Tuesday, March 17, 2020

I play the sequel to the brutal DOOM,

In 2016, id Software and Bethesda joined forces to bring us a reboot of the iconic franchise started by John Carmack and John Romero in 1993. With a huge facelift, DOOM returned full of strength and without losing that grotesque essence of which so much fame has. DOOM Eternal is just around the corner, and operating as a direct sequel to the installment released almost four years ago.


Reloading the shotgun

Demons have invaded Earth. DOOM Slayer returns, and the planet must be cleaned and cleaned of these creatures. It is the only thing we must know to make our way through the campaign mode of this new title. Because if there is something that characterizes this franchise, it is the simplicity of its story mode, being the truly relevant, the way to the conclusion of our journey. And it is that as in its previous installment, in DOOM Eternal we will enjoy exciting fights loaded with brutality and dynamism, to the rhythm of heavy metal. And to accompany this frenzy, the studio has managed to set the direction for the audience that this game is aimed at. Proof of this is the design of the interface and menus of DOOM Eternal, since it gives it a 90s air that feels tremendously good, especially when we started the game for the first time.


The start of DOOM Eternal is instantaneous, a few seconds is enough for us to start shooting our first bullets with the shotgun, just as it was in its previous installment. And it is that as usual, the first demons we meet will serve as a tutorial, to get used to the game mechanics that we are offered. However, we would have appreciated that the beginning gave less that tutorial feeling, mainly due to the pop-up messages that appear to each novelty that is presented to us throughout the game. And it is that although we have an option to disable these types of notifications, the fact of having them active by default makes the surprise disappear to a certain extent. However, we understand the reason for this implementation, since it comes from the hand of a cumbersome system of points, skills and advantages.



This is DOOM


All that is required of a DOOM sequel from four years ago is to enjoy the same characteristics of its combat. In this regard, it continues to more than fulfill its mission. And it is that few games will bring out our most beast side when it comes to violently shooting our enemies. That feeling makes us powerful, and it is the main axis to which this franchise clings. In addition, at DOOM Eternal we now have new features that will give even more versatility to combat. Great examples are the arrival of the dash, which will give a huge increase to the mobility of the character. Furthermore, by chaining executions, we will now have the opportunity to charge the Bloody Punch, which does not need a description to blow your imagination. The chainsaw also returns to disembowel bodies in exchange for ammunition, and will be accompanied by the new "flamethrower", a flamethrower that we will have equipped on our shoulders to fry demons in exchange for armor. All these examples are some of the novelties that we will have in combat, which becomes expanded and more spectacular. Not to mention, that in DOOM Eternal we will have the possibility to control certain types of demons in certain parts of the game, and make use of their own abilities.


DOOM became a benchmark when it comes to benchmarks on PC. The reason was its great stability and performance, being able to achieve a very high frame rate thanks to the great use of the Vulkan API. DOOM works very well even on computers that do not have great graphics power (within limits, of course), and with its sequel it happens exactly the same. And is that the minimum requirement to play this title at 1080p and 60fps, is a GTX 1050Ti graphics, or its equivalent AMD R9 280, onwards.

DOOM Eternal has a quite remarkable graphic section, which is highlighted in its Ultra-Nightmare configuration only suitable for the most powerful graphics on the market. All this, together with its more than interesting artistic section, make this sequel another experience not only pleasant to play, but also to the eye. And that's not to mention the return of Mick Gordon and his incredible work regarding the original soundtrack of this title. Butchering demons to the rhythm of heavy metal never felt so good.


In short, DOOM Eternal is the return of that experience of frenetic action that we already lived in 2016, which returns expanded and with new and interesting features. However, there are times when you miss the simplicity for which this franchise is known. Part of the blame lies with those platform sessions that do not quite materialize, and some content that gives the feeling that it simply adorns the core of this title, which is its combat and gunplay. However, DOOM Eternal more than fulfills its mission, being able to enjoy another very fun installment with pleasant nuances in its gaming environment. Slayer returns, pushing his way through demons with more force than ever.

Monday, March 16, 2020

¿Metal Gear for sale?

