PlayerzBlog.com http://www.playerzblog.com Playerz Experience ! Fri, 03 Jul 2009 17:52:10 +0000 http://wordpress.org/?v=2.7 en hourly 1 StarCraft II With new Exciting Strategies http://www.playerzblog.com/starcraft-ii-with-new-exciting-strategies.html http://www.playerzblog.com/starcraft-ii-with-new-exciting-strategies.html#comments Fri, 03 Jul 2009 17:52:10 +0000 adimoga http://www.playerzblog.com/?p=3803 Blizzard has done it again. With the new release of StarCraft II, Blizzard continues to be the point of reference for collecting the real time strategy gameplay in a multiplayer beta system and new elements of the game to be revealed.
<-300x250 Medium Rectangle - center->
What is new?
Let’s first take a look at the Terran’s strategy; the Medic and Dropship are gathered into one Medivac unit that seems to heal better than a Medic, it is able to keep your biologicals in a top shape, while the new Reaper units can blow a big part of opposing armies with fast-firing pistols. The Vulture (Jim Raynor’s conception) is replaced by the fire-breathing Hellion (a fast moving vehicle that throws flames) and the Firebat with Marauder (an armored infantry unit), both of them appear to be more effective.

starcraft-iiIn the beta system, Terran air units have suffered changes too. The new unit type called the Viking is enabled by shifting between a ground-based walker mode and an air-to-air combat flight mode, but when shifted to the latter it brings more damage to capital ships. The existence of Thor, a giant robot, brings a plus of excitement though its 250 mm strike cannons that can blow powerful targets.

The next look we take at Protoss where Dark Templars are still to be found but merged into Archons, Stalkers have replaced the Dragoons in the functionality mode, but otherwise Dragoons are presented as Immortals (with the ability to strengthen up their shields to reduce damages), and Phoenix is the new air-to-air fighter of Scouts and Corsairs. There is present the massive Colossus, a spindly-legged robot, equipped with powerful lasers which sweep through masses of enemy units and as it has a spider-like ability to move it can also climb cliffs fro getting good firing positions. The strategy of the Protoss is upgraded to enable a fast close in on ranged targets, but when multiple caster units are selected and you use an ability, only one unit will spend the energy to be cast. Although the ReaverDrop strategy is taken away, the Protoss episode is still fun to play.

And the last, the Zerg, is replacing the Defiler with Infestor, the Guardian with Brood Lord, while the Devourer is gone. Banelings are used as effective suicide bombers and while they explode they can blow much more costly targets due to their big punch package. The Zerg episode introduces the Roach a new ground unit which is able to regenerate health at an alarming rate that can be upgraded and have great defensive options that keep the enemy forces at bay. Infestor proves to be a new menace, it can spawn Infested Terrans, spread plague, and take control over the minds of enemy units. The Mutalisk weapon is as usual an effective multi-purpose one, for those who are familiar with the game.

StarCraft II is displaying a high demand for players that have got enough skills to put up with the new forms of strategy the game shows, so if you think you can manage, than take your chance and engage yourself in this adventurous trip that StarCraft II with new exciting strategies is offering.

]]>
http://www.playerzblog.com/starcraft-ii-with-new-exciting-strategies.html/feed
ArmA II’s Real Virtuality Engine http://www.playerzblog.com/arma-ii%e2%80%99s-real-virtuality-engine.html http://www.playerzblog.com/arma-ii%e2%80%99s-real-virtuality-engine.html#comments Fri, 03 Jul 2009 17:40:05 +0000 adimoga http://www.playerzblog.com/?p=3801 Bohemian Interactive continues its former owned series of Operation Flashpoint with ArmA II with the same approach to realism, though it fails in its usability and accessibility. The game takes place in Chernarus, a fictional area located in Eastern Europe; the player’s role is that of a leader of the US marine recon squad who is sent as part of a larger force to lend a helping hand in a civil war between communist Russians, Chernarus democratic leaders and a number of guerilla groups.
<-300x250 Medium Rectangle - center->
The game allows you to take command, this feature is quite new for the Bohemian Interactive games, and it proves to be working well so long as it gives the player a certain degree of involvement next to a whole range of responsibilities. The command system is loaded of options and flexibility but the negative thing is that you can not be instantly familiarized with it since it is covered by so many layered menus that it may take you few days before you start to know it better. During your performance you have the good feeling of being an important part of the plot as you carry a lot of individual contributions. The strategy you are supposed to build and taking the decisions are the features that give strength to the character and significance to the game’s world.

