Πρώτα από όλα ...Καμία από τις παρακάτω δημοσιεύσεις δεν είναι δική μου.Είναι αναδημοσιεύσεις που μάζεψα τριγυρνώντας στο δίκτυο .Σε αυτούς που τα πρώτο δημοσίευσαν ένα μεγάλο ΕΥΧΑΡΙΣΤΩ . Εάν κάποιος βρει πως περιέχουν ΠΑΡΑΝΟΜΟ ή COPYRIGHT υλικό ,να επικοινωνήσει με το ZSHARE η οποιον άλλο HOSTER τα φιλοξενεί...φαίνονται σε κάθε Post... και θα Διαγράψουν τα Links
Εμφάνιση αναρτήσεων με ετικέτα PANOS-GAMER. Εμφάνιση όλων των αναρτήσεων
Εμφάνιση αναρτήσεων με ετικέτα PANOS-GAMER. Εμφάνιση όλων των αναρτήσεων

Πέμπτη 4 Οκτωβρίου 2012

Monster Hunter 3 Ultimate Brings Hardcore to Wii U

The best thing about Monster Hunter, unsurprisingly, is the monsters themselves. The iconic dragonlike and super-mammalian beasts in this series are among the most impressive creatures in gaming, and also among the toughest challenges. Take one look at the snapping jaws and electrified serpentine form of a Lagiacrus or the evil eyes and hyper-aggressive movements of a Tigrex and you know that you can expect an epic battle. Only after you know everything about a monster – where it likes to hide, how it limps when it’s weakened, which of its attacks you can block or dodge – do you stand a chance of bringing it down.
The best thing, though, is encountering a new monster for the first time; one whose movements and character you don’t already know. That’s the draw for Monster Hunter 3 Ultimate, if you’ve already earned your Rathalos armour in previous instalments. Although it is in most ways exactly the same game as 2010’s Monster Hunter Tri, it brings several new monsters to the party, along with subtle improvements and embellishments to everything else. If you’re not already a Monster Hunter fan, then this is the best time ever to jump in, whether on 3DS or Wii U – both versions are the same, and you can transfer your save between the two if you buy both (more details on that here).

Most noticeably, Monster Hunter 3 Ultimate on Wii U is HD, something the Wii couldn’t manage: it’s 1080p native. Unfortunately, though, it’s only been retextured rather than rebuilt in HD, meaning there’s still some blockiness to get used to. Tri was always a good-looking game, especially on its background, but in HD its graphical imperfections are more obvious – you can see the edges of the monster models more clearly, and the beautiful distant vistas you can see when you look out over the edge of a cliff don’t look quite so impressive in high definition, where their lack of detail is more exposed.
This is minor, though, in the context of such an excellent game (I really loved it), and the other improvements – especially the vastly cut-down loading times – more than make up for it. Monster Hunter 3 Ultimate boasts about 50% more content than Tri, but most of it sequestered away in the upper levels of the game (G class quests), so you’ll have been playing for a good long time before you see any of it. At Tokyo Game Show, Capcom showed off one monster that’s new to Western Monster Hunter fans: the Brachydios.
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Brachydios is a cross between a poisonous rhino and an extraordinarily aggressive, volcanic T-Rex.
Best described as a cross between a poisonous rhino and an extraordinarily aggressive, volcanic  T-Rex, Brachydios enjoys slobbering explosive neon-green saliva all over its stumpy arms and then pile-driving you into the ground with them, leaving a residue of slime wherever it treads. He’s clearly a distant, vastly more dangerous cousin of the less dangerous Barroth, a mud-loving rhino-like monster that rumbled around the desert in Tri. Unsurprisingly, he kills me pretty quickly, despite the high-level armour and weapons and unrealistically-elongated health bar that I’ve been endowed with for the demo, but I get a good few stabs in on his shins with a gunlance before the green nodes on his head start to glow read and he erupts into rage mode. The monster stamina system has been expanded in Ultimate, letting you see more easily when a monster is weakened or hurt. They tire out more visibly.

Monster Hunter is at its best in multiplayer, when four people can complement each other’s strategies and weaponry, but in single-player Ultimate lets you bring two AI companions along: Cha-Cha, the little dude from Tri, and another wee chap called Kayumba. Cha-Cha and Kayumba sing stat-boosting songs and have the odd stab at a monster during battle, but their real purpose is to draw a monster’s attention away from you, letting you get a few hits in whilst the beast’s attention is focussed elsewhere.
The Wii U gamepad's screen shows your map (that might not sound important, but trust me, it really is) and can be used to fiddle with your inventory, which is hardly imaginative, but certainly utilitarian. Having a second analogue stick makes the camera easier to wrestle with, but the real godsend on both Wii U and 3DS is a targeting button that lets you actually lock on to monsters for the first time in the series' history.
At the moment I’m in two minds about whether Monster Hunter 3 Ultimate does enough to justify slogging through the early stages of a game I’ve already played for 100+ hours all over again. If you weren’t a Tri player, then great: you’ve got a lot to look forward to in Monster Hunter 3 Ultimate – it’s as accessible as Tri, which was the first game that really made Monster Hunter easy to get on with for beginners, in my opinion. If you were a Tri player, though, then you might not feel overly inclined towards killing another 50 Royal Ludroth and Great Jaggi, working your way up from nothing again to get to the really good extra stuff.

Monster Hunter 3 Ultimate is out on both 3DS and Wii U in March 2013 in America and Europe. As well as the improved graphics, it’s the Wii U version’s online functionality that will give it the edge over the portable version for many players; like previous portable Monster Hunter games, Ultimate is local-multiplayer only on 3DS (you can read some Tokyo Game Show impressions of that right here). You can also play local multiplayer with one Wii U console and three 3DSes, if you have three friends who are up to the challenge. Monster Hunter is as vast and as hardcore as action-RPGs get; it's a huge score for Nintendo's Wii U line-up, and not just for Japan.

Πέμπτη 27 Σεπτεμβρίου 2012

Crysis 3


The hunted becomes the hunter in the CryEngine-powered open-world shooter Crysis 3! Players take on the role of 'Prophet' as he returns to New York in the year in 2047, only to discover that the city has been encased in a Nanodome created by the corrupt Cell Corporation. The New York City Liberty Dome is a veritable urban rainforest teeming with overgrown trees, dense swamplands and raging rivers. Within the Liberty Dome, seven distinct and treacherous environments become known as the Seven Wonders. This dangerous new world demands advanced weapons and tactics. Prophet will utilize a lethal composite bow, an enhanced Nanosuit and devastating alien tech to become the deadliest hunter on the planet.
Prophet is on a revenge mission after uncovering the truth behind Cell Corporation's motives for building the quarantined Nanodomes. The citizens were told that the giant citywide structures were resurrected to protect the population and to cleanse these metropolises of the remnants of Ceph forces. In reality, the Nanodomes are CELL's covert attempt at a land and technology grab in their quest for global domination. With Alien Ceph lurking around every corner and human enemies on the attack, nobody is safe in the path of vengeance. Everyone is a target in Prophet's quest for retribution.