The world is stopped by the coronavirus, and although at the moment I do not know if this will end up having a final impact on PS5 and Xbox Series X, what are certainly not affected are the rumors. However, this time it seems that we are facing a very real possibility, which would take into account the idea that from PlayStation they were looking to get hold of multiple weighty Konami IPs that are abandoned today.


The rumors

This is stated on the website JackofAllControllers, which ensures that its sources have provided the same information as that presented by the Rely on Horror media - who recently pointed to the development of two new Silent Hill -:

"An apparently Konami employee posted in January via 4Chan that Sony wanted to take over Konami's Silent Hill, Castlevania, and Metal Gear, relying on Hideo Kojima for both Metal Gear and Silent Hill. Castlevania, a priori, will receive a full reboot of the Japan Studio, adopting a style similar to BloodBorne and Castlevania: Lords of Shadow. To give you an idea about how much this matters to Sony, unlike Konami, the Castlevania Requiem: Symphony of the Night games and Rondo of Blood for PS4 were made by Sony Interactive Entertainment studios. That should be a clear indication of how passionately they are trying to get hold of these IPs. "

The reality is that all these rumors seem to align despite not having a solid base to back it up, as would be some statements from the hand of the Japanese company. Also, it is pointed out that the information about the presented video game licenses would arrive officially after the presentation of PS5, so in any case it is quite obvious that we will still have to wait a few weeks or months to determine if what for now it is a rumor it has some truth.

Friday, March 13, 2020

Somewhat cold sensations


After announcing the new mode of Call of Duty Modern Warfare, I have played a few games in Call of Duty Warzone, I have seen a few of some professional game players (who know how to get much more out of it) and have taken into account some opinions of players more related to the genre of Battle Royale than me, to conclude that the feelings today are quite cold. It is true that the problems with the servers, the connections and other technical errors are due to its beta status, but I go beyond all that. I think that Activision and Infinity Ward have wanted to offer a somewhat different Battle Royale than what is seen on the market right now, but they have stayed halfway in everything, taking too many ideas from other games.
Call of Duty Warzone, contrary to what Blackout did, mandatorily bets on games in the company of two other players. Whether they are friends or strangers, you are going to have to play these games in groups of three against other groups of three. In total, there will be a maximum of 150 players on a map where you will have to loot weapons and equipment, get money to buy upgrades and streaks of points, destroy the rest of the players and survive the circle that makes the game space smaller every time. The last team standing wins.
the game of Respawn and EA. In fact, it is exactly the same when replicating teams of three players and forcing rapport with each other. However, I think Call of Duty Warzone loses entirely against Apex Legends as this need and obligation for cooperation is less understood. Here there are no characters with different abilities nor do they need to be combined in the best possible way, since all the players have the same resources to survive and that's it. In addition, the continuous presence of parachutes makes it more or less easy to bet on rooftops and in very remote places, so the maps are full of players waiting for you to appear to kill your entire team without you even knowing where the bullets. A problem that I also perceived in its multiplayer mode, by the way.
Call of Duty Warzone, as was the case with Blackout, does not take full advantage of the characteristics that make this saga unique. The good thing about Call of Duty is the frenzy and the need to be very skilled in order to overcome your rivals. In a Battle Royale mode it is very difficult for this to be demonstrated, especially when it is necessary for three players to be fully attentive and cooperative in order to succeed. At the moment it seems to me a jumble of ideas taken from other games like Apex Legends or PUBG that do not get to work as well as in these, with their own ideas that do not sink in either. We will see how it evolves, as it seems clear that modifications will be made in the coming weeks to offer the definitive experience. Hopefully it will make me less indifferent in the future.

Spells, gold and chance management


Might and Magic: Chess Royale has been on mobile since the end of January, being Ubisoft's Autobattler proposal for mobile devices. The truth is that the smartphone landscape already has several of these games, but each one knows how to find their differential personality even if they all have the same basic rules.

Like the rest of the proposals, we play on a board in which we have characters that appear to us almost as random cards from a deck. If we have several equals, they merge into a more powerful one or collaborate, there are synergies between them and as we win games we get gold to level up and make new warriors appear. The combat is developed automatically, being our responsibility to carry out the management prior to the fights.

