Imagine a world in a time of darkness, a realm in which the elements are in complete turmoil. Imagine that this land is starting to unbuckle at the seams and now its up to you to save it before its utterly destroyed. Welcome to Square’s inaugural step onto Gaia and into Final Fantasy. From large glorious castles, to long sprawling caverns, you and your band of adventurers will travel, fighting epic battles with the very beings of evil included in the original installment of what would be the world record setting franchise. This was supposed to be Square’s last ditch effort in the video game industry resulted in the highest selling video game franchise of all time.
Final Fantasy puts you in charge of a party four warriors set on a quest to restore order to the elements of Gaia. In making of Final Fantasy tradition your party can consist of melee class fighters and spell casters in the practice of different schools of magic. In Final Fantasy, a player must choose those classes at the beginning of their quest. Unlike future installments of the franchise, players will not be able to change character’s “job” to a different classes. So think long and hard before choosing classes, or it may result in a lengthy play through of the game.
Game play at the beginning can be a little confusing for anyone new to the turn based RPG format, and there is a lack of obvious direction throughout the game. Square made sure players explored their environment before moving on to the next part of the game. This turns out to be essential to the game’s experience; it takes players through the adventure intended by the game’s designers. Starting off, you are placed outside of a town where, after talking to townsfolk, players make their way to the castle to speak to the land’s fair king. There he sends you on your first quest rescuing his daughter and proving your worth as heroes. Upon completion of your rescue attempt, the king sends you to further lands, and thus your adventure expands to the land’s distant horizon.
Key parts of what set this game apart from other games born of the mid-80’s era is the constant changes of environment and continuous game play. This had the ability to keep a player into playing quest after quest, leveling characters up to achieve grueling tasks ahead.
The other factor being this was one of few games of the time that enabled players to save their progress allowed anyone to get into the game the privilege to save and return to a game in progress. Who can remember getting up before school as a kid and playing their favorite video game before they had to go? What better way to really enjoy the game if you could save your progress before leaving and remember coming back to it that evening.
The gamble made by Square over 24 years ago has resulted in a game remade and redistributed several times during its lifetime. While Square’s first master piece has been remastered and relaunch many times over in Japan, US gamers can find the game re-released on PS1 in the form of Final Fantasy Origins (a bundle pack featuring Final Fantasy I and II), PSP, and on Nintendo GBA in the form of Final Fantasy “Dawn of Soul” (Another bundle featuring Final Fantasy I and II). All of the relaunches feature enhanced graphics, soundtrack, and game mechanics.
The open beta for Dust 514 is live now, but is it worth the space on your PS3′s hard drive? As this is a beta, most of it needs to be taken with a grain of salt, but given they are already giving you the ability to spend money on it with micro-transactions… lets go wild with our thoughts, shall we?
The First Person Shooter Massively Multiplayer Online game has been a bit of an elusive creature to nail down. Twitch reflexes are a staple of the FPS genre, and doesn’t tend mix well with the lag inherent in most MMOs. How do they overcome this? By not being an MMO in the sense that most players would think. From the website’s FAQ:
“DUST 514 takes place in the massive, persistent EVE Universe, which has been thriving for nearly ten years, contains hundreds of thousands of EVE Online players, and spans thousands of solar systems and individual planets. A major war in the EVE Universe could involve thousands of players at once. DUST 514 can support 24v24 matches in a single battle in a single district on a single planet, and there can be multiple battles on a planet happening simultaneously, impacting each other in real time. The scale of DUST 514 is unprecedented.”
You’re still going into individual matches rather than the massive persistent worlds one sees in World of Warcraft that we typically associate with MMOs. You’ll still end up queuing up in lobbies or hot dropping into a hectic match out of nowhere. They’re cute lobbies though, reminding clone mercenaries that public suicide is not allowed. While not as impressive as Planetside 2‘s large scale battle numbers, Dust‘s 24v24 dwarfs the average round of Call of Duty, and additionally I’ve experienced less lag in these large battles than in some smaller games. Let’s hope that keeps up in the full release.