Τετάρτη 12 Σεπτεμβρίου 2012

Borderlands 2 Review in Progress(Daily updates on our journey across Pandora.)

It's just about time to kill some skags, hoard guns and earn heaps of experience. To get you in the mood to read our upcoming Borderlands 2 review, we're running a series of articles leading up to our verdict, coming this Thursday, 9/13 at 9PM PST. We'll cover topics like the loot system, the story and more, giving you a taste of how I'm feeling about each along the way. Read on, Vault Hunters, read on.

Day One

My name is Anthony and I’m addicted to loot.
There’s something endlessly exciting about watching shiny things spill forth from someone I’ve just pumped full of lead. And in Borderlands 2 this happens about every five seconds, as you’re pretty much constantly thrown a stream of enemies to blast.

Guns are the primary type of loot you’ll come across, and developer Gearbox was only kind of kidding when they advertised “gazillions” of weapons in earlier promotional videos. The limited number of augmentations for weapons means several of them will work similarly, but the stats are randomly generated in such a way that I’ve never seen the exact same weapon twice. This means that every time I’m fighting challenging enemies there’s that buzz of excitement, that sense that the next shot could very well secure me something better than I could have expected.
Of course there’s always a chance that the randomly generated stats could also result in an awesome weapon type I don’t typically use, but it really comes down to how you like to play (and you can always sell duds for cash). Borderlands 2’s four classes each have preferred weapon types, but they can use any of them, and sometimes you’ll want to deviate from the norm because you find something that’s simply too badass to pass up on. For instance my main is a Commando, whose talent points have made him particularly awesome with assault rifles. This perfectly suits my playstyle, as I’m particularly aggressive and like to get in fairly close and unleash a stream of bullets. However, at one point I came upon a pistol that fires like a shotgun and becomes increasingly accurate as I fire. The bullets fly slow as hell, but when they strike…let’s just say it’s painful. Very, very painful. My commando still uses his fair share of assault rifles when he’s at a distance, but until the next lucky drop, this pistol is here to stay. He’s just a bit more of a gunslinger than the John Rambo he once was. Maybe he's a bit out of character now, but you can't argue with the gigantic critical hit numbers that pop up every time the bullets slam into meat.
Outside of guns, Borderlands 2 presents ample opportunities to let your stats-obsessed side come out. Some of the most enticing drops end up being shields and class mods. Even the most boring shields have varying stats that affect their recharge rate and time before they start to recharge, but rarer pieces of equipment do cool things like explode in a burst of fire when depleted, which can be a huge boon when you’re surrounded. Class mods too have a dramatic effect on the way you play, with randomly generated stats that directly augment your talents and can give you dramatic boosts to important things like reload speed or damage with a particular weapon type. They can even give you boosts that apply to anyone else you’re playing with, making them particularly useful and great loot for the more party-oriented among you.
One thing I complained about with the original Borderlands was that for all the loot you got, none of it allowed you to change your appearance. This is a shooter first and foremost, but there’s enough RPG elements in Borderlands that it always felt bizarre that I couldn't do more to change my appearance. Even a few armor slots I could swap out to further augment my character would have been great. Borderlands 2 didn’t go the armor slot route, but the team at Gearbox did add a ton of new skins to switch between. Customization here is a bit disappointing in terms of how bare bones it is, as you can only change up the entire skin of your head and your body, but it’s still better than the even more limited options from the first game. At least now you can play an online match with several other people using the same class and clearly tell who’s who. And, if nothing else, it gives you yet another type of loot to chase after through the first playthrough and beyond.

So far Borderlands 2 is doing basically everything right with loot: it’s abundant, it changes up your character constantly, and it’s exciting to pursue.
Expect more updates on Borderlands 2 throughout the week, with tomorrow’s focusing on how Gearbox is doing with the side quests and storyline.

Day Two

The main story of Borderlands 2 is already shaping up to be loads better than that of the original (which was admittedly pieced together almost as an afterthought), but the sidequests are what have me hooked. They’re where the Gearbox’s writing staff chops really show, and where they get to take Borderlands 2 way, way off the rails.
When and if you pick up a copy of Borderlands 2, you should never, ever skip a sidequest. You could barrel on through the story if you really wanted, but you’d be doing yourself a great injustice (and probably making the game way harder since sidequests help you level). The main story gets a bit too serious for my tastes sometimes. Don’t get me wrong, I like a tale that tugs at my heartstrings or gets my blood pumping, but that’s not what Borderlands is really about to me. To me it’s about the type of humor we saw in the General Knoxx or Claptrap DLC, where dick and fart humor is mixed with clever wit and references to pop culture.

Hence why I’m loving Borderlands 2’s sidequests. Here’s where you’ll encounter the four bandit brothers who live in a sewer, eat pizza and are named unsurprisingly akin to the Teenage Mutant Ninja Turtles. Or where you’ll be tasked with hunting down porno mags for the town’s redneck mechanic so he can relieve some sexual tension while he pursues someone “distantly related.” That probably sounds a bit low brow when you read it, and sometimes it is, but it’s always delivered well and peppered with plenty of thoughtful innuendo that makes it feel smart.
Sidequests are also where you’ll get to know and better understand the various characters of Pandora. Yeah, you’ll meet plenty of strangers and even make a few acquaintances by simply playing the main story, but if you want to better understand who they are and where they’ve come from you gotta take the time and do their bidding. For instance one sidequest I did for a crazy woman named Tannishad me collecting recordings stashed throughout the environment. While seemingly pointless, gathering them gave me insight into a time when she was tortured, helping make sense of her tragic madness. Sound a bit too heavy for you? Don’t worry, there are plenty more quests where you’re doing something far more stupid, such as hunting down monsters called Bonerfarts or getting belligerently drunk in a bar so you can crash a wake and murder everyone in a hail of gunfire. Even when the quests are silly and seemingly pointless they reveal more about Pandora, showing you just how harsh, brutal and ugly this backwater planet can be.
I know I didn’t really talk too much about the main storyline, but that’s because it’s good enough that I just don’t want to spoil it for you. Even with its predictable twists and turns it’s turning out to be something worth experiencing fresh. If you loved the first Borderlands, and maybe even fell for some of the playable characters, expect to be pleasantly surprised in Borderlands 2.
Check back tomorrow for a new update about Borderlands 2’s reworked interface.

Κυριακή 29 Ιουλίου 2012

Check this out!

