It is time to learn more about Aquaman who was seen in Justice League live action movie. The man who lives in the sea and was an heir of the throne of Atlantis. While he is a local hero and known by villagers as a man who lives in the sea, the villagers accept him as their friend. Arthur Curry (Jason Momoa) will have his own solo movie titled Aqua Man. In the movie Justice League featured Mera who is one of the guardian of box which has the power to change or destroy the Earth. It was at the moment when Aqua Man return to Atlantis that he encountered Mera in sanctuary where the box of power was located. Despite that fact Aqua Man and Mera are attracted to each other in the film, it is revealed they will not become love interest but equal partners in order to guide the Atlantians to their survival.
The fans has noticed that the two characters are dynamically great for each in the movie Justice League, however since the theme of the movie mainly focuses about Atlantis we can assume that the director of the movie will put Aqua Man and Mera’s bond on the show as well. Their role in the movie and their dedication to each other will become the pivotal means of the movie to move forward.
You can watch the trailer here from youtube:
Aquaman – Official Trailer 1 – Warner Bros. UK
Plenty of fans are looking forward to see what Mera brings to the set of the movie as another strong female character in DCEU and Warner Bros. superhero franchise. Of course we all know that Mera is not the leading hero in the movie like the Wonder Woman, fans are very certain that she will play a great role in helping Aqua man fulfilled his destiny as a future king of Atlantis.
Amber Heard who will play the role of Mera in the Atlantis. Heard stated that fans will be expecting that there will be a relationship develop between the character of Aqua Man and Mera. Spoiler Alert: You must know by now that in the end of the movie they will not be together, but they will have their own moments as admirer or showing affection to each other. The very thing you can expect from this movie would be the idea of bringing the Atlantis to continue to become a strong kingdom and the people of Atlantis will be united. There might be some issues surfacing in the Atlantis world to which Aqua-Man and Mera must face and it takes courage and strength to deal those issues. Furthermore, just like the movie Wonder Woman who features the wonderful kingdom of the Amazons and their culture, we will get to see as well the beauty and the magnificence of the kingdom of Atlantis. This time around Atlantis is under the role of the Aqua-Man’s father and mother but there will be political issue will rise up and there will challenges who will take the throne. We can also assume by now that Aqua Man in the end will be a rightful heir of his father’s throne.
This is a very exciting new movie to watch in the cinema but you have to wait for severals month before this movie will be on theater so for now my best recommended tv series for you to watch is the orange is the new black saison 6 and by visiting website you can have an idea either you want to watch or it not. that site contain the full review of that movie.
Brad Bird, the director of the movie Incredibles 2 never thinks for a second sequel for the movie. However, after 14 years, the fans once more will see the Parr family back in action find more about the history in wikipedia. This movie is one of the most highly anticipated animations today and it begins where its first sequel left off. In the movie trailer, it begins with our superheroes, The Incredibles, who are fighting against the villain named Underminer. And because of that, they are branded as vigilante. So the authorities of the city made a law to prohibit supers to use their power, even helping the helpless.
Who would have thought that the final scene of The Incredibles first sequel will be the springboard for second sequel of the movie? Many of us are expecting to see previous versions of the characters and hoping as well to see Violet, Dash, and Jack-Jack growing up. However, Brad Bird said that the company wanted to stick the narrative to the same first installment.
There was also a time that Bird was asked about the decision to put the two films not too far in the timeline. His choice would be to make all supers grow up, nonetheless that would as well make the characters brand lose some of its main design. This means that if even the kids should grow up, they would show another kind of behavior which lead them to have new purpose and the family theme in the movie might be gone. And because of that, they decided to stick to the original style.
As usual, we always view men to be strong, and so the Pixar made Bob with super strength. And for Elastigirl she as a mother was also made that way because she pulled plenty of tasks in the family. On the other hand, when kids start to reach adolescent stage, they tend to become insecure and defensive. So here comes Violet with invisibility and force field which represents the behavior of a typical teen. Now for schoolers like Dash, a ten year old boy, is like ball which just roll over there and here and very unstoppable and so his power represents his age bracket, his super speed. Now for Jack-Jack, since he is just a baby or toddler, he is very unpredictable. He might show some kind of good mood, later on, his show some tantrums. Jack–Jack’s concept of power comes from the idea of how babies are so hard to understand.
