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Gravity Rush 2 Reviews For PS4

Gravity Rush 2 Reviews For PS4

The original Gravity Rush had many positive qualities, but controlling Kat, its upbeat and unusually skilled hero, was the reason to play the game. With the ability to control her center of gravity, you could walk on walls and ceilings, and–most important of all–fly through a magnificent floating city in the clouds. The unusual gravity-based nature of Kat’s powers made the age-old concept of flight feel fresh and managed to carry the imaginative yet underdeveloped adventure. But by the end, with untapped potential and numerous unanswered questions hanging in the air, Gravity Rush felt like it needed a sequel to finish its tale.

More than just a simple follow-up, Gravity Rush 2 exceeds expectations, filling in lingering gaps while simultaneously telling a new story. It also crucially doubles down on depth and scale, significantly increasing the scope of the adventure and the number of optional missions. Like the first game, you spend most of your time peacefully flying around looking for key items and characters to move the story along. But when the alien-like Nevi appear, Kat turns full action superhero.

Kat can pick off small enemies or weaken large brutes from a distance by magically throwing inanimate objects, but you typically rely on her kick abilities to get the job done–quick-and-dirty combos on the ground and measured homing attacks in midair. Nevi have sensitive red orbs on their bodies, and while you’re required to target them to inflict damage, built-in aiming assists make your life a little easier.

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Kat eventually learns two new “styles” that mix up her relationship with gravity. Rather than merely changing the direction of gravity and falling at a fixed speed, the Lunar style makes Kat move in a floaty manner, with persistent low gravity, and makes her auto-targeting more effective. It also gives her the ability to leap great distances. The Jupiter style allows Kat to hit harder, but she moves in a much more deliberate, weighty manner. Kat’s powers never feel lacking to begin with, but these additions give you a few new tools to wield during combat. Thankfully, you’re rarely forced to use one style over the rest, so you’re free to experiment and devise your own fighting style most of the time.

Fighting in midair in Gravity Rush 2 feels a lot like it did in the first game: exciting and unusual, and at the mercy of the camera. It’s relatively easy to look past this issue since the camera only gets temperamental on occasion, but during tense, prolonged battles, this issue isn’t as easy to reconcile.

More than just a simple follow-up, Gravity Rush 2 exceeds expectations, filling in lingering gaps while simultaneously telling a new story. Kat’s story is reestablished months after the conclusion of the first game, though you spend quite a bit of time in new locations before reconnecting with her past. After the appearance of a mysterious gravity storm, Kat and her detective friend Syd are violently whisked away to a mining camp. Dusty, Kat’s feline guardian and the source of her power, is nowhere to be found.

Before she can locate Dusty and regain her powers, Kat has to navigate a slave-like existence at the camp. While this section does feel a little deflating given that Kat’s powers are the first thing you want to explore, it thankfully doesn’t last too long. If nothing else, the intro helps set up the new cast of characters and a new conflict for Kat and Syd to wrestle with.

After you break out of the intro, you’re brought to a divided society where the rich live in opulence above the clouds, while the poor try to scrape by below. In working to bridge the gap between the two social classes, you come to realize that the poor aren’t the ill-natured thieves the rich make them out to be; the rich, on the other hand, are mostly as slimy and greedy as you imagine. The examinations of these topics aren’t revelatory or groundbreaking–Gravity Rush 2 loves silver linings–but they lend a small amount of relatability to the otherworldly realm.

Given the open world nature of the game, you’re free to explore its locales and pick from a selection of activities and missions that are automatically pinpointed on your map. With over 20 episodes and at least 40 side missions–including skill trials–boredom is never an issue. Through expressive avatars and minimal but effective voice acting–and the joy of flight, naturally–even basic missions are a treat and rarely feel like filler content. Gravity Rush 2 goes to great lengths to connect side missions back to the main story too, revealing new facets of seemingly minor characters that enhance your understanding of their position in society–and, thus, your perspective of the bigger picture.