Sorry for not making any new posts but i am on vication and i don't have the internet speed that i want to uplaod videos and photos sorry again but I'LL BE BACK

Κυριακή 22 Ιουλίου 2012

Please read this it is important(not at all)


Hey viewers i am writing this because i have made a facebook page of panos-gamer so all of you hopefully have a facebook account and go like my page so you can be updater everywhere you go!!!The 1st 100 who will like my page will win a free new game!So don't waste your time!!!If you like the page i will personally contact with you and you will recieve it!!
Like here: http://www.facebook.com/pages/Panos-Gamer/449713105058959

Τετάρτη 6 Ιουνίου 2012

Τρίτη 5 Ιουνίου 2012

Please read this f@cking message that i am writing

I know you want to hear all the news about E3 but i don't have a pc because it is broken till it is fixed i won't be able to make new posts because i am writing from a Ps Vita and i can't do any posts but you can check my old ones and my reviews i know i am disappointing you but please do not stop looking at my blog i love all of you even that i don't know all of you pervs and thank you all for the views and for the support that you all these three years have shown thank you

Yours,
          Panos-Gamer

Τετάρτη 30 Μαΐου 2012

Dragon's Dogma Review

Capcom’s fantasy RPG Dragon’s Dogma has been a long time coming, and it’s looked more and more interesting every time we’ve seen it, boasting robust action-focussed gameplay and an innovative Pawn system that lets you enlist avatars created by other players to fight alongside you. It often feels like an offline MMO, with a vast, scenic and perilous world to explore and a selection of thousands of characters to choose as your companions. It’s an interesting example of genre and style-mixing within the RPG, pulling in elements of traditional Japanese role-playing and churning them together with action-RPG physicality, open-world adventuring and MMO party tactics.Dragon’s Dogma regularly reminds you of other games. There are flashes of Dark Souls in the real-time combat, of Skyrim in its open wildernesses, and of Shadow of the Colossus in its large-scale battles. Sometimes, these associations work in Dragon’s Dogma’s favour; other times, they just remind you how short the game falls of these outstanding inspirations. It offers a lot of innovative ideas and a real sense of adventure, but it’s also rough-edged and sometimes oddly hollow.

The plot centres on the rebirth of an ancient dragon, which runs around ravaging the land. You can customise your avatar down to the tinest, most insignificant detail – no matter how carefully you adjust the sliders, though, you’ll probably end up looking a bit weird thanks to the game’s eerie character models. After you unwisely try to take the dragon down with a rusty sword after it attacks your fishing village, it plucks out your heart and eats it. (A word of warning: it turns out that watching a reasonably accurate facsimile of yourself get eviscerated by a giant dragon is rather uncomfortable.) Afterwards, you are reborn as the Arisen, and set out to get your heart back.
After that exciting start, Dragon’s Dogma’s plot pretty much disappears for the next 35 or so hours, reappearing at the end to deliver a conclusion so bonkers that it’s destined to turn up in Weirdest Endings lists for years to come. There’s also a romantic plot thread that revolves around a certain fair maiden – which, if you’re playing as a female character, makes Dragon’s Dogma an unexpectedly progressive medieval fantasy. The story, characters and quests are about as interesting as porridge.
But for the meat of the game, the story, characters and quests are about as interesting as porridge. Everyone talks in this faux olde-worlde way that gets really irritating (“Prithee, Arisen, there be aught to find in yonder cavern, most like.”) There’s nothing gripping about the game world, which borrows heavily from Tolkien without adding much of its own personality. The capital city is strangely deserted, and there’s not much life anywhere in the towns. All the interesting stuff is to be found out in the great outdoors, where trolls and ogres hunker in winding mountain passes and griffins nest on clifftops. Outside, Dragon’s Dogma can look gorgeous, with mist-draped scenery that stretches far into the distance.

To make up for unimaginative fiction and repetitive quest design, Dragon’s Dogma has excellent combat. You start off by picking a class from fighter, ranger or mage, but after a few hours you can start switching between them and developing hybrid classes, becoming a magic archer or an assassin. As your character levels up, you gain points to be spent on skills that liven up the combat, from nasty-looking skewering strikes for warriors to conjured orbs of magic energy that shoot lightning bolts at enemies nearby. Though your avatar levels up passively, you always have complete control over what they can do. Each class comes with benefits outside of combat, too; mages can levitate, whilst warriors can duck and roll off higher ledges.
Whenever the enemies start to get boring – and they do, especially towards the latter third of the game – you can switch up your skill set and weapons to keep things fresh. Vitally, each class is fun to play with for different reasons. As a mage you can cast walls of fire from a staff, which is pretty awesome, but as a melee character you can climb up the bodies of a really big foe and drive your sword right into its fleshy bits, hanging on for dear life as it tries to throw you off. This flexibility carries the entire game, keeping you interested in Dragon’s Dogma even when the story and quest design give you no reason to care.
Just as important as your own skills are those of your companions – your Pawns. Dragon’s Dogma gives you one permanent partner that you can customise and develop to your liking, and two others that you can hire from the Rift, a kind of netherworld whether other player’s Pawns gather. You can hire anyone you want, whenever you want, and take advantage of their battle skills and knowledge. If you’re stuck on a quest, hiring a pawn who’s already done it can really help out. If you’re not online, the game provides some standard Pawns to choose from, but playing with other people’s creations feels more personal, like picking a party for an MMO raid – except with NPCs.

The makeup of your party is vital to success in Dragon’s Dogma, because this is a difficult game. Pawns are neither enormously smart and adaptive nor face-palmingly stupid – they’ll support you in battle, but if you’re up against an ogre or a chimaera, expect to have to take the lead. Being an open-world RPG, you’re likely to find danger almost everywhere you go, especially if you venture off the path and into the forests and caves, where the gloom encroaches upon your visibility and powerful monsters wait to slice you in twain and send you right back to your last save.
It’s unforgiving, certainly – investing in the right equipment is often the difference between dying ignominiously in some cavern or coming back with spoils. But sometimes it feels as if your numerical level is more important than your skill level, which can undermine the challenge. It’s unlikely that a brave attempt to fell a monster that’s just slightly beyond what the game wants you to take on at that moment will end in success, robbing you of those joyous moments of unexpected, hard-won victory that make stories out of your experiences in games like Skyrim and Dark Souls. All the effort that’s gone into the combat and character development has left other elements of Dragon’s Dogma feeling unfinished.
It’s clear, unfortunately, that all the effort that’s gone into the combat and character development has left other elements of Dragon’s Dogma feeling unfinished. Graphical glitches and technical problems plague the game from the start, and never go away. There are times when you’ll run up to a quest marker on your map to find that the person you’re supposed to talk to simply isn’t there, and you have to wait five or ten seconds for them to stream in. Fights out in the open wilds lose a touch of their drama when a griffin’s head or a Cyclops’ club disappears through the scenery. Some equipment doesn’t place nice with the character models, so your character’s elbow might poke through their shield when they run.Walking along a road, your Pawns might start going crazy over some invisible enemy that will then suddenly appear out of nowhere. Big fights cause slowdown that can freeze the screen for seconds at a time on the Xbox 360 version. Dragon’s Dogma runs much better on the PlayStation 3 than on the 360, with a smoother frame rate and fewer streaming problems; if the 360 version is your only choice, a hard disk install is mandatory to make the game playable.