arma-ii-real-virtuality-engineYou face situations where you need to decide what is the best to do in the given circumstances, and your decisions do not have to lead to creating chaos or collateral damages that will stain your integrity, you must think of ways to avoid these consequences. The game is quite generous in this matter offering you choices to get to the objectives in your own way, adding also bonuses and opening new challenges that are based on your decisions. But there are situations when triggers don’t always work correctly in that they can make you loose a fight without you or your mates being involved in some way, and this is kind of frustrating.

The game is wealthy in providing chances to drive T-72s, laser designators to pick out targets on a distant location, and possibilities to climb to heights being armed with sniper riffles. The graphics is very impressive while defining the ballistics model, but the vehicle physics is not so well rendered. The game’s armory mode gives you the ability to take out anything for a test drive and run some interesting mini-challenges.

It is the ArmA II’s Real Virtuality engine which the game currently uses that allows you to see the expressivity on soldiers’ faces and the detailed elements that are part of the environment. As a conclusion, ArmA II presents a difference between the accuracy of the military hardware and the broken nature of the elements that constitute the missions, not to mention that the player has sometimes the feeling that the scores that he gathers are not always representative, and together with the inelegant interface of the game they all make the sum of the flaws that ArmA II offers.

]]>
http://www.playerzblog.com/arma-ii%e2%80%99s-real-virtuality-engine.html/feed
Harry Potter - The Wizard Without The Thrills http://www.playerzblog.com/harry-potter-the-wizard-without-the-thrills.html http://www.playerzblog.com/harry-potter-the-wizard-without-the-thrills.html#comments Thu, 02 Jul 2009 14:30:00 +0000 adimoga http://www.playerzblog.com/?p=3799 The new release of Harry Potter’s Half Blood Prince was expected to lift up to the complex creations of the previous releases, but the gameplay reveals itself quite simple having the story telling a little bit incoherent, and leaving the players with the feeling of an unfinished game. It seems that one had to read the book before starting to play the game, since a lot of details fail to be delivered, thus failing to be comprehensible to the gamers. The editing of the scenes reveals awful images with poor acting, no talented actors’ voices, and the resemblance to the real actors is clumsily displayed. Out of all the recreations of Hohwarts, the Order of the Phoenix seemed to be the only one faithful to the purpose. For those who haven’t played this previous adventure, the Half-BloodPrince may seem quite a challenge to take shortcuts through the portraits lined on the walls, to navigate the moving staircase, etc.
<-300x250 Medium Rectangle - center->
The game offers three activities based on wizard themes; as Half-Blood Prince you will spend a lot of time mixing potions in the dungeon, confronting the recipes full of ingredients, this activity enabling you to use the motion controls while pouring, stirring and heating the mixtures. But this assignment takes too much of your time, giving you the sensation of an everlasting burden. Quidditch, who missed his part in Order of the Phoenix, is now back but not so imaginative and not as funny as mixing potions. Your role is that of a seeker riding a broomstick with simple handling of controls while flying among the stars. In the novels, Harry needs to avoid opponents that attempt to knock him off his broom, but this hindrance is not at all present here.

harry-potterThe final task in Half-Blood Prince is dueling, and this activity looks to be funnier than others before, though it is not revealing too much. These one-on-one fights allow you to cast magical spells at your enemy and tricking the ways that can determine you to loose your energy. The controls for this part are based on motion, so it is up to the remote’s action that activates one of the six spells you have available. Protego though seems to be more satisfying since it gives you the possibility to cross your arms in order to form a shield that will protect you against a blow. The tactic is quite cheap, you amaze your opponent with a powerful spell for in the end to merely spam your weaker attack. As it is the case with nailing your enemy with levicorpus, he will float in midair, and then you simply shake your arm to release a string of attacks, that will drain the health out of the foe’s body.

