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From: www.gamesradar.com

The Marvellous Miss Take Review

Added: 29.01.2015 2:02 | 0 views | 0 comments


We need more heist games in our lives. Stealth games are a dime a dozen, but only in heist games are you required to play with confidence. We need the thrill of strolling into a heavily-guarded museum or bank and lifting priceless items from under everyone's noses. And we need to feel vindicated and smug as we walk out of the place with no one the wiser. That's the essence that The Marvellous Miss Take attempts to embody, steering you to fearlessly swipe paintings and sculptures under the careful watch of patrons and guards. But though the game wants you to feel like you're overcoming incredible odds thanks to your innate cunning, its unreasonably small levels and erratic enemy behavior destroy the very confidence it demands of you.

But first, you're eased into a life of crime. You play as Sophia Take, an art enthusiast who saw her great aunt's collection swindled away and split among greedy one percenters. She takes matters into her own hands and sets out to steal the art back. (She even resembles everyone's favorite world-class educational thief, Carmen Sandiego.) Though Miss Take is brimming with resolve, she soon reveals that she's a little unsure of herself to Harry Carver, a well-to-do and benevolent master thief who she bumps into in the middle of a caper. Together with Harry and pickpocket Daisy, Sophia slowly accumulates more and more of her great aunt's collection, gaining more confidence with each heist. These three figures form the core of the game's story and characterization, and, though it's tempting to paint them as one-dimensional afterthoughts, the game pulls off some subtle tricks to fill in the gaps.

You'll learn to hate the color blue after seeing so much of it in this game.

Sophia's initial uncertainty carries into the player experience as well. You must abscond with all the art on the current floor and then either board an elevator or make your way to the exit. Guards' fields of vision are represented by giant blue cones that protrude from their eyes as you look down on the floor from a semi-isometric view. The levels themselves are cramped, with guards' vision often filling 75 percent of a room, making success seem impossible. But the game invites you to overcome these feelings by trying to gradually make you realize the ease with which you can accomplish your goals. The controls are dead simple, as the game can be played solely with the mouse. Just click on a spot, and Sophia moves there. Hold down the left mouse button and she starts running, though her haste makes noise that attracts guards, as does whistling by holding the mouse button down over her.

You start the game feeling intimidated by the sheer number of blue cones covering the levels. You feel shy about walking up to grab a painting while a guard's back is turned, but you learn to time your pacing in order to boldly walk to your target before the guard is any the wiser. You're afraid to set foot in a heavily-guarded area for fear of stepping into a guard’s field of vision, but being seen doesn't get you caught immediately. Instead, a glimpse of you only gets a guard's attention and lures him or her to the last point at which you were seen. Stay in sight too long and you alert the guards, but duck out of sight in time and you can lure guards to wherever you need them to be.

The UI is super stylish, which makes the plain look of the rest of the game even more disappointing.

Even Sophia’s partners' side missions encourage you to come out of your shell. Harry has a leg injury and needs a cane to walk, so he's unable to run. This means that his heists happen at night when guard activity is at a minimum. He must sneak around armed with only a weird ball-like contraption, which makes noise when thrown against a wall. This teaches you not to rely on running to and fro and also encourages you to actually use the many power-ups the game gives Sofia, such as smoke bombs that block vision or teleporters that let you make a quick getaway. Daisy's missions, on the other hand, require you to get up close and personal with guards, picking their pockets to get keys and make off with a safe's contents. Though Daisy's prowess at pickpocketing means that she can approach guards without them becoming suspicious, it teaches you, when being Sophia, not to be so timid when it comes to worming your way through the guard-filled minefield. When you start getting the hang of navigating the security and playing the guards like saps, your confidence starts to snowball until you feel like a master thief. And clearly Sofia does too, as after clearing a level, she puts her hand on her hips and throws heavy shade at the mooks she just put to shame.

The moments in which you should be slipping past a heavily-guarded room to snag a bust are often ruined thanks to a guard who happens to turn the wrong way.

At least, that's the experience the game wants you to have, and occasionally it succeeds. But, though the game attempts to convey scenarios that make you feel like you're succeeding against all odds, the game commits the sin of actually stacking the odds against you. The fact that most rooms are bathed in blue does make the levels somewhat unmanageable even when you learn all the tricks. The cramped corridors and tiny rooms make maneuvering more of a chore than it needs to be. Worst of all is the inconsistent enemies, who, aside from the frequency with which they change direction, are completely unpredictable. Guards patrol in whatever direction strikes their fancy with seemingly no rhyme or reason. Now, not having predictable patterns isn't necessarily a bad thing if a game is designed with unpredictability in mind, but with so little space to work with and only one tool at your disposal at a time, you often find yourself waiting for an enemy to happen to wander to just the right spot so that you can enact your plan. This also means that the moments in which you should be slipping past a heavily-guarded room to snag a bust are often ruined thanks to a guard who happens to turn the wrong way. This takes your supposed skill out of the equation somewhat and makes the game a frustrating slog.