It is however a much heavier game than the average shooter fan may like. Dust 514 is front loaded with a lot of text and tutorials to flesh out its complex progression system. I’d expect nothing less from a tie in game to the infamously complicated EVE Online, but it can get overwhelming. While you can drop into the fight right away without experimenting and customizing, you’d be putting yourself at a severe disadvantage.
For example: I started up a sniper given my penchant for precision. I discovered there was an excessive amount of sway. Leveling up in “Sniper Rifle Operation” lessened the sway, but other snipers were outdoing me. I took note of system feedback messages, noted their gun types, and in the market found they were using more advanced models. I bought a few for myself given my skill was high enough to use them and… couldn’t even equip them because my Dropsuit didn’t have enough “PG/CPU” (er, think encumbrance limit) to even carry the thing. Having spent all my skill points on making my sniper rifle not sway like I’m having a seizure, I couldn’t level up in “Dropsuit Command,” nor take levels in one of the specific branches of drop suit types right away, and was stuck with sub-par equipment for sometime. Also, you lose your equipment each time you die as your “cloned” body is lost to the battle field when your mind is moved to a new one, so don’t forget to buy your equipment in lots.
That got convoluted fast, didn’t it? The fact that not everything is enabled yet and whole sections of the Marketplace are empty of stock just reinforces the thought that this game is going to be dense.
The leveling system itself though is something I surprisingly find I can respect. Personally, I tend to hate levels in competitive games of this sort as it tends to stunt growth, creating the impression that if you didn’t get in on the ground floor then you’ll just be the newb that’ll never catch up, which ends up chasing away new players. By creating a skill for almost everything (each weapon, drop suit type, upgrades, etc), and by making the max level of those skills relatively low, a person could within a reasonable amount of time create a character that matches their play style perfectly and stand toe to toe with veterans at least as far as levels and equipment go. Outside practice and skill, the main advantage of being a veteran is that by continuing to level beyond your comfort zone abilities, you become more flexible. You can save equipment load out configurations before deploying, and each time you die pick a new one for the situation. You may be best with an assault rifle, but when the enemy rolls out a tank, you may be grateful that you can respawn with a “Swarm-Launcher,” and be thankful you ground out the levels to have the skills to use it well.
As the new girl on the PlayStation 3 block (due to last Black Friday), I carry a bit of baggage from other consoles and other shooters. Aiming and firing with L1 and R1 takes some getting used to rather than the “triggers” L2 and R2. The hardest thing to get used to though is that every single match I’ve played has been dead silent. We all may have heard the stories of loud mouth trolls on Xbox live, but even I will put up with a troll if it’s calling targets. The most frustrating aspect of the team play is how much strategy is involved that you can’t communicate about with pick up groups. Playing in the objective based “Skirmish” mode, I often found myself shouting at deaf ears; you can’t hack that objective if you leave the “Clone Reanimation Unit” in enemy hands right behind you because they’ll just respawn right behind you before you finish. The smartest thing Microsoft ever did for fostering an online community on Xbox Live was include a headset in the box, but this also means that a team of friends investing in PS3 microphones could likely dominate Dust 514 pretty tidily. I’ll be keeping an eye on this Beta for more game types, expansions to the market place, and will cross my fingers for more player customization of your avatar or quarters.
Gameplay is fairly standard for a current generation shooter otherwise. Aim, fire, grenades, sprinting, melee, etc… it’s all there. If you’re looking for more FPS action, it’s free, and you’ll likely feel right at home once you get used to the progression system. The graphics are gorgeous and maps are sure to just keep coming given the massive number of planets in the Eve Online universe. I do hope that they find a way to encourage smooth communication between Dust and Eve players though. The importance of these massive player run corporate entities wasn’t really felt off the bat; I’ve yet to experience one of the “Orbital Bombardments” the FAQ is so excited about. Perhaps more corporate branding, making it obvious in game who you’re attacking or defending? I’d also love to read player written pitches as to why you as a gun toting mercenary should work for them. Perhaps too much to ask for as the shooting would likely start before I even finished reading, but one can hope, right? All in all, this player just wishes it wasn’t a PS3 exclusive so I could drag in more friends to spray some bullets with me and scratch our heads together while trying to find the best skill point investments.
You can check out Dust 514 on their main website and on your PlayStation 3 now.