The Harry Potter video games should stick to the visual beauty of the movies in order to match its excellent story, but this part of Half-Blood Prince doesn’t offer the fun to play as long as you got acquainted with the few simple tasks. The game is presenting itself as repetitive minigame actions, managing to display a Harry Potter wizard without the thrills that belong to the condition of a wizard.

]]>
http://www.playerzblog.com/harry-potter-the-wizard-without-the-thrills.html/feed
Gaikai Game Streaming http://www.playerzblog.com/gaikai-game-streaming.html http://www.playerzblog.com/gaikai-game-streaming.html#comments Thu, 02 Jul 2009 14:26:52 +0000 adimoga http://www.playerzblog.com/?p=3797 When you say Gaikai, you say revolutionary technology, and revolutionary in this context means the possibility to play on line in your browser ANY game you want. Gaikai comes in with an extremely new approach – it hosts the games, runs them, updates hardware and software streaming them to the users, that is why it is called the “Streaming Worlds”. All is there to be needed is a browser and internet access. Browser’s ability to give free streaming of video enables the flow to be fast, efficient and reliable. The Gaikai puts its service at your disposal with a high resolution, high quality steam with stereo sound.
<-300x250 Medium Rectangle - center->
The developer David Perry made a demo of the new Gaikai game streaming showing a variety of games from Mario Kart 64 to World of Warcraft in only one browser window. The question that one raises is in what way this new Gaikai approach differs from its previous OnLive? The point is that OnLive is striving to get an audience that sits comfortable in the living room and play this feature. It is quite a struggle since they have to put up with Sony, Microsoft and Nintendo by trying to gain more players, thus “stealing” them from the above mentioned corporations.

gaikaiGaikai plan is to help developers and publishers to change the manner in which people discover their games. Once sold the technology to the publishers it will enable them to save a fortune on advertising, and they will be the ones to worry about how the users are charged. Gaikai at the moment are not licensing, publishers can host the games through Gaikai service, and therefore no license dealing is requested.

Launching in the public will happen in California, and depending on how this launch goes, the open beta will start going nationwide. Up to now there are a lot of companies that have started licensing the last Rockfree game even before they have finished developing it, and in this light they will reach the level of having an incredible amount of player traffic in the following 6 months. The partnerships they have with GameInvestors and Acclaim are great. These two companies incorporate very talented people, and Acclaim, for instance, has now over 10 million players, but for the time being the main focus of Gaikai is to develop games with no frictions.

They are still working to develop the Open beta, but the results are yet to be seen in the progress at Rockfree Web site. Gaikai is still considered to be one of the first companies to promote free playing and this aspect is gaining more reality in the USA, whether you like it or not.

]]>
http://www.playerzblog.com/gaikai-game-streaming.html/feed
Wii-mote Comes With Three Different Motion Controls Options http://www.playerzblog.com/wii-mote-comes-with-three-different-motion-controls-options.html http://www.playerzblog.com/wii-mote-comes-with-three-different-motion-controls-options.html#comments Wed, 01 Jul 2009 11:55:37 +0000 adimoga http://www.playerzblog.com/?p=3795 In an interview with Gary Dunn, managing director of European development for Sega, talks about the publishers propensity toward mature titles for Nintento’s Wii, about his desire to work on 2012 Olympic games in developing Sonic titles outside Japan. He speaks about the developers he gathered inside the Technology Group, developers that perform the best graphics together with other general game programmers; they were the same to assist in creating PS 3 version of “Viking: Battle for Asgard” and their work is quoted to be tremendous.
<-300x250 Medium Rectangle - center->
As Dunn declares, Sega has a focus in being overall developed in Europe, and with the release of “Total War” they have already taken the first steps. They have also the Football Manager Live on which they are still doing the PSP content and have to be sure of its availability on proper devices. As it was the case with Xbox 360 that didn’t seem to be an appropriate format thus determining Sega to pull it off the market.