Jack -Jack is just a normal baby but at the end of the first sequel of the Incredibles, we have discovered he has some incredible power which we will love to see in the sequel. Babies learnt their language and learn to relate things to their environment and when they are surrounded with love and safety, they feel secure and can easily adapt. It is just natural if they grow up, they will as well change and so we should stick to the idea of Brad Bird to let the Parr family as they are. Let us just make them as they are because we want them to see them in great adventure. Let us just accept for now that they need to stay like that forever. Maybe in the future we will see them in a different purpose and different situation.
We still have plenty of things to enjoy and anticipate from these cute superheroes and to know more about this movie you can go this site as well lesindestructibles2streaming.com. It is not yet their time to grow up. So guys are you excite to see The Incredibles in your big screen. In just a few days we will see them showing their power to save the day. We will be expecting them to perform their heroic acts, even though there is law prohibited them to use their power. This is gonna be a great story.
The Walking Dead had been among 2012’s most talked about video games. In line with the comic book which spawned the creation of the TV series, The Walking Dead originated by Telltale Games within an episodic fashion, similar to a TV show. It is sometimes very good, sometimes it isn’t. Each and every character is commonly blighted by these types of moments. Luckily, a lot more intense and remarkable moments are usually voiced well, leaving the easier and straight forward moments to deal with the brunt of average voicing. In all honesty, I possibly could have existed along with the previous reasons had it stopped there. Both final reasons on the other hand, truly brought the overall game down with my eyes. We now have the unnatural conversation flow from the game. Due to the way the game handles choices and also consequences, you’ll get characters addressing you in an exceedingly strange way.
Season 2 had been so terrible and also a waste of time, and season 3 up to now have not truly carried out anything except put in a few much more zombies to the show instead of season 2.
I understand it’s exactly about various tastes and opinions, which I do not have to watch this, yet, exactly how this show might be held to these kinds of high standards is actually beyond me. They have expected and full of irritating times, and also the show generally can be extremely sporadic. I have furthermore found out about 5 concerns from the comics and also no longer realise why it absolutely was adapted to begin with. Got to fill up the air time, I guess.
Each and every season possesses around three full episodes of content plus the rest is simply dull fluff. The froid tempo appears to be tolerated simply because followers have wasted a lot time up to this time that they must maintain trudging on. Sadly, millions stay tuned every week to view Rick and his buddies proceed from point A to point B throughout an hour, which may take typical show a single commercial break to traverse. Even though many have revolted due to these tricks to increase the show longer compared to the content allows, you may still find millions upon millions who will be too persistent to give up now.
Perhaps that’s a little dramatic, however something must be done. Once the show started out, when it ended up being good, there have been about 5 million audiences. Through season five, there have been up to 17 million audiences watching Rick and his posse take 10 episodes traveling six miles, at the same time Varys is actually travelling through Westeros to Meereen and back in one episode in Game of Thrones. There are many fresh shows on the market dying for a good sniff of The Walking Dead’s audience. Get on the road folks. Experience something totally new.
You can go to https://en.wikipedia.org/wiki/The_Walking_Dead_(season_8) for more information
and you can go to this site if you want to view the series.
Of late, the tech world is observing a bigger-is-better trend and the rumour is that many of the upcoming devices, for instance the Surface Pro 4, will have bigger display. There are reports that Microsoft will probably stretch the display of its Surface Pro 4 to 14 inches, bigger than all its predecessor versions. However, there are no confirmed reports about it. A guaranteed feature that many speculate for Pro 4 now is the improved processor.
Improved processor for Pro 4
It is reported that Surface Pro 4 will have Intel’s latest processor model Core M. Intel came up with Core M processors soon after the release of Surface Pro 3. The best side with Core M Processors is that they don’t require any cooling fans. Most of the traditional processors, both of Intel’s and other popular brands’, require cooling fans. This impacts the portability of the device where the processor is installed. According to experts at Windows tech support, the integration of Core M Processor with Pro 4 would make it more portable. In fact, many of the folks who are waiting for Pro 4 release are expecting the Core M Processor included in it.
Will Pro 4 have Windows 10?
More than the inclusion of Core M Processor with Pro 4, what has created more buzz is the report that Pro 4 will have Windows 10 in it. Microsoft knows for sure that if it releases Pro 4 with Windows 8/Windows 8.1, it would not attract any users. Both operating systems are responsible for causing a lot shame for Microsoft.
