Release Date: To be confirmed | | | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Editore: NAMCO BANDAI Games Europe S.A.S. Sviluppatore: Project Aces VISITA IL SITO UFFICIALE Launch Trailer: | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
Thursday, December 30, 2010
Ladies Posting Colours On Facebook Meaning
Ace Combat assult Horizon
Wednesday, December 29, 2010
Monday, December 27, 2010
Rent A Boat For Party Vancouver
Review Gran Turismo 5
Gran Turismo 5 is finally among us. The most famous driving experience of all time has more than 1,000 cars, including the McLaren MP4-12C and the Mercedes-Benz AMG SLS, with more than 70 circuits from around the world ... All this combined with the incredible graphics of 3D stereoscopic technology.
Challenge yourself to legendary tracks of three continents, racing at full speed between the winding streets of London, the sparkling business district of Tokyo, on the legendary Monza circuit, the Daytona Speedway and in countless other locations. As a special guest will also be present acclaimed track testing of Top Gear, the BBC program dedicated to engines, to complete a series of incredibly varied and realistic locations.
course, the real stars are the cars, where you can see the amazing attention to detail in Gran Turismo 5, is recognized worldwide. The classic sports cars and the most powerful rally cars divide the space of vast showcase of the game with a unique concept car and supercar race.
With a spectacular array of vehicles signed Ferrari, Bugatti, Jaguar, Lamborghini and Aston Martin, the races have never been as realistic as Gran Turismo 5. Enjoy the biggest race of your life.
ready to radically change your idea of \u200b\u200ba driving game. With its range of every style and type of racing, Gran Turismo 5 puts you in the center of the motoring world with a series of procedures and events designed to let the gas flow in the veins.
Hit the runway to take part in exciting races, speed tests and control in Arcade mode, or create yourself your own track with the easy-Editor Paths. If you're looking for the ultimate gaming experience with Gran Turismo 5, GT test mode. Through the innovative section
Casa Mia, the command center of the GT mode, you will have access to a range of events and driving tests to improve your skills. You will Furthermore, access to your garage, the car dealers and a variety of options to improve your car. Completing races and getting the different licenses, you will gain experience points and level of leadership will increase, allowing you to participate in new races and buy new cars. In the A-spec races
participate in a series of increasingly difficult and prestigious events. You'll find at a festival of Japanese microcar to compete with priceless prototype car, surrounded on the grid stunning Italian supercar and in many other situations, the wheel of any type of car you can imagine, from the Mini Cooper S Lamborghini Murcielago LP 670-4 SuperVeloce '09. Each car is made unique with an unparalleled physics engine of the vehicle.
Thanks to B-spec racing mode in Gran Turismo 5, you can also manage the strategy for the race from the pits. Assume the role of technical director and build a team of up to six drivers choosing, training them and taking them to the racetrack, where you give them directions on how to behave according to the moves of opponents. If you are looking for something less conventional, special events test mode, where you can run behind the wheel of a Volkswagen camper, NASCAR race car at 300 km / h even Superkart. The thickness of the Gran Turismo series is already legendary, but with Gran Turismo 5 you will get immersed in the world of rallying like never before. This
is a true driving simulator, but only on PlayStation 3.
Genre: Racing |
Players: 1-16 |
Media Type: Blu-ray Disc |
Game Online Network features |
HD resolution: 1080i, 1080p, 720p |
Audio: Dolby 5.1 |
3D game compatible |
Gran Turismo 5 is finally among us. The most famous driving experience of all time has more than 1,000 cars, including the McLaren MP4-12C and the Mercedes-Benz AMG SLS, with more than 70 circuits from around the world ... All this combined with the incredible graphics of 3D stereoscopic technology.
Challenge yourself to legendary tracks of three continents, racing at full speed between the winding streets of London, the sparkling business district of Tokyo, on the legendary Monza circuit, the Daytona Speedway and in countless other locations. As a special guest will also be present acclaimed track testing of Top Gear, the BBC program dedicated to engines, to complete a series of incredibly varied and realistic locations.
course, the real stars are the cars, where you can see the amazing attention to detail in Gran Turismo 5, is recognized worldwide. The classic sports cars and the most powerful rally cars divide the space of vast showcase of the game with a unique concept car and supercar race.
With a spectacular array of vehicles signed Ferrari, Bugatti, Jaguar, Lamborghini and Aston Martin, the races have never been as realistic as Gran Turismo 5. Enjoy the biggest race of your life.
ready to radically change your idea of \u200b\u200ba driving game. With its range of every style and type of racing, Gran Turismo 5 puts you in the center of the motoring world with a series of procedures and events designed to let the gas flow in the veins.
Hit the runway to take part in exciting races, speed tests and control in Arcade mode, or create yourself your own track with the easy-Editor Paths. If you're looking for the ultimate gaming experience with Gran Turismo 5, GT test mode. Through the innovative section
Casa Mia, the command center of the GT mode, you will have access to a range of events and driving tests to improve your skills. You will Furthermore, access to your garage, the car dealers and a variety of options to improve your car. Completing races and getting the different licenses, you will gain experience points and level of leadership will increase, allowing you to participate in new races and buy new cars. In the A-spec races
participate in a series of increasingly difficult and prestigious events. You'll find at a festival of Japanese microcar to compete with priceless prototype car, surrounded on the grid stunning Italian supercar and in many other situations, the wheel of any type of car you can imagine, from the Mini Cooper S Lamborghini Murcielago LP 670-4 SuperVeloce '09. Each car is made unique with an unparalleled physics engine of the vehicle.
Thanks to B-spec racing mode in Gran Turismo 5, you can also manage the strategy for the race from the pits. Assume the role of technical director and build a team of up to six drivers choosing, training them and taking them to the racetrack, where you give them directions on how to behave according to the moves of opponents. If you are looking for something less conventional, special events test mode, where you can run behind the wheel of a Volkswagen camper, NASCAR race car at 300 km / h even Superkart. The thickness of the Gran Turismo series is already legendary, but with Gran Turismo 5 you will get immersed in the world of rallying like never before. This
is a true driving simulator, but only on PlayStation 3.
| |
the exciting online racing to Gran Turismo 5 may participate in up to 16 players simultaneously. In addition, you can join a club online with the functionality of the Community page on My House. Addresses all the participants into groups or create open race sessions choosing who you want to invite. Racing through PlayStation Network is perhaps the best way to try all the new features, such as damage of the vehicle, the night runs and the different weather conditions with the lightning and the effects of smoke. In Community is a simple messaging system that allows you to quickly organize the races with your friends and easily share messages, e-mail and pictures of the highlights of the competitions. You can also exchange with other tracks created with the Editor Paths, or get crafty paying riders on your team B-spec to the other players to hone their skills more quickly. If you set your pilots as "public", these could be used by others at any time, and you too can do the same with the drivers of your friends computer controlled. The page view Casa Mia of your friends will help you to compare your progress and trophies. In addition, you can create private groups where you can compete, share cars, spare parts and valuable advice with whoever you want. Gran Turismo 5 allows you to interact with friends off the track and settle accounts with them get behind the wheel. | |
| |
| |
From: http://it.playstation.com/ps3/games/detail/item241000/Gran-Turismo% C2% AE-5 / | |
| |
| |
| |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
Danielle Panabaker Steven Strait
Review-Review-Tron
Combatti contro dei programmi informatici autonomi e ribelli nel mondo digitale mozzafiato di Tron: Evolution, il prequel dello spettacolare film Disney Tron: Legacy.
Trent'anni dopo aver creato la Rete, il software che sfuggì al controllo nel leggendario film del 1982, il genio della programmazione informatica Kevin Flynn vede il proprio lavoro prendere vita autonoma e finisce per ritrovarsi imprigionato nella his own creation. In Tron: Evolution, needs deep into its archives to figure out how to stop cyber virtual city more and more worn out and save themselves.
Will you be in the guise of a special security program called Anon, to having to go into this city to discover the cause of the imprisonment of Flynn. You'll find a virtual society corrupted by mistrust and even the murders of two categories of programs: the traditional and the most technologically advanced Basic ISO.
embark on a fascinating journey through the alternative locations of a city, during which you'll find yourself facing deadly battles against evil where you have devices use each megabyte of your energy to free digital Flynn, setting the stage for the events of Tron: Legacy.
Tron: Evolution succeeds brilliantly in evoking its cinematic counterpart, thanks to a perfect use of the games universe of colors and shapes typical of Tron, which help to make the game as much as the film memorable. Furthermore, these effects can be even more accentuated by the possibility of using the technology streoscopica play in 3D.
A radiant and elegant light blue accompanies you throughout the adventure, making Tron: Evolution from a video game unique environment. Sometimes it may happen that the path from one angle look like a mere mixture of vertical and horizontal lines placed at random and impossible to go, but just slightly change the angle of view to see these lines merge and realign to form the way forward. You will notice early on that the environment of the network can present many difficulties in its hostile inhabitants, and to get away you make the most of your wits and your muscles virtual digital.
Fortunately, Anon has been programmed with extraordinary ability in the race, which allow you to overcome so acrobatic a good amount of walls, traps and obstacles in the Network will be an experience full of speed and freedom of movement that will catapult you from complicated puzzles to violent clashes in a few seconds. In this world so minimal, the impact of each event will be a hundred times ...
The world of Tron was born in 1982 with a film set within the confines of a video game. Tron: Evolution closes the circle expanding their horizons in ways that would have been unthinkable for the original film, using the power of PlayStation 3.
The urgent civil war between the established Basic and advanced non-ISO will make your job easier. While you will inspect the Internet to research to find out why Kevin Flynn was taken prisoner, and groped to release him, you will be prevented by programs that will do anything to stop you disrupt the status quo.
Armed with your lethal disc of light, you will be able to make inroads among the enemies you encounter will be to break down. You'll get by using your instincts and your ability, thanks to a combat system that offers many opportunities and that will allow you to perform amazing combo linked. Send your enemies into a thousand pixels using the moves that you learn along the way, as a devastating shock waves unleashed by using the hard light or moves counter to penetrate the defenses of opponents.
Fighting the Web, you'll earn experience points in the form of megabytes, which can be used like cash in some special terminals to increase your energy reserves, improve your ability to combat or even enhance your trusty motorcycle. The most advanced within the network, more you hone your skills, then you too will progress along with the story.
From: http://it.playstation.com/ps3/games/detail/item300090/Tron-Evolution/
Genre: Action / Adventure |
Players: 1 |
Media Type: Blu-ray Disc |
Gioco in rete: Funzionalità Rete |
Risoluzione HD: 720p |
Audio: Dolby 5.1 |
|
PlayStation®Move Caratteristiche |
3D Gioco compatibile |
Combatti contro dei programmi informatici autonomi e ribelli nel mondo digitale mozzafiato di Tron: Evolution, il prequel dello spettacolare film Disney Tron: Legacy.
Trent'anni dopo aver creato la Rete, il software che sfuggì al controllo nel leggendario film del 1982, il genio della programmazione informatica Kevin Flynn vede il proprio lavoro prendere vita autonoma e finisce per ritrovarsi imprigionato nella his own creation. In Tron: Evolution, needs deep into its archives to figure out how to stop cyber virtual city more and more worn out and save themselves.
Will you be in the guise of a special security program called Anon, to having to go into this city to discover the cause of the imprisonment of Flynn. You'll find a virtual society corrupted by mistrust and even the murders of two categories of programs: the traditional and the most technologically advanced Basic ISO.
embark on a fascinating journey through the alternative locations of a city, during which you'll find yourself facing deadly battles against evil where you have devices use each megabyte of your energy to free digital Flynn, setting the stage for the events of Tron: Legacy.
Tron: Evolution succeeds brilliantly in evoking its cinematic counterpart, thanks to a perfect use of the games universe of colors and shapes typical of Tron, which help to make the game as much as the film memorable. Furthermore, these effects can be even more accentuated by the possibility of using the technology streoscopica play in 3D.
A radiant and elegant light blue accompanies you throughout the adventure, making Tron: Evolution from a video game unique environment. Sometimes it may happen that the path from one angle look like a mere mixture of vertical and horizontal lines placed at random and impossible to go, but just slightly change the angle of view to see these lines merge and realign to form the way forward. You will notice early on that the environment of the network can present many difficulties in its hostile inhabitants, and to get away you make the most of your wits and your muscles virtual digital.
Fortunately, Anon has been programmed with extraordinary ability in the race, which allow you to overcome so acrobatic a good amount of walls, traps and obstacles in the Network will be an experience full of speed and freedom of movement that will catapult you from complicated puzzles to violent clashes in a few seconds. In this world so minimal, the impact of each event will be a hundred times ...
The world of Tron was born in 1982 with a film set within the confines of a video game. Tron: Evolution closes the circle expanding their horizons in ways that would have been unthinkable for the original film, using the power of PlayStation 3.
The urgent civil war between the established Basic and advanced non-ISO will make your job easier. While you will inspect the Internet to research to find out why Kevin Flynn was taken prisoner, and groped to release him, you will be prevented by programs that will do anything to stop you disrupt the status quo.
Armed with your lethal disc of light, you will be able to make inroads among the enemies you encounter will be to break down. You'll get by using your instincts and your ability, thanks to a combat system that offers many opportunities and that will allow you to perform amazing combo linked. Send your enemies into a thousand pixels using the moves that you learn along the way, as a devastating shock waves unleashed by using the hard light or moves counter to penetrate the defenses of opponents.
Fighting the Web, you'll earn experience points in the form of megabytes, which can be used like cash in some special terminals to increase your energy reserves, improve your ability to combat or even enhance your trusty motorcycle. The most advanced within the network, more you hone your skills, then you too will progress along with the story.
From: http://it.playstation.com/ps3/games/detail/item300090/Tron-Evolution/
Sunday, December 26, 2010
Milena Velba - Single Party 1
Evolution Just Cause 2
RECOMMENDED AS A CHRISTMAS GIFT FROM JOYSTICKAREA!