These technical problems are enough to sour the experience for anyone, but if you persist with Dragon’s Dogma, it gets more rewarding the more time you put into it. Where the game really succeeds is in providing a sense of adventure. As you press further and further out from the capital city, Gran Soren, you really do begin to feel like you’re on the frontier, exploring lands that human feet have rarely trodden. When night falls, you immediately start looking around for shelter – not because you’re told to, but because night is dangerous in Dragon’s Dogma’s world, and if you don’t hole up somewhere safe you’ll almost certainly die.
This palpable sense of danger makes quests feel exciting, even when their goals are uninspiring. Health doesn’t fully regenerate after a fight, so the longer you’re outdoors for, the harder things get. Hiding out in the wilderness in an abandoned fort, waiting for the sun to rise with only your Pawns for company, is an exhilarating feeling, as is bringing down a griffin or golem through a combination of tenacity and luck. You’ll breathe a sigh of relief every single time you return safely to an inn to rest, even 30 hours into the game.

Batman: Arkham City Harley Quinn's Revenge Review

I've already declared that Harley Quinn's Revenge is what downloadable content should be based on a 30-minute preview of the single-player story expansion for Batman: Arkham City. Luckily, after playing through the entire two-hour campaign, I'm not going to try and weasel out of that statement. Although I wish the ending was a bit more satisfying, that's nitpicking. Harley Quinn's Revenge offers a fresh take on the gameplay we love and expands the narrative developer Rocksteady has worked so hard to create. This is the type of DLC story-driven games should be pumping out.

Picking up a few weeks after the events of Batman: Arkham City, Harley Quinn's Revenge opens with Batman missing. Seems Harley took over the Joker's old haunt in Arkham City, Batman went to investigate, and now the Caped Crusader hasn't been heard from in days. As such, we start as Robin investigating the scene, jump back to Batman to see what went wrong, and then flip flop to tell the tale.
This is the type of DLC story-driven games should be pumping out.
Needless to say, that's rad. Harley's DLC is familiar but fresh. Robin's moves (his bo staff becomes a shield, he can grapple to people's chest for a zip kick, etc.) are the same from his downloadable challenge missions, but this is our first chance to try them out in a story situation. We get to hear Robin talk to Oracle, see him use detective vision, and become Batman's savior. That's a nice shakeup after dozens of hours patrolling rooftops and looking for Riddler trophies as the Dark Knight.
Make no mistake, this is the same gameplay I lauded back in October with its reversal system, combos and gadgets, but viewing it through this new lens makes it exciting all over again. Using a shuriken instead of a Batarang is a bigger deal than you might think, and as someone who hadn't really played since the game came out, I enjoyed slipping back into the game I loved so much. It was like seeing an old friend again.
Save him, Boy Wonder!
But it's worth pointing out that you can't ignore the mission at hand here and go scope the city for side quests as the Boy Wonder. Harley Quinn's Revenge is a standalone mode off the main menu and doesn't tie into your previous saves or the open world, although it does have a collectable set of Harley balloons to find and a bunch of new Trophies/Achievements.
The missions you'll tackle drop you right back into taking out snipers and wailing on guys with stun guns, but they can be a bit fetch questy, focusing on collecting keycards and defusing bombs. Still, I never got sick of heading out on the next leg of my journey because the enemies are always varied. Even though I'm taking on room after room of guys as I make my way around the steel mill, Harley Quinn's Revenge tweaked the formula with each group.
Switching out the enemy types is great, but the continuation of the Arkham City story kept me playing and justifies the purchase. Challenge rooms and costumes are enticing to some gamers, but I wanted to know what happened to these characters after Batman walked out of that theater with Joker's dead body. To pick up here and find the Dark Knight's friends concerned about him emotionally -- as if he's grieving for the Joker -- is alarming and intriguing all at once. Batman's always been unhinged, so how crazy is he now that his partners are this concerned for him?
However, that question is the DLC's major downside. It's never answered. We're teased with the information that Batman is struggling with the loss of his arch nemesis and his lover Talia, but we never get to see it. We never get to see him deal with it. I'm not going to spoil the ending here, but don't expect to have any more closure than you did before. In fact, this might even raise more questions for Batman's character than the original Arkham City ending.

Τρίτη 29 Μαΐου 2012

Metro: Last Light Preview

It is the year 2034. Beneath the ruins of post-apocalyptic Moscow, in the tunnels of the Metro, the remnants of mankind are besieged by deadly threats from outside – and within.
Mutants stalk the catacombs beneath the desolate surface, and hunt amidst the poisoned skies above. But rather than stand united, the station-cities of the Metro are locked in a struggle for the ultimate power, a doomsday device from the military vaults of D6. A civil war is stirring that could wipe humanity from the face of the earth forever. As Artyom, burdened by guilt but driven by hope, you hold the key to our survival – the last light in our darkest hour... 
TRAILER 


GAMEPLAY DEMO(part 1+2+3)

 










 

Ps Vita:Resistance Burning skies review

Looking back at IGN's previews of Resistance: Burning Skies, the same idea keeps popping up: this is a handheld first-person shooter that feels like its console brethren. After shoehorning FPS games onto portables for years, having a true dual-stick shooter on the go is exciting -- it's just that Resistance: Burning Skies isn't. Burning Skies is a competent shooter with presentation problems that does little to thrill you.
Like most shooters these days, Resistance: Burning Skies is broken into two parts -- single player and online multiplayer. The solo campaign casts you as Tom Reilly, a New York firefighter thrust right into the action as the Chimera invade America for the first time. (Thus, this is a story set between Resistance: Fall of Man and Resistance 2.) Tom's just doing his job and rescuing people, but when the Chimera abduct his wife and kid in front of him, he's committed to the fight until he gets them back (translating into six chapters of gameplay that should take you six or fewer hours). Burning Skies is a competent shooter with presentation problems that does little to thrill you.

Unfortunately, most of that is straightforward and mindless. Tom rarely speaks, and when he does, it's rarely about his emotions. We're just some dude blasting and hacking our way across a bridge because getting there is the objective and we're hoping to find some weapon upgrades on the linear path. There are cutscenes between each chapter, but they're always told from another character's perspective. We never get a genuine moment with Tom, so why should we care about his motivation?
As such, the action is the main focus in Resistance: Burning Skies, and again, it's competent but lackluster. If you want to shoot things and peek out of cover, Burning Skies has it, but it doesn't have much more than that. Each time you run into a room, there are a bunch of Chimera to shoot. Most of these guys will just stand there and fight from one spot. Bosses are a breeze, and I think that has something to do with the way the game is controlled on the Vita.
resistance-burning-skies-20110816114541207
Oddly, Burning Skies disables the Vita's ability to take screenshots.
See, the dual sticks and shoulder buttons allow for the console FPS basics that everyone knows. It's tight, responsive and going to make most feel at home. However, the Vita makes up for the buttons it's lacking with the front touch screen and the rear touch pad. You can double tap the back touch to run, and tap or hold the front touch to melee, interact with the environment and utilize each of the eight guns' secondary fire modes.
Here's where the breezy feeling meets the controls. These touch mechanics work and were only annoying when I'd accidentally melee a door or fire a tag round into the floor trying to interact with an object. However, holding the screen to fire an RPG or mark an enemy for the Bullseye takes time, and I think that's why the enemies aren't all that challenging; they're giving you a chance to use the touch screen mechanics.
There's a Burning Skies Trophy for killing a bunch of Executioners -- huge enemies each with a cannon for an arm -- but when one of these guys would show up, I'd stand in the open, tag the cannon with the Bullseye, and then empty a clip from cover. The game gave me ample time to do this without getting blown away by the beast. I didn't need a crazy strategy or to stay on my toes. It was as if the game was saying "Use the secondary now!" Even though the game does offer different difficulties, I found the ones unlocked from the get go to be like this but with less health for Tom.
In the spots where I did die, Burning Skies became all the more frustrating due to its poor checkpoint system. Sometimes, I'd start quite a ways back from where I perished (the bridge section), and other times I'd start before a pivotal moment and have to listen to the same conversation over and over (the final boss).