Windows 10 Upgrade
Windows 10 Features
The most frequently raised blame against Windows 8/8.1 operating system is that it does not cater to desktops and laptops. Microsoft’s approach to make Windows 8 a touch friendly operating system is what has led to the failure of this operating system. In fact, the tech giant has realized this and most probably, it would not dare to release Pro 4 preinstalled with Windows 8.1.
But experts in the tech world point out that Microsoft has to wait until the release of Windows 10, which will most probably be by 2015 end, should it release Pro 4 preinstalled with this operating system. Will it wait that long? According to sources privy to Windows tech support, Microsoft is almost ready with Pro 4 and therefore chances are high that it will release the device preinstalled with Windows 8.1 and provide the buyers with a Windows 10 upgrade option once it is released. Rumors also say that this new Surface PRo will support. The Game tool that has been so popular all over France.
Equal parts boredom and hair-pulling frustration are the formula for what is likely to be the last boring title from ION Storm before the developer’s winners, like Deus Ex, start shipping. We put Daikatana in the same category as Dominion: Storm over Gift 3. Slipshod level design, tedious cutscenes, and some of the dullest weapons in FPS history make Daikatana feel like there was an explosion at the cliche factory, and the result is on sale from Eidos at $30 a pop. This game is so far from revolutionary that it doesn’t even make the same weight class as Valve’s Half-Life (which came out almost two years ago); it’s barely up to the level of 3DO’s Requiem. While we didn’t flat-out hate the whole of Daikatana, we found the game to be exceedingly average in scope and execution.
It was hard to see the game in its complete mediocrity, though, because its first scenario (the title is split into four different time periods) is appalling. Everything that was wrong with the demo (see our earlier demo review) is amplified in these horrible Neo-Japan stages. Worse, they go on forever, like spending eternity at the DMV. From there the game is better, though rarely “hang onto your hats” fun, depending on the time period and the particular map. We found the Grecian levels to be the most interesting (if not very good looking), while the short jaunt through Norway was a bit silly. The even shorter end-run through a not-quite-future San Francisco was abbreviated and lame, most of it feeling like nothing more than reheated Duke Nukem maps.
Regardless of time period, there is one constant — Daikatana’s level design. It consists of some variation of the following: the player turns a blind corner/opens a closed door and is immediately blasted by the enemies waiting on the other side of the corner/doorway. Yelling “Surprise!” appears to be the driving motivation in the game’s design and enemy placement. We cannot count the number of times that flying enemies were positioned out of view above a doorway, or rocket-launcher-toting criminals were conveniently placed to the left and right of a closed door with their weapons cocked and ready. This was neither fair nor fun, especially when it became so overused that it was no longer an effective method of shocking the player.
The story has inexplicable gaps that lead us to believe that whole chunks of the game were removed late in the development process. Why does Mishima have a funeral home in his HQ that processes dead bodies into hamburger? Is this supposed to be some type of over-the-top James Bond-ian comic relief, put there just to show that, yes, Mishima is a Bad, BAD Man? We’re sure there was an explanation at some point in the process — now it’s just baffling. There are moments, though, when the story is charming in its comic book earnestness. Unfortunately, it is fueled by cut-scenes that exhibit the worst traits of Saturday Night Live: they make their point, but then go on and on and on.
These long scenes are there, in part, because Daikatana cannot make up its mind whether it’s an RPG, a mindless shooter or a puzzle game. As a shooter, it gets the job done; we never had too much of a problem with ammo and there was always something to blast away at. As an RPG, it falls flat. Interaction between the three main characters is forced and awkward, Mishima is the most two-dimensional of villains, and the occasional NPC is only there to deliver supposedly essential plot points or to be slain. Killing enough enemies will earn players points to be added to their five “stats,” but we found this to be a more interesting element for powering up during multiplayer deathmatches than in the game with.
And the puzzles are simply miserable. Almost without exception, puzzle elements aren’t explained until after the player has already begun finding pieces or throwing switches. This is most notable in the Greek levels, with a puzzle that has players searching for keys to spell the word “Aegis.” By the time players have reached the lock where the keys need to be inserted, and the puzzle is explained, they have already picked up at least three of the keys with absolutely no explanation as to what the hell they’re for.