What would you think of a man who is capable of jumping from heights and crazy not to open his parachute until it comes just a few feet off the ground? And if that same man, not just opened its parachute descent and after a mad, he used a grappling hook to attach to a plane or a helicopter ride? And if after having stolen the plane en route to the lover were to start flying over a small town full of soldiers who shoot at? And if you start to go up in the sky only to stall the half plane? And if at the end throw himself against a tank of fuel with air to blow it all? A madman? No, he has Scorpio and is said to be the best.
SOW BOMBS FOR COLLECTING DEBRIS
Just Cause 2 has finally arrived, bringing with it an avalanche of action, adrenaline, breathtaking chases on board any means to walk-fly-surf. Carries explosions and crazy jumps nel vuoto da altezze inimmaginabili. Si porta dietro di se incredibili tamarrate di uno dei personaggio meno riusciti del mondo dei videogames, stereotipato come pochi ma incredibilmente simpatico per la sua faccia da schiaffi. Ebbene si, avete letto bene, a me Rico Rodriguez sta abbastanza sulle scatole perché è un personaggio dal carisma insopportabile, piatto come un foglio di carta. Ma non è questo l’importante, la vera cosa bella di Just Cause 2 non è il personaggio carismatico ne tantomeno la storia alla base del gioco (un governo da sovvertire, sai che novità), quello che colpisce è sostanzialmente che Avalanche ha voluto portare al massimo il concetto di gioco scanzonato e fuori dagli schemi, dove tutto (o quasi) è possible, so as to jump from insane heights and land on the ground with a somersault. The game that the Avalanche have designed will not (and should) be compared to the number of GTA history, as well as it can (and should) be compared to other free-Roming on the market: Just Cause 2 is something completely different .
IMAGINATION? A major limitation
want to see the game well, you could also make history as well as the programmers have thought, going by the three factions on the island of Panau, accept their assignments for destruction or sabotage, and post after post , the final movie to finish the story. Let me also say without hesitation, to follow the game this way Boredom is a crazy and fun behind Just Cause 2 will be lost after a few hours. Why do I say this because behind the game and as I said above, and the story is not a strong point of the title, what counts is our desire to destroy so much so that the "sow chaos" is our top priority. Obviously we want to destroy style and this is one of the elements that further raises the score of the game - yes, blowing things will bring us more money and fame but we are good at blowing up things, the more our portfolio fill.
From our hand, in addition to the weapons or the means that we can steal or find around the island, we will use the trusty grappling hook. Be careful, this item is our most important weapon and is also what allows us to do crazy things, you want an example? Jumping into the void, then we still have to pass to the aircraft or on the street, we can easily hold on to cars. We can fight the distance, going to shoot the enemy soldiers to our location, we will stick to the explosive barrels and blow them up in the air like missiles. We can attach a hook to the other half to a soldier just for the sake (sake) to see him carry on. In short, things to are many and the only limit to the fantasy becomes real: I personally like crazy to attack torpedo fuel, make them explode and go to heaven like a rocket just before falling back dive.
Now, you are wondering, but the progression of the game is so tied to the story? Absolutely not and that's why I said that it is better (and more fun) to go to create chaos around the island rather than to listen to the main line. As you unlock new missions will damage the main or secondary and we also have the assistance of an option called "black market". This option will allow us to meet a mercenary in real time via a transmitter, we will provide the material that we released during our travels - everything to do with weapons, means and location (we will also travel with him from point A to B) will always be at our disposal, without having to crash to find the ammo crates or in the vaults of the faction to which we are engaged. Also with regard to the "growth" of the character, know that even in this case Avalanche has a kind of strengthening our armor and weapons: anything but complex. In short, when we go to attack an enemy base or during our long pilgrimage, we will find around Panau of boxes that enhance our what level of armor or weapons.
WELCOME TO PARADISE
After three years from the first chapter, Just Cause 2, Avalanche, confronting the world with a truly majestic and magnificent technical sector in many respects. Let me tell you contrary to stress the engine at the base of the title is one of the most powerful movement but beware: graphics power means for programming flexibility and vision of a huge three-dimensional world that you can visit without any charge. In short, we are not talking to their graphic impact, but the size of a tropical island that is open immediately in its entirety. Obviously the tinsel purely aesthetic is by no means bad also if a few things, I must say, I did turn up their nose. Beyond the purely achievement levels (defined as military bases, towns, cities or suburbs panoramic), I must say that the part dedicated to the modeling of the characters do not hit me too much, resulting wood also as regards the movement just fluids. I do not mean Rico but some supporting actors seem wooden puppet. Ditto for the facial modeling and textures, there is a good chart to Rico, but others will let you see ... a real shame because a more massive refinement would have helped.
As regards the island of Panau however, say that it remains in the mouth open from certain places is an understatement. What is striking is not only the use of light (day / night) but a whole series of boundary effects that make the island alive. Looking at the horizon, so to speak, you will notice is the visual distance of the human eye (fog and color depth) that purely optical effects such as the Sun's heat and dirt of several rooms. Still, going by sea, the water is one of the best ever made for a game of this size and if you think that everything is under the sea surface bare, you are mistaken: the soil is also studied them and see flora and fauna . Not to mention the glow filtering through the waves, just magnificent. I close, telling you that purely particle effects are outstanding: smoke, sparks, debris, etc, everything is made to perfection and anci I must say that the explosions are truly a blessing to watch.
The game we tested, turned beautifully on Windows 11 with DirectX 7 with all the graphics options to maximum (16x anti-aliasing, high shadows, high textures, decals, 16x anisotropic filtering, water and environment detail than with the ' lighting mirror set) and with a good peace of 20/23 frames per second at a resolution of 1680x1280 to go down dramatically, however, the 15/17 frames per second and even less in the most excited. In the game there is also a part for the benchmark machine, so to calculate your base system. What really strikes you is the fluidity of a graphics engine on more powerful machines that leave you speechless while on medium power systems will be completely scalable without losing too much visually. If all the software companies, would understand this great gift, perhaps there would be no movement in graphics products such as Just Cause 2 and less than GTA4, even as heavy as lead on high-performance systems.
SIDE EFFECTS
At this stage of the review, everyone is wondering if they will be Just Cause 2 is the perfect game?. However, the answer is no because you want to see well, the game suffers from some problems of programming and graphics that will tell you shortly. First, we must stress that very often I've seen of interpenetrating polygons terrible things to people that disappear behind the walls Rico or the same as in the parts where you must steal a helicopter, comes literally within the body of the pilots. Another puzzling factor are the shadows of the characters that sometimes appear in a rough, going to flatten rather than shape better.
In terms of gameplay but I have to say two things well defined.
First of all we have a game that is virtually flat in terms of the story: if this is good or bad with all the things you can do in the game, it will tell the player but it is certainly an important element for people who maybe were expecting something from the full-bodied texture. For others who live on barrels and shooting, perhaps a defect will be absolutely passable. Secondly, I greatly appreciated the stages of destruction for the simple reason that not everything can be destroyed. Of course, I do not expect to destroy the world with nuclear power, but even if a military helicopter that can blow up fuel tanks and small enemy positions, I see it is not possible to blow up a wall or some container. In short, the destruction is an end in itself and perhaps a level more damage, would be beneficial to the fun - to keep in close consideration given that most probably will have fun for a week in a row and then quit the game entirely in favor of something more balanced thickness. It must be said, however, that the island of Panau is really great to see her and all, will require the right time.
Another sore point is important, but the audio of the game (all translated into our mother tongue). I must say I very gladly would pull the ears of those who dealt with the dialogues of the game because they did a crap job. The synchronous voice / mouth of the characters is fully offset, but not limited to, even in the movies, almost always, we'll continue to see the movie in silence, or a party, it was done, and continue to listen to the voices. Absolutely terrible. The music and sounds are passable and not very catchy, almost boring. It 's really strange that Avalanche has invested heavily on a graphic and very little on the audio.
MY NAME 'SCORPIO
Just Cause 2 is therefore recommended a title?
is also no and my answer is absolutely in balance with regard to the degree of satisfaction of the players. If you are one of those who love stories full of twists, this game does absolutely for you, the story is absolutely corny piatta. Se la storia non è importante ma siete orientati verso un titolo scanzonato e leggero, Just Cause 2 è assolutamente il titolo che fa per voi. Di grandi problemi grafici non ce ne sono, nulla insomma che non si veda anche da altre parti e come livello visivo siamo anche una spanna sopra ad altri motori grafici. Quello che non mi ha per nulla convinto è la parte audio, totalmente da rivedere ma ormai il titolo è già in vendita. Cosi come l’interazione con l’ambiente poteva essere davvero studiata un tantino meglio, soprattutto per il puro piacere distruttivo delle persone che vogliono davvero radere al suolo tutto senza freni o almeno con limitazioni minori di quelle proposte nel gioco.
TRATTO DA: http://www.games.it/pc-games/recensione/just-cause-2-recensione.html
RECOMMENDED AS A CHRISTMAS GIFT FROM JOYSTICKAREA!
What would you think of a man who is capable of jumping from heights and crazy not to open his parachute until it comes just a few feet off the ground? And if that same man, not just opened its parachute descent and after a mad, he used a grappling hook to attach to a plane or a helicopter ride? And if after having stolen the plane en route to the lover were to start flying over a small town full of soldiers who shoot at? And if you start to go up in the sky only to stall the half plane? And if at the end throw himself against a tank of fuel with air to blow it all? A madman? No, he has Scorpio and is said to be the best.
SOW BOMBS FOR COLLECTING DEBRIS
Just Cause 2 has finally arrived, bringing with it an avalanche of action, adrenaline, breathtaking chases on board any means to walk-fly-surf. Carries explosions and crazy jumps nel vuoto da altezze inimmaginabili. Si porta dietro di se incredibili tamarrate di uno dei personaggio meno riusciti del mondo dei videogames, stereotipato come pochi ma incredibilmente simpatico per la sua faccia da schiaffi. Ebbene si, avete letto bene, a me Rico Rodriguez sta abbastanza sulle scatole perché è un personaggio dal carisma insopportabile, piatto come un foglio di carta. Ma non è questo l’importante, la vera cosa bella di Just Cause 2 non è il personaggio carismatico ne tantomeno la storia alla base del gioco (un governo da sovvertire, sai che novità), quello che colpisce è sostanzialmente che Avalanche ha voluto portare al massimo il concetto di gioco scanzonato e fuori dagli schemi, dove tutto (o quasi) è possible, so as to jump from insane heights and land on the ground with a somersault. The game that the Avalanche have designed will not (and should) be compared to the number of GTA history, as well as it can (and should) be compared to other free-Roming on the market: Just Cause 2 is something completely different .
IMAGINATION? A major limitation
want to see the game well, you could also make history as well as the programmers have thought, going by the three factions on the island of Panau, accept their assignments for destruction or sabotage, and post after post , the final movie to finish the story. Let me also say without hesitation, to follow the game this way Boredom is a crazy and fun behind Just Cause 2 will be lost after a few hours. Why do I say this because behind the game and as I said above, and the story is not a strong point of the title, what counts is our desire to destroy so much so that the "sow chaos" is our top priority. Obviously we want to destroy style and this is one of the elements that further raises the score of the game - yes, blowing things will bring us more money and fame but we are good at blowing up things, the more our portfolio fill.
From our hand, in addition to the weapons or the means that we can steal or find around the island, we will use the trusty grappling hook. Be careful, this item is our most important weapon and is also what allows us to do crazy things, you want an example? Jumping into the void, then we still have to pass to the aircraft or on the street, we can easily hold on to cars. We can fight the distance, going to shoot the enemy soldiers to our location, we will stick to the explosive barrels and blow them up in the air like missiles. We can attach a hook to the other half to a soldier just for the sake (sake) to see him carry on. In short, things to are many and the only limit to the fantasy becomes real: I personally like crazy to attack torpedo fuel, make them explode and go to heaven like a rocket just before falling back dive.
Now, you are wondering, but the progression of the game is so tied to the story? Absolutely not and that's why I said that it is better (and more fun) to go to create chaos around the island rather than to listen to the main line. As you unlock new missions will damage the main or secondary and we also have the assistance of an option called "black market". This option will allow us to meet a mercenary in real time via a transmitter, we will provide the material that we released during our travels - everything to do with weapons, means and location (we will also travel with him from point A to B) will always be at our disposal, without having to crash to find the ammo crates or in the vaults of the faction to which we are engaged. Also with regard to the "growth" of the character, know that even in this case Avalanche has a kind of strengthening our armor and weapons: anything but complex. In short, when we go to attack an enemy base or during our long pilgrimage, we will find around Panau of boxes that enhance our what level of armor or weapons.
WELCOME TO PARADISE
After three years from the first chapter, Just Cause 2, Avalanche, confronting the world with a truly majestic and magnificent technical sector in many respects. Let me tell you contrary to stress the engine at the base of the title is one of the most powerful movement but beware: graphics power means for programming flexibility and vision of a huge three-dimensional world that you can visit without any charge. In short, we are not talking to their graphic impact, but the size of a tropical island that is open immediately in its entirety. Obviously the tinsel purely aesthetic is by no means bad also if a few things, I must say, I did turn up their nose. Beyond the purely achievement levels (defined as military bases, towns, cities or suburbs panoramic), I must say that the part dedicated to the modeling of the characters do not hit me too much, resulting wood also as regards the movement just fluids. I do not mean Rico but some supporting actors seem wooden puppet. Ditto for the facial modeling and textures, there is a good chart to Rico, but others will let you see ... a real shame because a more massive refinement would have helped.
As regards the island of Panau however, say that it remains in the mouth open from certain places is an understatement. What is striking is not only the use of light (day / night) but a whole series of boundary effects that make the island alive. Looking at the horizon, so to speak, you will notice is the visual distance of the human eye (fog and color depth) that purely optical effects such as the Sun's heat and dirt of several rooms. Still, going by sea, the water is one of the best ever made for a game of this size and if you think that everything is under the sea surface bare, you are mistaken: the soil is also studied them and see flora and fauna . Not to mention the glow filtering through the waves, just magnificent. I close, telling you that purely particle effects are outstanding: smoke, sparks, debris, etc, everything is made to perfection and anci I must say that the explosions are truly a blessing to watch.