Simply flying around the world is a captivating experience in its own right, both for the innate thrill of flight and for the beauty of your surroundings. The only types of missions that wear thin are those that force basic stealth rules. Sometimes you have to sneak around a soldier-filled base and avoid their sightlines while you make for a key location, or you may trail a suspicious character to gather intel. These brief missions aren’t very challenging, but should you be spotted, you’re immediately kicked back to the last checkpoint. They aren’t a major intrusion, but by and large, these missions fail to leverage Kat’s strengths, and come across as dull compared to the rest of her high-flying adventure.

Truth be told, you don’t even need to engage with missions to enjoy yourself. Simply flying around the world is a captivating experience in its own right, both for the innate thrill of flight and for the beauty of your surroundings. The world pops with color and character, building on the first game’s strong, Studio Ghibli-esque visuals. And basic exploration is once again made more rewarding by the hundreds of gems–used for ability upgrades–strewn across the map. Kat flies with an awkward grace that feels totally unique, and though you occasionally need to let her fall for a second or two to recharge her power during a long flight, there’s an undeniable sense of freedom to flying through the world, unencumbered by architecture or enemies.

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Beyond littering the world with collectible gems, Gravity Rush 2 incentivizes casual exploration by introducing emergent events, generated by other people playing the game. On a regular basis, notifications pop up when you’re flying to and fro, indicating a nearby treasure hunt. Accept the challenge and you’re whisked away to a specific point on the map. You’re then given a chance to examine a photo of the relevant location in order to pinpoint landmarks and zero in on a treasure chest within a limited amount of time. This provides a fun diversion that tests your observation and navigation skills in new ways, and if you generate a photo that helps another player successfully locate some treasure, you’ll receive a small reward for your work. It’s a small touch, but treasure hunts also reinforce the feeling that you’re part of world that operates independently of your adventure, befitting the new large, lively open world.

After more than a dozen hours of helping the poor, supporting your friends, and uncovering corruption at the highest levels of government, Gravity Rush 2 concludes its new tale before revisiting Kat’s origin story. In the final act, you discover the answers to the biggest mysteries laid out in both games. You have to do a little detective work at first to get the ball rolling, but once you find the path forward, Gravity Rush 2 delivers a series of exciting, over-the-top boss battles–one with an unmistakable likeness to the olympic stadium battle from Akira–and narrative-heavy scenes that delve into Kat’s pre-Gravity Rush past.

With a wealth of stories big and small to chew on, Gravity Rush 2 fulfills the needs of both a sequel and a prequel. The first Gravity Rush had enough going for it, but Gravity Rush 2 is stuffed with things to love. While its stealth missions are lame and it’s disappointing to experience camera issues from time to time, Gravity Rush 2 excels in almost every other respect, making its predecessor seem quaint by comparison. This is easily one of the best video game sequels in recent memory, and an adventure truly worthy of its excellent lead character.

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Trials of the Blood Dragon Review Games

Trials of the Blood Dragon Review

There’s an alluring sense of immediacy and simplicity to God Eater Resurrection. You jump into a mission knowing full well what your orders are, you carry out those directives, and you exfiltrate when the job is done. It’s the same kind of glamorized efficiency that makes spy fiction so appealing. The narrative device that improves on this premise is, of course, when things don’t go as planned, when the agent or squad must adapt to changing circumstances. It’s due to a shortage of these surprises, however, that God Eater Resurrection never transcends its safe, uncomplicated design.

Resurrection’s world is candy-wrapped around an anime-influenced aesthetic and the medium’s ever-growing fascination with urban dystopias. Along with the variety of environments, there’s a lot of creativity to be found in the design of the enemies you’re sent to destroy: four-legged beasts with faces of old men, living iron maidens, and large bipedal lizards with stylish helmets.

You play the newest member of a team of god-killing soldiers, a group of teens and 20-somethings who’ve managed to survive an apocalyptic event in which hostile demon-beasts dubbed “Aragami” took over the world. As with many teen-targeted manga-styled ensembles, the cast is a collection of distinct personalities with limited emotional capacities. All the tropes are here: the archetypically neurotic support teammate, the brooding all-business specialist, and the squad member whose bubbly, saccharine demeanor can be forgiven thanks to her usefulness in combat.