Other than the opening stages, which are forgivable, and the awkward and incomprehensible puzzles, there is only one element of Daikatana that we would place firmly below “average and dull” and straight into “terrible and aggravating.” That is the cache of weapons which is, hands down, the worst (albeit huge) of any we’ve come across in an FPS. The weapons in Japan are downright horrible, the worst shotgun, rocket launcher and beam weapon we’ve ever had the misfortune to use. We enjoyed the Tron-like Frisbee O’ Death discus in Greece, but found the rest of the weapons to be ineffective. Some of the weapons in the Norway portion of the game were just starting to look interesting — particularly the Wyndrax Wisp staff that shoots out lightning balls, and Nharre’s Nightmare, which summons an undead demon to wipe out enemies — when that section of the game suddenly ended, taking the weapons with it. Oh well.
P.S. — Ultimate Gas Hands. Need we say more?
The Daikatana itself is partially responsible for making the rest of the weaponry look sad. The magic sword is actually one of the few parts of Daikatana that we enjoyed. The sword becomes stronger as it’s used, moving through five progressively stronger levels of force. As the Daikatana becomes more powerful, the sword will change, first earning a glow around the hilt and eventually becoming a flickering, glowing light saber of a katana. In its final stage, the Daikatana gives off its own ambient blue glow, flickers with electricity, takes up nearly the entire center third of the screen and wipes out even the hardiest of enemies with two or three whacks. By the end of the game, we had fully powered up the Daikatana and used it almost exclusively.
Superfly and Mikiko, the renowned AI buddies, started strong but end up being the most underused asset of the game. This could have been a brilliant device, but instead serves, most often, as an annoyance. The player is never given a reason to empathize with the sidekicks, as the development team had originally hoped, simply because they’re more often in the way, or confusing the action, than they are interesting. In fact, if we had been able to turn off the buddies and go through the game without them, we probably would have finished Daikatana in two or three days. At the beginning of the game, the two sidekicks seem very smart, knowing when to back off and how to follow the player, but by the end, they were constantly wandering off, running into traps and getting stuck. Babysitting the two caused numerous restarts, as they would be killed by closing doors or by jumping at the wrong time and plunging to their deaths, or because they weren’t bright enough to heal themselves on certain levels.
In fact, Daikatana’s AI on the whole is pretty weak. All enemies react to the player’s presence in the exact same manner. Upon sighting the characters, every enemy will begin running in a straight line toward them, without making any sort of effort to find cover, duck, zigzag, call in reinforcements or exhibit any of the other types of behaviors that we’ve seen in other Quake II-powered games. Some of the enemies are too big to fit through openings in corridors or doorways and are not bright enough to bend or twist themselves. As a result, a huge rocket-launching monstrosity that might otherwise pose a problem for the player will essentially become “stuck,” allowing the player to stand back and pick it off at leisure. Even the “boss” enemies proved to be ridiculously stupid and simple to kill, from Medusa all the way through the final battle with Mishima.
The game’s artistic style is primarily made up of heavy black lines and Golden Age comic art (like Jack Kirby). Thick black lines surround every outline of a character model, from their futuristic monochrome armor to their bizarre, ropy muscles. This effect is not helped by the Quake II engine’s limitations on character animations. The combination of the art and stiff motion make the various models move about as realistically as Gumby. Daikatana’s poor appearance (such as the Grecian level’s tendency to be flatly or overly lit, or the eye-watering greens of the beginning swamp levels) can likely be chalked up to the fact that, when it began life almost four years ago, it was originally intended to run on the original Quake engine.
As amateurish as the art is, it is only surpassed by the particularly horrible choices in sound effects. As we noted in our summation of the demo, it’s as if the development team went out of its way to find the most aurally unpleasant sound files to use for every aspect of the game. Daikatana provides one of the most unsettling listening experiences in the history of games. We literally cannot imagine playing this game with headphones on.
If this game had come from a small group of developers who had never before worked on a videogame, it would not have surprised us. The impression that Daikatana left on us was that of a young team with a fuzzy goal in mind but no real idea how to get there. The fact that the game was released by a developer with as much collective experience as Ion Storm is deeply unfortunate — exactly as unfortunate as the release of Dominion. Daikatana is a meandering, pointless comic book with very few redeeming features, but perhaps its saddest legacy is that a year from now, we’ll have forgotten about it entirely.