When you switch to multiplayer, you lose the gripes about story and the ho-hum enemies, but you don't find the hook that'll make Resistance: Burning Skies a must have. Good for up to eight players, the online options are limited at best. There are no clans, a handful of maps, and perks that are just unlockable weapons and mods from the single-player campaign. If you're aching for a handheld shooter, the game's three modes (deathmatch, team deathmatch and survival) will be here for you, but I don’t know how much of a community will sprout up around this.
Interestingly, one of my biggest complaints about Resistance: Burning Skies is the game's audio. The orchestral score is beautiful, but it doesn't seem to get used all that often. Instead, it seemed like my soundtrack was my own footsteps as I ran through single-player and multiplayer. In multiplayer, another issue arose where I'd be all alone in an area but gunfire would sound as if it was raining down on me. No matter where I was in a match, it sounded like I was in the heat of battle as long as someone somewhere was using his or her gun.

Δευτέρα 28 Μαΐου 2012

Fable: The Journey – It Just Works

During a visit to Lionhead HQ to go hands-on with Fable: The Journey, three key team-members repeatedly drop the C-bomb. Yes, it seems that if there’s a take-home message that the Guildford-based studio would like to convey it’s that Fable: The Journey is "cool". However, it’s probably best if we dispense with such an intangible adjective and instead focus on an entirely more relevant fact: this Kinect-only jaunt through Albion actually works.
Fable: The Journey’s strengths are the result of a combination of savvy design choices and intelligent programming. The former is best exemplified by Lionhead’s decision to pass over melee combat in favour of ranged magic attacks. By doing so, the studio avoids the potential pitfalls of having to replicate the swift, one-to-one movement required of close-combat and of having to find ways to mask the inherent lag that would be exposed by the close proximity of foes.
Moreover, a focus on magic allows for some interesting design choices, such as after-touch that can be applied to spells in order to fling electrical bolts high into the air before bringing them crashing down on hapless foes with downward swipe, which is useful for flushing enemies out of cover or for bending spells around environmental obstacles.
"We want to do what Kinect does well and steer away from the areas that Kinect doesn't do so well," explains creative producer Gary Carr. "I think The Journey does things that, hopefully, you’ll feel wouldn't be as much fun if you were doing this" he says, as he mimes waggling twin analogue sticks.

While opting for magic attacks over melee might facilitate Lionhead’s sleight of hand as it combats Kinect’s shortcomings, playing Fable: The Journey while seated is as technically impressive as it is appealing and natural. The narrative fits, as every-man hero Gabriel’s default position is sat down in a horse-drawn cart (complete with screen-framing awning to enhance the effect) and the technology recognises the natural gestures required to emulate the feeling of guiding a horse via reigns, whether it’s to steer, to quicken and slow its pace or to come to an abrupt halt.
It’s when you play through an on-foot dungeon section that movement feels most linear, as Gabriel moves at his own pace through dimly-lit corridors. An open cavern dotted here or there brings Gabriel to a complete halt as you clear it of foes through a combination of aggressive spells and the magical tendril projected by Force Push, which is used both to stun armoured enemies and plug the burrows from which they are emerging with rubble pulled from the cavern ceiling. The pacing of the preview build is judged such that the game’s shepherding doesn’t intrude too much on the experience, but it’s when you realise that you can never, ever go backwards of your own volition that you start to feel restricted.
Fortunately, there appears to be plenty to do, see and interact with in front of you (including the satisfying requirement to fling open a chest with both hands) to ensure that Fable: The Journey fulfils its mandate as a game and avoids being dubbed a spectator sport. The spell system in particular offers chances to ad lib to discover interesting combinations of your own accord, but only after you’ve been taught the basics.
This is something that has changed since the game’s last showing earlier this year when then-Lionhead boss Peter Molyneux claimed, “You don’t have to preach to people anymore ... they can play the game and experiment", by way of explaining the decision not to include any in-game tutorials. Now, standard tutorials introduce the basic game mechanics, which is for the good of the experience in hinting at the potential of the magic system, but to its detriment when applied to the intuitive actions used to control the horse. However, this latter concession is as a result of extensive user research, rather than post-Molyneux Lionhead’s desire to nanny us.
Despite not being able to break free of such a mundane videogame requirement, Fable: The Journey does have plenty of room for experimentation. "There are things that you can do with the magic that we don't teach you and you'll either find them or not find them,” assures Carr. “There are combinations of stuff as you start to level-up and dual-wield that are possible that we simply didn't design it to do. So, as just one example, you can pin things to a wall a la Spider-Man by using Force Push and fire at them while there pinned; we didn't design that, it's a freebie."
Fable: The Journey has improved over recent months and will continue to be polished ahead of its release later this year, but it’s already apparent that Lionhead’s artists and programmers have done an excellent job in utilising Epic’s Unreal Engine 3 to render varied vistas and interesting environments to help you forget that you’re never in complete control the direction in which you’re heading.
"We hope that this is one of those landmark experiences that people point to in order to show that you can sit down [to play Kinect] and that you can do a non-party game that you can get really immersed in," concludes Lionhead Studio co-founder and head Mark Webley. "...and that, actually, you can do some quite cool things."
Whether or not Fable: The Journey is cool will be up to each individual that opts to play it to decide for themselves, but the very fact that it works; as a seated, Kinect-only game and an immersive, fun experience, should ensure that more people get to make that call.