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Trials of the Blood Dragon Review

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Your custom character fits right in as the rookie who sounds self-assured no matter what voice type you pick. Your squad’s confidence in the face of humanity’s likely extinction is complemented by the extreme designs of their multipurpose God Arc weapons. Not only are these tools of destruction often larger than the people who wield them, but these gunblades also eat Aragami–hence the “God Eater” name. These echo the kind of transformable armaments found in Monster Hunter and Vanquish, only they’re infused with the ferocity of the beasts they kill.

Resurrection’s faithfulness to the original PSP version, Gods Eater Burst, underscores its limitations. The original appealed to that specific on-the-go audience that enjoys brief play sessions. It’s a different set of expectations in the context of a console in a living room, where it feels more natural to tear through a dozen missions in one sitting. It’s unfortunate that you can’t take on multiple assignments in Resurrection without enduring the time-consuming process of returning to base to assess your rewards after every mission.

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Trials of the Blood Dragon Review

There isn’t depth in combat so much as there are multiple moments in a fight where you need to adapt to changes in an Aragami’s behavior. When it’s enraged, you keep your distance, and when it tries to escape, you give chase. It’s like a chess match where the opponent always gets to make the first move. While the majority of the sorties are involved, there’s little room for improvisation. You can pick up the pace of play by using attacks that capitalize on an enemy’s elemental weaknesses, using consumable enhancements, and, most significantly, using the God Arc to bite a chunk off the Aragami. These mid-conflict opportunities not only provide a temporary stat boost for your customized protagonist but to your teammates as well, provided you can spare a couple of seconds to shoot your buddies with Aragami-infused ammo. Yes, you have to fire at your squad. It’s unusual, but it sure beats having to run up to them to enhance their abilities.

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Trials of the Blood Dragon Review

The straightforwardness of Resurrection’s missions is both its greatest strength and most frustrating weakness. There’s comfort in knowing what you’re getting into and in the specificity of your missions. Unfortunately, it takes less than a few dozen quests before monotony sets in. There’s a modicum of gratification in maxing out your gear to keep up with the increasing difficulty of every subsequent batch of missions, yet there’s also a palpable sense of routine, since the Aragami throw very few curveballs. This uncomplicated approach has one bright spot: It’s easy to manage your team, which is both self-sufficient and made up of meaningful contributors. Given that boss battles can reach a frenetic pace, it’s often more sensible to leave your buddies to their own devices.

The simplicity of the maps reinforces this level of ease. Resurrection avoids the Monster Hunter-style loading-screen tedium of chasing your prey from area to area. A ranged strike from anyone on your team will stop a fleeing Aragami. Rarely does a target use the terrain effectively enough to find respite for longer than a few seconds.

There’s a bit more depth to be found in Resurrection’s customized gear and crafting systems. Player progression doesn’t rely on gaining experience through kills but rather on weapon upgrades and other improvements. The challenge lies in ensuring you’re well-rounded enough to have a countermeasure for every enemy type. It’s a compelling judgment game to build a small collection of melee weapons that address every possible Aragami weakness, whether that’s through crushing, piercing, or slashing attacks. Then you have to factor in the weight of each weapon in the field and to determine how much damage you can deal per second. The one downside? There’s no item or weapon so rare or exceedingly useful that would warrant replays of any operation. Aragami item drops and the mission-completion rewards are abundant enough that you’ll always have items to craft and gear to enhance.

Beyond crafting and buying new gear, there’s little reason to spend time at your base, despite the game’s implication to the contrary. Conversations with NPCs are mostly superficial, save for the occasional chat that triggers the next batch of missions. HQ is merely a poorly created illusion of a grander base of operations, especially given the organization’s in-game role in saving humanity.

For as much as Gods Eater Burst excelled in 2010, it’s since been outpaced by similar games. That includes prey mounting in Monster Hunter and a more engrossing atmosphere in Toukiden: Kiwami. There’s comfort to be found in the simple mission goals, but it’s impossible to ignore how repetitive they are–and how outdated they make Resurrection feel in practice.