As always, there are many elements subject to chance, especially: how our creatures behave once we put them to combat and what characters appear to us to choose from. The grace of establishing ourselves in one or the other autobattler is to see what each of them offers to better regulate this randomness and to see what incentives it gives us to play.

In the case of Might and Magic: Chess Royale it gives us the possibility to use the gold that we obtained with the combat to buy spells. These are spells and passive abilities that are activated during battle and that serve to enhance our combat strategy. Using them, we can be more effective in melee, ranged or resort to powerful magic that annoy our adversaries while our fighters do what they deem best.


On the other hand, Might and Magic: Chess Royale dresses up for Battle Royale. Every fight we fight is against one player out of 100. Each player has three life points, that is, three opportunities to advance to be the first.

Both decisions work very well within Autobattlers for mobile. Spells are perfect for when we have our troop mounted and we want to improve it without including new contenders. Yes, it is true that they could be more and that I think they favor too much combat at a distance. In fact, in all the games I've tried, those who reach high places tend to put their creatures far behind and use these spells to make their arrows even more damaging.


The idea of Battle Royale also works perfectly, as it gives the games a pleasant continuity. They are still short games. I got to number one a couple of times and there are rounds of more than 15 minutes, even less.




If you have never played an Autobattler, this austerity and darkness in its representation will make it difficult for you to understand how synergies are going, which character collaborates best with others, etc., but thanks to the tutorials as the game explains what the most used spells, you will be in less than half an hour winning games. In general, a good job and it allows you to play without squeezing yourself with micropayments. Everything is much better understood on PC, but it is enjoyed without problems in these versions, without performance dips and with good usability.


Wednesday, March 11, 2020

Don't break your games, buddy



I take advantage that the launch of Horizon Zero dawn on PC has finally been confirmed to recover this text that was published when the rumor was made public in January 2020.

 Original full text:


Year 2020 A.D. Horizon Zero Dawn will arrive on PC according to a Kotaku source, and the reactions have not been long in coming. While the fish public rubs their hands at the possibility of playing one of the best PS4 titles without the need to pull PS Now at 720p, video gamers in general applaud a decision that is good for everyone to look at how they look. We are all happy with this interesting proposal ... Everyone? No. A small group of irreducible trugueimers now and always resist the expansion by breaking their PS4 videogames and performing strange rituals to save Sony's soul from the possession of an evil Microsoft mole that has infiltrated its ranks.

Seriously...


I will not get lost in the dark shadows of the disturbing mentality of those who are denying PS5 for the news and I will stay in the light, in the normal world, in the schizophrenia-free reality to applaud a Sony who gives me one of Lime and other sand. And if the non-transgenerational seems meh and the E3 does not convince me, this new policy of opening a hand with one of its best exclusives of this generation seems logical, predictable and, well, well by Sony there.

Horizon Zero Dawn comes to PC are, as I've been saying since Microsoft opened its catalog to computer, good news for everyone. It is obviously good news for PC users, who can play one of my PS4 favorites and meet Aloy and its fascinating world while facing mecasaurs, morons and other wildlife. But this is just the tip of the iceberg, because when I say everyone I mean everyone.


¿What are the exclusive to the user?


As much as I look at it and more turns I give it, I don't see any advantage for the user in the exclusives. The benefits for companies are obvious, but for the average gamer I see no explanation to defend the exclusivity of their titles. It seems as if these put the horns on leaving on PC or on the 'other platform', when in reality, as video players, we should be glad that our favorites are on all possible platforms and have the option to play with all our friends via cross-play online or share experiences in single players.

The console exclusive will continue there on Xbox Series, Nintendo Switch and PS5, but yes, more and more extended to that area to exploit that it is PC and that for Microsoft and Sony, and in the future Nintendo, it means a market in The one that boost your economy. This does not take away one iota of fun to your game, play it wherever you play it, and it is not a betrayal of the user, but a tribute to the game that only brings advantages for the gamer, regardless of the platform.

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Monday, March 9, 2020

Rectify is from wise ninjas


The final demo of NiOh 2 is now available for PS4 in the PS Store, and as I always do in these cases, I strongly recommend that you download it before the end of the trial period. Koei Tecmo shows me that the fears that the first beta aroused me were totally unfounded and falls in love again with a delivery that not only reaches the original game, but also promises to overcome it by far.