wii-moteAs to the mature-rated content for the Wii, such as “House of the Dead: Overkill” and “Ghost Squad” proved to be profitable to Sega comp. That step allowed them to gain confidence in wanting to push the experiment even further. With the “Mad World” released in combination with Platinum Games it was merely an attempt to get behind the products and even though the game didn’t sell good, that doesn’t necessary mean that the mature Wii titles is history for Sega. With money to invest in development it will not be a hard thing to keep the story going.

Dunn expressed his desire to personally work on a game based on the 2012 Olympics, since he saw this as an wonderful opportunity for a game developer, but there hadn’t been nothing established yet. At the same time, working outside Japan is a big responsibility but also a challenge that maybe every developer would grab at, if offered. The co-operation with Sonic Team proves to be very constructive in the SumoDigital, that makes Sega want to take further steps next to them.

The Wii-mote that uses motion control technology from Microsoft and Sony opens a new area that offers so many possibilities in performing good tasks with videogames. This also implies a new way in approaching the things they have for so long accomplished in Sega comp. as totally different styles of games could be conceived. This new technology needs to be considered since it enables them to have access to genres that weren’t to be approached before. This requires also money and time investments into products that have to be created from the scratch. As one of the largest publisher on Wii, they have experience in gesture features so it won’t be so much of a problem to grab at this new opportunity.

Wii-mote comes with three different motion controls options, as well as three different platforms, and it is up to Sega to determine which one is the best to work with.

]]>
http://www.playerzblog.com/wii-mote-comes-with-three-different-motion-controls-options.html/feed
The IGN’s Rating for “Call of Juarez – Bound in Blood” is 7.7 http://www.playerzblog.com/the-ign%e2%80%99s-rating-for-%e2%80%9ccall-of-juarez-%e2%80%93-bound-in-blood%e2%80%9d-is-77.html http://www.playerzblog.com/the-ign%e2%80%99s-rating-for-%e2%80%9ccall-of-juarez-%e2%80%93-bound-in-blood%e2%80%9d-is-77.html#comments Wed, 01 Jul 2009 11:52:18 +0000 adimoga http://www.playerzblog.com/?p=3793 When Techland and Ubisoft release “Call of Juarez” two years ago, a story of a first-person shooter that took place in Wild Wild West, they didn’t necessary see it as a start for a series, but meanwhile “Call of Juarez - Bound in Blood” appeared to complete the story from its origin. The figure that draws attention to this game is the anti-hero character in the form of Reverend Ray who leads the bible and a band of six shooters with the same ease in his search for a mythical cursed treasure. This new story brings us back to the origin of their quest for gold.
<-300x250 Medium Rectangle - center->
The game begins with Ray and Thomas McCall, two brothers fighting in the Confederate Army, who desert in order to save their family from Union soldiers. Then a series of events take place: the two brothers fleeing from their commander’s chase and meet a Mexican bandit leader, called Juarez, and his concubine, Marisa, both of them delivering some information about the Cortez treasure. The McCalls have to face also some Apache menace, presumably connected to the gold as well. The story is narrated by William, the youngest brother that fills you in on the actions of the other two.

call-of-juarez-e28093-bound-in-bloodAs a player you can choose one the two characters, Ray or Thomas, that have different styles of weapons. Ray is a more powerful character, being able to do all sorts of things that require strength. Thomas is a character based more on his agilities having the skills to climb different structures or use the lasso to get on higher ground. The two characters help each other in different circumstances, so you don’t need to be concerned which one to choose best.

