ZTGD | Fantasy Hero: Unsigned Legacy (Vita) Review
Added: 22.12.2014 14:11 | 2 views | 0 comments
Justin Celani writes: When a company such as Arc System Works, whos primarily known for its fighters, takes a step in a genre that is unfamiliar, you cant help feel a bit of apprehension. Fantasy Hero Unsigned Legacy is the latest game to drop on the Vita from the company, and its a top down, adventure RPG. I had no idea this game was in development, and its always a scary thought jumping into a review in such a case. So I sat, with my Vita in hand, ready for either something extremely surprising or surprisingly bad.
From:
n4g.com
| Shadow of Mordor Easy Mode Would Have "Fundamentally Broken" the Game, Director Says
Added: 19.12.2014 16:41 | 1 views | 0 comments
"To be brutally honest, we saw that [in testing]," he said. "The people who were the very end of the bell curve in terms of their coordination and skill--the people who found the game most easy, were also the ones who also found the Nemesis System least engaging." "Actually, a hard mode is probably what we needed even some ways than an easy mode" -- Michael de Plater
De Plater went on to say that Monolith's aim for Shadow of Mordor was to create enemies and scenarios that appeared challenging, but at the same time were easy to take down if you took the right approach and discovered your foe's weaknesses. As such, Shadow of Mordor doesn't need an easy mode, but maybe an even tougher difficulty option, de Plater said. "Actually, a hard mode is probably what we needed even some ways than an easy mode," he said. Also in our interview, we asked de Plater how Monolith was able to ship Shadow of Mordor with no major technical hiccups. After all, technical struggles have been something of a common occurrence this year with other-big name games, including
From:
www.gamespot.com
| Shadow of Mordor Easy Mode Would Have "Fundamentally Broken" the Game, Director Says
Added: 19.12.2014 16:41 | 1 views | 0 comments
"To be brutally honest, we saw that [in testing]," he said. "The people who were the very end of the bell curve in terms of their coordination and skill--the people who found the game most easy, were also the ones who also found the Nemesis System least engaging." "Actually, a hard mode is probably what we needed even some ways than an easy mode" -- Michael de Plater
De Plater went on to say that Monolith's aim for Shadow of Mordor was to create enemies and scenarios that appeared challenging, but at the same time were easy to take down if you took the right approach and discovered your foe's weaknesses. As such, Shadow of Mordor doesn't need an easy mode, but maybe an even tougher difficulty option, de Plater said. "Actually, a hard mode is probably what we needed even some ways than an easy mode," he said. Also in our interview, we asked de Plater how Monolith was able to ship Shadow of Mordor with no major technical hiccups. After all, technical struggles have been something of a common occurrence this year with other-big name games, including
From:
www.gamespot.com
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