Miss a game the first time around? So did we. Find out which games are worth going back for with Backlog Reviews when the newest releases squeeze your wallet too tight.
This review was done on Xbox 360.
With news that Dark Souls II is on the horizon for the many gamers that enjoy being abused, now is the perfect time to ask yourself if you should pick up the first one. As a player who never played From Software’s Demon’s Souls and grew up with turned based RPGs (most heavily based on Dungeons & Dragons), Dark Souls comes as a breath of fresh air, if inhaled through the blood filling your mouth from the game punching you in the face for the dozenth time.
The Short Verdict:
An excellent if challenging and sometimes frustrating single player fantasy RPG. A deep but vague story stands as a puzzle for players to assemble for themselves should they choose. The graphics are impressive and only suffer from minor problems. All in all, an excellent game offline marred only for its poorly implemented integrated online features and the occasional frame rate problem.
You are dead. This is how Dark Souls begins. You might even be able to recognize the character you built in the creation screen moments before underneath all the shrunken decay that currently makes up your face (don’t worry, you’ll be pretty again soon enough). The walking undead are banished to an asylum in the north to “await the end of the world.” Given that you still seem to have your mind intact, at least more so then the shambling legions walking into the walls outside your cell door, waiting might not seem like such a great prospect and so you make your escape. Before leaving, you’re told of the prophecy that one day an undead will leave the asylum on pilgrimage and learn the truth of the curse of the undead in the land of the gods. Guess where you’re getting whisked off to upon walking out the front door?
For a game so determined to not let its story get in the way of the game play experience, there is a surprising depth to it for those willing to dig. Dark Souls primarily practices environmental storytelling, letting players puzzle the tale out for themselves through rare voice overs, sparse and brief cinematics, and the moods infused into the environments themselves. Most characters encountered are either mad or on the verge of it, so long expository dialogue dumps are not something you have to brace for, though the corniness of a merchant’s maniacal laughter may grate after awhile. History tends to be gleaned through item descriptions, and your goals almost always begin vague only taking on more meaning as you progress.
With gorgeous landscapes, detailed armor and weapon models, well designed boss creatures, and a plethora of other pleasing sights, Dark Souls can be counted as a pretty game for this generation’s hardware. The monsters can be considered great because they actually behave in the manner their appearance implies. A giant big enough to pick your character up and toss you like a rag doll will have no qualms doing so if you come within reach. A dragon whose entire underside is made up of a gaping maw of rows of razor sharp teeth will rear up and try to grab you within that wide area, giving you far more then it’s swiping claws to worry about. The environments will also set the stage. A dank and crumbling trap laden fortress will set you on edge at every turn, whereas a remarkably well kept up city immediately following it will lure you into a false sense of security before its indifferent guardians try to cleave you in two because you strayed too close to them only to go back to passive guard duty if you flee.
The collision detection is also surprisingly accurate in most cases, though mostly to your disadvantage. Trying to use a broad swinging blade in a tight corridor will result in clanging off the walls and leaving you open to attack, making a thrusting weapon a better choice, feeding into strategic play. You can cut down swathes of enemies with those same broad weapons though in wider areas. There is some spotty clipping, particularly when using special attacks, and the hit detection can sometimes lag in PvP, but these issues are not frequent enough to hamper play. Bad frame rate drops in some of the larger areas can be a bigger problem though. The area Blighttown is cited as the largeest problem child given it’s an expansive zone with a lot of verticality and a perilous design that revels in chucking you off rickety platforms into poisonous waters.
Bang on sound design adds to the immersion well. The variations on each sound based on material are fabulous, with subtle changes depending on what materials are striking each other: metal, stone, wood, leather, decaying flesh, explosive magic, and more. The soundtrack has the occasional sweeping score moments but is mostly atmospheric and this is in no way a bad thing. The arrangement is what you’d expect from a fantasy game, but is appropriate and classic. Sadly, the frequency with which the music is played is low.