Room 1408 personal review

Stephen King’s creepy short story 1408 provides the basis for one of the decade’s most haunting motion picture ghost stories. A good old-fashioned scarefest, 1408 is a welcome and refreshing change of pace from the flurry of gore-splattered ‘horror’ films where blood and guts replace story development that have become the genre’s norm. Don’t get me wrong, gore has its place and many of the recent batch have been decent movies. But there’s also not only room but the need for something much less bloody and much more cerebral and 1408 is it.
The Story
Michael Enslin’s a talented writer who left behind the world of textured fiction to pen a series of pulp books on haunted locations. Currently at work on his latest project, Ten Nights in Haunted Hotel Rooms, Enslin (John Cusack) comes across a postcard warning him to stay away from the Dolphin Hotel’s room 1408. Curiosity piqued, he begins researching the Dolphin and quickly discovers an unusual number of grisly deaths have occurred in the hotel’s suite 1408.
No one is allowed to stay in 1408 by order of the hotel’s manager, Gerald Olin (Samuel L Jackson). But Enslin, after much pushing and prodding, gets his way and is handed the room’s old-fashioned key (magnetized cards malfunction in 1408’s door…spooky…). After settling into the suite, Enslin – a non-believer – at first tries to make light of the room’s quirky little attributes. But just as he settles in, the room stops playing nice and treats Mr. Enslin to a display of its horrific best.
The Cast
No matter the material John Cusack always manages to completely dissolve into character. Cusack does it again this time as a tormented writer whose cynical view of the supernatural is put to the ultimate test. Cusack has to spend much of the film alone in a hotel room but he handles the job so well there’s not a moment when you don’t understand exactly what he’s going through, even with limited dialogue.John Cusack in 1408.
Samuel L Jackson’s role is small – he may have a total of 15 minutes onscreen – however it’s one of his best. Is the hotel manager a good guy or is he a willing participant in 1408’s activities? Jackson’s tone says one thing but his eyes and manner say another. Olin’s a very entertaining and even perplexing character, and Jackson just sinks his teeth in and holds on.
The Bottom Line
Director Mikael Hafstrom and screenwriters Matt Greenberg and Scott Alexander & Larry Karaszewski deliver a fully fleshed out central character and let the story develop without rushing along. And, thankfully, 1408 delivers its chills and thrills by not going overboard on the effects. By opting to go with less blood and more old-school type of spooky apparitions, director Hafstrom has created one of the best film adaptations of a Stephen King story to date. The source material was only 37 pages long, yet 1408 the movie is so totally in keeping with the tone of the original material it feels as though King himself expanded the story into a novel-size version.

Another thing 1408 has going in its favor is a score that’s effective yet unobtrusive. And the film’s special effects, including a flood, an ice storm, and a fire, outdo the work done in some of 2007’s summer blockbusters that devoted hundreds of millions more dollars to the CGI work.

 1408’s a real white-knuckle ride with half a dozen good jumpy scares. When Cusack closes the hotel suite’s door behind him 30 minutes into the film, the audience is trapped right there with him as he falls victim to one paranormal experience after another. 1408’s a room none of us would want to visit in real life but one everyone should spend some time in while in the safety of a darkened theater. Released in the midst of sequels and remakes and knock offs, 1408 is a real original that stands out and stands above the rest of the summer movie madness.

Παρασκευή 25 Μαΐου 2012

Tom clancy's ghost recon future soldier review


ghost recon future soldier reviewUbisoft revitalizes the Tom Clancy Ghost Recon series with some new, but familiar tricks.
It was nearly two full years ago that I first saw Tom Clancy’s Ghost Recon: Future Soldier. I was just a doe-eyed youth, gazing in wonderment at a truly beautiful piece of video gamedom. It was a simpler time back in the halcyon days of ’10. Following that session of Future Soldier, I left a convert, prepared to act as a missionary to spread the good word of Ghost Recon: Future Soldier, and prepare the world for its arrival.
Even after two years that included a delay, I was still eagerly anticipating it. There were moments when I may even have been found muttering that “I wants it.” Future Soldier was precious to me… I wasn’t about to jump into a volcano to grab a falling copy or anything, but it was definitely on my radar, and those close to me knew enough to avoid burdening me with pesky “real world” problems like eating and bathing as I settled in for my long awaited review session.
But anticipation and reality are rarely good bedfellows. Even the most incredible offering in any medium can fare poorly against the power of self-beliefs. I knew that going in, so I did my best to come at the game as impartially as I could. And I am glad I did. 
ghost recon future soldierFrom the mechanics to the story, there is the nagging sense that you have seen bits and pieces of the game elsewhere before, and that is because you have. There is even a cut scene in the campaign which is lifted almost entirely from Modern Warfare 3, to the point that you have to think it was intentional, yet there is no good reason for Ubisoft to do so. And it isn’t just the Call of Duty franchise that will pop into mind, but that will be the most obvious.
Future Soldier is not the groundbreaking game that I had hoped it would be, but it is still a damn fine game. It borrows heavily from other titles, but it fine tunes those borrowed ideas and mechanics to near perfection, and offers one of the best shooters of the year.

Once more unto the breach

Equipped with futuristic equipment, including specialized suits that make them partially invisible, the members of Ghost Squad are the elite team in the Special Forces arsenal.
In the near future, following the detonation of a dirty bomb that took the lives of a Ghost team, events are set in motion that will lead the surviving Ghosts around the world to hunt the source of the bomb. As the Ghosts begin to uncover more clues, they discover that the bomb was one part of a much bigger plot that will lead a country to civil war.
The story is nothing you haven’t seen before: terrorists, insurgents, and a rebel army, oh my! It is clichéd and never really emphasized. If you are hoping for a deep connection to the characters, this ain’t the game for you — but that isn’t really the focus either.
ghost recon future soldier sneak attackThe story is just an excuse to throw you into some intense missions. Some are presented as fairly straightforward “A to B and murder anything that looks at you funny on the way” mission-types, while others are uniquely suited for the skill sets that the Ghosts can bring.
Some missions force you into a stealth posture with alarms ending the missions, while others give you options. There is a good blend at work, with one exception: there are few things as aggravating as a stealth based game that suddenly introduces a time limit. It is an understandable inclusion to mix things up, and it makes sense that a military squad would need to occasionally rush to complete objectives, but it made me want to punch something cute.
These limits are few and far between though, and they generally help keep the game from ever being bogged down in monotony, a risk all stealth games face. And make no mistake, Future Soldier is first and foremost a stealth game. At least until you have some friends to join you.

Four guns are better than one

Future Soldier features splitscreen and online co-op for up to four players, and this is the best way to play.
Coordinating a four person stealth attack is a thing of beauty, but it requires real teamwork. If you have a Leroy Jenkins in your party, you are doomed to the recesses of a standard shooter — which isn’t a bad thing, and if you do want to emphasize combat, doing it with other real people is the way to go. If you can get the team working as one, either as a stealth unit or a combat-first squad, it changes the way you approach missions, and those missions are also much easier with other humans helping out. Much, much easier.
But even working with just one person is a good time, as the other two AI teammates will follow your commands easily enough. The ally AI is among the best around, and your AI controlled teammates will smartly follow your lead.
Magnetic visionOne downside to this co-op is that it is not drop-in/drop-out; you all need to be there from the start. That can be a problem on the longer missions, as someone leaving will push you back to the last checkpoint, and the checkpoint system is fairly unforgiving to begin with. That’s a fairly minor con to a major pro though.
Each mission also has completely optional secondary challenges which unlock weapons, equipment, and customization options. Most of them can be done solo (and a few are easier alone), but you really need a coordinated plan with others for many of them. This should keep people coming back long after the campaign has been completed.
But whether you play the campaign solo or with friends, the missions are fun and varied. The story is just sort of there, and more often than not you will have no idea why you are doing what you are doing, but the objectives are always clear. Besides, you do it for ‘Merica. What more do you need to know?