I love Intel as much as anyone they make cool products they engage in lots of community stuff and I mean heck there even a major sponsor of my other channel but man when it comes to confusing product naming schemes. I think core i3, core i5, core i7 takes the cake. What is a core i7 47 i 90 k? What the does all of this even mean we’ll get to that but first a bit of background about why we need product names for processors. Wouldn’t it be simpler to just label them with how many digger hurts they run out and call it a day.
Simpler sort of but at times actually even more confusing for example, when the pentium 4 launched an equivalently clock pentium 3 was actually faster because it could do more work with each cycle. As a customer I would expect the product with the higher number to be the better one and therein lies the problem, not all megahertz and gigahertz are created equal and rating products that way is about like reading the performance of a car based on what RPM the engine runs. That is not actually a real indication about fast the processor is but it happened that one of Mandy’s attempts to move away from this started in the early two thousands with their PR or performance rating naming scheme.
Where their processors were given a four-digit model number that enthusiasts believe was based on the performance and he felt that they delivered compared to an intel cpu of that clock speed but this fixed nothing they were still indirectly naming according to clock speed and it wasn’t until intel introduced the core series a lot of cpus that dramatically outperform their predecessors at much lower clocks that the megahertz war ended because Intel needed to shift their marketing away from frequency.
So here’s what we have today other than the very bare-bones pentium skews a core i3 will be your most basic option with two processing course and hyper threading more about this feature here for better multitasking it will have a smaller cash it will consume less power it will generally perform a worse than a core i5 but it will cost less which leads us to the core i5. I wish i could say it was as simple as well core i3 is have two cores and gore I lives out for course the number of course equal n minus 1 where at the number after the little I but it’s not mobile core i5 had two cores and hyper threading well desktop ones mostly have four course and no hyper-threading but what they all have in common is improved onboard graphics and turbo boost more about this feature here for temporary performance enhancements when your system is a little bit more and with an open mind core i7. Number one all core i7 have hyper threading for heavy workloads and numbertwo that’s the noise your brain is going to make as i finish my explanation here a core i7 can have anywhere from two processing cores in an ultrabook all the way up to eight in a workstation. It might support anywhere from two sticks of memory all the way to eight and it can have a TDP anywhere from around 10 wads all the way to a hundred and thirty watts.
So there’s a ton of variety here and that’s for a reason for I seventh tend to have more cash faster turbo boost and better onboard graphics than the lower tier processors and I guess other than that the best summary i can give is this a core i7 represents. The best thing Intel could build for a given use case with the biggest drawback being the higher price tag. So when you boil it down that’s all the I whatever numbers represent good better best within a given segment beyond that on their own they’re pretty much meaningless. The numbers and letters afterwards sort of means something if you use the guide from before but the safest way to shop is to dig around in ark and look at the features four counts and clock speeds of the CPUs you’re comparing to figure out how they stack up with the good news being that as long as you compare within one brand within the same product generation those metrics will actually mean something. Speaking of mean fractal design is that buying up all of my advertising inventory for the sole purpose instead of talking about the great quality and clean scandinavian design of their pc cases power supplies and cooling products.
Too often great PC games require hours of your life (Baldur’s Gate II/Sacrifice/Alice) and a sizeable chunk out of your hard drive (NOLF = 900MB) to enjoy them. We were just as stoked as the console monkeys to get our hands on Tony Hawk Pro Skater 2 because it meant a relatively small hard drive install for a great game that you didn’t need the CD to play. Now comes Dave Mirra Freestyle BMX, a game that is almost as deep, addictive and fun as the Hawkman. While Dave doesn’t have Tony’s crazy cool maps, map editor and insane 100,000-point combos, he does have roughly 10 times the number of tricks, some excellent parks of his own and great controls. There is no multiplayer component and the camera needs some work, but if you’ve popped every ollie and nailed every transfer and you’re still looking for a challenge, pick this game up.
The controls in DM will be instantly familiar to any Hawk fan. There are the standard jump, trick, grab (called modifier) and grind buttons, and the shoulder buttons are used for mid-air rotation. The only minor difference is that, unlike in Tony Hawk, players do not have to hold down the jump button to get the best air in this game.