The game we tested, turned beautifully on Windows 11 with DirectX 7 with all the graphics options to maximum (16x anti-aliasing, high shadows, high textures, decals, 16x anisotropic filtering, water and environment detail than with the ' lighting mirror set) and with a good peace of 20/23 frames per second at a resolution of 1680x1280 to go down dramatically, however, the 15/17 frames per second and even less in the most excited. In the game there is also a part for the benchmark machine, so to calculate your base system. What really strikes you is the fluidity of a graphics engine on more powerful machines that leave you speechless while on medium power systems will be completely scalable without losing too much visually. If all the software companies, would understand this great gift, perhaps there would be no movement in graphics products such as Just Cause 2 and less than GTA4, even as heavy as lead on high-performance systems.
SIDE EFFECTS
At this stage of the review, everyone is wondering if they will be Just Cause 2 is the perfect game?. However, the answer is no because you want to see well, the game suffers from some problems of programming and graphics that will tell you shortly. First, we must stress that very often I've seen of interpenetrating polygons terrible things to people that disappear behind the walls Rico or the same as in the parts where you must steal a helicopter, comes literally within the body of the pilots. Another puzzling factor are the shadows of the characters that sometimes appear in a rough, going to flatten rather than shape better.
In terms of gameplay but I have to say two things well defined.
First of all we have a game that is virtually flat in terms of the story: if this is good or bad with all the things you can do in the game, it will tell the player but it is certainly an important element for people who maybe were expecting something from the full-bodied texture. For others who live on barrels and shooting, perhaps a defect will be absolutely passable. Secondly, I greatly appreciated the stages of destruction for the simple reason that not everything can be destroyed. Of course, I do not expect to destroy the world with nuclear power, but even if a military helicopter that can blow up fuel tanks and small enemy positions, I see it is not possible to blow up a wall or some container. In short, the destruction is an end in itself and perhaps a level more damage, would be beneficial to the fun - to keep in close consideration given that most probably will have fun for a week in a row and then quit the game entirely in favor of something more balanced thickness. It must be said, however, that the island of Panau is really great to see her and all, will require the right time.
Another sore point is important, but the audio of the game (all translated into our mother tongue). I must say I very gladly would pull the ears of those who dealt with the dialogues of the game because they did a crap job. The synchronous voice / mouth of the characters is fully offset, but not limited to, even in the movies, almost always, we'll continue to see the movie in silence, or a party, it was done, and continue to listen to the voices. Absolutely terrible. The music and sounds are passable and not very catchy, almost boring. It 's really strange that Avalanche has invested heavily on a graphic and very little on the audio.
MY NAME 'SCORPIO
Just Cause 2 is therefore recommended a title?
is also no and my answer is absolutely in balance with regard to the degree of satisfaction of the players. If you are one of those who love stories full of twists, this game does absolutely for you, the story is absolutely corny piatta. Se la storia non è importante ma siete orientati verso un titolo scanzonato e leggero, Just Cause 2 è assolutamente il titolo che fa per voi. Di grandi problemi grafici non ce ne sono, nulla insomma che non si veda anche da altre parti e come livello visivo siamo anche una spanna sopra ad altri motori grafici. Quello che non mi ha per nulla convinto è la parte audio, totalmente da rivedere ma ormai il titolo è già in vendita. Cosi come l’interazione con l’ambiente poteva essere davvero studiata un tantino meglio, soprattutto per il puro piacere distruttivo delle persone che vogliono davvero radere al suolo tutto senza freni o almeno con limitazioni minori di quelle proposte nel gioco.
TRATTO DA: http://www.games.it/pc-games/recensione/just-cause-2-recensione.html
Saturday, December 25, 2010
Fischer Pro Number One 2004
Merry Christmas to all Bluetooth Hacker
Thank you all for joining us and recommended us to begin now the Christmas holidays, where they probably will find less time to update the sito.Come soon as possible but we will always keep you up to date with the news, and more on the world PC and Video Games!
MERRY CHRISTMAS AND HAPPY NEW YEAR!
Thank you all for joining us and recommended us to begin now the Christmas holidays, where they probably will find less time to update the sito.Come soon as possible but we will always keep you up to date with the news, and more on the world PC and Video Games!
MERRY CHRISTMAS AND HAPPY NEW YEAR!
Friday, December 24, 2010
African American Male Braid
Happy Holidays and blog pause
Dear readers,
take the opportunity to post this greeting to almost apologize for my absence in December.
The truth is that I worked so hard this past year and a half, and now are a little 'tired. I need some time off to re-order commitments and to plan future releases properly. Therefore take advantage of the holiday season to take a few days off, reopen the week of Jan. 10 .
I have so many surprises in the pipeline and I look forward to sharing with you. Meanwhile
hope to those who celebrate, a
Dear readers,
take the opportunity to post this greeting to almost apologize for my absence in December.
The truth is that I worked so hard this past year and a half, and now are a little 'tired. I need some time off to re-order commitments and to plan future releases properly. Therefore take advantage of the holiday season to take a few days off, reopen the week of Jan. 10 .
I have so many surprises in the pipeline and I look forward to sharing with you. Meanwhile
hope to those who celebrate, a
MERRY CHRISTMAS
AND ALL
HAPPY NEW YEAR
© Copyright image Andrea Marazzi , Each reproduction is strictly prohibited.
Tuesday, December 21, 2010
Phenobarbital Panic Disorder
Bluetooth: ingenious inventions that made it possible to exchange data quickly and securely ... But how?
certainly not at all, it is very dangerous to keep the Bluetooth always on, or accept any demand for "Pair devices", you are likely to receive virus.Un advice? Turn off bluetooth when not in use and accept files and anything else from reliable sources and people! In Here is a software that can "control" the phone others with general bluetooth.In is harmless that you must enter the security code the user to whom you connette.Quindi if the other person accepts you can continue the joke, if not refuse ...
Nice tool for Bluetooth mobile phones that fails when connected to another device to control certain functions as part of the music, turn off your cell phone ... I mean, it is useful for Carnival!
here this software is for demonstration purposes: To keep alert blog readers on the dangers of mobile phone and Bluetooth in particular.
The Editor accepts no liability for any damage caused by software on the devices on either derived from esso.Invitiamo improper to use this software legally.
Then run the joke ONLY to people you know and hold the jokes, it could result in the violation of privacy and therefore most likely a complaint. Thursday, December 16, 2010
How Can I Check For My State Of Missouri Refund
Blender 2:54
create your heroes for video games in 3D!
For the advanced interface and its tools allow amazing creations ... Download it and enjoy!
create your heroes for video games in 3D!
For the advanced interface and its tools allow amazing creations ... Download it and enjoy!
Monday, December 13, 2010
Pole Vault Workout Exercise
Microsoft Beta Kinect: instructions
Not that there was a particular need, but with Christmas on the outskirts there is a new boom in sales for Kinect and certainly many of you are waiting for more. But are you really sure that your home is ready to accept one? Why Microsoft takes a little gem 'commitment and some change in the living room.
So here are some instructions for setting up the most space you can commit al nuovo rivoluzionario accessorio dell’Xbox, così da ottimizzarne le prestazioni e godervelo al massimo.
Innanzitutto occorre ‘sgombrare’ l’area di gioco, e questa è senza dubbio la parte più importante: avrete bisogno di un rettangolo d’azione di almeno 2 metri x 2 metri e mezzo, e presto potrebbero non essere neppure sufficienti considerando che molti degli aggiornamenti in uscita prevedono due o più giocatori anziché uno soltanto.
Meglio per voi se possedete uno schermo piatto di grandi dimensioni, renderà il tutto più coinvolgente e accattivante.
Garantiti gli spazi, è fondamentale posizionare il sensore in modo corretto: Microsoft consiglia a questo proposito di non scendere sotto il metro di altezza né superare i 2 metri per garantire la corretta ‘cattura’ della vostra immagine, il che vuol dire che potrete sistemare Kinect sopra o sotto il vostro televisore, purchè rigorosamente centrato con esso.
Badate bene di sporgere il sensore in modo che non abbia ostacoli ‘visivi’ nel movimento e assicuratevi che sia stabile e che abbia spazio a sufficienza: non c’è bisogno di inclinarlo manualmente poiché Kinect è dotato di un motore interno preposto all’individuazione automatica dell’angolo corretto.
Anche le condizioni di luminosità dell’ambiente sono importanti, benchè il sensore sia flessibile enough to work with different types of light, but better to avoid the infiltration of sunlight or halogen light bulbs while you play, could compromise the efficiency of Kinect. The optimum condition because the switch operates to its full potential is in fact to a room with soft light and not aggressive.
Some particular care is required for audio: better to remove the sensor from the speakers, whether external (very preferable) that complemented those of the TV, because they might interfere with the sensor itself Kinect, which explains partly along the path of sound settings provided by Microsoft during the activation of the game.
The last, as bizarre suggestion has to do with your image in front of the sensor: no loose clothing and no form, no accessories that cover the face and head: Kinect has an extraordinary sensitivity to the body proportions so it's important ... it must look like!
That said, you are now ready to Kinect at home: follow the instructions and have fun!
Source
Not that there was a particular need, but with Christmas on the outskirts there is a new boom in sales for Kinect and certainly many of you are waiting for more. But are you really sure that your home is ready to accept one? Why Microsoft takes a little gem 'commitment and some change in the living room.
So here are some instructions for setting up the most space you can commit al nuovo rivoluzionario accessorio dell’Xbox, così da ottimizzarne le prestazioni e godervelo al massimo.
Innanzitutto occorre ‘sgombrare’ l’area di gioco, e questa è senza dubbio la parte più importante: avrete bisogno di un rettangolo d’azione di almeno 2 metri x 2 metri e mezzo, e presto potrebbero non essere neppure sufficienti considerando che molti degli aggiornamenti in uscita prevedono due o più giocatori anziché uno soltanto.
Meglio per voi se possedete uno schermo piatto di grandi dimensioni, renderà il tutto più coinvolgente e accattivante.
Garantiti gli spazi, è fondamentale posizionare il sensore in modo corretto: Microsoft consiglia a questo proposito di non scendere sotto il metro di altezza né superare i 2 metri per garantire la corretta ‘cattura’ della vostra immagine, il che vuol dire che potrete sistemare Kinect sopra o sotto il vostro televisore, purchè rigorosamente centrato con esso.
Badate bene di sporgere il sensore in modo che non abbia ostacoli ‘visivi’ nel movimento e assicuratevi che sia stabile e che abbia spazio a sufficienza: non c’è bisogno di inclinarlo manualmente poiché Kinect è dotato di un motore interno preposto all’individuazione automatica dell’angolo corretto.
Anche le condizioni di luminosità dell’ambiente sono importanti, benchè il sensore sia flessibile enough to work with different types of light, but better to avoid the infiltration of sunlight or halogen light bulbs while you play, could compromise the efficiency of Kinect. The optimum condition because the switch operates to its full potential is in fact to a room with soft light and not aggressive.
Some particular care is required for audio: better to remove the sensor from the speakers, whether external (very preferable) that complemented those of the TV, because they might interfere with the sensor itself Kinect, which explains partly along the path of sound settings provided by Microsoft during the activation of the game.
The last, as bizarre suggestion has to do with your image in front of the sensor: no loose clothing and no form, no accessories that cover the face and head: Kinect has an extraordinary sensitivity to the body proportions so it's important ... it must look like!
That said, you are now ready to Kinect at home: follow the instructions and have fun!
Source
Sunday, December 12, 2010
Where To Buy Plus Size Swimsuits And Toronto
Review: World Of Warcraft: Cataclysm
The cataclysm has finally arrived.
the Rogue is perhaps one of the classes that have undergone more changes following the patch 4.0.1 che ha portato la revisione delle classi in Cataclysm. Oltre al generale sconvoglimento dei talenti e delle abilità comune a tutti, i motivi sono essenzialmente tre: l'introduzione dei veleni come abilità, la rimozione di Master of Deception e finalmente la correzione delle meccaniche di Vanish e Cloak of Shadows. Innanzitutto possiamo scordarci le vecchie meccaniche di fabbricazione dei veleni che, sebbene molto adatte alla classe come personaggio, erano diventate complicate da gestire data la mole di reagenti da avere nelle proprie borse in ogni situazione. Ora infatti ogni veleno è un'abilità che scala con il livello del personaggio proprio come fosse una spell, semplificando la vita dei Rogue notevolmente. In generale i veleni non have changed a lot compared to before, except perhaps for Wound Poison has become much more like a new Mortal Strike on the apparent reduction in the base damage. In any case, Blizzard has expressly stated that this class was to be the queen of stealth. From this followed two changes are really important and in our opinion crucial to the gameplay. Master of Deception talent required to use Stealth without worrying about being detected, was removed and given directly to all the Rogue, so that is not physically in the game. Also activating Vanish and Cloak of Shadows will no longer encounter a certain randomness in the removal of debuffs (which often lead to useless ability of the two) with total immunity granted (for 3 and 5 seconds respectively) and its implementation with no bugs. Now we can really say that the Rogue is the master of shadows! Starting from the branch Assassination , we see the introduction of a new talent as interesting, or revenge. The absence of a proper cooldown for this species to be used during more intense DPS had always set itself less attractive for PvE players, who tended to prefer the branch Combat. Now that has changed. However despite the strong performance of the branch in Combat Cataclysm, we noticed a slight increase of DPS branch Assassination also due in the new Cold Blood now regenerates Energy Rogue to 25 points, good in both PvE and PvP, to increase the damage burst. Apart from the fact that now is used to enhance Venomous Wounds Rupture as finishing, the Rogue Assassination also have a new trump card: the talent Murderous Intent. Thanks to it when the enemy has less than 35 percent of its total life greatly increases the regeneration of the Energy as well as the accumulation of Combo Points and the speed with which one to use the various skills. It can be said that the branch hours Assassination wins with a few percentage points of difference on the other Rogue talent tree in terms of pure DPS, which could be debated by the nose to some, given that as species prefers the use of other than Dagger weapons. The Combat branch has been much discussed initially because of its low efficiency. From the most powerful spec, there was found disoriented due to being really too small. Now fortunately no longer the case. First, this branch is the one that serves a more careful choice of weapons to use because of Combat Potency talent around which the entire recovery system Energy. Then we had better choose a very fast off-hand to optimize this aspect, which is very pleasing given the best use of Deadly Poison, which also requires a fast weapon to increase your chances of proc. As the main-hand instead introduces Combat Rogue weapon as slow as possible, in the range of swords and axes, as Eviscarate, Sinister Strike Killing Spree and working on a proc per minute, not for blow. This gives great variety in the use of weapons by Combat Rogue who see even a new ability to simply go to spam Sinister Strike or Strike-Revealing that increases by 20% the damage inflicted by the finisher. Bandit's Guile along with the talent, which allows the rogue to do more damage depending on how many combo points have on them. This system basically gives this class a variety that did not have before, alternating Sinister Strike and Revealing in a sensible order and waiting for the right time to use as the cooldown Adrenaline Rush, expects metnre refresh Slice and Dice. So the branch Combat is very fun to play together as a coordinated strategy and definitely more excited moments where you will trigger a lot of skills in a small window of time. The branch Subtlety has undergone change that would allow him to compete in DPS with the other classes (while theoretically still well below Assassination and Combat - say that now is not just useless). However, this has come with a price: the incredible complexity in the game. Honor Among Thieves is certainly an exceptional talent, which allows for very many Combo Points available without needing to run out of Energy. Because of Sanguinery Vein to make good use of the branch Subtlety Bleeding Effects, we should apply as much as possible about the target, and maintain them. This means using every minute Hemorrhage and Rupture choose as the first finisher. The second finisher will Eviscerate instead, thanks to the talent Serretad Blades reapply the debuff Rupture. Obviously the need to open combat with Garrote, skills in addition to the list. But there's more: do not think you do not use Slice and Dice course and especially not to use a fourth finisher, or Recover data that is actually providing the ability to recover thanks to the talent Energetic Energy Recovery. All this adds talent final, or Shadow Dance, allowing usare le abilità esclusive dello Stealth anche se non si è nascopsti per la sua intera durata. Il quadro di Subtlety si fa dunque molto complesso e richiede molta abilità per essere usato in maniera efficiente in PvE, pur rimanendo molto comodo per il PvP. In Cataclysm il Rogue è sinonimo di Stealth. Da sola questa notizia rende tutti felici, insieme anche al rinnovato ramo Assassination e alla rinfrescata di quello Combat, ora più vario e meglio concepito, tolti tutti i noiosi talenti di specializzazione delle armi. Subtlety invece richiederà un lavoro più intenso da parte di Blizzard, dato che per ora sembra proprio troppo ricco di elementi per poter essere utilizzato in tutti i comparti di gioco.