Dark Souls features live combat rather than turn based. This is where its vaunted difficulty lies. Part of the trick of survival is learning the timing and range of each weapon and enemy. Combat is surprisingly methodical, but satisfying. Death is handled as a respawn rather then a reload, and encourages players to learn. Boss battles revolve around studying tells and learning weaknesses rather then grinding levels. It makes the fights feel surprisingly fair. The few cheap shots it takes are spaced just far enough apart to keep you from feeling invulnerable and keep you paranoid.
While it is possible to build your character badly and spread your attribute points too thin while leveling, it’s actually pretty difficult. You can’t be a jack of all trades unless you’re an obsessive grinder (there is a HIGH level cap), but you are not nailed down to your starting class. Allotting enough points to do low level spells won’t hurt you at all as a fighter, but you will reach a point late game where specialization will give the most benefits. In other words, don’t split yourself between the three different types of magic, or suddenly decide as a melee fighter that you want to hit as hard with a bow as you do with that gigantic 40 strength requirement sword and be able to sprint in heavy armor. Get a feel for your preferences, then focus.
So why after all this praise is there a brutally, “meh,” score? As a single player game I’d give it a 4.5, but when taking the entirety of the game into account, Dark Souls is marred by its interestingly conceived but poorly executed online play.
The game automatically launches in online mode, and there is no visible option to turn it off or toggle it. You need to either not be connected to your account or to the internet. Oddly, being in party chat also bars you from online mode (which by all accounts was foolishly purposeful and not a glitch), though I cannot attest to this also being the case on Playstation 3.
Each player has their own instance of the world to play in, but can choose to try and “invade” other players for competitive combat. While level caps were added in an attempt to stop trolling, a serious glitch destroyed this aspect of the game for vulnerable low level players. There are no restrictions on what armor you can wear in the game, the only thing holding you back being if you’ve progressed far enough to discover the better gear. Likewise, there are no level caps on weapons though there are stat requirements. It is possible through a glitch to duplicate all of one’s fully upgraded end game armor and weapons from one character onto a brand new one. Thus the newest players are the most likely to have to deal with impervious trolls looking only to be a pain in your backside. This glitch was eventually patched, but characters already created with it are not removed, and its existence in the first build means that a character could still be made offline with the game un-patched then brought online later.
Covenants are an interesting idea, adding a depth to the multiplayer by giving a motivation, but also suffer from poor implementation. For example, the “Forest Hunters” are set to protect a zone and any player not of the covenant can be invaded by these players when they trespass on that area. The problem arises when you take into account that passage is necessary for completion of the game, and should you log on during a busy time of day you’ll have two to three invaders dumped on you within a few step every time. Even the helpful “Warriors of Sunlight” break the game, a covenant dedicated to helping other players by encouraging you to summon them as co-op “phantoms.” The world doesn’t scale to the number of players though and the most challenging and rewarding fights can become piffling matters, sometimes even more so with a Warrior of Sunlight due to their covenant bonus being the allowance of a wider level gap between themselves and the hosting player. The last thing you want is for the last battle of the entire game to be over in less then a minute after five sword swings and be left wondering at how anticlimactic the whole experience was.
There’s also no way to separate the co-operative and competitive play. You must be “Human” (fully fleshed, and receiving bonuses for going through the effort to maintain that state) as opposed to “Hollow” (fully undead and lacking bonuses) in order to participate in both co-op and PvP. No one can invade you while you are Hollow, but you won’t be able to summon your friends. In addition, the same penalties for dying at the hands on a creature apply for dying at the hands of an Invader and can actually be worse depending on their covenant. Everything from rare dragon scales to other things like your hard fought humanity bonus can be stolen, whereas the instigating player actually suffers surprisingly few consequences. Couple this with the trolling of low level players and the fact that some people out and out detest PvP in all games, and you have a recipe to drive new players away from the game entirely at worst.
Speaking of summoning your friends, best of luck doing so. There is no party system, no ability to join a session in progress, no way to send an invitation, or target a particular player at all. Players are summoned by placing a “sign” that then shows up in the game worlds of the others on a whole server. If someone needs help, they activate the sign and summon the player. If you want to play with a friend, you’ll have to pre-arrange a location for one of you to inscribe your sign and then proceed to spam it until the other can see it: not too fast though or you may pull it away before it has even had a chance to fully load into their world, but not too slow or you’ll be wasting all your time with it potentially sitting on a different server and lying out where another well meaning player may call you for help and interrupt your plans. Some days I was able to find my preferred co-op partner near instantaneously, others we wasted 45 minutes on our attempts until one of us had to give up and go to work.
