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Tales from the Borderlands: Episode Three — Catch a Ride Review

Added: 23.06.2015 18:09 | 1 views | 0 comments


, and the challenge back then was maintaining that surrender to players for four more episodes. Episode Three is a strong example of how much control you actually have on this story, which is a lot; it's surprising and delightful to navigate certain social situations and be reminded that this is, at the end of the day, your story. Fiona and Rhys may misremember or exaggerate what happened, but it's you who gets to decide what is truth. And when the credits roll, going back to try the episode again with different choices results is such a different entertaining experience, it's hard not to want things both ways.

He's definitely the beta.

Narrative variety aside, notable elements of Episode Three include the addition of new characters and expanding roles of existing ones. Vault Hunter Athena steps into a much larger role, and her presence feels completely natural among Telltale's new heroes. My favorite moment in the episode is a conversation between her and Fiona about what it means to be a Vault Hunter, with Fiona doubting her own abilities and Athena insisting it's not about power--it's about being able to think on your feet. This brief moment of real talk is a humanizing moment for Athena and a wake-up call for Fiona. It's the sweetest moment in the series so far, and one that reaches out to not just Fiona, but you as the player and consumer of the Borderlands universe.

Ashley Johnson's character also makes her debut in Catch a Ride as what is perhaps the world's cutest robot. Her performance is astounding, adding another layer to the headache Rhys and Fiona are dealing with and another mouth to spout hilarious dialogue. Johnson's character has the best one-liners of the episode, and I definitely snort-laughed a few times during her scenes.

Tales of the Borderlands shines in the little things, its moment-to-moment drama and humor consistently on point. Every exploration sequence is populated with curiosities to examine and conversations that shape the world in big ways. Action sequences move quickly and keep your heart pounding; like in the original Borderlands games, you need to catch up and run with the big boys or die gruesomely. Each second spent in its world teaches you something about the characters you're shepherding and the Borderlands universe at large. Episode Three is definitely the best we've seen of this series so far.

From: www.gamespot.com

Swords Soldiers II Review - Gaming Nexus

Added: 23.06.2015 13:15 | 0 views | 0 comments


From the review: "Swords and Soldiers II is an entertaining RTS game that doesnt take itself too seriously. That being said hardcore RTS players might find this one a bit too silly for their tastes, though players new to RTS games might find it enjoyable, especially with the option to go through any stage on Easy Mode. Either way, while not the best RTS game out there, it is an enjoyable one."

From: n4g.com

Wander Review

Added: 23.06.2015 1:36 | 6 views | 0 comments


Unlike other massively multiplayer games, Wander does not begin with you tuning sliders and picking palettes to create a character or accepting a fetch quest from a non-player character, because neither of those options exist. Nor do you have to kill ten of X, because combat or creatures are nowhere to be found. The only to-do list is the list of achievements, most of which read like chores. Wander focuses on exploration and wants to be a refreshing new contender, yet it’s nothing more than a glitchy, boring mess.

Instead of embracing the aforementioned genre standbys, Wander starts you off playing as a humanoid tree creature known as an Oren. This Tolkien-inspired being moves around the island at a grueling pace trying to find a transformation stone as soon as possible. The forest floor only has a few paths at the beginning, yet you can still find a dead end, requiring you to backtrack at the speed of a turtle. The game, whose sole purpose is exploration, penalizes you for doing just that in the first five minutes.

Exploring as an Oren can be difficult when the form takes up a third of the screen.

Once finding the stone in a nearby cave, the Oren shrinks and becomes a Hira: a nimble figure with fins that act as a wingsuit. Once you transform, there’s no reason to even think about returning to your prior ineffective form. However, shortly after freeing myself from the Oren’s fetters, the game crashed, and I knew this would be an unpleasant walkabout.

As a Hira, you can glide like an ice skater, walk under water, stop time, and burrow through earth. Oh wait--those are movement glitches, bugs, not features. The graphics are another imperfection. Although it was made with CryEngine, Wander looks like an extension of Playstation Home. Textures are flat and dull, if they even load at all. Trees and vegetation flicker in and out of existence as they sway in the coastal breeze. Ponds vanish, and you swim through the air and on dry beds of rock. The plants farther down the road are identical to the ones that came before, and my eyes glazed over scanning the thick brush for something unique or captivating. Each summited outcropping teases a view of a breathtaking landscape, but disappointment sinks in every time. The Hira is a marooned sailor destined to die from monotony on an island prison.

Here is the Hira sporting a trendy skirt made from stone.

Wander’s narrative is supplied via lore stones, which are similar to the audio logs found in games like . These rocks provide meaningless blurbs discussing flora and fauna rather than any actual story or plot. After finding the first lore stone, the map room is unlocked. In this cave, you can also switch between four different forms, such as an aquatic lizard or a flying griffin, at will. However, the relief map itself is useless without a “You Are Here” marker.