I mana-user in generale in questa espansione si sono ritrovati un po' alle strette. Blizzard ha modificato infatti tutti i coefficienti riguardanti la rigenerazione del mana in combattimento, rendendo di fatto a livello 85 molto ostico per alcune classi. Gli healer di certo sono stati quelli più colpiti (anche se pure il Mago attualmente sui server soffre più del pronosticato) e il Prete, la classe più rappresentativa di questo ruolo, non fa di certo eccezione e anzi forse ha subito il cambiamento più degli altri. Il ramo Holy vede un ritorno in grande stile dell'abilità Chastise insieme all'introduzione del sistema del Chakra. Quest'ultima è un'abilità attivabile ogni 30 secondi che permette di entrare in uno "stato di chakra" a Depending on the spell you use after. There are three stages of the Chakra-related skills that cause them (that Heal, Prayer of Healing and Smite). Each stage provides a bonus limited in time and connected to the ability that has begun, and more changes in the function of Chastise. Once we turned on the Chakra and a choice of the skills, ability becomes Chastise different additions that further enhances that role. Heal Brown Stadium as there will be an increase in the Chakra treatment and 10% Chastise became an instant cure with 15s cooldown, allowing for greater efficiency on treatment directed at a single target. With Prayer of Healing cooldown instead we have a decrease in the Circle of Healing di due secondi e Chastise diventa una cura ad area, permettendo una miglior gestione delle cure all'intero party in cui ci troviamo. Infine castando Smite rimarremo sostanzialmente in uno stato "neutro" dove Chastise rimane la spell originale atta a fare danno. Tutto questo lo vediamo come un'ottima aggiunta al ramo Holy, che si delinea come vero e proprio ramo adatto per curare direttamente i propri compagni. Infine notiamo un altro paio di talenti interessanti introdotti: Rapid Renewal che diminuisce il cooldown del Renew e ne permette un uso più efficace; Surge of Light che invece da un 6 percento di probabilità sul cast di Heal che il prossimo Flash Heal sia istantaneo e non costi mana. La prima introduzione parla per se: più Renew significa Instantly care more efficient. The second one is quite questionable, since the basic Heal a cure is very slow and previously little used. The priests-we-must get used to more efficiently use the same benefit for Heal the Holy tree talent, and chakra, especially because the cost of Flash Heal is now prohibitive to maintain in long fights. The new main branch of the Discipline Archangel is talent, combined with its prerequisite Evangelism. The basic concept is the same: Power Word: Shield spell remains the favorite of the Discipline Priest, followed by Penance, of course, but thanks to the talent Atonement, which converts the damage of Smite in a cure, and how it is structured il sistema Evangelism/Archangel si vedranno healer che attaccheranno il nemico una volta "scudati" un po' di compagni. Infatti Evangelism si potenzia grazie alla spell offensiva Smite (unita al Glifo Divine Accuracy e al talento riportato sopra, ora cura anche qualcuno, ma sempre dopo un hit sul nemico) e arriva fino a 5 cariche. Dopodichè si può attivare Archangel che consuma queste cariche (in stile combo points dei Rogue) e aumenta l'healing totale del 5 percento per ogni carica consumata. Il ramo Discipline vede quindi un potenziamento delle cure dirette, usabili quando gli scudi sono già stati tutti posizionati su chi di dovere, aiutando così a curare effettivamente i party e i raid. Un'altra grande novità è il talento end of this branch or Power Word: Barrier. The potential seems really good for this ability that mitigates 30% of the damage inflicted on members of the raid who are within a certain area for 10 seconds. The branch Shadow sees the introduction of a mechanical interesting: it is possible to give the cost of hit points, mana than usual. After a long gestation in which the Shadow branch has undergone radical changes in design, Blizzard has decided to put in place Shadow Word: Death. Now this looks like a spell and Execute does damage to the target is relatively low at both the caster, unless it be in the range below 25 percent of the life of the enemy, in which case the damage is tripled. To mitigate the damage on themselves and reduce the cooldown (10 seconds of the base) must use either the glyph is a special talent (Pain and Suffering) which reduces the damage inflicted on those who cast 40 percent. Other significant changes come on the talents Shadowy Apparitions and Sin and Punishment. Despite the underlying Shadow priest is played in much the same way at first, now every time the Shadow Word: Pain deals damage you will have 16 percent probability that a copy of ourselves that we begin to attack the target on which we launched the spell. Moreover, if we move, we increase this probability by 20 percent. Clearly, Blizzard wanted to offer something to the Shadow Priest to help him during the fighting più mobili, anche se è sempre stata una classe caster senza particolari problemi di staticità. Per quanto riguarda invece Sin and Punishment, il cooldown dello Shadowfiend viene diminuito di 10 secondi ogni volta che una nostra magia è un colpo critico. Tutto questo di fatto ha cambiato relativamente poco il gameplay, ma ha portato novità interessanti e competitive. Una nota molto negativa invece riguarda la Mastery associata. Ora come ora sembrerebbe proprio che sia inutile accumulare Mastery Point per il Prete Shadow a causa di un'implementazione frettolosa: le Shadow Orb servono a poco. Rispetto al bonus in spell power che garantisce INT e rispetto a crit ed haste rating, la mastery non aumenta in maniera sufficiente il danno derivante dalle Shadow Orb to justify spending points in that direction. We hope that the matter should be resolved as soon as possible, but we are not confident as Blizzard has just implemented this mechanism. Apart from a slip on the branch Shadow, the Priest takes his unique gameplay. We feel very satisfied with how Blizzard has handled the healing classes, but the fear is to succumb against other classes such as Paladins and Druids. In practice the good work of diversification is largely frustrated by a futile Mastery (Shadow - but does not prevent the spec to defend themselves very well in terms of pure DPS) Holy spec and a bit 'stiff, very slow to cast and not excel in any particular field, while being suitable for treatment in any situation. Discipline is very likely the sort of excellence for the Priest as well as providing a very effective damage prevention, also provides some strength and offensive spells.
The Death Knight tions may have been a change in important regards the system of regeneration of the Runes. Right now the second rune for each type is regenerated only if the first rune is active. In practice this means that the Death Knight is considered to have three bars of energy that can be charged regardless. A change of this kind led the class to be played in a much less fixed and pre-calculated with the introduction of a skill that passively Runic-Empowerment regenerates a rune at random after each use Death Strike, Frost Strike or Rune Strike (with a probability of 45 percent do so). In general, however, play the Death Knight has become more fun than before since the random element fits very well with the true concept gives three different rune bars to use (and therefore be able to use every GCD with more ease, without being strangled by priority of casting). The branch has become Blood specifically dedicated to tanking. Remaining a branch rather flexible since the essential talents are few and you can change some to your liking, the Blood tree remains entirely focused on the mechanics of that still generates a lot of Rune Strike threat. That is a talent like Scent of Blood is very welcome, together with passive skill specialization that every 3 minutes converts any and all Frost Unholy Death Runes Runes in general to be used at will. Mention must for the Blood Shield Mastery that functions as a shield to prevenirte damage. Beyond these changes, the gameplay has remained fairly unchanged, if one considers the comprehensive amendment to the regeneration of the runes, and the Death Knight tank is one of the most solid thanks to many cooldowns to use in an emergency and the ability to Death Strike cured with talent. The branch Frost has been the least touched by change. Now you can use either two-handed weapons that two weapons in one hand as the talents you take. In the second case will not Rune Power, allowing you to spend points in Icy Reach for better mobility. But the most significant change, noting that the gameplay remains the same, is adding to the buff dell'Obliterate Killing Machine which actually means that we will use it forever. And 'a must see that there is currently a debate about Presence eto use this branch. Our experience has made us lean towards the Frost Presence in the case of those who would use two weapons, while the Unholy for those who would use two-handed weapons. This is due to the Might of the Friozen Wastes which gives a 45 percent chance of regenerating 10 Runic Power dell'autoattack shots with just a weapon if you hold with both hands. Regarding Unholy we feel better able to say that the tree of this expansion for the Death Knight. Data standard that all take some talent (such as Ebon Plaguebringer and Rage of Rivendare) tree leaves room for a dozen points in Blood or Frost branch depending on how you want to refine your fighting style. A good example is the three points in Runic Power Mastery, ccording tier als still going to take Improved Blood Blood Tap. Despite, however, is no longer possible to use the dual-wielding for Unholy, in general, this class is very competitive and almost reaches the peaks of the branch with regard to Frost the pure DPS. The ability to use are always priorities in the casting and after a round of Disease and Dark Transformation things get easier as you will use in sequence Scourge Strike, Death Strike and Festering Coil. The Death Knight, based only on numbers, is perhaps the best class that starts in Cataclysm. The DPS specs are very efficient and quite simple to use, while still ensuring a high damage compared to even the most complex classes to be used as the mage and hunter. The gameplay has always been the same and perhaps the only change worth noting is that relating to the regeneration of the runes. We wanted something new instead of just maybe more details and refinements. But perhaps, as things stand, it would be asking too much.
The Paladin class was the absolute most troubled by the development. Of everything and more and is a continuation after the fateful day when Blizzard announced that it would introduce a system "on combo points" for this class: new talents that statistics were changing from day to day, old talents that disappear and reappear, and even talent that changed every branch beta build. Many have complained about this lack of ideas in the implementation by Blizzard that almost borders on the ridiculous. But all that has gone through luck. The first change is the introduction of a new resource-Holy Power. Each time you use Crusader Strike o Holy Shock guadagnerete un punto di Holy Power fino a un massimo di tre, dopodichè potrete usare grazie a questi punti altre abilità la cui efficacia dipenderà da quanti ne avrete accumulati. Sebbene inizialmente scettici bisogna ammettere che questa nuova risorsa risulta ad oggi forse uno dei migliori cambiamenti fatti per i paladini. La cosa più evidente è che ora i Paladini (soprattutto Retribution e Protection) avranno delle scelte più accurate da fare per spendere il proprio mana, ampliando moltissimo le strategie di gioco possibili. Al ramo Protection è stata data la possibilità di avere due stili di gioco molto differenti fra loro. Da una parte abbiamo una classica impostazione da tank generico, il cui strength is the high threat generation. Notable in this case the departure of Consecration from the rotation for the single-target. Another feature of this first approach is the new skill tree Protection Divine Guardian, which gives the raid, but other than that to champion the spear, a reduction of 20 percent to all incoming damage for six seconds. In general, not much has changed for those who choose to generate a greater threat and this new ability porebbe be in great demand because of the indisputable value if used the right time. On the other hand, the introduction of Word of Glory, a spell that cures any target using all the Holy Power, has led to use in tanking truly effective. For who has never thought of a tank that can heal itself? At a cost of actually producing less threat and thus be more at risk during the boss fight-sensitive, this second type of Paladin Protection is all about damage mitigation. Thanks to the talents Protector of the Innocents and we can cure ourselves using Word Eternal Glory of Glory and receive additional care in a more automatic with the probability of regenerating Holy Power to do so. All this adds new talent (almost compulsory for every spec Protection) Guarded by the Light, which converts the overhealing received in a shield that absorbs any type of damage. Right now the Protection Paladins can be considered more than satisfied: have lost something in tanking multiple of the high cost of Consecration (also talents to Hallowed Grounds) and also in threat generation, but have gained strength against none. Retribution is probably the class that has benefited most of the introduction of Holy Power. Always commands used by this species were not closely related to a priority of casting that forced players to optimize timing, which flattened much of it made the gameplay. Now we have to worry primarily to accumulate Holy Power, thanks to the evergreen Crusader Strike and some talent as Sanctity of Battle (which depend on the cooldown of Crusader Strike by haste) and Divine Purpose (which allows di generare Holy Power come proc dalle spell). Una volta generati i punti necessari avremo altre abilità da usare: Templar's Verdict (un attacco istantaneo), Divine Storm (un attacco istantaneo ad area) e Inquisistion (un buff che aumenta il danno Holy del 30 percento). Altre introduzioni degne di nota sono Rebuke, ovvero un silence non legato al GCD, Holy Wrath che ora fa danno a tutti e non solo a demoni e undead (andando a colmare facilmente lo spazio tra diversi GCD) e il cambiamento generale dei Seal, ora semplificati anche se la meccanica di base deve essere vopviamente tenuta in considerazione. Infine da notare come le varie Aure di resistenza siano state integrate tutte in una sola Resistance Aura, cambiamento in linea con l'omogeinizzazione General PvE buff for all classes. Turning to the Holy branch in this case we can say that things have changed for the better. Already we have seen the introduction of WotLK Holy Shock and Flash of Light spell to use as an alternative to the traditional Holy Light, thanks to increasing the reserves of mana for this class. Cataclysm has provided this branch of two new spells which make the gameplay definitely different curator of armor. Light of Dawn and Holy Radiance are two snapshots care to area appear to fill the main flaw of the old tree, or the lack of ability to keep alive the Paladin more companions at once. In addition, both spell (the first area to a cure cone front and the second circular area centered at Paladino) also treat the Paladin himself. All this adds to the already mentioned Protector of the Innocent, which coupled with good old Beacon of Light allows in practice to treat three people at once with a single cast: no longer having to think about your life bar also means we can think of better ones others! We should also mention the Speed \u200b\u200bof Light talent that makes it practically usable at best Holy Radiance, along with providing some flexibility in movement. In fact, taking Speed \u200b\u200bof Light and Holy Radiance increase our brown walking speed of twenty percent. This buff in fights hardest-those where it has always in constant motion, it makes life much easier to treat even small groups of people apart. Ultimately, though not yet up to treat large groups of people as do the Priests and Druids, the Holy Paladin is the biggest healer with care and higher numbers when it comes to overall healing and can now also to ensure good support to care for multiple targets. With so many changes in the Paladin that older players do not recognize definitely the gameplay. Perhaps the biggest flaw of all this was just that: having to re-learn everything from scratch due to re-design so massive even when compared to all other classes and managed in such a sudden way to be confused. But given the excellent results achieved by Blizzard, we roll up our sleeves and we enjoy a final class more diverse and less linear.
