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Thursday, February 16, 2012

Fishing Dangerous

While the first gave The Darkness, one of the surprises of the now distant 2007, tried to read the comics it was based, documented by the thing and be a better person. Impossible, he met Jackie Estacado Starbreeze and by the way the Swedes had to present bearer of Darkness, his family, famiglia, family and their world-New York and a hell-it seemed quite interesting, yet respect to the bullet deserves much more suggestive.

I can not even want to imagine the most shocking scene, remembered and spoileante title without thinking of the first person and the fantastic, subtle, controlled game controller.

The second part continuo was an option, of course, but 2K already know what happens when a developer tries to mimic the style of another. It is easy to conclude that Digital Extremes has done well by marking a distance, looking for a comfortable, almost between the sequel and stop. It is easy to do now, I say, seeing how well it has been The Darkness II.

A level plot itself is the thing where it left off. Two years later, in fact, Jackie become a gift of those before, the good, the respected, those who have always prepared the best table in the restaurant. There are, in a great prologue full of greetings between us, just as they occur, without reservation, but with many weapons, a group of thugs. Pulling a bit of rope appears Brotherhood, a secret society bent on starting quite the darkness of the protagonist. He had kept at bay to try to turn the page and keep it together, but we learned how well a pair of tentacles are murderers when looking for revenge.

2012/02/analisis-darkness-ii-darklingEsos two (do not know if they name ... fits and starts, for example, they have done comparable damage to humanity), plus a gun in each hand, for the four buttons at the top of the controller. A more intuitive control system that obvious elements that, despite how well they complement each other, maintain their independence. The dark arm on the right shoulder, for example, is responsible for making cuts in the direction marked with the Right Stick: cuts off limbs, heads removed and, best of the best, cut in half with a vertical symmetry axis. No play represses the game when splashing blood or viscera teach, is one of those examples, it costs me nothing to say, gratuitous violence as an enhancer of fun, a high five to the player morbid-that is, all-you can not help but smile to see how the snakes tear off one, as is the backbone in the ass. Excessive Gore, yes, but also consistent with the franchise, with the tone-not blush, nor fall into bad taste, during a visit to the brothel and the objectives of title is packing, no entity, there is even a touch when he plays, to go through kind of gratification to hardness.

In the left arm, the executions, converge all the possibilities of the system. The skill tree to unlock, among other things, four types of finishing moves with different animations and bonuses, depending on which button you poor little spiking hanging there, you get more health, ammo, a shield that you can cast before to be spent or a push in the other skills recharge-a swarm of flies cojoneras or powered shots. The alternatives are fair, neither more nor less, for variety without making you tired constantly having to choose one or the other. It is with this series of small decisions, made in a split second but implied satisfaction and management of risk-reward, as the action gets more enjoyable than expected.

A couple more ideas related to the use of environment-end elongated cylinders are used to impale and flat areas to cut in half to cover you when you have finished with them, point-and what you have to break off lights and generators lights-best taken in the first part, however, are all that could have added mechanical level.

None of this is written in golden letters in design books, but has much merit in such a head harness the potential of the premise and balance all components effectively, without giving some room for customization and style A or B

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