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Dangerous Golf For Androids Review

Dangerous Golf Review

Demanding equal parts finesse and intuition, golf is a sport few will ever master. A poor swing here, a bad lie there, and even the most passionate golfer can see their enjoyable pastime turned into an exercise in anger management. Dangerous Golf, on the other hand, eschews precision in favor of chaos. Like a drunken afternoon at the driving range, hitting a golf ball in Dangerous Golf is about expressing power, and nothing like actual golf. Your priority is to smash into as many objects as possible in everyday environments like bathrooms, kitchens, and fancy estates. It’s a diabolical fantasy brought to life, but it’s not half as fun as it sounds.

Across four countries and numerous locales, you will hurtle golf balls into objects including fine dining ware, pianos, priceless works of art, and–why not–urinals. Don’t worry about choosing an appropriate club or timing your swing just right. Simply aim the camera, press a button, and let the catharsis of destruction sink in. When you break enough items in a level, you can execute a follow-up Smashbreaker shot, which allows you to manually steer a bouncy, flaming wrecking ball, plowing through props and racking-up score multipliers until your timer runs out.

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Dangerous Golf Review

Wrapping your head around the physics of a bouncing golf ball is easier said than done, especially when the game’s camera is obscured by flying pieces of broken objects. Once your Smashbreaker shot is powered up, you have to use both the left stick and the camera to control the ball, as well as two shoulder buttons to dictate how high or low the ball bounces. Most of the time, you can sort of steer the ball the way you want to, but it usually feels like you’re trying to steer a ship with broken equipment, praying it reacts the way you want it to and struggling to correct it when it doesn’t.

You eventually have to putt the ball into a hole, but if there’s an unobstructed path (one devoid of unbreakable objects), you can just push forward on the analog stick and the ball will zip right in, smashing through smaller debris along the way. But if higher scores and rankings are what you seek, you may decide to bounce your ball off of walls or hit it into the air and attempt to drop it in the hole for an added bonus–sometimes you’re left with no other option.

There are rare levels filled with dozens of holes, where putting is your only objective. With a limited amount of balls in hand, you need make sure your shots are true–or at least pray they are lucky–in order to avoid running out while frantically taking aim at targets near and far. Pure putting levels lack the destruction found in standard outings, but they stand out as the best Dangerous Golf has to offer. In these moments, your goal is clear, and more importantly, your controls are intuitive.

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Dangerous Golf Review

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10 The oddball nature of Dangerous Golf is momentarily enjoyable, but apathy quickly sets in as you proceed to smash familiar objects level after level, resulting in all too familiar chaos. The game attempts to liven up your experience by introducing gimmicks like bombs, and showering you with loud graphics and sound effects. But all of this does very little to make the experience appealing in the long run. It’s like a comedian who shouts mediocre jokes–being loud doesn’t make the material any better.

With 100 levels and far fewer unique locations, Dangerous Golf is best enjoyed in small bursts lest you grow bored of the repeated use of familiar maps. However, any amount of time in the game can prove frustrating due to the burden of long load times, especially when you get to the more complex missions. In later levels, you’re still smashing objects like you always have, but you ultimately have to learn to avoid hazards and direct your ball on a particular path in order to hit specific objects to earn enough points for a medal. When precision fails, you will naturally restart the level.

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Dangerous Golf Review

This process becomes unbearable–it seems the game is completely reloading the level–and you have to stare at the same loading screen every single time. To make matters worse, the loading screen is just an image of the controller with button descriptions. Buried in the corner are little hints–the only attempt the game makes to explain its nuanced scoring and control systems.

Dangerous Golf is a game you want to love, but it becomes increasingly difficult as you go: the unintuitive controls stop being cute and begin to become an annoyance; the objects you smash, which for a moment inspired joy, become an afterthought. Wacky games have a place in gaming, but a game like Dangerous Golf needs more than boisterous effects and odd scenarios to sustain its allure.

