There are a myriad of wrinkles aside from the alterations to Tim’s time manipulation powers. Anything glowing green is not affected by Tim’s time powers. A green key, for example, will remain in Tim’s hands once he picks it up, even if he rewinds time. And a green door will remain unlocked even if you rewind time.
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At first, Braid may appear to be a platformer. The first world certainly is more about making jumps than it is about using your noggin. However, the remaining worlds offer complex challenges that rely almost completely on creative solutions to master. Platforming, in fact, is almost inconsequential thanks to Tim’s special power. In this fairy tale land, Tim can rewind time with the X button. Missing a jump or being hit by an enemy means little, since you can rewind at any time to reverse your fate. Again, that’s not because Braid doesn’t want to challenge you, it’s because this isn’t a game about the dexterity of your digits.
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Braid is the latest in a new movement towards innovation on Xbox Live Arcade. If you have longed for a time when arcade shooters and Vision Cam versions of strip Hold ‘em weren’t the only offerings on XBLA, then Braid may be your salvation. This strange, wondrous, puzzle/platformer hybrid isn’t for everyone. Just the people who like to flex their brain power while holding a controller.
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Even when you become semi-capable of operation without constant death, there’s little to enjoy. The quests are repetitive kill-X-of-Y monstrosities written with a six-year-old’s understanding of English. There are none of the intricacies of World of Warcraft or Warhammer Online, and there’s none of the charm of old-world EverQuest. The world is bland in the extreme, with no definition in areas except those where you spawn as a newbie – and even they echo with a distinct lack of life. It doesn’t even have the basic features that make up even the most lackluster and dull cookie-cutter MMOs, such as a simple experience system, or some form of tutorial.
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This may be attributed to the lack of rhyme or reason to the world, which verges on random placement of flora with little in the way of lore to tie it together. It may also be tied to the fact that there’s very little to see. On many occasions we’d turn and wander in a particular direction, leaving the auto-run key on and navigating past things in the hope that we’d run into a town, or a dungeon, or possibly an angry pack of lions to save me from the torment.
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Adding further insult to injury is combat – usually the only saving grace of a bad MMO. Darkfall’s system is totally twitch-based, in that you click your mouse and you swing a sword, or fire a bow, or shoot some magic. You have a crosshair, and your hits are dependent on whether or not this crosses the enemy at any given time – like an FPS, except with little to no reference point. Enemies’ AI boils down to running in circles, which is actually surprisingly effective, considering how slow and floaty the controls tend to be. The difference in feedback between a sword hitting or missing is negligible, and thus much of your melee combat becomes a ridiculous ring-around-the-roses of chasing an enemy frantically clicking the left mouse button.
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There are many games out there that we’d go ahead and call “special”. Assassin’s Creed was special, even if it wasn’t great. Half-Life 2 was special, even though it very much was. Independently-run MMO Darkfall Online is certainly special – special in the way in which it so flagrantly ignores many of the rules of what makes a great, playable game. And no, this isn’t a preamble to me saying that it’s a rough gem, or made for the hardcore audience.
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The user interface is standard for most MMOs. You can use either the W,A,S, D keys or the arrow keys to move around, space bar to jump, and the mouse to manipulate the camera angle. For those who have never played an MMO before, ingame help is available through a popup video tutorial. People are often quick to judge a game as a “WoW clone” simply on the basis of it using exactly the same default hotkeys, but happen to think that UI standardization is a wonderful thing. It makes life easier for those of us who like to hop from one game to another.
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The first time you ever get into the game, you can view a cinematic introduction that shows you what happened to the world of Atreia and why it was split in half. After that, you get to choose which side you want to align yourself with: the Elyos, inhabitants of the lower half of the world, or the Asmodians, who reside in the darker upper half of it. Regardless of your chosen faction, you can then choose from four base classes: Warrior, Scout, Mage or Priest. Eventually, each class branches out into two specialized classes and you will be asked to choose one after you “ascend”, but that comes only when you reach level 10.
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Having had a glimpse of the game Aion Online during one of their beta weekends, watching the clock like a hawk until the appointed time. The kickoff was prompt and logging in was relatively problem-free, but the newbie area was already crowded by the time the character woke up in the game. By 1PM, all twelve servers were registering high populations, some with login queues indicating up to a 3-hour wait. Considering that NCsoft had pegged their preorder figures at close to 400,000 by late last week, this was hardly surprising.
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