Enough gadgets to make James Bond envious

The game is a somewhat traditional squad based game, at least until you introduce the gadgets. The tools you have will vary based on the mission, but there are a few that you will use constantly.
Each member of the team will be equipped with a cammo suit that renders you mostly invisible as long as you move slowly. You can still be spotted, but sticking to the shadows or crawling makes you almost totally invisible. With the exception of set events that force you into combat, you could crawl through most levels and never engage an enemy — if you have the patience. It would be arduous though.
ghost recon future soldier cammo
Joining the stealth cammo are two items that I suspect may become common in shooters because they are great ideas. The first is the drone, which is a player-controlled UAV you can use to scout the area ahead of you and mark targets. Using it is the difference between blundering into a well-defended area and entering quietly. This has been done before to a degree, but never quite like this. The other item is the sensor, which acts like a grenade: you throw it and a pulse goes out that shows you where enemies are without them knowing. It is an exceedingly clever way map an area.
Adding to these gadgets is the ability to sync your shots with teammates. When you mark a target with the touch of a button, one of your AI teammates will lock onto them. You can do this three more times, then choose a target yourself. The AI will then wait for you to shoot, and all four enemies ill fall at once. You can also mark targets in co-op play, but firing at once isn’t automatic. It isn’t totally original, but it works well.
The controls are streamlined and just feel right. They will be familiar to anyone that knows the style, but the added tools are easy to use and add a layer to the common shooter style.
The gameplay can also be tailored to your approach at the mission loadout, where you will choose your weapons and equipment. Each weapon you’ve unlocked can then be customized in the Gunsmith. From the stock to the trigger, the ammo to the rate of fire, there are over 20 million options — including things that will change how you approach the mission, like a bigger scope and whether or not to use a suppressor.
If you are playing this game on the 360 and have a Kinect, you can use it to design your weapon using hand gestures. It is an interesting addition, but not a major one.

Not-so-stealth multiplayer combat

While the campaign is built around the strategic use of stealth, the multiplayer is more traditional combat with four modes: Conflict, Siege, Saboteur, and Decoy.
ghost recon future soldier gunsmith
All of the Future Soldier multiplayer modes have some form of teamwork required. You can go lone wolf and get some kills, but your team may still lose the match. There are three classes to choose from, each with their own leveling and unclockables (similar to Battlefield), so choosing the right team balance is important.
In Conflict, two teams vie for a series of objectives that your team needs to take, then hold, in order to score points. Siege is a no-respawn mode where one team attacks an objective that the other is holding. Saboteur places a bomb at the center of the map with both teams trying to place it on the enemy base before it explodes. Decoy has attackers and defenders, with the attackers having three objectives to secure before the final objective appears.
The multiplayer is a solid and addicting addition, with sizeable maps and a fair amount of variety. There is a slight balance issue between ranks, and those new to the game will have to grind it out for a bit in order to become competitive, but that isn’t unusual.
It isn’t anything you haven’t seen before, but it actually plays more like SOCOM than Gears of War, if that means anything to you. A few more game modes would have been nice at launch (more have been promised via DLC), but with plenty of unlockables and objectives rather than just deathmatch there is a lot to keep you playing for a long time.
ghost recon future soldier guerrilla There is also a co-op offering called Guerilla mode, which is Future Soldier’s Horde mode. Up to four players try to survive 50 waves of enemies, broken up every tenth round with a stealth bonus section and the odd boss fight. As you survive, you earn killstreaks and more weapons and equipment become available to you. It is a familiar mode that keeps popping up in games for good reason, and Future Soldier does it justice.

Conclusion

Despite a few new gadgets, Future Soldier doesn’t really break any new ground. Instead, what it does is present a third-person shooter that is packed full of content and plays as smoothly as you could hope. The campaign features a forgettable story, but the missions and co-op makes up for it, plus the multiplayer is well polished.
Tom Clancy’s Ghost Recon Future Soldier didn’t quite live up to my lofty dreams that have been fermenting for two solid years, but Ubisoft did the next best thing by making the game satisfying and robust. If you are looking for a new shooter, Future Soldier is among the best of the year.

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Πέμπτη 24 Μαΐου 2012

Diablo III personal review

Είναι πάντα άχαρο να γράφεις review για ένα παιχνίδι που η μοίρα του είναι προαποφασισμένη. Το Diablo III, μετά από τόσα χρόνια αναμονής, αλλαγών, προετοιμασίας και καθυστερήσεων, είναι εδώ. Οι προπαραγγελίες του έχουν ξεπεράσει κατά πολύ τις αθροιστικές πωλήσεις άλλων πρωτοκλασάτων τίτλων, ορδές παικτών γονατίζουν καθημερινά τους servers και η Blizzard μετρά τα κέρδη της. Η σημασία και επίδραση του τίτλου, αναμφισβήτητα τεράστια, γίνεται πλήρως κατανοητή μόνο αν προσεγγιστεί από πολλές πλευρές: καθαρά σαν παιχνίδι, φαινόμενο της ποπ κουλτούρας, οικονομικό μοντέλο, ορόσημο στα συναφή είδη. Για καθεμιά από αυτές τις απόψεις μπορούν να γραφούν πολλά. Τα hack ‘n’ slash έχουν αλλάξει πολύ από την εποχή του Diablo II. Το World of Warcraft και άλλα MMORPGs έχουν αφήσει μια τεράστια, πολυεπίπεδη κληρονομιά που διέπει πια όλη τη βιομηχανία και από την άλλη, αν και κανένα δεν κατάφερε να καθίσει στο θρόνο του Diablo, πολλά παιχνίδια έχουν βάλει το δικό τους λιθαράκι στην εξέλιξη ενός ιδιόμορφου είδους.