Glue freezes enemies in place for a period of time.

It also doesn't help that the world itself isn't terribly interesting. For a game that seems built on slick intrigue, the levels themselves all play just about the same, albeit with varying degrees of frustration. Each floor you have to tackle is just a bunch of hallways connecting a bunch of bigger rooms. You barely ever get to use the environment to your advantage in clever ways, adding a thick layer of monotony to proceedings. Gimmicks such as dogs who can smell your footsteps, security cameras, and lasers add some much-needed variety, but once you encounter them once, you've seen all they have to offer. Levels also offer no visual panache, looking very sterile and plain, which is disappointing because the game's soundtrack embodies the slick, stylish world of high-class thievery.

The Marvellous Miss Take aims to be a different kind of confidence game, one in which you stroll into a level like you own the place and take whatever you wish with ease. All the pieces are in place to build you up and make you a virtual master thief, and Sofia's journey is the perfect embodiment of this process. It's just a shame that the game's level design and enemy combine to short-circuit the experience throughout, because there are so many individual pieces that make the game really easy to like. Sofia deserves better.

From: www.gamespot.com

Is Dragon Age: Inquisition Worth Keeping?

Added: 28.01.2015 22:14 | 0 views | 0 comments


Mike Potts from The Zero Review grapples with this tough question over one of this seasons most popular games. Is it the combat? Is it the story? Is it the multiplayer?

From: n4g.com

The Witcher 3: Wild Hunt monster killing in 8 easy steps

Added: 28.01.2015 22:00 | 7 views | 0 comments


Witchers are born and bred to do one thing: kill all those nasty monsters that are waiting to chew the faces off unsuspecting peasants and disembowel cocky soldiers. The cat-eyed sword masters are basically super-exterminators, and in The Witcher 3: Wild Hunt, taking down horrific beasts is good business. As Geralt of Rivia, you'll run into plenty of locals with problems only a witcher can solve, but going out and battling a Gryphon or Noonwraith is no Sunday afternoon cup of tea. You're going to have to put in work if you want to get paid.

I've hunted a few of these scourges in The Witcher 3, and let me tell you, the Witcher series approaches monster hunting like no other game. Hunting and killing a vicious animal or spectral creature is no easy task. There's a process for uncovering the weaknesses of your prey and confronting it in battle. Let me teach you the ways of the hunter, so that when you finally get a chance to jump back into Geralt's boots, you don't accidentally become some hungry creature's next meal.

The first step in getting paid to kill things is finding a person willing to pay you to kill things. When you walk into a town, you can go door to door searching for townsfolk with monster problems, or simply find a job posted on the town's notice board. Once you find your potential customer, it's time to meet them in person.

Mind you, the person asking for help isn't your basic questgiver offering gold and a new item for completing a task. These people have real motivations behind wanting a creature killed. Maybe this thing ate a family member and they want revenge, or the monster could be blocking a family's only source of water. Whatever the case may be, sometimes you can haggle for bigger rewards, depending how desperate they are. But be careful. Push too hard and they won't work with you at all.

Once you have your agreed-upon reward lined up, it's time to start the investigation. Yes, an investigation. Many times your client doesn't know the exact location of the beast or even what it is. They just know that "there's something scary out there." So, as a brave witcher, you need to find out the nature of your quarry, and you'll find many of your first clues from the local populace.

The world is filled with people, and people see things. Eyewitness accounts are your best bet in finding out what you're dealing with. In the case of my hunt for a gryphon, I spoke with a hunter who discovered a group of soldiers the creature had thoroughly gnarled on. He led me to the spot of the beast's bloody feast, which enabled me to continue my search.

Okay, we know there's a gryphon out there, but what type of gryphon is it? Is it male or female? Are there more than one? Why is it killing people now when it was perfectly peaceful before? Each hunt presents lots of different questions, and discovering the answers creates an interesting side story. Some of these answers can be found in the Wild Hunt's version of a crime scene. That squad of soldiers I mentioned earlier? Their brutal deaths left a bunch of clues behind.

Using your witcher senses to scan the area will reveal the events of the attack, trails to follow, and possible monster weaknesses. In the case of the gryphon, I followed the beast's tracks to for find out what it'd been doing before the attack, only to find a dead female gryphon, and a really big, burned down nest. Turns out there's a Royal Wing gryphon on the loose that's royally pissed about people killing his girlfriend and burning his house. Right, now we know exactly what we're fighting. Time to hit the books.

