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From: www.gamesradar.com

Devil May Cry 4: Special Edition Review

Added: 23.06.2015 8:01 | 6 views | 0 comments


Devil May Cry 4 is excessive by design, from the mammoth swords to the boss battles rooted in elegant mayhem. The action can feel like a firework show that spurns a nuanced routine for a non-stop, thirty-minute finale, and there's a certain charm to this bravado. But the excessiveness takes away just as much as it gives. The structure of the extended campaign works against its own momentum, forcing you to retread recently explored locations and battle all-too-familiar enemies over and over again. While this Special Edition provides slight combat tweaks and additional characters to toy with, there's just not enough mechanical or architectural variation to justify the fluff. As a result, the endless combat rooms and recycled scenarios can be exhausting.

The re-progression is thematically justified by a character swap, giving you at least some reason to remain engaged during this slog. You spend the majority of Devil May Cry 4 with Nero, a silver-haired, sardonic punk whose emotions swing from caustic rage to lovesick sweetness at the drop of a sword. He's a suitable protagonist for the series, with enough emotional intrigue to carry the early portions of the story, but the eventual shift to Dante is welcomed. Collecting new weapons and experimenting with his unique combat stances spices up the action, and his comically blasé attitude toward towering demons hurling fire, ice, and everything in between adds an additional layer of absurdity to this ballet of angels and demons. It's just a shame that Dante is left with so little meat to pick off the bone, being relegated to retracing Nero's steps.

The Devil Bringer can transform even the toughest of foes into pretty blue explosions of light.

The most significant change introduced by the Special Edition is the inclusion of three additional characters: Lady, Trish, and Vergil. The fresh cast is playable from the start, and thankfully, each member provides a much-needed layer of combat variation absent from the original release. Lady’s proclivity for projectiles punches up your offense at range, allowing you to more easily dust airborne foes and wipe out large groups with a single, charged missile. Trish and Vergil aren’t as unorthodox in their play styles, but both benefit from swift hypersonic attacks that help you smoothly transition from demon to demon. Vergil, especially, can quickly jump from place to place and easily build upon a string of combos without having to waste time walking to a new target.

Devil May Cry 4 is deeply flawed, but the new 1080p, 60 frames-per-second wrapping provided by the Special Edition does well to modernize the aesthetic while maintaining the series' blistering speed. The action rarely skips a beat--even when a sea of enemies floods the screen--and while you might not mistake it for a brand-new 2015 release, the characters and environments just look cleaner. The uproariously extravagant cutscenes, where you'll find Dante and Nero elegantly sliding under deadly projectiles or bouncing away from massive demons with aplomb, benefit the most from the improved visual fidelity.

Nero is like a younger, moodier version of Dante.

But like a stubborn wine stain, the repetition so deeply rooted in Devil May Cry 4's fabric can't be easily washed out. The additional characters replace Nero and Dante in the same scenarios, so you're still playing through identical missions you're likely already tired of. Starting the game over with a different character only highlights the lack of unique locations, so once the initial wonder of Vergil's lightning-quick technique and Lady's devastating grenade launcher wears off, there's not much left to enjoy. You can avoid replaying the main missions by instead testing out each character’s abilities in the Bloody Palace, which is a series of combat challenges where the deeper you descend, the more difficult the enemies become. However, Devil May Cry 4 can already feel like a combat gauntlet, so stripping out the story, puzzles, and exploration doesn't do it any favors. It’s nice to have more options, but the Special Edition's prevailing new features are hampered by the nature of its main adventure.

The series of events is both interesting and challenging the first time around, at least--even if they're weighed down by too many back-to-back combat sequences. Nero's combo-driven sword-play is bolstered by his pistols and wonderfully versatile Devil Bringer--a demonic arm that acts as both a quick means of transportation and a powerful melee option. Beyond its practical use, the Devil Bringer gives you greater opportunity to increase your style gauge and extend combos to great lengths. By diversifying your attacks, you can earn more points and, most importantly, complete a combat scenario in the most surgical, exciting ways possible.

Like a stubborn wine stain, the repetition so deeply rooted in Devil May Cry 4's fabric can't be easily washed out.

You can grab, pull, and pound enemies into the dirt through Nero's glowing grip, but the manner by which this arm translates to platforming and puzzle solving is more frustrating than fun. Devil May Cry 4 provides very limited camera control, and shifting perspectives often obfuscate your view as you use your arm to grapple from point to point. It can be difficult to determine your position, let alone time a jump or push certain objects to unlock doors with such a restrictive, jarring point of view.

If you're a seasoned demon hunter, the Special Edition does provide a new, punishing difficulty called Legendary Dark Knight Mode. Here, a greater number and variety of enemies spawn at any given time--creating more opportunities to string together stylish combos, but a higher probability of becoming overwhelmed. Thankfully, the points and skills accrued over time carry over, so some of the difficulty's edge can be dulled by tackling this hellish challenge on a second playthrough. However, no matter how skilled you become, the boss battles here can be ruthless, so even fully decked-out characters can fall after a few mistimed dodges.

The boss battles are beautiful, but sadly, you’ll have to see each of them three times.

The visual improvements and additional characters layered atop the Devil May Cry 4 Special Edition can't conceal its bloated structure. This is, without a doubt, the best this stylish action romp has looked and felt, but just because you can gussy up an old game, doesn't always mean that you should. If you're dying to see how Vergil fares against the Order of the Sword or feel the need to test the extreme difficulty, take the leap. Just be warned that some aspects of the game would have been better left in the past.