Diablo III Image 01


Ειδικά η τρέχουσα χρονιά, με
Torchlight 2, Path of Exile, Dark Souls, Grim Dawn (εντάξει, αυτό του χρόνου) και αρκετούς άλλους τίτλους για PC, όλα με τις δικές τους προτάσεις και καινοτομίες, θέτουν ουσιαστικό ερώτημα για το πόσο σχετικό θα είναι ένα παιχνίδι με μακρά περίοδο ανάπτυξης. Προχωρώντας, το οικονομικό μοντέλο του auction house και του always online έρχεται να νομιμοποιήσει μια τουλάχιστον αμφισβητούμενη κατάσταση στο χώρο των multiplayer παιχνιδιών και να προκαλέσει πολλές αντιδράσεις και συζητήσεις. Το θεμελιώδες ερώτημα τίθεται ως εξής: τι είναι τελικά το Diablo III; Το Diablo III είναι ένα auction house με ένα παιχνίδι πάνω του. Προτού συζητηθούν όλα τα παραπάνω όμως, είναι απαραίτητη μια παρένθεση για όσους δεν έχουν παρακολουθήσει τον τίτλο από πολύ κοντά ή δεν πρόλαβαν τους προκατόχους του. Το Diablo III είναι ένα action RPG (hack ‘n’ slash όπως λέγονταν παλιά) που βάζει τον παίκτη ενάντια στους δύο τελευταίους Άρχοντες της Κόλασης, το Belial και τον Asmodan. Στο δρόμο του εμφανίζονται οι κλασσικότεροι χαρακτήρες των δύο προηγούμενων τίτλων, όπως ο Αρχάγγελος Tyrael, ο Deckard Cain, η μάγισσα Adria  και ένα νέο πρόσωπο, η νεαρή προστατευόμενη του Cain Leah. Οι διαθέσιμες classes είναι Barbarian, Demon Hunter, Monk, Wizard και Witch Doctor, με το Monk να πολεμά σώμα με σώμα βασιζόμενος σε dodge και support και το Witch Doctor να βασίζεται στα πλάσματα που καλεί. Οι χάρτες είναι σε μεγάλο βαθμό σταθεροί, με μικρές αλλαγές στα assets τους (ειδικά στους εξωτερικούς χώρους που είναι σχεδόν ταυτόσημοι) και με μόνα πραγματικά  τυχαία στοιχεία κάποια μπουντρούμια, sub-quests και spawns.

Diablo III Image 02


Ανάμεσα στην πλήρη τυχαιότητα του
Diablo I και την πλήρη στατικότητα του Diablo II βρίσκονται πολύ πιο κοντά στο τελευταίο, με την επανάληψη να είναι φανερή. Περιέχουν checkpoints και waypoints ενώ αν πεθάνει ο παίκτης η μόνη συνέπεια είναι η πτώση του durability των όπλων -δε χάνονται αντικείμενα, χρυσός ή XP- ενώ αναγεννιέται στο κοντινότερο checkpoint. Στο gameplay έχουν καταργηθεί τα mana potions, καθώς πλέον η ενέργεια για ικανότητες είτε ανανεώνεται αυτόματα είτε κατά τη μάχη, και έχουν εισαχθεί health globes που εμφανίζονται τυχαία όταν ο ήρωας πολεμά. Τα health potions υπάρχουν ακόμα, χρησιμοποιούνται με πλήκτρο (τέρμα στις ζώνες) και έχουν cooldown. Έχουν προστεθεί XP bonuses για ενέργειες του παίκτη, όπως το να σκοτώσει πολλούς αντιπάλους ταυτόχρονα ή συνεχόμενα, να καταστρέψει πολλά αντικείμενα ή να επιβιώσει οριακά. Οι έμποροι υπάρχουν ακόμα, μαζί με ένα σιδερά και έναν κοσμηματοποιό. Ο πρώτος παίζει το ρόλο του crafter, όπου τα αντικείμενα έχουν τυχαίες ιδιότητες αλλά δεδομένες σε αριθμό (πχ 3 τυχαίες).

Diablo III Image 03


Ο παίκτης αποκτά συστατικά καταστρέφοντας μαγικά
αντικείμενα και μετά τα χρησιμοποιεί στην κατασκευή νέων. Ο κοσμηματοποιός παίζει το ρόλο του Horadric Cube του Diablo II, συνδυάζοντας πετράδια χαμηλότερης αξίας σε υψηλότερης (οι ρούνοι έχουν καταργηθεί) και βγάζοντας πετράδια από τα sockets των όπλων, χωρίς να καταστρέφεται ούτε το μεν ούτε το δε. Και οι δύο έμποροι εκπαιδεύονται με σχεδιαγράμματα και τόμους που βρίσκει ο παίκτης ώστε να κατασκευάζουν καλύτερα αντικείμενα. Το Diablo III επίσης απαιτεί μόνιμη σύνδεση στο Internet. Κάθε φορά που θέλει να παίξει κάποιος, είτε single player είτε multiplayer, συνδέεται στο Battle.net. Το single player έχει ενοποιηθεί με το co-op, καθώς σε κάθε παιχνίδι μπορούν να βρίσκονται από ένα μέχρι τέσσερα άτομα. Η διαφορά είναι πως αν το παιχνίδι δεν έχει σημανθεί ως public μπορούν να μπουν μόνο όσοι είναι στη friend list του παίκτη, ενώ αν είναι public ο οποιοσδήποτε.

Πέμπτη 8 Μαρτίου 2012

One reason...

Hi again!I hope you are enjoying my new posts and thanks for your support!As the title says the reason that i am posting about games and some movies is because i don't want to make you feel stress about what is happening in the world(economy crisis e.t.c).My blog and the internet is a way to relax so enjoy games,play,laugh and at that 30 minutes don't care about anything else!If somethink very important happens i will post it!!!!BE COOL RELAX AND STAY ALIVE:)

Πέμπτη 1 Μαρτίου 2012

A big big BIG sorry

First of all i'd like to say a big sorry to all of you because i haven't had a post for so long also i would like to
say a big thanks for supporting me.My new posts are coming soon
hold your breath and stay alive!!!!!!!!!!

Πέμπτη 6 Οκτωβρίου 2011

Μια παράκληση....

Μια θερμή παράκληση...σας παρακαλώ να κοιτάτε σε ταινίες και σε παιχνίδια το όριο ηλικίας...είναι πολύ σημαντικό αυτό...δεν λέω να μην παίξετε κάποια παιχνίδια απλά άμα είστε 13 να μην παίξετε το παιχνίδι ή δείτε την ταινία που γράφει 18+,ευχαριστώ


An earnest request ... please look at films and games, the age limit ...it is very important...I'm not saying not to play some games just when you're 13 do not play or watch the movie writes18 +, thanks

Τρίτη 16 Αυγούστου 2011

Γεια και πάλι!

Συγνώμη που είχα τόσο καιρό να βάλω καινούργια ανάρτηση!Ο λόγος που δεν έκανα αναρτήσεις ήταν επειδή ήμουν διακοπές...όπως και οι περισσότεροι.
Αποφάσισα ότι για τις αναρτήσεις στο blog μου θα ήθελα να αποφασίζετε και εσείς.Για παράδειγμα άμα θέλετε κάποιο βιβλίο να σας βάλω να διαβάσετε να μου το γράψετε!Και όχι μόνο για βιβλία αλλά και για άλλα πράγματα όπως μουσική,παιχνίδια και ταινίες!
Σύντομα θα κάνω και καινούργια ανάρτηση!

Σας ΕΥΧΑΡΙΣΤΩ....

Panos-Gamer

Τρίτη 14 Ιουνίου 2011

Blue ball with my name