The issue I must judge most harshly for however is the fact that online mode has the potential to wipe out all your progress. We are all familiar with the, “Do not turn off your console during an auto save, or you may lose some progress,” messages, but I suffered a glitch in which some ended up meaning all. A power outage occurred just as I was being invaded by another player. I expected I’d be reset to my last autosave, lose a bit of accrued experience, and maybe be missing a piece of gear I’d recently picked up. I was not expecting my save file to be corrupted to the point where even trying to view its details from the menu would cause my Xbox to crash and require me to delete it from the console system menu. The plus side is that Dark Souls is such a learning experience that redoing any portion of it is much easier once you know what’s what, but it still stung to lose 22 hours of gameplay, even if I made it up in 8 (with a liberal application of cooperative assistance). This issue is supposedly rare, though a friend’s save file suffered the same fate about two weeks later due to accepting a party chat invite and not realizing it would unceremoniously boot him from the game with force.
Any other complaints are piffling next to those. Like many games these days, it flirts occasionally with the idea of platforming and fails to do it well. The upgrade system has no integrated walkthrough, but experimentation is not too costly. “Parameter bonuses” are not explained, so some players don’t understand how to get the most out of their gear and skill point distribution. It’s not a game in which there is any shame in consulting a wiki.
Dark Souls stands as an entertaining hack and slash for those willing to pace themselves and not button mash. Its abusive nature and high degree of challenge make it a game I would not recommend to an easily frustrated friend, but would pass on to anyone looking for a sense of accomplishment in overcoming its trials. The journey may be important, but that sweet sense of victory is a pretty nice destination to enjoy.
High. “New Game Plus” features are included, with progressively increasing difficulty and experience rewards as well as a high level cap accessible no matter how many play throughs you are in to the game. Just don’t let the ending get you down.
Have you ever played a game called Boggle? It’s a board that has a bunch of letters and you see how many words you can find with those letters in a selected amount of time. The game Word Hero is no different except that you compete with people from around the world and there are different leagues you can be in.
This is actually a very entertaining game that gets you thinking, and if you play with a few friends it gets everyone thinking outside the box. You have a board that is four blocks by four blocks with random letters throughout. You search through the letters and create words that have at least three letters, throughout the board. The letters must be next to each other and you scroll your finger over each letter as you create a word. When you lift your finger up it will submit the word and let you know how many points you got for the word.
On the top left hand corner it will let you know how many words you’ve found and how many more possibilities there are. Surprisingly there are so many words I’ve never heard of on that list. Each round is 2:21 secs long, that is if you start at the begining the round. If you don’t then you will have less time and would be joining int he middle of a round.
After the round is complete you given points and finally the world ranking. That is the fun part. The highest I’ve been ranked was 7 out of 200 people so that made me proud. If you need something to just exercise your brain and kill some time, try downloading Word Hero. It’s free on android.
No matter what anyone says, I still hold that every Assassin’s Creed title is better than the last. The franchise as a whole has shown immense growth over the years, from the second title’s greater focus on a single laid-out story, to the city renovation gameplay of Brotherhood and Revelations, the third and fourth releases in the series. Assassin’s Creed III continues the trend with a ton of new features, while improving on the existing ones, and an inspiring story of rising from oppression and fighting for one’s freedom.
Assassin’s Creed III picks up right where the last one left off. Desmond Miles, now knowing fully that humanity is doomed if he doesn’t act, sets off to find the mysterious remnants of Those Who Came Before. In his travels, he and his cadre of assistants come to a temple that may hold the answer to saving the world – and its key lies in Desmond’s ancestral memories.
Like the previous games in the series, the vast majority of the game involves the player entering the Animus, a device designed to allow its user to traverse the memories and experiences of their previous ancestors. This time around, Desmond is thrown in the middle of the American Revolutionary War as Ratonhnhaké:ton (known by his given American name, Connor Kenway) a Native American whose people are threatened by British and, more specifically, the Knights Templar. Believing in freedom, justice, and the American way, Connor systematically hunts down the six Templar agents who seek to end the American Revolution – and in doing so, reveals to Desmond the location of the key to the salvation of mankind.
