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Darksiders - Review




It is said that the ars gaming is the daughter of film-making, and analyzing the path that the average digital home entertainment is making in recent years are many confirmations of this claim. There is therefore no surprise that at the dawn of 2010 Darksiders is proposed as a product born of a very popular trend in film, or as the result of a major investment by a renowned publisher handed it over to a house of emerging development, as Vigil Games.

Led by Joe Madureira, a design that has made its way into the world of Marvel comics in the house, the software house brings an action game on the shelves in the round, featuring gameplay complete in all respects together with an unusual design and captivating. Without hiding the derivative nature of its contents, Darksiders stands out from the crowd with an incredible density of contents and an above average level of challenge, aiming to work hard even the most hardened gamers.



As one of the four horsemen of the player is to cross that remains of a land devastated by the Day of Judgement and torn by a conflict between Heaven and Hell. Betrayed by all and accused of having unleashed the Apocalypse first time, a war that remains is to take up arms and seek to recover all of its destructive powers to get his revenge. As the nature of the gameplay remains firmly anchored to the stylistic features typical of the Action game, mostly inherited from Zelda will head long and exciting sections of the puzzle / platformer where you'll end up in solving complex environmental puzzles. What makes these particularly amusing interludes often is the large amount of gadgets that will make War, which proved that the derivative nature of the whole of the game design: moving from a hook in Bionic Commando to a circular blade can hit more targets in sequence, until you get to quote the most extreme in the Portal. Yes, by about half adventure the player will find himself to create points of entry and exit points within specific maps, and all in all so remarkably suited to the context. The fact that this complex formula functions is an indication of the good work done by bonding developers, who have not been limited to bulk quotes throw into the cauldron, but spared no effort in a remarkable work of balance and design of a very fine level design , which in addition to amaze with its many interconnected levels reveals absolutely functional capabilities provided to the player.
To this is added a combat system that pays tribute to the legends of plenty of fun and usually without inventing anything new, offering a good variety of combo linked to the various weapons available: the giant sword, you move a sickle useful against large groups of enemies, through the saw blade and a gun holder. Interesting in this regard the introduction of the steed Ruin, available from about mid-adventure: riding in some areas only open levels, from his saddle can lead to blows quite spectacular results.
The pace is punctuated by crossing many different environments, each with its own design and shades, providing great visual variety that takes away any boredom. The multilevel nature of the maps, the smart environmental puzzles and massive doses of combat make each complicated path and satisfying to complete, offering in conclusion a boss fight. This last point all the spectacle and challenge the player to systematically find the weak point of the enemy in turn, not always easy to spot. It must be said Some of these clashes are long over, repeating the pattern of attack necessary for success beyond necessity.
inherited from the main exponents of this kind is the accumulation of souls can be spent in a wide sector upgrade, which makes available new combos for each weapon and new powers of destruction.
Although the combat system proves to be complete and sufficiently varied to be allowed for improvisation, there remain some flaws: the counter is badly managed to the point of being mostly unusable, the lock on enemies proves entirely useless, and often linked to dodge some problems with the camera. The defect list is added to some imprecision in the level design, which sometimes leaves the player completely without clues about the next move to be made, especially towards the end.
The plot, as well helped by the charisma of the protagonist, shows a depth completely ridiculous, predictability and a really obvious.
As final note, it is disappointing to note that after completing the adventure is not possible to repeat with all the powers unlocked, lowers the replay value.
Technically, Darksiders returns effectively its design architectures characterized by massive and vast horizons, cleverly disguising the actual size of the levels, not always generous. The alternation between good indoor and outdoor areas and the intricate paths available are making it fascinating to explore. The design reveals his comic inspiration, and outlines a beautiful stretch angelic and demonic creatures evocative and convincing.
The approximately 16/17 hours needed to complete the adventure after all run faster, and make this Darksiders a product to recommend to any fan of action game, for Although some defects reveal the inexperience of the software house, a Vigil Games is credited with having managed with great skill the large volume of quotes and inspirations that make up the gameplay. A great start for young Texans, and the large leaves wide open the final hopes for a sequel that is able to bring some innovative ideas, and fix the defects.

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