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Modern Combat 5 Review–Game Androids Review

Modern Combat 5 Review: A Mobile Shooter Loaded With An Extended Magazine Of Caveats

Like a great many developers, Gameloft has resorted to rolling in-app purchases into most of its games. One notable exception to that de facto rule is the new installment of the Modern Combat series. These games have much more production value than any other mobile first-person shooter, but this is a genre that’s notoriously hard to adapt to touchscreens. So, can a big production budget make Modern Combat 5: Blackout worth your time?

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Modern Combat 5

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Gameplay

Modern Combat 4 focused on an intricate and ultimately uninteresting story about a terrorist who took every opportunity to remind us he was the bad guy through the use of torturously long cut scenes. Modern Combat 5 is still about terrorists blowing stuff up and shooting people, but there’s less time spent on an attempt to flesh out everyone’s motivation for shooting stuff. If you ask me, that’s a good thing. The story is no more compelling in MC5, but it stays out of your way more than in the last installment.

The game’s story mode takes place across six different zones including a Buddhist temple, a bustling metropolis, and a military base. Each area has 4-6 missions that advance the story, which is mostly about figuring out what these terrorists types are up to (it doesn’t really matter—you still just shoot all of them). After finishing those missions, there are a few “spec ops” levels to go through in the same zone. These are quick one-off missions that might call upon you to cover your team from a sniper perch, breach and clear a few rooms, assassinate a target, or rescue a hostage. The level design is reasonably good, and the spec ops stuff is surprisingly fun. I actually replayed some of these missions just because.

Modern Combat 5 includes a few different classes you can play including assault (rifles), heavy (shotguns/explosives), and sniper. Not all classes are unlocked at the start of the game, but seeing as there are no in-app purchases, you can unlock things pretty easily just by playing the game. In addition to all the classes, there are multiple guns, attachments, and secondary weapons to unlock. Basically, there’s a bunch of stuff and it’s oh so great to not get the hard sell every five minutes to get access to it.

Some upgrades to your units earned through leveling up can only be used in the multiplayer mode, which is pretty straightforward as shooters go. You have game types like deathmatch, team deathmatch, and capture the flag. I have no real complaints about multiplayer separate from my general gripes about the controls (see below), except for some possible balance issues in matchmaking. One undeniable advantage for Modern Combat 5 compared to other multiplayer games is that there are actually people playing it. I’ve lost track of how many games I’ve seen with online components that were little more than ghost towns. In Modern Combat 5, I was able to find a game in a matter of seconds.

Okay, let’s talk AI—it’s still kind of dumb. I have yet to play a shooter on Android that has impressive AI that can avoid making stupid mistakes, and Modern Combat 5 continues the trend. Look at the image below. See that guy I’m pointing my gun at? He’s “in cover,” but his head is clearly exposed to all the people shooting at him. There are a lot of little things like that; enemies standing still out in the open, taking cover where there is no cover, and generally making themselves easy to hit. It’s not as egregious as some games I’ve played, but don’t go in expecting a ton of clever AI soldiers to flank you—they can barely manage a frontal assault.

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Shhh, I’m hiding

I do have one more ongoing concern with Modern Combat 5, and this might be a deal breaker for many of you. You need to have an internet connection to play the game—yes, even the single player. Frankly, I can’t think of any good reason other than (maybe) combating piracy. The game comes with the first zone when you download it, but the others are loaded when you unlock them (a nice feature, actually). So of course you need a connection for that, but I’m talking about levels you are currently playing. If you lose connectivity for even a moment, the game pauses and tries to reconnect. You cannot play until the server has been reached.

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Gameloft’s end

The first day I had Modern Combat 5, it seemed like the connection was lost every few minutes. I have no idea why, but there might have been some issues on Gameloft’s end. It’s been better since then, but I really have to wonder why anyone thought this was a good idea. Single player games should not arbitrarily require an internet connection.

Controls

If you’ve played any of Gameloft’s previous shooters (especially Modern Combat 4), you won’t find many surprises in the controls for Modern Combat 5. The various on-screen control schemes rely on some arrangement of dual thumbsticks. Drag on the left side of the screen to walk forward/backward and strafe side to side, and use the right side to aim. Here’s where things get weird—when you want to fire, you pick up your right thumb and press the floating trigger button. While pressing this, you can still drag around to refine your aim, but nothing is going to make that process completely smooth.