As intense as that sounds, however, this is the one place where Ubisoft doesn’t really deliver. As an American myself, the story hits really close to home, centered as it is around our own Revolutionary War. Unfortunately, the focus seems to be entirely on giving the player a taste of the major battles of the Revolution, and nothing more. Events are played out fairly sporadically, jumping from one major point of the war to another. Interspersed between the battles are portions of Connor hunting down the enemy Templar agents, with Connor only occasionally dropping in on the American war effort when he sees an opportunity to assassinate one of his enemies. What I’m driving at is that there’s very little focus on the actual Revolution, and entirely too much on the battle between Connor and the Templars.
Along that same vein, Ubisoft’s character development was lackluster at best for Assassin’s Creed III. There are definitely some great characters in there – Israel Putnam is very entertaining, and the fictional Haytham Kenway could be described as a gentlemanly asshole; but aside from that, there aren’t very many truly memorable people. Though a number of them have great potential to be interesting, so little time is dedicated to them that you don’t get to enjoy their company before moving on to the next piece of history. Even Israel Putnam only enjoys two brief scenes before being forgotten. The same can be said for the Templar villains of the game – aside from the two people at the top, the group is mostly forgettable, and there’s no real connection made with them, no real reason to want them dead. I’m reminded of Brotherhood, because Ubisoft went out of their way to describe just how the game’s villains, Cesare and Lucretia Borgia, were terrible human beings that deserved to die. By the end of Assassin’s Creed III, however, I felt a far better connection with the characters who showed up during one of the side-missions, rather than those who Connor had purportedly fought with – and against – for years.
Now, with all that said, I really had to be kind of impressed with Connor’s character in the end. Throughout the game, he’s a very childish, naïve person who honestly believes that killing the Templar agents (and aiding the American Revolution) will both keep his people safe, and promote freedom and equality for all. Even his own father, at one point, calls him out on acting like a child despite being in his mid-20s. By the end of it, however, Connor begins to see just how he was wrong, and that maybe the Templars weren’t quite as evil as he thought. On that note, I might also remind readers that Ezio Auditore, hero of the Assassin’s Creed II trilogy, started out in much the same way, but became a wise and powerful mentor to the Assassins’ Guild.
So overall, the story and characters were sort of meh, which is understandable considering that the highly-praised Ezio trilogy had just come to a close. But the meat of a game is its gameplay, not its story, and that is where this one shines.
The basic formula is still there, same as always. Players move around a vast, open world with a myriad of collectibles and side-missions to find (all of which have kept me playing this for a week straight) while utilizing stealth and swordplay to further their goals. Stealth is done by smoothly blending into the crowd, quietly ducking into a bush, or leaping into a haystack, for which the series has become famous. Though it’s still kind of ridiculous at times, the game now adds a more realistic element – if a guard is investigating you, you can no longer hide. That alone makes Assassin’s Creed III far more challenging and honestly a little frenzied at times.
The swordplay, on the other hand, is something that still gets me a little giddy. Never before in the series has the combat been so graceful, so beautiful to watch. It’s almost identical to the system that made Batman: Arkham Asylum famous; rather than pulling off any specific moves, you essentially just aim in the general direction, and Connor will perform an appropriate move. What makes it so great is that there are a wide variety of maneuvers for each and every weapon (of which there are numerous), and all it takes is the press of a button to pull each one off. Plus, gone are the days of the blocking circles from previous games, where enemies would stand in a circle around you holding up their swords in a defensive gesture. Instead, enemies will freely attack you, sometimes even two or three at a time. As defense against this, you no longer have to hold down a block button; there’s now just a single “counter” button that can be used at any time, even during a combo, to deflect an incoming enemy attack. It all results in a gorgeous, free-flowing combat that’s immensely fun to fight.