The focus is on your gunshots, with every enemy down you can get ammo, various weapons to replace yours or you can cash money to buy supplies. Another thing is that killing each enemy adds to your concentration counter, meaning that either Thomas or Ray are allowed to trigger a bullet time-like effect (that lasts one minute) to quickly defeat their foe. The shooting system works like this: when you draw your weapon, a reticule will point to the opponent’s body, and then you can pull the trigger in order to perform a lethal wound.

The fights are fun, but sometimes you have the feeling that some of the chapters look alike even though they happen to be located in other settings, and the tasks to be performed seem to limit only to the two characters riding toward a location, shoot whoever is around and then move further. Visuals are very well rendered, though there is some screen editing that keeps on popping between the events of the story. The graphics present themselves pretty good, maybe a little more variety in the creation of the enemies characters and their environment wouldn’t have hurt.

The IGN’s rating for “Call of Juarez – Bound in Blood” is 7.7 that qualifies the game as a GOOD one.

]]>
http://www.playerzblog.com/the-ign%e2%80%99s-rating-for-%e2%80%9ccall-of-juarez-%e2%80%93-bound-in-blood%e2%80%9d-is-77.html/feed
The Tale Behind the Games’ Scene http://www.playerzblog.com/the-tale-behind-the-games-scene.html http://www.playerzblog.com/the-tale-behind-the-games-scene.html#comments Tue, 30 Jun 2009 12:36:31 +0000 adimoga http://www.playerzblog.com/?p=3791 Ian Stevens from Tigon Studios has offered some details on the relationships engaged between films and games, these relations having in their turn some ups and downs along the way. Taking a film and turning it into a game reveals a difference based on the way each of them, film or game, offers the entertainment to the public; the interactive entertainment of the games compared to the passive one of the movies should bring the audience more filmed-based games, but unfortunately, the late releases didn’t measure up to the players’ expectations. All this happens because the filmic language is understood by the games’ producers as one that has to fit a commercial.
<-300x250 Medium Rectangle - center->
The tale behind the games’ scene goes like this:

Lacking an outside model for games, gives the game producers restriction in releasing a game in a period of time that doesn’t allow them to improve the quality of the game or even its plot. And because of this aspect they need to be more respected since they struggle with technology, corporate business, other different things that prevent them from developing better games productions. Their activity is displayed between design and production and business development as well, which of course takes a lot of commitment and time.

the-tale-behind-the-games-sceneReleasing a self-built game it involves a risky step but the game industry is striving to grow and attempts to bring innovations and quality through games that can be new and interesting, or simply good. The accent however must be put on this risk, even if some publishers are overreacting with making games to bring money, no matter what the cost! The setting of a deal both in developing and publishing it is based on looking for developers that have a new IP. After that a team comes in with its idea for a game and it is incorporated in building a franchise and a universe in order to resemble to a movie or animated series or whatever appropriate.

When Dark Athena was released it came as part of Activision/Vivendi merger, though Vivendi had this project worked with Taigon, but at the beginning it was merely a remake, a small project that in time proved to become a huge licensing deal than it was actually meant from the beginning. Releasing Dark Athena with an Activision merger was somewhat predictable, since the team over there is fond of brands and annualisation and Ian Stevens in his turn has many connections with the Activision team, since the time he had worked there.

Another exchange for publishers was made with the ‘Wheelman’, which went from Midway to Ubisoft. This game required a lot of work and everybody that was involved was anxious to see it on the store shelves, no matter its ending would be – good or bad. Being released as a Ubisoft-published product brought the producers a lot of excitement to see that their product made the object of a deal with Ubisoft, a very respected publisher. What is there more rewarding for a game producer if not a well-known publisher to be interested in running his game?