Modern Combat 5 has extremely aggressive aim assistance on by default, and frankly, I can’t imagine playing this game on a touchscreen without it. I say this as someone who plays a lot of shooters with a keyboard/mouse and a controller. Once your crosshairs find a target, your aim will actually stick there, even if the enemy should run a short distance. It’s weird, but you’ll wrestle with the controls enough even with the auto aiming. Sometimes it can get incredibly frustrating as you switch back and forth between swiping and tapping the fire button, always feeling just a little disconnected from the action.

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Modern Combat

The bottom line is that on-screen FPS controls are awkward, but I will grant that Gameloft has done the best job of making a shooter enjoyable on a touchscreen. I guess you could say the controls are good… in the context of other mobile first-person shooters. If you’re not wiling to settle for barely passable controls (and you shouldn’t), your best bet is to pair a controller with your device. I tested Modern Combat 5 on the Nvidia Shield, which is fully supported as a controller. Most other HID devices with the standard layout should work too.

Using a controller instantly makes MC5 more playable (you need to increase the sensitivity, though). The difference is actually huge. With touchscreen controls I feel anxious and off-kilter playing Modern Combat 5, but I’m instantly at home with the controller. That’s not just because I’m used to a controller, but the precision of a physical thumbstick is higher, and (importantly) you can fire while aiming without moving your thumb from the stick.

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FPS games

I feel like we’ve reached the point where perhaps we need to admit that FPS games are never going to be great with touchscreen controls. With a controller, Modern Combat 5 is actually completely playable, but it’s only barely acceptable on the touchscreen. This disconnect might be most evident by the way I completely destroyed the competition in online multiplayer mode. I suspect most of them are playing without a controller, giving me a huge advantage.

Graphics

Console-like graphics, you say? I’d really like it if everyone could stop saying that. I have yet to see a mobile game with console-like graphics, with the possible exception of some of the better Tegra-exclusive titles, but even then it’s older consoles. Modern Combat 5 looks good for a mobile game, but console-like it is not.

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On the Nexus 7

The game will default to “optimal” quality when you install it, but the specifics of optimal depend on your hardware (I suspect many of the complaints about graphics are because of this automatic setting). On the Nexus 7, I found the default settings to be a little lackluster (those are the screenshots with on-screen buttons). The textures were a little muddy and aliasing was pretty obvious during gameplay. Cranking it up to the higher quality setting made the game lag a bit too much. The Shield, on the other hand, looked much better at optimal settings with improved smoothness, lighting, particles, and textures. The game played perfectly maxed out on this device.

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Modern Combat 5

Modern Combat 5 is an ambitious title, to be sure. The environments are large and open. The game does guide you more or less in a certain direction, but you’re not closed in a tiny space, and you won’t have to wait while new parts of the level load. The promo video might not be indicative of the experience you’ll have when playing Modern Combat 5, but it’s a good looking game overall.

Conclusion

You can play Modern Combat 5: Blackout on a touchscreen, but it’s not fun. At least it wasn’t fun for me. Even with the auto aiming and generous hit boxes, I was constantly annoyed with the lack of precision. It’s not that Gameloft stinks out loud at implementing FPS controls on a tablet or phone, there just aren’t any good options. I’m sure there are people who will overlook the awkwardness of touchscreen shooter controls, but I feel like I’m over that. It doesn’t work very well and it never will with the technology we currently have. I want to play fun games, and a shooter isn’t fun with on-screen controls.

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Gameloft’s newest shooter

With a controller, Modern Combat 5 is a fun game. The difference is so stark that I can really only recommend buying it if you intend to play with a controller.

The story didn’t really strike me as interesting or relevant to the gameplay, but it seems to have been deemphasized this time, which I’m fine with. The lack of IAPs is a total win, though. It’s refreshing to play a game with unlockable content that isn’t tied to a paywall. Yes, MC5 is a $7 game, but you get everything for that price—and there is a lot of content here. So you should consider picking up Gameloft’s newest shooter, but only if you have a controller or hate yourself a little bit.