Few things are more beautiful than that a game forces you to swallow your words, and more when those words were very pessimistic and the game is shown better than you expected. A few months ago, after the first beta, I loaded the inks against a NiOh 2 that felt weak, twisted and inconsistent with a fanservice gameplay. Now, after the final demo, I cannot help but retract and confirm that NiOh 2 is everything I expected from the Koei Tecmo franchise.

NiOh 2 delves into the foundations of the original title with its own charisma and personality that take it one step further from the referents of the genre without losing an iota of what made it great in its first installment. Embedded in a new character with a character manager that is a real pickle, we will face the Yokai again in the sengoku period of the war states. The action takes place after the death of Oda Nobunaga, with Toyotomi Hideyoshi in power against the advance of Tokugawa Ieyasu, offering an alternative story in which our character will have special prominence.


More NiOh than ever

After hitting the system of transformations, combos and cons, NiOh 2 shows in its final demo a great tuning work that adjusts the control of these new possibilities eliminating what made them feel superfluous or too affordable in the previous beta. Koei Tecmo thus offers a much better profiled product that does not give up its difficulty but is much more bearable for its variety with very different moments as we are in the real world or the world of others, in which the yokai become beings ultra-powerful





I haven't been playing the final demo of NiOh 2 for 24 hours and I already declare myself a fan, very fan of Koei Tecmo's work in this new installment. Kou Shibusawa has achieved it again with a title that flees from what seemed ugly in the first beta and reinforces all its strengths with a much better designed scenario that invites exploration and combat. After getting through the first fights in the forest, overcoming the rice paddies and squeezing the castle and its grounds thoroughly, I have reached a final boss who has forced me to start again changing my Odachi for the twin katanas and learn how to manage them try again

New yokai weapons and blessed weapons join new equipment, the possibility of invoking yokais to our advantage thanks to the badges and various cons taking advantage of the transformations of our character, which make NiOh 2 something really appetizing. The way he manages to dominate the game by getting unimportant parts to become a walk based on practice, rejoins his system of combos, his postures and his approach to combat to delight, once again, the We fell in love with your first delivery. Pay attention to me and download the final demo. It is pure sugar.


Friday, March 6, 2020

Nine months of waiting ........



The PlayStation 5 will launch at some point in this year's holiday season, despite this, Sony has not revealed which PlayStation 5 games will be released with the console. That said, I have a growing list of all the games for PlayStation 5 confirmed so far, which mostly consists of Third Party games that have advanced to the revelation of the console and the revelation of the great exclusive Sony First Party.

Games that are rumored or leaked are not included, but it is likely that more than a few games for PS4, such as The Last of Us Part II and Ghost of Tsushima, are ported to the PlayStation 5, for now, this is not It has been confirmed, so they are not included either.

 Godfall  


Godfall is a third-person action and fantasy RPG looter game that comes from the hands of Counterplay Games, the creators of Duelyst, in addition to having Gearbox as its editorial.

This has been notably the first game confirmed for its release on PS5, and is a title that will only be released for the next generation.

Release date: End of 2020.



 Outriders  


Outriders is a third-person shooter-looter developed by People Can Fly, the team best known for Bulletstorm and Gears of War: Judgment.

The title is being published by Square Enix, and it will be notably a cross-generation launch.

Release date: At the end of 2020.



 Gods and Monsters  


Gods and Monsters is an adventure game of the storybook type with a fairly similar similarity to The Legend of Zelda: Breath of the Wild.

The title is being developed by the team behind Assassin's Creed Odyssey and published by Ubisoft as a cross-generation launch.

Release date: End of 2020 - Beginning of 2021.



 Gothic (remake)  


A 2001 Gothic remake is in development. Gothic a single-player action RPG with a fantastic theme that is being published by THQ Nordic and developed by a new studio in Spain.

It will be an exclusive next generation game.

Release Date: Sometime after 2020.



 Rainbow Six Quarantine  


Rainbow Six Quarantine is a three-player tactical cooperative type shooter title, which comes from Ubisoft.

