Articles de blog de Jacquetta Marden
Project Ego sounded like nothing I had played before. Being able to pick and choose which quests to take wasn't exactly groundbreaking, but the idea of the game taking place across the character's lifetime was intriguing. There was talk about how the character would be designed and uniquely tailored to the player's gameplay and they would be able to have children that would have a significant impact in the world. The character would receive unique scars from battle, they could plant a sapling and watch it grow in a massive tree throughout the course of the game and the NPCs would have unique reactions to the player based on their deeds to create the sense of a living world the player was truly a part of.
Given the current Hollywood craze for comic book movies, now is the perfect time for a movie version of inFAMOUS . This open world Adventure game online guide casts players as Cole McGrath, a bike courier who gains electricity-based superpowers when he's caught at the center of a devastating explosion. After the smoke clears, Cole is faced with the choice to either become a superhero and save the citizens of Empire City, or use his powers to become a supervillain and make people fear and despise him. No matter which path you pick, this is one comic book style video game that we definitely want to see on f
Despite not living up to some of the promises made by Peter Molyneux during its production, Fable is a great RPG and one of the standout Xbox titles. The freedom to play as a virtuous hero or a vile hellion is reason enough to play through this title twice and as short as the main quest is, that isn't nearly as demanding of a request as it would be with some other RPGs. A year later Fable: The Lost Chapters was released which featured an additional chapter with a new area and enemies at the end of the game along with some additional side quests and minor features. For the tenth anniversary an updated version of Fable: The Lost Chapters was released as Fable Anniversary for Xbox 360, which was a bug riddled mess on its initial release. It has been improved somewhat through patches but playing Fable: The Lost Chapters on the original Xbox is the recommended way to go if at all possible, though any RPG fan should experience this title in some capacity, even if Fable Anniversary is the most realistic option. Fable II was a well done follow up and the less said about Fable III the better.
Movement off the horse, such as in a dungeon or mine, occurs with no player input, putting focus solely on clearing away baddies. Combat is handled via two main powers controlled by each hand. The right hand casts a damage-dealing attack spell, while the left hand can push enemies back or fling environmental objects at them. To execute either attack, you simply aim at the intended target and push your lower arm away from your upper arm with the palm facing out. While it’s a simple combat system, it truly feels that you are the one casting the spells -- always a victory for motion-based titles. Common variances like needing the left hand to pull the armor off of an enemy, while dealing damage with the right prevents gameplay from seeming stale.
As is common with Kinect, enjoyment of the title will largely be based on how accurate your set-up is. I played the Adventure game strategy with a 42" TV in moderate lighting conditions and adequate space around me. Some will experience the game in better conditions, but I prefer to review Kinect releases with what I feel is a realistic representation of most gamer’s arrangements. To calibrate, there’s a special tool that has you cast spells at stationary enemies. It seems easy enough, but after using the new settings, attacks were going all over the place. It took about four calibrations to get it as accurate as possible. Once calibration is correct, there is a learning curve to get spells accurately cast. To really nail it, your arm must be fully retracted before extending, with the palm facing up at all times. It sounds simple, but remembering to keep correct form during the heat of battle can be tricky.
Fable was one of those titles that caught my attention well before its release in some article in a game magazine back when paper gaming magazines were still in abundant supply. How far exactly before the release is uncertain, but I want to say it was well over a year before Fable's launch, possibly even as far back as 2002 or 2003 when it was still called its working title Project Ego. Open world gameplay has practically become the standard in modern game design, but this was not the case in the early 2000s.
Of course, it’s no secret that Fable is a great game, so the most important aspects of this release is if it's aged well (read above) and the quality of the port. Simply put, the result is leaps and bounds above the original. Fidelity, special effects and lighting have all improved and it’s clear to see the differences in almost every area. Upgrades to characters and building exteriors are the most noticeable, with faces seeming more realistic and less pixelated and buildings revealing never-before-seen nuances. Even trees in the backgrounds and leaves on the pathways of villages are more detailed. Everything has a smooth look which gives it a nice overall aesthetic comparable to other Xbox 360 games. The only flaw in the new look is that sometimes things can be a bit too smoothed over and come across a little smeary. Sometimes the sharp edges of the original helped to keep objects separated, something that can sometimes be a problem here. The other continually noticeable boost is the lighting, with plenty of new shadow effects and nuances between different lighting situations, where as before things were basically light or dark. Overall, while it’s not perfect and hampered by the fact that practically every Xbox 360 game now looks long in the tooth, it’s certainly the preferable way to experience the game — nostalgia or not.