Pulling off the standard tricks is a snap: Just tap in a direction and hit the button. Pulling off more complicated maneuvers, like the front flip, is simply a matter of double tapping. The same goes for the modifier button, although there are only single taps for the grinds. But what makes DMFBMX so interesting, and what ultimately pushed it into a HIT for us, is its ability to string together almost all of those tricks to form new, high-scoring stunts. For example, to back flip simply tap down and hit the trick button. But if players have quick enough fingers, they can hit the “no-hander” trick (down/right and the modifier button) before the backflip animation starts and produce, you guessed it, a no-hander backflip. Add the shoulder buttons and enough air, and it’s possible to pull off some pretty insane stunts, like a 540 front flip nothing (no hands or feet on the bike).
The sheer number of stunts is truly impressive, and hopefully as extreme sports games begin to make their way on to next-gen hardware, the developers will bring along Tony Hawk’s creative levels and Dave Mirra’s sheer variety. To be fair, however, the levels in DMFBMX are pretty impressive in their own right. There are 12 maps in the standard proquest (career mode), but most of them are based on real-world locations, such as the massive Woodward compound in central Pennsylvania. The maps are fun and well designed (and thankfully include glowing ramps and bars to let players know exactly what goals have to be accomplished), but none of them have the big air or outrageous design of the New York level in Tony Hawk or Hades in Andy MacDonald. Plus, Tony Hawk’s parks are full of life with taxis, buses and bums all providing a certain urban feel. All of the parks in Andy Mirra are lonely and isolated, making us wish for a little more life and personality.
Most of the personality to be found in the game comes like Clash Royale hack in the form of 10 initially selectable pro riders. However, there is no real ability to work on a player’s stats or create your own rider and take him through the courses. Instead of the riders having adjustable attributes, different bikes can be unlocked by completing challenges, giving players better air, speed, spin or balance. We would have liked a little more depth or the ability to create our own rider, but there is enough of a variety of pros to choose from that it doesn’t detract too much from the game.
The graphics didn’t distract us from the riding too much either. That’s not to say the PSOne-era visuals are poorer than any other console port we’ve played recently, but we are quite frankly tired of looking at low-bit color and textures, smeary bitmaps and ugly round shadows underneath the bikes (although DMFBMX does support resolutions up to 1600×1200). Hopefully the move to PS2 and the Xbox will mean more extreme sports games with fewer boring visual effects. The one area in which DMFBMX does stand out is with an excellent skeletal animation system that makes the crashes look all the more realistic. Do an amazing 360 tailwhip into the lip of a ramp, and don’t be surprised to see your rider crumple and go down like a sack of potatoes. Since crashing hideously has always been one of the appeals of games like these, it’s good to see a developer take the time to work on little touches like hyper-extended knees.
Unfortunately, what Z-Axis didn’t work on was anything above or beyond a solid stunt experience. There is no multiplayer mode for players to take on a friend in a game of horse, nor is there a skate park editor nor the ability to add your own touch in any way. It is simply an excellent single-player game with few extras. The are three options for the camera, but the overhead view is relatively useless, as players can’t see anything too far in front of them. The other two views are nice, yet the camera sticks rigidly to the terrain, taking all the bumps and toughs just as the bikers do. The result is a camera that is constantly conforming to the landscaping, bobbing up and down as players cross over every hill and ramp. A couple of times we actually got a headache from the constant motion and had to quit the game even when we didn’t want to. A more fluid camera system would definitely improve the experience, although this is hardly a devastating weakness.
And ultimately, that is perhaps the best thing to be said about Dave Mirra Freestyle BMX: It has no real weaknesses. Sure, we would have preferred a few more bells and whistles (the final movie of Dave himself is a little too short), but the fundamental experience is a solid one. There are so many cool tricks to pull off, and the physics are so forgiving, that we weren’t afraid to try some truly ambitious tricks — and occasionally land them. If you are looking for some fast-twitch action and don’t have the time to make a lifestyle commitment to some of the enormous games out right now, this title may be exactly what you are looking for.
Third-person action-adventure games of the Tomb Raider ilk have so far followed a simple formula of third-person perspective, attempts at character development and plot, and detailed locations and puzzles. Drakan certainly fits the bill, with the emphasis on attempting character and plot development, rather than actually succeeding. It’s a shame the designers seemed more interested in working on Rynn’s physique than imbuing her with any personality, but that’s more than made up for by Arokh.