In addition to the lore and transformation stones, pillars give the gift of speech. Each found stone lets players speak necessary words, like “hello,” and extremely specific terms that you will never need to utter, like “thermal.” You say sentences by drawing the corresponding glyph on the DualShock’s touchpad and hoping the gods accept your handwriting. Chances are they won’t. Thankfully, there’s an alternative method, but it requires cycling through each individual gleaned word on the D-pad. Then, when the controller is idling on the coffee table, random words will sound without any input--not to mention, the same tutorial for the Rozhda language system plays, even if it’s your tenth time finding a glyph. The touchpad is also used to summon fireflies, but they never heeded my call, so I can only guess at their function. Luckily, I didn’t find any chatty players, so I was never forced to piece together a fragmented phrase from an obtuse mechanic.

The Azertash makes aquatic navigation easier, yet without a dedicated dive button I wouldn’t recommend heading to the ocean floor.

The only respite provided in Wander is the lovely soundtrack composed by Benjamin Woodgates. The soothing vocals contrast with the grating gameplay and give life to the vacant land. However, the music rarely plays, and most sounds that graced my ears were the chirping of invisible wildlife. Otherwise, Wander is a sandbox constructed from rotted wood that lacks toys. Without character customization or any semblance of proper communication, the game has nothing to offer in place of its sacrifices. Like Sisyphus on a treadmill, I fruitlessly walked around in hopes of discovering something worthwhile. Unless this game can find its way, discovery will remain a lost cause.

From: www.gamespot.com

Wander Review

Added: 23.06.2015 1:36 | 1 views | 0 comments


Unlike other massively multiplayer games, Wander does not begin with you tuning sliders and picking palettes to create a character or accepting a fetch quest from a non-player character, because neither of those options exist. Nor do you have to kill ten of X, because combat or creatures are nowhere to be found. The only to-do list is the list of achievements, most of which read like chores. Wander focuses on exploration and wants to be a refreshing new contender, yet it’s nothing more than a glitchy, boring mess.

Instead of embracing the aforementioned genre standbys, Wander starts you off playing as a humanoid tree creature known as an Oren. This Tolkien-inspired being moves around the island at a grueling pace trying to find a transformation stone as soon as possible. The forest floor only has a few paths at the beginning, yet you can still find a dead end, requiring you to backtrack at the speed of a turtle. The game, whose sole purpose is exploration, penalizes you for doing just that in the first five minutes.

Exploring as an Oren can be difficult when the form takes up a third of the screen.

Once finding the stone in a nearby cave, the Oren shrinks and becomes a Hira: a nimble figure with fins that act as a wingsuit. Once you transform, there’s no reason to even think about returning to your prior ineffective form. However, shortly after freeing myself from the Oren’s fetters, the game crashed, and I knew this would be an unpleasant walkabout.

As a Hira, you can glide like an ice skater, walk under water, stop time, and burrow through earth. Oh wait--those are movement glitches, bugs, not features. The graphics are another imperfection. Although it was made with CryEngine, Wander looks like an extension of Playstation Home. Textures are flat and dull, if they even load at all. Trees and vegetation flicker in and out of existence as they sway in the coastal breeze. Ponds vanish, and you swim through the air and on dry beds of rock. The plants farther down the road are identical to the ones that came before, and my eyes glazed over scanning the thick brush for something unique or captivating. Each summited outcropping teases a view of a breathtaking landscape, but disappointment sinks in every time. The Hira is a marooned sailor destined to die from monotony on an island prison.

Here is the Hira sporting a trendy skirt made from stone.

Wander’s narrative is supplied via lore stones, which are similar to the audio logs found in games like . These rocks provide meaningless blurbs discussing flora and fauna rather than any actual story or plot. After finding the first lore stone, the map room is unlocked. In this cave, you can also switch between four different forms, such as an aquatic lizard or a flying griffin, at will. However, the relief map itself is useless without a “You Are Here” marker.

In addition to the lore and transformation stones, pillars give the gift of speech. Each found stone lets players speak necessary words, like “hello,” and extremely specific terms that you will never need to utter, like “thermal.” You say sentences by drawing the corresponding glyph on the DualShock’s touchpad and hoping the gods accept your handwriting. Chances are they won’t. Thankfully, there’s an alternative method, but it requires cycling through each individual gleaned word on the D-pad. Then, when the controller is idling on the coffee table, random words will sound without any input--not to mention, the same tutorial for the Rozhda language system plays, even if it’s your tenth time finding a glyph. The touchpad is also used to summon fireflies, but they never heeded my call, so I can only guess at their function. Luckily, I didn’t find any chatty players, so I was never forced to piece together a fragmented phrase from an obtuse mechanic.

The Azertash makes aquatic navigation easier, yet without a dedicated dive button I wouldn’t recommend heading to the ocean floor.

The only respite provided in Wander is the lovely soundtrack composed by Benjamin Woodgates. The soothing vocals contrast with the grating gameplay and give life to the vacant land. However, the music rarely plays, and most sounds that graced my ears were the chirping of invisible wildlife. Otherwise, Wander is a sandbox constructed from rotted wood that lacks toys. Without character customization or any semblance of proper communication, the game has nothing to offer in place of its sacrifices. Like Sisyphus on a treadmill, I fruitlessly walked around in hopes of discovering something worthwhile. Unless this game can find its way, discovery will remain a lost cause.

From: www.gamespot.com


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