After this long overview of the new classes of game is a must also dwell on crafting-system. In reality there is not much to say about old jobs as had been revised and corrected during the old growth, ensuring a balance between the various upgrade rather well defined. So the substance has not changed for almost anyone: Blacksmith, Tailoring, Leatherworking and Enchanting remain completely unchanged and the new additions (some non-combat pet to create, and the like) are not enough to alleviate il generale senso di trascuratezza che si prova nel vedere le stesse identiche possibilità presenti in WotLK riproposte pari pari con le sole statistiche aumentate; Jewelcrafting è stata ricalibrata leggermente verso il basso, con un bonus esclusivo in parte ridotto e con il costo di produzione delle gemme diminuito per evitare l'inflazione tipica di questa professione (che comunque secondo noi avverrà nonostante tutto) e ha ottenuto ovviamente le nuove gemme che aumentano il Mastery Rating, ma anch'essa al di là di questo non vede l'introduzione di nulla di speciale; una nota decisamente negativa va a Inscription, professione che andrebbe seriamente rivista da Blizzard. Introdotta solo nella vecchia espansione, Inscription in Cataclysm ha subito un colpo clamoroso dato che i glifi sono ora diventati delle abilità da acquisire e non degli oggetti da scambiare (come le gemme). Inoltre il beneficio unico di professione è rimasto lo stesso (l'enchant sulle spalle) senza alcuna aggiunta. Speriamo che la situazione venga risolta al più presto, altrimenti nei prossimi mesi vedremo calare mostruosamente il numero di giocatori che scelgono questa, per ora largamente inutile, professione. Infine mentre le professioni di gathering sembrano ormai soltanto adatte per passare le ore a grindare come pazzi, Engineering emerge dalla generale piattezza e si rinnova. Infatti avremo Recipes che sono utili per i più vari scopi (come ad esempio il Goblin Barbecue, ovvero il nuovo Fish Feast, e il Loot-a-Rang, una fionda per recuperare il bottino dalla distanza) e anche le nuove Cog-Wheels, ovvero delle specie di gemme più potenti ma da usare in numero limitato (come quelle Prismatiche); inoltre Engineering mantiene anche i soliti benefici come un elmo epico e le modifiche tecnologiche (di fatto dei buff) per diversi pezzi di equipaggiamento. Venendo ai nuovi contenuti i giocatori si ritrovano di fronte a Reforging e Archaeology . Quest'ultima è una nuova professione secondaria accessibile a tutti che in sostanza funziona in maniera molto simile a una gathering skill. Una volta che saremo stati introdotti alle basi della ricerca storiografica (per l'alleanza avremo come professore niente meno che un certo "Harrison Jones ") we will see on our map of small blades that are of archaeological excavations to explore. Once you have chosen one of the sixteen active excavations, we can bring us there and try to triangulate the location of the find to find. Each finding is related to a project Existing research on each breed (playable or not) that will provide unprecedented information on the lore of the game and some very pleasant aesthetic object (such as non-combat pet and pieces of equipment really unorthodox.) Archaeology seems very interesting as well as the joy for any fan of the events of Azeroth (and indeed in spite of all it is), but even if any excavation is personal and unrelated to the other players, and therefore there is no competition for the findings, the whole is flat and monotonous and could be defined as "the last frontier of the grind. In fact a part of some irritation when another player blows his nose a particularly rich vein of material, but this fact also makes other interesting Herbalism and Mining with the various tactics and patrols designed on purpose. So the competition is only removed a long and tedious way of collecting which frankly we would rather avoid. Turning to Reforging However, we can define us completely satisfied. Although it is not actually a profession ranks it as such because it requires some knowledge of the mechanics game. We can now go dall'Arcane Reforger with our best equipment and change statistics for each item within certain limits set according to the level of the same, all at a cost of some gold coin. Although very simple at the base, in one fell swoop Reforging eliminates a problem and adds a new dimension to the game: no more run the last object in Best Slot (which will remain for the min / maxer fans spreadsheets) and at the same time Additional customization of your character. Reforging asked to engage in fact a very good knowledge of the dynamics of the class of the player and an even more profound various Skill Tree given the differences in statistics su cui si basano. Un difetto in questo caso potrebbe essere che al cambio di talenti andrà di pari passo un cambio di Reforging dell'equipaggiamento e relativa spesa piuttosto consistente. Il tutto però rimane davvero divertente dato che i risultati derivanti da questa "professione" sono immediatamente utili per tutti. Infine concludiamo con una considerazione personale sempre su Inscription: perchè non collegarla direttamente a Reforging e risolvere così la sua stagnazione?
Con questo speciale si conclude l'analisi nel dettaglio di molte delle caratteristiche di Cataclysm. Rimangono ancora degli argomenti da trattare in sede di recensione, ovvero il leveling rinnovato (dal livello 1 al 60 e dall'80 all'85), i contenuti end-game, Guild leveling system and the technical sector. In each case four days after its release, Cataclysm is revealed that an expansion of some dispute, however, adds greatly to the game world. In the coming days will see on these pages the last article on the cataclysm of the last years most popular MMO, including description of the above and our final decision. Adapted from
www.everyeye.it
VIDEO TRAILER
The cataclysm has finally arrived.
the Rogue is perhaps one of the classes that have undergone more changes following the patch 4.0.1 che ha portato la revisione delle classi in Cataclysm. Oltre al generale sconvoglimento dei talenti e delle abilità comune a tutti, i motivi sono essenzialmente tre: l'introduzione dei veleni come abilità, la rimozione di Master of Deception e finalmente la correzione delle meccaniche di Vanish e Cloak of Shadows. Innanzitutto possiamo scordarci le vecchie meccaniche di fabbricazione dei veleni che, sebbene molto adatte alla classe come personaggio, erano diventate complicate da gestire data la mole di reagenti da avere nelle proprie borse in ogni situazione. Ora infatti ogni veleno è un'abilità che scala con il livello del personaggio proprio come fosse una spell, semplificando la vita dei Rogue notevolmente. In generale i veleni non have changed a lot compared to before, except perhaps for Wound Poison has become much more like a new Mortal Strike on the apparent reduction in the base damage. In any case, Blizzard has expressly stated that this class was to be the queen of stealth. From this followed two changes are really important and in our opinion crucial to the gameplay. Master of Deception talent required to use Stealth without worrying about being detected, was removed and given directly to all the Rogue, so that is not physically in the game. Also activating Vanish and Cloak of Shadows will no longer encounter a certain randomness in the removal of debuffs (which often lead to useless ability of the two) with total immunity granted (for 3 and 5 seconds respectively) and its implementation with no bugs. Now we can really say that the Rogue is the master of shadows! Starting from the branch Assassination , we see the introduction of a new talent as interesting, or revenge. The absence of a proper cooldown for this species to be used during more intense DPS had always set itself less attractive for PvE players, who tended to prefer the branch Combat. Now that has changed. However despite the strong performance of the branch in Combat Cataclysm, we noticed a slight increase of DPS branch Assassination also due in the new Cold Blood now regenerates Energy Rogue to 25 points, good in both PvE and PvP, to increase the damage burst. Apart from the fact that now is used to enhance Venomous Wounds Rupture as finishing, the Rogue Assassination also have a new trump card: the talent Murderous Intent. Thanks to it when the enemy has less than 35 percent of its total life greatly increases the regeneration of the Energy as well as the accumulation of Combo Points and the speed with which one to use the various skills. It can be said that the branch hours Assassination wins with a few percentage points of difference on the other Rogue talent tree in terms of pure DPS, which could be debated by the nose to some, given that as species prefers the use of other than Dagger weapons. The Combat branch has been much discussed initially because of its low efficiency. From the most powerful spec, there was found disoriented due to being really too small. Now fortunately no longer the case. First, this branch is the one that serves a more careful choice of weapons to use because of Combat Potency talent around which the entire recovery system Energy. Then we had better choose a very fast off-hand to optimize this aspect, which is very pleasing given the best use of Deadly Poison, which also requires a fast weapon to increase your chances of proc. As the main-hand instead introduces Combat Rogue weapon as slow as possible, in the range of swords and axes, as Eviscarate, Sinister Strike Killing Spree and working on a proc per minute, not for blow. This gives great variety in the use of weapons by Combat Rogue who see even a new ability to simply go to spam Sinister Strike or Strike-Revealing that increases by 20% the damage inflicted by the finisher. Bandit's Guile along with the talent, which allows the rogue to do more damage depending on how many combo points have on them. This system basically gives this class a variety that did not have before, alternating Sinister Strike and Revealing in a sensible order and waiting for the right time to use as the cooldown Adrenaline Rush, expects metnre refresh Slice and Dice. So the branch Combat is very fun to play together as a coordinated strategy and definitely more excited moments where you will trigger a lot of skills in a small window of time. The branch Subtlety has undergone change that would allow him to compete in DPS with the other classes (while theoretically still well below Assassination and Combat - say that now is not just useless). However, this has come with a price: the incredible complexity in the game. Honor Among Thieves is certainly an exceptional talent, which allows for very many Combo Points available without needing to run out of Energy. Because of Sanguinery Vein to make good use of the branch Subtlety Bleeding Effects, we should apply as much as possible about the target, and maintain them. This means using every minute Hemorrhage and Rupture choose as the first finisher. The second finisher will Eviscerate instead, thanks to the talent Serretad Blades reapply the debuff Rupture. Obviously the need to open combat with Garrote, skills in addition to the list. But there's more: do not think you do not use Slice and Dice course and especially not to use a fourth finisher, or Recover data that is actually providing the ability to recover thanks to the talent Energetic Energy Recovery. All this adds talent final, or Shadow Dance, allowing usare le abilità esclusive dello Stealth anche se non si è nascopsti per la sua intera durata. Il quadro di Subtlety si fa dunque molto complesso e richiede molta abilità per essere usato in maniera efficiente in PvE, pur rimanendo molto comodo per il PvP. In Cataclysm il Rogue è sinonimo di Stealth. Da sola questa notizia rende tutti felici, insieme anche al rinnovato ramo Assassination e alla rinfrescata di quello Combat, ora più vario e meglio concepito, tolti tutti i noiosi talenti di specializzazione delle armi. Subtlety invece richiederà un lavoro più intenso da parte di Blizzard, dato che per ora sembra proprio troppo ricco di elementi per poter essere utilizzato in tutti i comparti di gioco.
