13
Produtos
analisados
404
Produtos
na conta

Análises recentes de Foreverblu~

< 1  >
Exibindo entradas 11–13 de 13
Ninguém achou esta análise útil até agora
1 pessoa achou esta análise engraçada
29.6 horas registradas (24.8 horas no momento da análise)
I've always been a fan of Lord of the Rings, and through all of the great series of books, movies, and games, it has always been a true center for one of the greatest and most developed fantasy worlds I have ever seen. It struck me that Middle-Earth: Shadow of Mordor would on the surface look just like any other ubisoft game, with overpowered kill moves and multitude of mini missions that get unlocked with the coming of more regions. I was extremely happy to find out I had never been more wrong.

Shadow of Mordor takes place in an time period between the events of the Hobbit and the Lord of the Rings, where you play as the supposedly dead Talion, captain of the watch of Gondor's Gate and uncover the secrets behind his ghostly ally and his revenge against Mordor's greatest. Although they story might be not as fully developed some of the other top tier games, this one does reprimand by adding an seemingly endless amount of epic Orc killing, along with finishers/executions that vary greatly, giving the effect of diversity in combat. Another great part is the addition of tons of unique abilities, exploring the martial skills of Talion and the wraith skills of his celestial friend that make the character all the more overpowered.

Perhaps the greatest part of Shadow of Mordor, and probably one of the biggest reasons why it has been a huge success in the community and critics compared to other classical games of the same genre like the later Assassin's Creeds and Watch Dogs is probably its addition of the Nemesis system. This system truly defines what makes Shadow of Mordor different. To begin with, Shadow of Mordor takes place in two regions, and each region has its own Orc army. Each orc army is literred across the open world map, with captains of the army that have defined weaknesses, strengths, custom punchlines, and gear/armor that makes each one unique. Its name also reflects what traits it has, and the endless combinations hasn't been reptitive, and through the hundred Orc Captains i've killed, I dont believe a single one has said the same line to me twice.

Each captain has lines tha reflect its position and its personality, with for example a Torturer proclaiming his love to tear Talion's limb one by one, whilst a Brander declares his willing to burn Talion to pieces. Whats the truly immersive part is the fact that they react differently to each situation, whether if they had their fears exposed or if they became enraged at the sight of certain things. If they decided to flee, the next them you might see him might cause him to say a different meeting line to you. In addition, each captain/warchief could gain bodyguards, which were other captains that stay around him. The captains/warchiefs might also decide to participate in beast killings, feasts or even fight other captains, and the player is allowed to interfere in those events. These events could be completed in multiple ways, whether the choice is to outright kill all of the captains or to poison the ale, whether to stealthily attract each of them once, or to bring a caragor in to do the work for the player. If an orc was able to kill the player, he gains power and is allowed to become a captain through his feats, replacing an empty spot in the army where the player had killed a captain.

About halfway through the game, the player gains the ability to brand orcs and even captains, essentially allowing the player to be able to control captains. This creates a sort of commander style gameplay where a player can control orcs to do their bidding, such as branding a bodyguard to betray his master, or to contest with other orcs. At one point, you could control the entire orc army through the branding of the Warchiefs, making the world dramatically more easier to conquer due to the power of the captains.

The Nemesis system, combined with the decent storyline in relations to the world of Middle-Earth defined a new genre of Open World games that I believe could be great for the future, and I will definitely be looking forward to the sequel for this game. If you enjoy open world games, and are one of those who love a truly new and unique experience, I would recommend this for you guys.
Publicada em 9 de janeiro de 2016.
Você achou esta análise útil? Sim Não Engraçada Premiar
1 pessoa achou esta análise útil
1 pessoa achou esta análise engraçada
47.2 horas registradas (15.5 horas no momento da análise)
Depth is a Multiplayer asymmetric PVP game, a fight to the death between Sharks and Divers. Each match is short, engaging, and surprisingly not repetitive. Within this game, the Divers will accompany there friend S.T.E.V.E the robot down into the ocean in search of the riches, only to disturb the very ocean the Sharks live in, who react (very) aggressively.

The PVP System is very fluid, the servers optimal, with 11+ maps spread over 3 game modes. In the base Blood and Gold Game, Divers go down into a wreck of a city or ship and attempt to find treasures and protect S.T.E.V.E whilst the Sharks try to hinder and kill the Divers. Each game starts with 2 Sharks against 4 Divers, each side having a shared 24 life pool. The game is terribly balanced, with an average life expectancy of a shark being one kill for one death, and as the game drags on, the Divers have the option of purchasing new gear, weapons and consumables in their fight against the Sharks. Meanwhile, the Sharks have the ability to upgrade their genetics, evolving and adapting to the scenario.

In terms of content, the player unlocks more and more weapons, upgrades for weapons and shark evolutions throughout playing, with each level up giving new options for the players. The common humor and comedy within the game adds to the chilled yet intense and thrilling atmosphere, and the only available In-Game Purchases are skins for sharks or weapons, making it entirely skill-based. There are currently 6 sharks available(each with its own active ability) and around 8 weapons available. The choice within the game of picking this weapon or this one depends entirely on the ability of the Sharks, which makes each weapon equal and useful in their own way, either dealing with pesky and fast sharks or a single shot high damage weapon for slower more tough sharks. The sharks themselves have expansive evolution trees, and could base their decisions off of the divers placing too many mines, or putting too many attachments to their weapons.

The game has a great skill learning curve, with Sharks being slightly harder to use than humans. The player base is pretty good, with an average of 10 seconds to 30 seconds if you are a diver and around 1 min to 2 min if you want to be a shark(At least, in my regions). In summary, this game is great, definitely buy it, and its humor, whether in the form of the speeches the captain makes, the updates to the game or its in-game chat potential make it a one-of-a-kind deathmatch arena.
Publicada em 7 de janeiro de 2016.
Você achou esta análise útil? Sim Não Engraçada Premiar
2 pessoas acharam esta análise útil
1 pessoa achou esta análise engraçada
63.1 horas registradas (1.1 horas no momento da análise)
Análise de acesso antecipado
Absolutely amazing. I didnt really like terraria but this. This...this is...speechless. Unbelievable features, replacing quality for quantity, and tons and tons and tons of fun. Nothing else to say. All the randomly generated worlds, the weird and wacky creatures, the cool weapons, crafting systems, your own ship and everything. It just blew my mind.
Publicada em 22 de maio de 2014.
Você achou esta análise útil? Sim Não Engraçada Premiar
< 1  >
Exibindo entradas 11–13 de 13