Yes, you're going to have to read in The Witcher 3. There are no tooltips, or compass markers showing you exactly where to get item A to use to kill a monster. You have to figure that out on your own by reading the bestiary. Sometimes Geralt will know the details of well known monsters off the top of his head, adding a bestiary entry into the menus for you to read and get acquainted with. Other times you need to seek outside help.

Books are useful items in The Witcher 3, but you may have to save up to afford them. Local merchants will sell books detailing the monster in question or occasionally, townsfolk will be able to give you a few details that will help you bring down the beast. Think of research as piecing together a boss guide. The books tell you what type of sword oil to rub on your weapons, what bombs the creature is weak against, and what potions will protect you from its abilities. But they also tell you how you should fight your prey. For example, fighting a noonwraith requires you to place a Yrden sign to force it into a physical form and toss a special bomb to stun it, then you're free to slash it with your wraith-oiled silver sword. Try the battle any other way and you're going to have some trouble.

Finding the weaknesses of a monster will often set you on a search for specific bomb and potion recipes, and getting all those details correct will definitely help you kill the beast. But then there are cases in which the creature can't be killed, like say, when you're hunting a noonwraith (because it's already dead). What do you do then?

These quest-specific situations bring additional branches to the questline. In the case of the noonwraith, I had to find an item that the ghost was attached to - a necklace a murdered woman wore at the time of her brutal death and the reason why she decided to hang out in spirit form. This involved searching an old, abandoned town, jumping down a well, and recovering a rotten corpse. Not the most glamorous of jobs, but at least the wraith won't return when I lay her necklace and body to rest (after I kick her ass).

We're almost there. It's nearly time for the final confrontation. But before you jump into the deep end and bring silver sword to flesh, bone, or ectoplasm, there are preparations to be made. Everything comes into play when you're facing a dangerous beast. Before a fight, witchers drink potions to increase their strength and build immunities. I mean, it would make things easier if you were unaffected by the poison a monster spits in your face, right? Potions let you do that.

Once you have your bombs lined up, potions gulped, and swords oiled, there are even more options to use. Traps can give you a huge advantage in battle. You just need to set them up before you summon your prey and the fight begins. Even the time of day can play into a battle. Noonwraiths are called noonwraiths for a reason. They are strongest around lunch time, so it's better to face them at night. Once again, it pays to read that bestiary.

All of our time and effort culminate in this one battle. You've read about its weaknesses, you have the tools to exploit them, and you and Geralt are jacked up Mountain Dew and potions, respectively. Place your lures and the battle is on. Be careful though. You might have the knowledge, but you still need the skills to win the fight.

Even with all of the advantages of the bestiary and preparation, each monster battle is still a challenge. It doesn't take many slashes from a gryphon claw to gut a witcher. Time your attacks carefully, use your sign magic, and don't forget about your traps, and you just might survive.

You killed it! Time to reap the rewards of your long and arduous hunt. Not only do you get a hefty payout for ridding a town of a menace, witchers know how to chop up monsters and make use of their helpful bits. First you get trophies, which make nice decorations and give you a stats boost, then there's all those extra entrails you can use in armor crafting and potions. Mmmm. Delish.

I bet you weren't expecting the side quests in The Witcher 3: Wild Hunt to be so intricate, huh? That's right, monster hunts usually aren't part of the main story! Impressed? Let me know your thoughts about hunting monsters in the Wild Hunt or just in games in general by leaving a comment below.

Want even more on the Witcher 3? Check out our

Is Dragon Age: Inquisition Worth Keeping?

Added: 28.01.2015 21:11 | 0 views | 0 comments


Mike Potts from The Zero Review grapples with this tough question over one of this seasons most popular games. Is it the combat? Is it the story? Is it the multiplayer?

From: n4g.com

The 2DS Is The Best Value In Gaming Right Now

Added: 28.01.2015 19:10 | 1 views | 0 comments


Nintendo Enthusiast writer Mike D. makes a case for the value of the 2DS, the "best value in gaming right now". "In the age of gaming devices doing their best to look like serious, adult pieces of consumer electronics, a transparent 2DS is a proud exclamation of retro gaming allegiance."

From: n4g.com

Xenoblade Chronicles X details world size, battle system, GamePad usage, and more

Added: 28.01.2015 15:10 | 10 views | 0 comments


NE: "Famitsu has a big update on Xenoblade Chronicles X this week. Theres a total of ten pages dedicated to the game, including an interview with director Tetsuya Takahashi. The following information has leaked out of Famitsu thus far: Mira is 400km^2, which is 5 times the size of Xenoblades world Takahashis final check play time was over 300 hours"

From: n4g.com


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