I mana-user in generale in questa espansione si sono ritrovati un po' alle strette. Blizzard ha modificato infatti tutti i coefficienti riguardanti la rigenerazione del mana in combattimento, rendendo di fatto a livello 85 molto ostico per alcune classi. Gli healer di certo sono stati quelli più colpiti (anche se pure il Mago attualmente sui server soffre più del pronosticato) e il Prete, la classe più rappresentativa di questo ruolo, non fa di certo eccezione e anzi forse ha subito il cambiamento più degli altri. Il ramo Holy vede un ritorno in grande stile dell'abilità Chastise insieme all'introduzione del sistema del Chakra. Quest'ultima è un'abilità attivabile ogni 30 secondi che permette di entrare in uno "stato di chakra" a Depending on the spell you use after. There are three stages of the Chakra-related skills that cause them (that Heal, Prayer of Healing and Smite). Each stage provides a bonus limited in time and connected to the ability that has begun, and more changes in the function of Chastise. Once we turned on the Chakra and a choice of the skills, ability becomes Chastise different additions that further enhances that role. Heal Brown Stadium as there will be an increase in the Chakra treatment and 10% Chastise became an instant cure with 15s cooldown, allowing for greater efficiency on treatment directed at a single target. With Prayer of Healing cooldown instead we have a decrease in the Circle of Healing di due secondi e Chastise diventa una cura ad area, permettendo una miglior gestione delle cure all'intero party in cui ci troviamo. Infine castando Smite rimarremo sostanzialmente in uno stato "neutro" dove Chastise rimane la spell originale atta a fare danno. Tutto questo lo vediamo come un'ottima aggiunta al ramo Holy, che si delinea come vero e proprio ramo adatto per curare direttamente i propri compagni. Infine notiamo un altro paio di talenti interessanti introdotti: Rapid Renewal che diminuisce il cooldown del Renew e ne permette un uso più efficace; Surge of Light che invece da un 6 percento di probabilità sul cast di Heal che il prossimo Flash Heal sia istantaneo e non costi mana. La prima introduzione parla per se: più Renew significa Instantly care more efficient. The second one is quite questionable, since the basic Heal a cure is very slow and previously little used. The priests-we-must get used to more efficiently use the same benefit for Heal the Holy tree talent, and chakra, especially because the cost of Flash Heal is now prohibitive to maintain in long fights. The new main branch of the Discipline Archangel is talent, combined with its prerequisite Evangelism. The basic concept is the same: Power Word: Shield spell remains the favorite of the Discipline Priest, followed by Penance, of course, but thanks to the talent Atonement, which converts the damage of Smite in a cure, and how it is structured il sistema Evangelism/Archangel si vedranno healer che attaccheranno il nemico una volta "scudati" un po' di compagni. Infatti Evangelism si potenzia grazie alla spell offensiva Smite (unita al Glifo Divine Accuracy e al talento riportato sopra, ora cura anche qualcuno, ma sempre dopo un hit sul nemico) e arriva fino a 5 cariche. Dopodichè si può attivare Archangel che consuma queste cariche (in stile combo points dei Rogue) e aumenta l'healing totale del 5 percento per ogni carica consumata. Il ramo Discipline vede quindi un potenziamento delle cure dirette, usabili quando gli scudi sono già stati tutti posizionati su chi di dovere, aiutando così a curare effettivamente i party e i raid. Un'altra grande novità è il talento end of this branch or Power Word: Barrier. The potential seems really good for this ability that mitigates 30% of the damage inflicted on members of the raid who are within a certain area for 10 seconds. The branch Shadow sees the introduction of a mechanical interesting: it is possible to give the cost of hit points, mana than usual. After a long gestation in which the Shadow branch has undergone radical changes in design, Blizzard has decided to put in place Shadow Word: Death. Now this looks like a spell and Execute does damage to the target is relatively low at both the caster, unless it be in the range below 25 percent of the life of the enemy, in which case the damage is tripled. To mitigate the damage on themselves and reduce the cooldown (10 seconds of the base) must use either the glyph is a special talent (Pain and Suffering) which reduces the damage inflicted on those who cast 40 percent. Other significant changes come on the talents Shadowy Apparitions and Sin and Punishment. Despite the underlying Shadow priest is played in much the same way at first, now every time the Shadow Word: Pain deals damage you will have 16 percent probability that a copy of ourselves that we begin to attack the target on which we launched the spell. Moreover, if we move, we increase this probability by 20 percent. Clearly, Blizzard wanted to offer something to the Shadow Priest to help him during the fighting più mobili, anche se è sempre stata una classe caster senza particolari problemi di staticità. Per quanto riguarda invece Sin and Punishment, il cooldown dello Shadowfiend viene diminuito di 10 secondi ogni volta che una nostra magia è un colpo critico. Tutto questo di fatto ha cambiato relativamente poco il gameplay, ma ha portato novità interessanti e competitive. Una nota molto negativa invece riguarda la Mastery associata. Ora come ora sembrerebbe proprio che sia inutile accumulare Mastery Point per il Prete Shadow a causa di un'implementazione frettolosa: le Shadow Orb servono a poco. Rispetto al bonus in spell power che garantisce INT e rispetto a crit ed haste rating, la mastery non aumenta in maniera sufficiente il danno derivante dalle Shadow Orb to justify spending points in that direction. We hope that the matter should be resolved as soon as possible, but we are not confident as Blizzard has just implemented this mechanism. Apart from a slip on the branch Shadow, the Priest takes his unique gameplay. We feel very satisfied with how Blizzard has handled the healing classes, but the fear is to succumb against other classes such as Paladins and Druids. In practice the good work of diversification is largely frustrated by a futile Mastery (Shadow - but does not prevent the spec to defend themselves very well in terms of pure DPS) Holy spec and a bit 'stiff, very slow to cast and not excel in any particular field, while being suitable for treatment in any situation. Discipline is very likely the sort of excellence for the Priest as well as providing a very effective damage prevention, also provides some strength and offensive spells.
The Death Knight tions may have been a change in important regards the system of regeneration of the Runes. Right now the second rune for each type is regenerated only if the first rune is active. In practice this means that the Death Knight is considered to have three bars of energy that can be charged regardless. A change of this kind led the class to be played in a much less fixed and pre-calculated with the introduction of a skill that passively Runic-Empowerment regenerates a rune at random after each use Death Strike, Frost Strike or Rune Strike (with a probability of 45 percent do so). In general, however, play the Death Knight has become more fun than before since the random element fits very well with the true concept gives three different rune bars to use (and therefore be able to use every GCD with more ease, without being strangled by priority of casting). The branch has become Blood specifically dedicated to tanking. Remaining a branch rather flexible since the essential talents are few and you can change some to your liking, the Blood tree remains entirely focused on the mechanics of that still generates a lot of Rune Strike threat. That is a talent like Scent of Blood is very welcome, together with passive skill specialization that every 3 minutes converts any and all Frost Unholy Death Runes Runes in general to be used at will. Mention must for the Blood Shield Mastery that functions as a shield to prevenirte damage. Beyond these changes, the gameplay has remained fairly unchanged, if one considers the comprehensive amendment to the regeneration of the runes, and the Death Knight tank is one of the most solid thanks to many cooldowns to use in an emergency and the ability to Death Strike cured with talent. The branch Frost has been the least touched by change. Now you can use either two-handed weapons that two weapons in one hand as the talents you take. In the second case will not Rune Power, allowing you to spend points in Icy Reach for better mobility. But the most significant change, noting that the gameplay remains the same, is adding to the buff dell'Obliterate Killing Machine which actually means that we will use it forever. And 'a must see that there is currently a debate about Presence eto use this branch. Our experience has made us lean towards the Frost Presence in the case of those who would use two weapons, while the Unholy for those who would use two-handed weapons. This is due to the Might of the Friozen Wastes which gives a 45 percent chance of regenerating 10 Runic Power dell'autoattack shots with just a weapon if you hold with both hands. Regarding Unholy we feel better able to say that the tree of this expansion for the Death Knight. Data standard that all take some talent (such as Ebon Plaguebringer and Rage of Rivendare) tree leaves room for a dozen points in Blood or Frost branch depending on how you want to refine your fighting style. A good example is the three points in Runic Power Mastery, ccording tier als still going to take Improved Blood Blood Tap. Despite, however, is no longer possible to use the dual-wielding for Unholy, in general, this class is very competitive and almost reaches the peaks of the branch with regard to Frost the pure DPS. The ability to use are always priorities in the casting and after a round of Disease and Dark Transformation things get easier as you will use in sequence Scourge Strike, Death Strike and Festering Coil. The Death Knight, based only on numbers, is perhaps the best class that starts in Cataclysm. The DPS specs are very efficient and quite simple to use, while still ensuring a high damage compared to even the most complex classes to be used as the mage and hunter. The gameplay has always been the same and perhaps the only change worth noting is that relating to the regeneration of the runes. We wanted something new instead of just maybe more details and refinements. But perhaps, as things stand, it would be asking too much.
The Paladin class was the absolute most troubled by the development. Of everything and more and is a continuation after the fateful day when Blizzard announced that it would introduce a system "on combo points" for this class: new talents that statistics were changing from day to day, old talents that disappear and reappear, and even talent that changed every branch beta build. Many have complained about this lack of ideas in the implementation by Blizzard that almost borders on the ridiculous. But all that has gone through luck. The first change is the introduction of a new resource-Holy Power. Each time you use Crusader Strike o Holy Shock guadagnerete un punto di Holy Power fino a un massimo di tre, dopodichè potrete usare grazie a questi punti altre abilità la cui efficacia dipenderà da quanti ne avrete accumulati. Sebbene inizialmente scettici bisogna ammettere che questa nuova risorsa risulta ad oggi forse uno dei migliori cambiamenti fatti per i paladini. La cosa più evidente è che ora i Paladini (soprattutto Retribution e Protection) avranno delle scelte più accurate da fare per spendere il proprio mana, ampliando moltissimo le strategie di gioco possibili. Al ramo Protection è stata data la possibilità di avere due stili di gioco molto differenti fra loro. Da una parte abbiamo una classica impostazione da tank generico, il cui strength is the high threat generation. Notable in this case the departure of Consecration from the rotation for the single-target. Another feature of this first approach is the new skill tree Protection Divine Guardian, which gives the raid, but other than that to champion the spear, a reduction of 20 percent to all incoming damage for six seconds. In general, not much has changed for those who choose to generate a greater threat and this new ability porebbe be in great demand because of the indisputable value if used the right time. On the other hand, the introduction of Word of Glory, a spell that cures any target using all the Holy Power, has led to use in tanking truly effective. For who has never thought of a tank that can heal itself? At a cost of actually producing less threat and thus be more at risk during the boss fight-sensitive, this second type of Paladin Protection is all about damage mitigation. Thanks to the talents Protector of the Innocents and we can cure ourselves using Word Eternal Glory of Glory and receive additional care in a more automatic with the probability of regenerating Holy Power to do so. All this adds new talent (almost compulsory for every spec Protection) Guarded by the Light, which converts the overhealing received in a shield that absorbs any type of damage. Right now the Protection Paladins can be considered more than satisfied: have lost something in tanking multiple of the high cost of Consecration (also talents to Hallowed Grounds) and also in threat generation, but have gained strength against none. Retribution is probably the class that has benefited most of the introduction of Holy Power. Always commands used by this species were not closely related to a priority of casting that forced players to optimize timing, which flattened much of it made the gameplay. Now we have to worry primarily to accumulate Holy Power, thanks to the evergreen Crusader Strike and some talent as Sanctity of Battle (which depend on the cooldown of Crusader Strike by haste) and Divine Purpose (which allows di generare Holy Power come proc dalle spell). Una volta generati i punti necessari avremo altre abilità da usare: Templar's Verdict (un attacco istantaneo), Divine Storm (un attacco istantaneo ad area) e Inquisistion (un buff che aumenta il danno Holy del 30 percento). Altre introduzioni degne di nota sono Rebuke, ovvero un silence non legato al GCD, Holy Wrath che ora fa danno a tutti e non solo a demoni e undead (andando a colmare facilmente lo spazio tra diversi GCD) e il cambiamento generale dei Seal, ora semplificati anche se la meccanica di base deve essere vopviamente tenuta in considerazione. Infine da notare come le varie Aure di resistenza siano state integrate tutte in una sola Resistance Aura, cambiamento in linea con l'omogeinizzazione General PvE buff for all classes. Turning to the Holy branch in this case we can say that things have changed for the better. Already we have seen the introduction of WotLK Holy Shock and Flash of Light spell to use as an alternative to the traditional Holy Light, thanks to increasing the reserves of mana for this class. Cataclysm has provided this branch of two new spells which make the gameplay definitely different curator of armor. Light of Dawn and Holy Radiance are two snapshots care to area appear to fill the main flaw of the old tree, or the lack of ability to keep alive the Paladin more companions at once. In addition, both spell (the first area to a cure cone front and the second circular area centered at Paladino) also treat the Paladin himself. All this adds to the already mentioned Protector of the Innocent, which coupled with good old Beacon of Light allows in practice to treat three people at once with a single cast: no longer having to think about your life bar also means we can think of better ones others! We should also mention the Speed \u200b\u200bof Light talent that makes it practically usable at best Holy Radiance, along with providing some flexibility in movement. In fact, taking Speed \u200b\u200bof Light and Holy Radiance increase our brown walking speed of twenty percent. This buff in fights hardest-those where it has always in constant motion, it makes life much easier to treat even small groups of people apart. Ultimately, though not yet up to treat large groups of people as do the Priests and Druids, the Holy Paladin is the biggest healer with care and higher numbers when it comes to overall healing and can now also to ensure good support to care for multiple targets. With so many changes in the Paladin that older players do not recognize definitely the gameplay. Perhaps the biggest flaw of all this was just that: having to re-learn everything from scratch due to re-design so massive even when compared to all other classes and managed in such a sudden way to be confused. But given the excellent results achieved by Blizzard, we roll up our sleeves and we enjoy a final class more diverse and less linear.
