour ports -- especially considering the trouble they must have had getting NYT bestselling author Lorenzo Carcaterra on board to do all the writing. Guess we'll just have to wait and see what the future holds for Alone in the Dark.

This Zone Details >>>

Tuesday, November 13, 2007

Ninja Gaiden Sigma


Tech Info

Publisher: Tecmo
Developer: Team Ninja
Genre: Action Adventure
Release Date: Jul 3, 2007
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Intense Violence, Suggestive Themes

Ninja Gaiden for the Xbox was a true modern classic. It featured smooth, challenging gameplay and amazing production values. It was, in short, one of the finest games of its generation. In 2005, its gameplay was reworked and expanded for a second release, Ninja Gaiden Black. And incredibly enough, the third time's the charm. No, Ninja Gaiden Sigma isn't a true next-gen sequel, nor is it a simple port of the Xbox release. But it does add a good deal of new content, both subtle and obvious. If you're a Ninja Gaiden enthusiast, you'll want to see the new chapters, reworked levels, and slicker graphics. And if for some reason you missed it before, this is a must-play game. The action is intense, focused, and certainly not for the faint of heart. It's also among the most satisfying in all of gaming and remains as awe-inspiring as ever, three years after its original release.

So what's changed? The biggest addition is that Rachel the fiend hunter is a new playable character. She's a badass buxom babe who gets three chapters of her own, and a few levels in mission mode, too. She may be top-heavy, but she still manages a good number of terrific moves. Her minicampaign isn't as expansive as Ryu's: She's limited to using the warhammer and has only a single magic attack (called sorcery, rather than ninpo). The chapters are remarkably refreshing though, particularly because Rachel isn't as agile as Ryu--though a swing of her hammer does a huge amount of damage. Playing her requires you to adjust because her levels are interspersed among the others, so as the game's groove shifts, so must yours. Along with her chapters come new cutscenes, new bosses, and even a few feminine touches that humanize a story that was (and still is) more summer blockbuster than art house drama.

Her chapters aren't just disconnected additions, however. Ryu's chapters are shifted and reworked to give greater context to Rachel's. In fact, every level offers unexpected surprises, both big and small. In some cases, it's as simple as different items found in treasure chests. In others, the significance of the adjustments will catch you off guard, but pleasantly so. For example, one of the central chapters of the original Ninja Gaiden featured a straightforward puzzle to end the sequence. Now, a replica of an earlier boss returns, complete with a few new attacks to round out the surprise. Throughout the game, you'll find new enemies to uncover, such as glowing spirits and soldiers on motorcycles. You'll even get to play with a new set of weapons: Dual swords called Dragon's Claw and Tiger's Fang.

The changes are great, and they do more than throw in stuff for the sake of stuff. In some cases, they refine the pace and address frustrations of the original to make for an even tighter, more centered experience. One such change is the addition of a shop near the final save point before a major, difficult boss fight. It sounds insignificant, but it soothes a large frustration from the original and keeps the difficulty level steady without removing any real challenge from the boss encounter itself. Needless to say, there are countless additions, subtractions, and modifications, and they run the gamut from superficial to substantial. For the most part, all of them are for the better. The only questionable one is the ability to shake the Sixaxis controller to give more power to your ninpo skills. It feels needlessly tacked on, and shaking the controller doesn't really jibe with the general slickness of the other controls. Thankfully, it's the only element that stands out as unneeded among legions of improvements.

And if you haven't played Ninja Gaiden? Well, there's no better time than the present, and you won't need any previous experience with the series to understand what makes it excellent. Ninja extraordinaire Ryu Hyabusa is on a quest to recover the legendary Dark Dragon Blade and avenge the destruction of his peaceful village. Along the way, he meets Rachel, who is on a vision quest of her own. Their two stories mesh nicely in a single-player campaign that may take you 25 or more hours the first time through, depending on your skill level and prior experience with Ninja Gaiden Xbox.

The story never takes center stage, though it has the proper over-the-top sensibilities to frame what the game is really about: kick-ass action in the form of throws, slashes, wall-running, and acrobatic tumbling. If you think a ninja should be able to do it, you can do it in Ninja Gaiden Sigma. The controls for doing so are smooth and seamless, and aside from a few camera angle issues, at no point will you feel you have to struggle with the controller to pull any of these moves off. They result in astounding sequences of somersaulting, swordplay, offensive magic (called ninpo), and countermoves that are as gratifying as anything found in gaming. And as you progress through the game, you can upgrade your weapons, add new attacks, and earn other enhancements.

As you may have heard, Ninja Gaiden on the Xbox was a difficult game, and it's no different here. That isn't to say it's as tough as Ninja Gaiden Black, nor does it ever reach punishing levels. But it is no walk in the park, and newcomers may find it initially intimidating. If you've already cut your teeth on the series, you may be inclined to think that Sigma is a little easier, though that is due more to certain level design tweaks than it is to a reduction in challenge. In particular, Rachel's first chapter may strike fans as a little too easy thanks to a nice smattering of health potions, but the impression won't last once you reach her later appearances. As it is, you'll encounter armies of strong, agile opponents of all sorts, both human and, well, not so human--and you'll fight them in a variety of environments, from winding city streets to subterranean caverns.

Some of the most touted improvements in Ninja Gaiden Sigma over the original release are in the visual department. That isn't to say that it looks exactly next-gen, because there are signs of porting in the form of some bland textures and a few other blemishes. But it looks great, and a side-by-side comparison reveals a lot of nice enhancements in elements like shadows and color saturation. Animations are particularly spectacular, and Rachel's movements are as sleek as any of Ryu's. The sound effects and soundtrack remain the same as before. Still, as with the visuals, the audio additions are beautifully woven into the rest of the design, so nothing seems out of place or glued on.

And once you're done with the tour de force the first time around, you've got new difficulty levels to try out, stand-alone combat missions to play, and in-game leaderboards to peruse. There's simply a lot of game here, and the fact that this is a retooling of a three-year-old title for a new audience shouldn't dissuade you from playing it. Whether you're a series veteran or a newcomer, the in-your-face action of Ninja Gaiden Sigma is as exhilarating now as it ever was, and the new, slickly embedded content is surprisingly meaty. Play this game.

This Zone Details >>>

Assassin's Creed (Movie Review)

Best news :
Today , November 13 ,2007 Assassin's Creed is Released

Yes , this is Review of Assassin's Creed (HD quality) ,Let's see what we have with one of hottest game in this year !!!
>>>Download<<<
Copy this link location to your download manager and download it .

Or come to this page for download

Be quiet , The Assassin's now coming!

This Zone Details >>>