25 Oct 2010 Posted by JULIA


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That's complicated enough for one hero in the absence of hotkeys, but it almost becomes unmanageable once you extend the practice to your companions. Deponia is, at its heart, a love story--a tale of boy meets girl. The boy, Rufus, is a dreamer, the archetypal down-on-his-luck underdog who aims high but fails oh so miserably time and again. The girl, Goal, is classically unobtainable--rich, pampered, spoiled, and blissfully unaware of her own attractiveness to the opposite sex. Oh, and she has a removable chip in her head, lives in a floating palace in the sky, and has the power to blow up the entire planet. No, this isn't the most conventional of love stories, but such wackiness is befitting for a game that is as much about providing oodles of comic relief as it is about telling the tale of two lost souls. Day in and day out, gravity keeps our feet firmly planted on the ground. Ceilings call down from above to be walked upon; sides of skyscrapers scream to be scaled; but gravity never sets us free to indulge these yearnings. Gravity Rush on the Vita strips you of your gravitational binds, unleashing you in an enticing open world to toy with gravity as much as your heart desires, falling up to the top of any building or safely speeding through the air. This freedom is as fantastic as you could hope for. Unfortunately, this joy is weighted down by an emphasis on mundane combat, preventing Gravity Rush from being the unfettered adventure it had the potential to be. Even when you know danger is ahead, the views are too attractive not to press onward. Death is inescapable, but The Witcher 2 allows you to properly prepare before trying to conquer the wilds. You aren't stuck with the same weapons and armor, of course. You loot new ones or buy them from vendors, and these can be upgraded in various ways. You might also purchase equipment schematics and have a vendor craft items for you using the iron ore, timber, and other raw materials you stumble upon as you explore. You can also brew up potions and quaff them, though you can't just down a health drink in the midst of battle. Instead, you must down potions while meditating. The huge amount of high-quality voice acting required to bring this world to life is fueled by excellent writing, which provides some genuinely nasty tirades and surprisingly tender moments amid the avalanche of laugh-out-loud funny lines. The breadth of personalities invigorates your adventure and makes Anbulla Appa Mp3 a lively, engrossing place, the kind of place it fell short of being in the first game. The only drawback to the sheer volume of communication is that sometimes conversations are cut off by other incoming messages before you can hear them through. This doesn't pose any barrier to progression, but with dialogue this good, you don't want to miss a word. It's there that you can put those skills to use. There's no one feature that makes the game so entertaining, but rather PES 13's collection of refinements come together to create a sense of direction and purpose that has been sorely missing from recent entries in the series. Improved physics mean there's a weight and movement to the ball that just feels right, where it zips through the air the way you'd expect and smashes to the ground with a satisfyingly dull thud. Improved AI means players react better, making more intelligent runs for you to slip a cheeky through ball to, or jostling attackers as you sprint back to defense from an unfortunately timed shot. There aren't any Damon Killian-styled barbs here, though, and the commentary is repetitive (you soon get very tired of hearing about ticket sales for Frag Fest and that you were nothing more than a speed bump after a kill), but the lines still add to the sense that you're in a digital take on The Running Man. Fans earned for match successes work as experience points, allowing you to level up. You also accumulate credits for kills and match victories that can be used to buy items (more on this below). Style is a huge part of the game. P

The game's use of the term "novel" to refer to these sections is apt: there's a massive amount of text in Virtue's Last Reward, but because the writing is superb and the voice-over work for the supporting cast (available in both English and Japanese) is excellent, the hours upon hours of dialogue you page through are a pleasure to experience. Most of the other wrestling gameplay improvements are subtle, but they make a real difference. WWE '13's action feels tighter and more cohesive than last year's revamp. Though not all of the visual bugs are squashed, there are far fewer problems that interrupt the flow of combat. Transitions between moves are animated more smoothly, and airborne maneuvers connect with greater precision, boosting the realism of matches. This is a big improvement from some of the more jarring visual transitions in last year's matches. This is classic bullet-hell shooting, done with an attention to detail and finesse that make it a joy to play from start to finish. And it's done without totally relying on classic shoot-'em-up tropes either. For starters, you're not on rails; the third-person viewpoint and tight controls allow you to explore each of the game's levels with ease. The circle pad controls your movement, holding down the left trigger allows you to strafe, and poking the touch screen with the stylus targets enemies and unleashes attacks. There's also a unique interplay between the WVW and the core adventuring that drives you to battle. While you are bumped up to the maximum level of 80 when facing other servers, you still take only the skills you've earned up to that point, which drives you to explore the player-versus-environment content and learn skills. Meanwhile, story quests and world events sometimes mirror the mechanics of WVW battles, making these aspects of the game feel like two sides of the same coin rather than wholly disparate features. So too is the rhythm game etched into it. Red circles are tapped, green circles are pressed and held, and yellow ones are there to be swiped as they glide across the screen. Sometimes they mimic the melody line. Other times they follow the rhythm. They often syncopate wildly. But they all do so with a pace and arrangement that's sensitive to the original material, while offering up a decent challenge--more so on the higher difficulties, where a barrage of circles come at you thick and fast, requiring precise timing. The word "home" may bring to mind the warmth of family and the comforts of the familiar, but the side-scrolling adventure game by the same name offers no such respite. Home is a very short, very inexpensive experiment that is simultaneously intriguing and maddening in the way it builds tension only to leave you with more questions than answers. You might return to it multiple times hoping to fill in the gaps, but ultimately realize that the game wasn't really telling you a complete story--you were telling one to it. You can play through singles or doubles tournaments in single-player, breezing through until the final difficulty spike. Doubles tournaments don't work quite as well as singles by yourself, since your AI companion will occasionally forget how to play tennis, diving into the middle of your rallies, choosing not to hit the ball, or simply failing to perform the majority of chance shots. The entire single-player campaign is somewhat dull, though, and quickly sees you going through the motions purely to complete things. At first