After this long overview of the new classes of game is a must also dwell on crafting-system. In reality there is not much to say about old jobs as had been revised and corrected during the old growth, ensuring a balance between the various upgrade rather well defined. So the substance has not changed for almost anyone: Blacksmith, Tailoring, Leatherworking and Enchanting remain completely unchanged and the new additions (some non-combat pet to create, and the like) are not enough to alleviate il generale senso di trascuratezza che si prova nel vedere le stesse identiche possibilità presenti in WotLK riproposte pari pari con le sole statistiche aumentate; Jewelcrafting è stata ricalibrata leggermente verso il basso, con un bonus esclusivo in parte ridotto e con il costo di produzione delle gemme diminuito per evitare l'inflazione tipica di questa professione (che comunque secondo noi avverrà nonostante tutto) e ha ottenuto ovviamente le nuove gemme che aumentano il Mastery Rating, ma anch'essa al di là di questo non vede l'introduzione di nulla di speciale; una nota decisamente negativa va a Inscription, professione che andrebbe seriamente rivista da Blizzard. Introdotta solo nella vecchia espansione, Inscription in Cataclysm ha subito un colpo clamoroso dato che i glifi sono ora diventati delle abilità da acquisire e non degli oggetti da scambiare (come le gemme). Inoltre il beneficio unico di professione è rimasto lo stesso (l'enchant sulle spalle) senza alcuna aggiunta. Speriamo che la situazione venga risolta al più presto, altrimenti nei prossimi mesi vedremo calare mostruosamente il numero di giocatori che scelgono questa, per ora largamente inutile, professione. Infine mentre le professioni di gathering sembrano ormai soltanto adatte per passare le ore a grindare come pazzi, Engineering emerge dalla generale piattezza e si rinnova. Infatti avremo Recipes che sono utili per i più vari scopi (come ad esempio il Goblin Barbecue, ovvero il nuovo Fish Feast, e il Loot-a-Rang, una fionda per recuperare il bottino dalla distanza) e anche le nuove Cog-Wheels, ovvero delle specie di gemme più potenti ma da usare in numero limitato (come quelle Prismatiche); inoltre Engineering mantiene anche i soliti benefici come un elmo epico e le modifiche tecnologiche (di fatto dei buff) per diversi pezzi di equipaggiamento. Venendo ai nuovi contenuti i giocatori si ritrovano di fronte a Reforging e Archaeology . Quest'ultima è una nuova professione secondaria accessibile a tutti che in sostanza funziona in maniera molto simile a una gathering skill. Una volta che saremo stati introdotti alle basi della ricerca storiografica (per l'alleanza avremo come professore niente meno che un certo "Harrison Jones ") we will see on our map of small blades that are of archaeological excavations to explore. Once you have chosen one of the sixteen active excavations, we can bring us there and try to triangulate the location of the find to find. Each finding is related to a project Existing research on each breed (playable or not) that will provide unprecedented information on the lore of the game and some very pleasant aesthetic object (such as non-combat pet and pieces of equipment really unorthodox.) Archaeology seems very interesting as well as the joy for any fan of the events of Azeroth (and indeed in spite of all it is), but even if any excavation is personal and unrelated to the other players, and therefore there is no competition for the findings, the whole is flat and monotonous and could be defined as "the last frontier of the grind. In fact a part of some irritation when another player blows his nose a particularly rich vein of material, but this fact also makes other interesting Herbalism and Mining with the various tactics and patrols designed on purpose. So the competition is only removed a long and tedious way of collecting which frankly we would rather avoid. Turning to Reforging However, we can define us completely satisfied. Although it is not actually a profession ranks it as such because it requires some knowledge of the mechanics game. We can now go dall'Arcane Reforger with our best equipment and change statistics for each item within certain limits set according to the level of the same, all at a cost of some gold coin. Although very simple at the base, in one fell swoop Reforging eliminates a problem and adds a new dimension to the game: no more run the last object in Best Slot (which will remain for the min / maxer fans spreadsheets) and at the same time Additional customization of your character. Reforging asked to engage in fact a very good knowledge of the dynamics of the class of the player and an even more profound various Skill Tree given the differences in statistics su cui si basano. Un difetto in questo caso potrebbe essere che al cambio di talenti andrà di pari passo un cambio di Reforging dell'equipaggiamento e relativa spesa piuttosto consistente. Il tutto però rimane davvero divertente dato che i risultati derivanti da questa "professione" sono immediatamente utili per tutti. Infine concludiamo con una considerazione personale sempre su Inscription: perchè non collegarla direttamente a Reforging e risolvere così la sua stagnazione?
Con questo speciale si conclude l'analisi nel dettaglio di molte delle caratteristiche di Cataclysm. Rimangono ancora degli argomenti da trattare in sede di recensione, ovvero il leveling rinnovato (dal livello 1 al 60 e dall'80 all'85), i contenuti end-game, Guild leveling system and the technical sector. In each case four days after its release, Cataclysm is revealed that an expansion of some dispute, however, adds greatly to the game world. In the coming days will see on these pages the last article on the cataclysm of the last years most popular MMO, including description of the above and our final decision. Adapted from
www.everyeye.it
VIDEO TRAILER
Lps National High Schoolpoetry Contest
Saturday, December 11, 2010
Pull Trailer With Pontoons
Salon de Montreuil
Dear readers,
return after a pause, not announced, due to my presence at the Salon de Montreuil . I apologize for not having sent official word, maybe my reticence on the matter is due to the fact that I did not feel "on hold" because all my actions was to these pages.
In the coming weeks I will start the analysis of some works are closer to the Salon, for now I just have a little guide to what I could see, hear and feel during the fair, along with a small selection of works that I found (obviously the selection is limited for reasons of time and personal taste, many books would be a good title more than worthy to be part of).
As always, the French scene is full of discoveries and stress, although even here we begin to breathe air heavy with the new financial measures taken by the French Government. It therefore remains open debate on the future of children's and the state of culture in general: after the announced closure of Etre Editions, as well as I had already announced here, and after the substantial cuts that are causing the chiusira of activities association Livres au Trésor , France is to deal with a growing fear that often results in a kind of editorial inconsistency that is increasingly worrying widening, as though we were trying to broaden their editorial, clinging to life rafts alleged that deviate from the initial design many publishers to avoid drowning. Now, I spontaneously ask: to what extent it is wise and just move away from a publisher's editorial policy, to collect or receive under his roof texts, designs, necklaces, that have little to do with that line drawn from the start? Obviously I do not presume to give any response, if anything, you had me you'd love to hear together and open a debate.
on the prospects of literature for children, IBBY France and the BNF (Bibliothèque Nationale de France - Centre National de la littérature pour la Jeunesse La Joie par les Livres ) organized the very interesting conference titled: "Rencontres européennes second de la littérature pour la jeunesse ", during which there is discussion of the ways of the creation in Europe (with the participation of important illustrators such as Dusan Kallay, Arnal Ballester Mölck-Tassel, Bernd ) and the practice of publishing, and promotion of mediation desrinati books for children. Soon will be available the proceedings of the talks, who was inetressato can quickly find them here .
As I mentioned above there, despite concerns and doubts, the Salon is an important moment of reflection and sharing that is worth to be lived fully by those who are interested in this field. The latest that we have reserved our cousins \u200b\u200bacross the Alps, is the upcoming opening of a new school in Montreuil: "L'Ecole du livre de jeunesse" , aimed at providing resources and information to various partners involved in spreading and deepening understanding of children's books, but also alle famiglie, attraverso ateliers specifici di formazione. Fra i quindici, bravissimi, collaboratori della scuola, che aprirà ufficialmente i battenti nel 2011, ci sarà anche il carissimo Christian Bruel! Nella speranza che la sua genialità e l'esperienza fatta in questi anni possano contribuire a far sbocciare tanti sorrisi che mordono* !
Passiamo ora a qualche brevissima segnalazione, alcuni libri sono datati ma il loro valore è a mio avviso tale che non posso non metterli nella lista:
Le Petit Homme et Dieu , Kitty Crowther, Editions L'Ecole des Loisirs - Pastel , September 2010
Ici Londres , Vincent Cuvellier, illustrations by Anne Herbauts, Rouergue Editions, January 2009.
to finish with a flourish and a collection of poems
published by Bayard Jeunesse from 2003 to now as Hors Collection.
The works are not listed in order of preference, much less in chronological order ... are quite fragmented. Some of these I will speak more fully soon, so "stay tuned" as they say Anglophones!
all for now.
Dear readers,
return after a pause, not announced, due to my presence at the Salon de Montreuil . I apologize for not having sent official word, maybe my reticence on the matter is due to the fact that I did not feel "on hold" because all my actions was to these pages.
In the coming weeks I will start the analysis of some works are closer to the Salon, for now I just have a little guide to what I could see, hear and feel during the fair, along with a small selection of works that I found (obviously the selection is limited for reasons of time and personal taste, many books would be a good title more than worthy to be part of).
As always, the French scene is full of discoveries and stress, although even here we begin to breathe air heavy with the new financial measures taken by the French Government. It therefore remains open debate on the future of children's and the state of culture in general: after the announced closure of Etre Editions, as well as I had already announced here, and after the substantial cuts that are causing the chiusira of activities association Livres au Trésor , France is to deal with a growing fear that often results in a kind of editorial inconsistency that is increasingly worrying widening, as though we were trying to broaden their editorial, clinging to life rafts alleged that deviate from the initial design many publishers to avoid drowning. Now, I spontaneously ask: to what extent it is wise and just move away from a publisher's editorial policy, to collect or receive under his roof texts, designs, necklaces, that have little to do with that line drawn from the start? Obviously I do not presume to give any response, if anything, you had me you'd love to hear together and open a debate.
on the prospects of literature for children, IBBY France and the BNF (Bibliothèque Nationale de France - Centre National de la littérature pour la Jeunesse La Joie par les Livres ) organized the very interesting conference titled: "Rencontres européennes second de la littérature pour la jeunesse ", during which there is discussion of the ways of the creation in Europe (with the participation of important illustrators such as Dusan Kallay, Arnal Ballester Mölck-Tassel, Bernd ) and the practice of publishing, and promotion of mediation desrinati books for children. Soon will be available the proceedings of the talks, who was inetressato can quickly find them here .
As I mentioned above there, despite concerns and doubts, the Salon is an important moment of reflection and sharing that is worth to be lived fully by those who are interested in this field. The latest that we have reserved our cousins \u200b\u200bacross the Alps, is the upcoming opening of a new school in Montreuil: "L'Ecole du livre de jeunesse" , aimed at providing resources and information to various partners involved in spreading and deepening understanding of children's books, but also alle famiglie, attraverso ateliers specifici di formazione. Fra i quindici, bravissimi, collaboratori della scuola, che aprirà ufficialmente i battenti nel 2011, ci sarà anche il carissimo Christian Bruel! Nella speranza che la sua genialità e l'esperienza fatta in questi anni possano contribuire a far sbocciare tanti sorrisi che mordono* !
Passiamo ora a qualche brevissima segnalazione, alcuni libri sono datati ma il loro valore è a mio avviso tale che non posso non metterli nella lista:
Monsieur Cent Têtes , di Ghislaine Herbéra, Edizioni MeMo , 10 January 2010. Album Premier Prix of the Salon.
Le Petit Homme et Dieu , Kitty Crowther, Editions L'Ecole des Loisirs - Pastel , September 2010
Ici Londres , Vincent Cuvellier, illustrations by Anne Herbauts, Rouergue Editions, January 2009.
to finish with a flourish and a collection of poems
published by Bayard Jeunesse from 2003 to now as Hors Collection.
The works are not listed in order of preference, much less in chronological order ... are quite fragmented. Some of these I will speak more fully soon, so "stay tuned" as they say Anglophones!
all for now.
* For the uninitiated, the first publisher of C. Bruel called The Sourire Mord here, that "the smile that bites."
Friday, December 10, 2010
Calories In Dried Turkish Apricots
Oblivion Lost Mod
MAJOR FEATURES:
Reworked stalker AI of
- NPC's can avoid anomalies
- completely reworked the reactions and the detection of NPC
- you do not find more dead inside the NPC fire
Weapons - all reworked, with a realistic recoil
- the position of 'weapons of HUD is in the style of the old Beta
- new weapon AK-47 (new model)
Riabilitata AI dei controllori
- il controllore può prendere il controllo degli npc e guidarli contro i suoi nemici
- se un npc è dentro l'aura del controllore, diviene immediatamente zombificato
- quando il controllore muore, allora l' npc ritorna il normale npc che era prima
Estensione degli eventi casuali
- adesso non solo le fazioni si attaccano tra loro, ma anche i mutanti cercano di conquistare i territori
- un messaggio ve ne darà notifica, come nelle guerre tra fazioni
- potresti avere qualche sorpresa, in ogni livello
Rielaborato il
time - the time is now much more realistic for
to Chernobyl - there are more sudden storms, are more balanced
- much better than the blowout, his appearance gets a new effect
Management
Quest - The Quest main quest and self-
not have time limits - you can get back some quests after 1 day
- you can see the reward that you will have a quest
System respawn
revised - now many more mutants respawning, and not the usual type of mutants that were first
- there is a chance to meet a bloodsucker instead of a dog
- use the sleeping bag increases the respawn in the current level
Textures - beta-style textures for the hands of the player
- new skins for some mutants
- single skin for the Chimera
MORE - added a better effect of the attack-dog
Psycho - Italian and French - new translations
- increased number of shelters against blowout
MAJOR FEATURES:
Reworked stalker AI of
- NPC's can avoid anomalies
- completely reworked the reactions and the detection of NPC
- you do not find more dead inside the NPC fire
Weapons - all reworked, with a realistic recoil
- the position of 'weapons of HUD is in the style of the old Beta
- new weapon AK-47 (new model)
Riabilitata AI dei controllori
- il controllore può prendere il controllo degli npc e guidarli contro i suoi nemici
- se un npc è dentro l'aura del controllore, diviene immediatamente zombificato
- quando il controllore muore, allora l' npc ritorna il normale npc che era prima
Estensione degli eventi casuali
- adesso non solo le fazioni si attaccano tra loro, ma anche i mutanti cercano di conquistare i territori
- un messaggio ve ne darà notifica, come nelle guerre tra fazioni
- potresti avere qualche sorpresa, in ogni livello
Rielaborato il
time - the time is now much more realistic for
to Chernobyl - there are more sudden storms, are more balanced
- much better than the blowout, his appearance gets a new effect
Management
Quest - The Quest main quest and self-
not have time limits - you can get back some quests after 1 day
- you can see the reward that you will have a quest
System respawn
revised - now many more mutants respawning, and not the usual type of mutants that were first
- there is a chance to meet a bloodsucker instead of a dog
- use the sleeping bag increases the respawn in the current level
Textures - beta-style textures for the hands of the player
- new skins for some mutants
- single skin for the Chimera
MORE - added a better effect of the attack-dog
Psycho - Italian and French - new translations
- increased number of shelters against blowout
Wednesday, December 8, 2010
State Disability Forms For Nj
Review: STALKER
Breath. Which means one thing: I'm still alive. I'm cold. I feel nauseous. The head seems to want to explode, they are lying on a table, like an animal, a laboratory guinea pig. I feel the splinters of wood to bite my flesh, where my jacket was torn apart in the aftermath. The accident. Lampi. Memory. Lightning from the sky. I ran that night. Fastest of the night, faster than the rain. Me and my two companions, lost souls in a land cursed .. We did our job and we did well. Clean the area. From its horrors, its wickedness; monstrous wickedness of the sons of men. For each hole on the ground, I could almost feel the crunch of dry bones spezzate di quelle sventurate creature che portavamo come triste fardello. Non più umane, ma neanche bestie. Ho sentito qualche scienziato chiamarli Mutanti. Il frutto delle radiazioni di questa terra maledetta. Maledetta, come quella nostra missione. La collera dei cieli, sotto forma di un fulmine, si è abbattuta sul nostro furgone. Ricordo appena lo schianto, la puzza di carne bruciata, le grida dei miei compagni. Poi l'Oscurità si è chiusa su di me. Ho creduto, quasi sperato che fosse per sempre. Ma non ho avuto questa fortuna. Sono ancora qui. Sono vivo. E scoprirò la verità, anche se questo significa, di nuovo, avventurarmi nella Zona. Ma cos'altro può fare, uno S.T.A.L.K.E.R.?”