It gives me a small amount of satisfaction that developers Surreal have surpassed both of the last two tomb raids, even though Drakan doesn’t accomplish much more than that. The puzzles are strictly average and formulaic. There are so many levers that need pulling in this game-world that it’s almost a relief to be finally searching for a key. Many of Drakan’s 11 levels are vast, but an excellent map function supplies a basic idea of where you are supposed to be heading, with the objectives scrawled on and crossed out as they are completed.
However, it’s not long before Drakan plays its ace in the holeArokh the dragon. Your partner through much of the game, Arokh is a huge red dragon used as a conduit to the history of the characters and items you need to recover. He’s also a very powerful weapon. He looks incredibly cool, moves amazingly well, uses virtually the same control method as when you’re on the ground and has some badass flame breath. The fireball is cunningly vital to some of the end-game sequences when you’re tempted to use the more powerful poison, ice, lightning, and exploding options picked up after defeating bosses. But dragon-to-dragon dogfighting is the game’s highlight in both single-player and multi-player. After proving yourself adept with a sword, slashing and sashaying all in the same move, it’s a delight to find Arokh and get to the real good bits.
The engine does manage to convey some beautiful terrain effects, from cascading waterfalls to eerily lit lava-filled caverns, but while Drakan excels graphically with some fantastic textures (the giants and dual-sword-wielding guardians being the highlights)its visuals are let down by the enemies’ overly square shapes. An adjustable fogging distance creates limited visibility to keep the framerates acceptable at the cost of obscuring the wonderful vistas.
In this fantasy world, the sound effects of weapon clatter and mood music are expertly used. While support for 3D audio is a luxury, the most benefit comes purely from a solid subwoofer to add resonating bass to the pounding explosions of dragon-to-dragon combat. With such excellent sound, it’s a shame that Rynn doesn’t have anything interesting to say for herself.
It’s also a real shame that there are so many damn bugs running rampant. Clipping problems plague the engine, undermining the solid level design, and require liberal use of the quick-save feature to guard against falling through scenery to a bitter death (which happened to me three times). Other crashes occurred when trying to change items in the inventory while invisible.
By the end, the epic battles, intense puzzling, and terrific textures had me forgiving those deaths at the hands of bugs and scenery and clipping. Drakan has its problems, but it’s still a worthier action-adventure than any of the recent Tomb Raider wannabes.
Over the past few years, Maxis have tried their best to successfully to port SimCity to the mobile platform. SimCity Buildit is the product and it is a perfect example of that, combining the exploration and prerendered look of SimCity 2013 system typically found in PC. And despite a few rough edges here and there, this combination actually works quite well. SimCity Buildit got the great visuals RTS fans expect, a city building worth no other, and just enough surprises and intrigue to warrant a look from fans of this genre.
SimCity Buildit being free-to-play, the game unravels the story of one mayor. Drawn by visions to make a great city that will stand out among the rest. The players, they hope to discover the secrets and the best strategy to make it happen. And without spoiling too much, let’s just say that not everyone is exactly what they appear to be.
What separates Simcity Buildit from other games in the city building genre is its unique use of a more traditional RTS system. Unlike Cities XXL, where the simulation is purely managerial, SimCity Buildit relies on turn-based strategy. Typically this style of gameplay helps to add additional depth to a game. In the case of this game, though, the sheer slowness of the city building and the apparent lack of any really useful tactics actually detracts from the overall experience. In fact, the simulation are the weakest point in this game. Fortunately, they’re all pretty easy and don’t occur as often as they would in a typical RTS.
Now, Maxis is really pushing this title as “a journey into pure horror” or something along those lines. And while that’s not completely false, the game, for the most part, doesn’t actually provide very many memorable aspects or moments of the game. Sure, the features can get a bit disturbing, but so can the EA staff without enough sleep. The point is, don’t go in expecting RPG -type thrills because there aren’t really any to find.
What is there is a solid storyline, above average voice acting and an interesting, if mismatched, cast of Sims. Combine those with some highly detailed backgrounds and element of gameplay and the result is an simulation game that’s certainly worth going on. Needless to say, however, gamers who don’t care for the slower-paced, RTS-style gampelay system will want to look elsewhere.
Simcity Buildit Hack is a good attempt at marrying two genres that don’t always like each other that much and adding Simoleons and SimCash. In this case, the relationship is a bit rocky and has its fair share of problems, but the offspring are definitely going to be something to look forward to.