From: www.gamespot.com

12 comics to read before you play Batman: Arkham Knight

Added: 22.06.2015 19:00 | 30 views | 0 comments


is just around the corner, promising one of the biggest adventures starring the Caped Crusader yet. Plenty of villains and allies are set to make an appearance or two, and the scale can be intimidating, especially if you haven't played the rest of the Arkham series.

Thankfully, there's a way to go into this feeling a bit more prepared: comics! Batman got his start in comics, and has more than 70 years' worth of reading material for you to check out. We've highlighted some of the best and most pertinent to Arkham Knight here. Enjoy!

Okay, this is the easy, obvious one. Taking place within the Akham-verse, this official comic relates the events that take place between Batman: Arkham City and Batman: Arkham Knight. If you want to know all the lore behind Rocksteady’s tertiary game starring the Dark Knight, this is the comic you need.

If you pre-ordered Arkham Knight from GAME or GameStop, you’ll receive the Red Hood story pack DLC. But who is Red Hood, exactly? If you want to know that, this comic will give you your answers. As is typical with comics though, Under The Hood weaves in and out of other story arcs, most notably Hush and A Death In The Family. Still, it’s an enjoyable read in and of itself, and was even turned into an animated film starring John DiMaggio (Bender from Futurama) as Joker.

Speaking of Hush, this comic is widely regarded as one of DC’s best, and for good reason. Similar to The Long Halloween (another entry on this list), Hush plays with the concept of a mysterious, unknown villain showing up in Gotham and toying with both Batman and his villains. Sounds kind of like the Arkham Knight, don’t you think? The ending is … not great, but there are still lots of fantastic individual moments that make up for it, not to mention the foundation it sets up for characters like Red Hood.

Spoilers for those who haven’t played Arkham City yet: By the end of that game, the Joker lies dead. While you might think that would be a relief to the citizens of Gotham and her vigilante protector, it’s actually made things more difficult. Villains that previously warred against one another no longer have the Clown Prince of Crime getting in their way and stirring up trouble, and so they have formed a more unified front. The Secret Six comics also address such a concept, though with smaller-name rogues. Still, to see what the bad guys can do when they stop fighting each other, check this one out.

What does Harley Quinn do when her “puddin’” isn’t there to boss her around? Why, she teams up with other villains and goes on suicide missions for the government, of course. The Suicide Squad comics band together unlikely allies and put them work toward a greater goal, not unlike Villains United. The difference here is that the squad, while not exactly led by Quinn, nonetheless features her in a prominent position of power, unshackled by her love for Mr. J. Expect the same in Arkham Knight.

We’re not sure what role anti-hero Azrael will play in Arkham Knight, but we see him briefly in trailers and hear him warn Batman that “dark days are here” along with other prophetic musings. Azrael is an interesting character who has served as friend, foe, even replacement to Batman, and the Sword of Azrael story gives the best idea about his personality and motivations.

The Arkham games have come to be known for their grittier portrayal of Batman and his world, and fans have come to love this more serious take on the Dark Knight. If you’re the sort where you not only enjoy Rocksteady’s twisted vision but wish there were more Batman stories that ventured into the darker corners of storytelling, check out Grant Morrison’s A Serious House on Serious Earth, which incidentally inspired the original Arkham Asylum game. A fair warning though: this story is not for the faint of heart.

Almost every villain and their mom seems poised to make an appearance in Arkham Knight, and the same can be said of this tale set during Batman’s early years of crimefighting. In The Long Halloween, a new villain appears and begins a murder spree of one victim per month. Calendar Man knows who the mysterious killer is, but won’t tell good ol’ Bruce, instead forcing him on a hunt throughout the city which is being torn apart by mob violence. Similarly, in Arkham Knight, Gotham is falling apart at the seams as a new bad guy - the Arkham Knight - comes to town.

Dark Victory is the direct follow-up to Long Halloween, and is just as good, if not better in some ways, than its older sibling. Once again featuring appearances from seemingly everyone in Batman’s rogues gallery, Dark Victory tells a fascinating tale of the escalation of violence in Gotham and its intimate connection to Batman. Essentially, Dark Victory makes us wonder if things would be as bad in Gotham as they are if Batman had never come along. On that note, one has to wonder if the Arkham Knight would have orchestrated his rise to power if it hadn’t been for Bruce giving him someone to fight against.

It’s hard to see the Arkham Knight as anything other than a dark mirror to Batman. Where Batman uses non-lethal force and is joined by a handful of friends and family, the Arkham Knight dispenses violent, deadly force using not only himself but a literal army of goons. In many ways, the Arkham Knight is probably what Batman would become if Bruce ever lost control, and that’s precisely what begins to happen in Batman: Ego, as a broken mind battles itself for control of its body’s future. Part action, part psychological thriller, Ego makes us see what would happen if Batman’s symbolic presence were twisted into something more vicious.

Batman: Arkham Knight is set to be Rocksteady’s final outing with tall, dark and brooding (that’s you, Bats). Although it’s sure to be action-packed, it also feels a bit like saying goodbye; a memoriam, if you will. Whatever Happened to the Caped Crusader by Neil Gaiman is of a similar tone, as the story opens on the funeral for Gotham’s protector. Why is Batman a legend? This story will tell you, show you, and convince you.

Girl Robin. Batman beats up Superman. The animated version has Bats voiced by Peter Weller, AKA Robocop. It probably will have no parallels to Arkham Knight, but it’s really freaking good and you should totally read it.

WHERE'S RACHEL?? WHERE'S THE TRIGGER?? Er ... ahem. Sorry, got a bit carried away there. Anyway, those are our suggestions for the best DC universe comics to prep for Batman: Arkham Knight, but we're always open to suggestions! Let us know your favorite Bat-comics in the comments!


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