One last thing that needs to be touched on is another new feature of Assassin’s Creed III: the ship-to-ship combat. Yes, with the fifth title in the series, Ubisoft added in a whole extra game mode to play with, a sort of mini-campaign where you take control of the Aquila to play a role in some of the naval battles of the Revolution. I can’t stress enough how excellent this gameplay is – on the surface, it looks pretty easy, with fairly simple controls (turn left/right, switch between no/half/full sails, and two types of cannons to fire on each side) but with a whole level of complexity that turns it into a whole game of itself. Combat requires absolute precision in sailing up at full speed, then rapidly dropping to half speed in order to turn and unleash a broadside while diving for cover to avoid the enemy’s return fire. Then there are the swivel guns, which can fire at a pinpoint but do less damage – vital for taking down the smaller gunboat ships. And just to throw you for another loop, the game throws in random rogue winds and waves, just as you might face on a real ship. If I had to ask for one thing from Ubisoft, it would be an entire game centered around this, because it’s just a beautiful system.
Overall, I find I have very little to complain about with Assassin’s Creed III. There’s a metric ton of things to do compared to previous ones (I totaled it up to a massive twenty-four things to do on the side, plus a twelve or so hour storyline), and all kinds of Easter eggs and collectibles to discover. I normally take a staunch stance against paying full price for games, especially ones that have only a ten-hour storyline, but Assassin’s Creed III was worth every penny. The fact that it had a tremendously strong ending, when it could have gone the way of Mass Effect 3 is a great bonus.
Even if it’s your first foray into the series (and if so, why are you playing the third game in the series first?), I strongly recommend it. Few other games will give you your money’s worth as well as Assassin’s Creed III.
The game is free to play, and is a nice game to just casually play when you have nothing else to do. It has a addicting side to it where you try to go as far as you can in the endless mode. When you open the game you have to unlock the 3rd and 4th mode of the game. That is done by passing the first two. Here are the modes:
Park Dash ~ Easy
Paris Dash ~ Medium
Candyland Dash ~ Hard
Cake Frenzy ~ Continuous
In Cake Frenzy, it’s not like Tetris or Diner Dash, where it is endless but you continue the level until the day is over. The goal is to earn enough money to continue to the next stage.
The concept of the game is simple. Look at what your customer wants, then choose the corresponding cupcake, then choose the frosting then finally the toppings. When you have completed the order, click on the customer to give them what they want.
One thing I found out is that once you apply toppings, you can’t put add any frosting. Topping can go on in any order. If by any chance you make a mistake, you can dump out the cupcake. To be honest, you have better luck and save on time by just giving the customer the wrong cupcake. They will pay you less, but you will have the time to go onto another customer.
There are reaction chains that can be done, resulting in getting several cupcakes in a row correct, and in a timely manner. Each customer starts off with three hearts on top of their head, if you can keep three hearts semi filled then you’re golden. A tricky part is the android guy. He comes with a platter, and ask you to make several cupcakes. Choose a corner and start from there.
This is a well worth casual game. Some of the players who’ve commented on the game only reference the first two levels, and well of course they are going disappointed be they didn’t complete them. Like any casual game the endless mode is what makes the game worth it.
Psychic soldiers seem to be conspicuously absent from modern gaming. In fact, I can think of only a small few, and even then the hero isn’t outwardly stated to be psychic. It kind of surprises me, because growing up, I thought that the coolest ability you could have was telekinesis (or psychokinesis, as it’s sometimes called) – the ability to move objects using only your mind. This week, I dive into a mentalist two-for-one: sixth generation titles Psi-Ops: The Mindgate Conspiracy and Second Sight.
Heart of the Swarm is hitting full beta mode, and with it we are now getting a good look at the new design for the game. It’s too soon to tell where the metagame will be, but we can take a guess where multiplayer is set to go with the new units. Each week, I will invite you to take a closer look at a new unit in the Heart of the Swarm beta and keep you up to date on the changes as the Starcraft 2 development team tweaks the balance.
Our first review is perhaps the first you’ll see on the field in a match with a Protoss: the Mothership Core. The future of the Mothership in Starcraft 2 was tenuous for a large time of pre-beta. However, as the only viable answer for PvZ endgame and the only hero unit in multiplayer, many fans dissented against removing it. Instead of taking the ultimate ship off of the playing field, Blizzard made it even more critical to the Protoss strategy.