]]>
http://www.playerzblog.com/the-tale-behind-the-games-scene.html/feed
Knights in the Nightmare a Legend to be Referred to http://www.playerzblog.com/knights-in-the-nightmare-a-legend-to-be-referred-to.html http://www.playerzblog.com/knights-in-the-nightmare-a-legend-to-be-referred-to.html#comments Tue, 30 Jun 2009 12:32:30 +0000 adimoga http://www.playerzblog.com/?p=3789 ‘Enter Sting Entertainment’ after a long period of development has released for DS the newest series installment called “Knights in the Nightmare”. The originality of this game consists in that it combines the RPG genre with a dose of hardcore shooter gameplay in an intricate plot set on a wisp, which is a spirit that wanders in an abandoned church. Castle Aventheim has suffered a defeat and the knights who fought for it are still laying dead on the battlefield. The wisp has the capacity to bring them back to life, in this way replaying the story of what happened and what is he supposed to be. The game unfolds itself in a series of cinematic pieces that move forward up to the present showing gradually what happened till the very day of the epic conflict.
<-300x250 Medium Rectangle - center->
The battlefield is displayed as an isometric grid which discovers enemies all over together with ally troops that are located on different points around the stage. At the beginning the troops are only in the form of a spirit, but as the wisp is hovering around, it can give them back their lives in order to face the enemies’ attacks. Each troop is provided with different ways of attacking, but at the same time they can not move freely around the battlefield. The way the enemies are attacking is also different; they release some colored bullets that do not destroy the wisp but in its turn it has to dodge them, and this takes time (a timer is set to 60 seconds for a turn). You can play a number of turns but if they end and you haven’t done your job, then the game is over. The dexterity of the maneuvers around the colored bullets is very demanding and full of commitment, adding the game a plus of excitement.

knights-in-the-nightmare1Achieving a battle’s victory is displayed in an interesting mode: each defeated enemy fills in a slot on the existing grid called Enemy Matrix, and winning a battle draws a line across the Enemy Matrix, and your interest is to draw the line carefully choosing which enemies to kill. The troop equipment contains lots of items and weapons that enable your troops to perform different attacks and having at the same time lots of skills. Your top skill is that you can always bring back to life the fallen troopers, and this enables you to use them at your own will.

The game provides also an expanded tutorial system that eases you the exploring of the game at your own pace. The game offers a deep approach to its complexities and this is what makes it be so appreciated, that, of course, depending on what kind of gameplayer you are and what do you expect from a game. You can also be very surprised at the sight of user’s interface which is visually unique; the audio is a feature that stands out among the best of the system. Its intricacy will definitely make the game “Knights in the Nightmare” a legend to be referred to.

]]>
http://www.playerzblog.com/knights-in-the-nightmare-a-legend-to-be-referred-to.html/feed
Star Craft II, a Sequel or Merely a Replica? http://www.playerzblog.com/star-craft-ii-a-sequel-or-merely-a-replica.html http://www.playerzblog.com/star-craft-ii-a-sequel-or-merely-a-replica.html#comments Mon, 29 Jun 2009 12:44:25 +0000 adimoga http://www.playerzblog.com/?p=3787 Basically Star Craft II looks like a 3D remake of the original StarCraft and altogether is considered one of the most competitive e-sports in the world of electronic games. It came out with the version of StarCraft II multiplayer beta which you can get by signing up and log into Battle.net. No matter what is said about its resemblance to the first release the changes are too subtle to be noticed at a first look. You have to play deeply involved in order to realize about their existence. So, without self commitment it would be hard to tell which is which (!), even if at times you may ask yourself: Star Craft II, a sequel or merely a replica?
<-300x250 Medium Rectangle - center->
The list of changes starts with a limitless selection that enables you to control at once the motions of massive forces that appear in the game. This feature one can see it as a way of planning his own strategy in the battle he has to perform. The control groups allow you to handle your build queues and to assign multiple unit production buildings to one single control group. This is a solution you have at handy to keep your mass production going. Another feature is the higher ground that helps units that have this advantage to shoot down at the enemies without further consequences.