DIFFICULT ACRONYMS.
It is not easy for this writer, to describe a digital paper that has sponsored the new title from THQ (Red Faction, to name but a title, and many others), under the banner of GSC Game World. A game by the same programmers birth of the now almost forgotten Codename: Outbreak, with whom he also shares the same fate on the name. STALKER - Oblivion Lost, during its long gestation (five years, ndAleNet), è divenuto oggi Shadow of Cernobyl, così come Venom divenne Codename : Outbreak ai tempi della sua uscita. S.T.A.L.K.E.R. , come si legge sul sito ufficiale del gioco, è l'acronimo di Scavengers (sciacalli), Trespassers (trasgressori), Adventurers (Avventurieri), Loners (Solitari), Killers (Assassini), Explorers (esploratori), Robbers (Rapinatori). Tutto questo e forse qualcosa di più, saremo chiamati ad interpretare, nel momento stesso in cui inseriremo il DVD di gioco nella nostra macchina ludica favorita (allo stato attuale, non è prevista nessuna conversione per console). La lunghissima installazione ci porterà nell'ottimo menù iniziale, dove settare i consueti parametri di gioco, quali grafica, sonoro, comandi ed altre amenità. Solo allora verremo a contatto con la sconcertate realtà (ri)creata per noi dai programmatori, una realtà parallela che vede il suo inizio nel 2012, quando un nuovo, disastroso incidente nucleare torna a sconvolgere Chernobyl, dando vita ad un inferno di radiazioni, popolato da mutanti, bestie feroci, uomini...e S.T.A.L.K.E.R. , soldati di ventura disposti a qualunque cosa pur di trovare viveri, armi, munizioni...e soprattutto denaro.
Il protagonista del gioco, nostro alter ego digitale, è uno di questi misteriosi personaggi : il suo nome è “Il Marchiato”, nomignolo affidatogli dai suoi due salvatori in seguito ad un incidente - Where they have killed his two traveling companions - due to the fact that our bald carries a tattoo on his arm. What? STALKER But, of course!
The game also saw the sponsorship of Asus, can be counted in the tradition of first-person shooter, but there is no doubt that this product has a number of peculiarities that are partly soar higher than games in the same category.
First, STALKER has a system of gradual improvement with advancing levels, improvements that will present themselves to us in the form of artifacts of various kinds and nature, and these artifacts will be worn / used / studied / understood as they continue for layers, and each will bring advantages and disadvantages on the basis that we use. Some will protect us from radiation, but slow down our run, while others, such as will make us immune to electric shocks, but we will expose more to the electromagnetic waves that fill the land, poisoning. It is therefore for us to use what is in the best possible way, to find out who is behind this new, devastating nuclear disaster before, and to survive and make a nice nest egg, then.
The "playing field" is nothing short of enormous, over thirty square kilometers of digital maps recreated convincingly, despite the engine that moves everything on its shoulders the long years of preparation for this title. However, the graphic performance is very respectable, despite the slight patina have already seen that permeates the game, acquiring a computer relatively "robust" and raising the maximum details and settings, then our retinas intoxicated with the fumes of texture and animation environment, able to reproduce almost perfectly the movement of clouds, and the alternation del giorno e della notte. Il conteggio dei poligoni non fa gridare al miracolo, ma la cupa, angosciante, desolante ambientazione è stata modellata con una cura certosina del dettaglio, dando al giocatore l'idea di trovarsi realmente in una terra maledetta devastata dalle radiazioni.
Lo stesso possiamo affermare sul fronte audio, reso in modo convincente ed evocativo. S.T.A.L.K.E.R vanta una localizzazione in Italiano ottimamente realizzata, tanto nei menù, quanto nei testi e, una volta tanto, anche nel doppiaggio, quasi sempre credibile. Anche le musiche, per quanto di mero contorno, contribuiscono a creare quell'atmosfera gravida di violenti presagi di cui è intriso l'intero gioco. Degni di nota, anche i sound fx, intesi as the sounds of the ten weapons at our disposal (which range from pistols, rifles through and ending with knives), the cawing of the radio, the noise of the flying or not, and the animals that live ... or survive. .. in the area.
There was talk recently of the typical elements of role-playing games: A couple more of these that we would like to mention regarding the alignment and moral dialogues multiple choice questions. As we interact with dozens of NPCs (NPC), have been provided for many, many dialogues, to which we give our footprint, polite or arrogant, with obvious implications for the entire unfolding of events. For example, STALKER rescue a wounded, could put us in bad light with his community, and give food to a poor hungry devil you will earn points in the eyes of those present. Wanting to bring up the Head Balance of RPG, Dungeons & Dragons ie, it must be said that in the THQ game, there will be a moral alignment - both ours, as our enemies and NPC, which will vary according to our choices , choices that will lead us by the hand to one of eight different endings provided to us by programmers. With an environment so vast and so much freedom of choice, could possibly miss a digital to assist us during our raids? Of course not. In fact, we will have a PAD, vital for us to say the least, we summarize in real time, targets, our position on the map, weapons, equipment, noise, background radiation and so we would expect from a futuristic computer miniature. The only flaw: even our enemies will often have something like that ...!
Speaking of enemies, these will vary from other hunters like us, these mutants made of the radiation zone, through a variety of wild beasts and other lovely monstrosity, all with one thing in common: good routine of Artificial Intelligence. We were indeed impressed during our sessions, excellent way to exploit the land and coverage it offers, from our opponents, who tend to attack in groups, and retreat (or care), when reduced to badly divided more convincing that the system for calculation of damages, highly scalable - in basis we take the weapon or that is used against us, and quite accurate in almost all situations (we happened a few times to fill lead the skull of an opponent, without this they receive at least a bit 'of headache, or shooting the little finger of a guy doing it to die instantly! In other words, each has its Achilles heel!).
If you want to talk about flaws, as it should be in a non-partisan, we are forced to emphasize that the game engine, even with all its power, it shows a little 'the signs of his difficult birth, with some effect of penetration of polygons and a few shots too many, even in situations where there is' nothing warrant it. But when the play runs properly, then it is all a good show, thanks mainly to "set" approach. The loadings are considered too long and the title is not exactly an example of stability, but overall we do not find reason to complain of this game, as demonstrated extensively, so the final vote, as the satisfaction that we made the play. Before venturing into the final comment, it reminds everyone which is also the sector multi-player, which boasts all the classic mode, but only up to 32 online players. By
GAMESURF.IT
AVAILABLE SHORT OF MODS!
Breath. Which means one thing: I'm still alive. I'm cold. I feel nauseous. The head seems to want to explode, they are lying on a table, like an animal, a laboratory guinea pig. I feel the splinters of wood to bite my flesh, where my jacket was torn apart in the aftermath. The accident. Lampi. Memory. Lightning from the sky. I ran that night. Fastest of the night, faster than the rain. Me and my two companions, lost souls in a land cursed .. We did our job and we did well. Clean the area. From its horrors, its wickedness; monstrous wickedness of the sons of men. For each hole on the ground, I could almost feel the crunch of dry bones spezzate di quelle sventurate creature che portavamo come triste fardello. Non più umane, ma neanche bestie. Ho sentito qualche scienziato chiamarli Mutanti. Il frutto delle radiazioni di questa terra maledetta. Maledetta, come quella nostra missione. La collera dei cieli, sotto forma di un fulmine, si è abbattuta sul nostro furgone. Ricordo appena lo schianto, la puzza di carne bruciata, le grida dei miei compagni. Poi l'Oscurità si è chiusa su di me. Ho creduto, quasi sperato che fosse per sempre. Ma non ho avuto questa fortuna. Sono ancora qui. Sono vivo. E scoprirò la verità, anche se questo significa, di nuovo, avventurarmi nella Zona. Ma cos'altro può fare, uno S.T.A.L.K.E.R.?”
|
|
|
It is not easy for this writer, to describe a digital paper that has sponsored the new title from THQ (Red Faction, to name but a title, and many others), under the banner of GSC Game World. A game by the same programmers birth of the now almost forgotten Codename: Outbreak, with whom he also shares the same fate on the name. STALKER - Oblivion Lost, during its long gestation (five years, ndAleNet), è divenuto oggi Shadow of Cernobyl, così come Venom divenne Codename : Outbreak ai tempi della sua uscita. S.T.A.L.K.E.R. , come si legge sul sito ufficiale del gioco, è l'acronimo di Scavengers (sciacalli), Trespassers (trasgressori), Adventurers (Avventurieri), Loners (Solitari), Killers (Assassini), Explorers (esploratori), Robbers (Rapinatori). Tutto questo e forse qualcosa di più, saremo chiamati ad interpretare, nel momento stesso in cui inseriremo il DVD di gioco nella nostra macchina ludica favorita (allo stato attuale, non è prevista nessuna conversione per console). La lunghissima installazione ci porterà nell'ottimo menù iniziale, dove settare i consueti parametri di gioco, quali grafica, sonoro, comandi ed altre amenità. Solo allora verremo a contatto con la sconcertate realtà (ri)creata per noi dai programmatori, una realtà parallela che vede il suo inizio nel 2012, quando un nuovo, disastroso incidente nucleare torna a sconvolgere Chernobyl, dando vita ad un inferno di radiazioni, popolato da mutanti, bestie feroci, uomini...e S.T.A.L.K.E.R. , soldati di ventura disposti a qualunque cosa pur di trovare viveri, armi, munizioni...e soprattutto denaro.
Il protagonista del gioco, nostro alter ego digitale, è uno di questi misteriosi personaggi : il suo nome è “Il Marchiato”, nomignolo affidatogli dai suoi due salvatori in seguito ad un incidente - Where they have killed his two traveling companions - due to the fact that our bald carries a tattoo on his arm. What? STALKER But, of course!
The game also saw the sponsorship of Asus, can be counted in the tradition of first-person shooter, but there is no doubt that this product has a number of peculiarities that are partly soar higher than games in the same category.
First, STALKER has a system of gradual improvement with advancing levels, improvements that will present themselves to us in the form of artifacts of various kinds and nature, and these artifacts will be worn / used / studied / understood as they continue for layers, and each will bring advantages and disadvantages on the basis that we use. Some will protect us from radiation, but slow down our run, while others, such as will make us immune to electric shocks, but we will expose more to the electromagnetic waves that fill the land, poisoning. It is therefore for us to use what is in the best possible way, to find out who is behind this new, devastating nuclear disaster before, and to survive and make a nice nest egg, then.
|
|
|
Lo stesso possiamo affermare sul fronte audio, reso in modo convincente ed evocativo. S.T.A.L.K.E.R vanta una localizzazione in Italiano ottimamente realizzata, tanto nei menù, quanto nei testi e, una volta tanto, anche nel doppiaggio, quasi sempre credibile. Anche le musiche, per quanto di mero contorno, contribuiscono a creare quell'atmosfera gravida di violenti presagi di cui è intriso l'intero gioco. Degni di nota, anche i sound fx, intesi as the sounds of the ten weapons at our disposal (which range from pistols, rifles through and ending with knives), the cawing of the radio, the noise of the flying or not, and the animals that live ... or survive. .. in the area.
There was talk recently of the typical elements of role-playing games: A couple more of these that we would like to mention regarding the alignment and moral dialogues multiple choice questions. As we interact with dozens of NPCs (NPC), have been provided for many, many dialogues, to which we give our footprint, polite or arrogant, with obvious implications for the entire unfolding of events. For example, STALKER rescue a wounded, could put us in bad light with his community, and give food to a poor hungry devil you will earn points in the eyes of those present. Wanting to bring up the Head Balance of RPG, Dungeons & Dragons ie, it must be said that in the THQ game, there will be a moral alignment - both ours, as our enemies and NPC, which will vary according to our choices , choices that will lead us by the hand to one of eight different endings provided to us by programmers. With an environment so vast and so much freedom of choice, could possibly miss a digital to assist us during our raids? Of course not. In fact, we will have a PAD, vital for us to say the least, we summarize in real time, targets, our position on the map, weapons, equipment, noise, background radiation and so we would expect from a futuristic computer miniature. The only flaw: even our enemies will often have something like that ...!
Speaking of enemies, these will vary from other hunters like us, these mutants made of the radiation zone, through a variety of wild beasts and other lovely monstrosity, all with one thing in common: good routine of Artificial Intelligence. We were indeed impressed during our sessions, excellent way to exploit the land and coverage it offers, from our opponents, who tend to attack in groups, and retreat (or care), when reduced to badly divided more convincing that the system for calculation of damages, highly scalable - in basis we take the weapon or that is used against us, and quite accurate in almost all situations (we happened a few times to fill lead the skull of an opponent, without this they receive at least a bit 'of headache, or shooting the little finger of a guy doing it to die instantly! In other words, each has its Achilles heel!).
If you want to talk about flaws, as it should be in a non-partisan, we are forced to emphasize that the game engine, even with all its power, it shows a little 'the signs of his difficult birth, with some effect of penetration of polygons and a few shots too many, even in situations where there is' nothing warrant it. But when the play runs properly, then it is all a good show, thanks mainly to "set" approach. The loadings are considered too long and the title is not exactly an example of stability, but overall we do not find reason to complain of this game, as demonstrated extensively, so the final vote, as the satisfaction that we made the play. Before venturing into the final comment, it reminds everyone which is also the sector multi-player, which boasts all the classic mode, but only up to 32 online players. By
GAMESURF.IT
AVAILABLE SHORT OF MODS!
Subscribe to:
Posts (Atom)