star-craft-iiThe system of maps comprises ranges of destructible barriers that once put down they open new paths and shortcuts, also very helpful. These can offer you new accesses to yielded mineral resources or to choose a more useful route that gets you to your enemy’s base. In all this actions you need first of all to take quick strategy decisions especially that it is given to you the possibility to play back enabling you to review some information that might be useful in drawing your strategy.

The characters presented, the Protoss, the Terrans, the Zealots, are displayed in a good feel, visual style with new features that bring a plus of excitement and ability to check your powers when it comes to managing and stratagem. For instance, Zealots can intercept attackers that come in ranges thus giving them a chance against those who flee away, the features that give you the possibility to build another build queue for Terran Barracks, but it is quite annoying to watch the Zerg Roaches always regenerating though they do not bring too much damage.

Playing the StarCraft II in the multiplayer beta version gives you the feeling that the adversity you encounter in the massacres displayed with the game, makes you feel stronger and more confident in your strategic abilities. Anyway it is worth noticing that the tools and replay functions may be very useful in rendering the playing ground an even up.

]]>
http://www.playerzblog.com/star-craft-ii-a-sequel-or-merely-a-replica.html/feed
Just Cause 2 Brings in New Excitement Element http://www.playerzblog.com/just-cause-2-brings-in-new-excitement-element.html http://www.playerzblog.com/just-cause-2-brings-in-new-excitement-element.html#comments Mon, 29 Jun 2009 12:38:27 +0000 adimoga http://www.playerzblog.com/?p=3785 With the first release of Just Cause being a hit, its sequel seemed to be compulsory and it proved to lift itself up to its fans’ expectations. Just Cause 2 brings in new excitement element that offers a new dimension to the reality of the game.
<-300x250 Medium Rectangle - center->
The thing that acts as an improvement is the element called the grappling hook – arm mounted that helps you perform a diversity of tasks. Through this element you are able to link two objects together, pull your body along, and get you lifted up hanging by a helicopter, all these skills being performed at the same time with situations that reflect abilities of a puzzle solving.

just-cause-2Being airborne through the help of your grappling hook not only gives you have more control, but you have an extreme legerity to handle your positioning choosing at your own pace the heights of your airborne. You can get attached to anything you aim at, in this way you have easier access to situations that can get you out of trouble. Tapping of a button you are able to chain the grapple swings together, and pointing at a tree will allow you to start your journey. All this time your weapon can keep on firing at different spots. Due to this technique you can also avoid to move at ease in order to avoid being shot and this aspect adds a new perspective to the displaying of the game in that of offering a view of verticality that is new for a gamer’s experience.

The grapple hook is the element that helps you to jump off of an helicopter and swing below. This position doesn’t prevent you from aiming your enemies and throwing grenades at them. Then is the turn of cars and trucks, when the wonder hook can grapple over an enemy car, as it is approaching, tying it to the rear of the car in this way giving the opportunity to be under cover. From there the character can smoothly duck around the side of the car and catch the enemy inside while pulling out the driver in one swift motion.

The best ability of the grappling hook however seems the one to tie two objects together and after that release them. For instance, you can nail up an enemy to an exploding barrel, for in the end to let them both go exploding that is! Or while performing the care chase described above you can actually grapple a car and then nail that car to a static point of the settings around as it is a bridge pylon or a wall. It will result in a catapulting action of the car through the air having the effect of a most audacious stunt ever seen in the world game.

Due to its “updated” physics engine, the game offers a lot of new experiences and together with them a lot of fun and excitement.

]]>
http://www.playerzblog.com/just-cause-2-brings-in-new-excitement-element.html/feed