The title is being developed as a multi-genre game.

Release date: End of 2020 - Beginning of 2021.



 The Lord of the Rings: Gollum  


This is an action and adventure game that follows Gollum after he acquires the Unique Ring.

It is under development for next-generation consoles through Daedalic Entertainment, a German studio and perhaps the most well-known graphic adventure studio in the industry.

Release date: 2021.



 Announced but not confirmed for PlayStation 5  


  • Cyberpunk 2077
  • Final Fantasy VII Remake (Part 2)
  • The Elder Scrolls VI
  • Starfield
  • BioShock 4
  • Diablo 4
  • Overwatch 2
  • New NBA Live
  • Call of Duty 2020
  • Project Awakening
  • Sniper Elite 5
  • The Sims 5
  • Battlefield 6
  • Untitled Star Wars Game
  • Untitled Avatar Game
  • Beyond Good and Evil 2
  • Skull & Bones
  • Elden Ring
  • Payday 3
  • Untitled Saints Row Game
  • The Wolf Among Us 2
  • Back 4 Blood
  • Sons of the Forest

Add to this, of course, new installments of franchises such as FIFA, Gran Turismo or NBA 2K, as well as others as likely as a hypothetical GTA, new Resident Evil or, for its excellent performance, Monster Hunter. For the latter, however, we probably have to wait a lot longer.



Good stuff


Measuring the expectation of a game like Final Fantasy VII Remake, even for those who have not played the original, is not easy. The feeling that this is a project of an unprecedented magnitude for Square Enix is evident at many levels, from the purely technical - it is one of those cases in which it is difficult to believe that what is seen will work in a current console - to the distribution , being a remake that will reach us in parts. Luckily, after playing it for a little over three hours, we can start measuring it with a certain margin of reality.

The good thing is that there are many things to talk about. I have been fortunate to be able to play the first two episodes of the remake, those referring to the initial sequence and the attack on the second reactor that ends with the confrontation against Rompe-Aire, and I have also been able to fight against Abzu, the head of the sewers that It has already been seen in the TGS of 2019 and that has given me the opportunity to drive Aeris. I go with the loaded weapon, the stuffed and left over ammunition.


My first shot is directed to the rhythm, in a game that unlike the original must know how to swing between a natural advance through the stages and some confrontations that, this time, are no longer random. It is evident that the fighting is a moment of full lucidity for this remake, but we must positively assess the fact that he knows how to manage them beautifully; they don't pile up or space enough to miss them. This makes the navigation through each area fluid, natural.


I still have no clear scale in the representation of a megalopolis like Midgar. During the escape sequence after the attack on the first reactor, I have the opportunity to walk through some alleys, avenues and city squares, observing its people and its details. In that sense, for us to understand each other, the level of recreation is a couple of steps ahead of Lestallum in Final Fantasy XV, although it is contextualized in closed and relatively guided areas. The tapestry, in any case, is promising. If the mixture of past and present in the alleyways of the districts is already, in itself, attractive, imagine it dotted with scenes like the one in the upper capture.



Personally, I have to say that it was a long time since a game had transmitted me so much in so little time. The 15 minutes that the demo lasted have been more than enough for the wait until March 3, 2020 to be even longer and make me regret even more knowing that the adventure will not end here, but that I will have to wait a few how many more years while the remaining chapters of Final Fantasy VII Remake continue to be released. ¿How many will they be? Who knows, but the first one has already become a safe purchase.

Thursday, March 5, 2020

The warrior's path


Sony Interactive Entertainment announces that Ghost of Tsushima will arrive on June 26 exclusively for PlayStation 4. The title can now be reserved through the PlayStation Store in its standard edition and in its Digital Deluxe edition.


Ghost of Tsushima, developed by Sucker Punch Productions (authors of the Infamous saga), is an open-world action and adventure video game whose story is based on the year 1274, in the first invading wave of Mongolia to Japan.



Welcome to feudal Japan

We are facing a history of samurai, but also a history of invasion, the famous Mongol invasion of Japan in 1274 that caused countless casualties among the population, a feudal Japan in times of chaos, change, war.

We will take the role of Jin Sakai, a samurai warrior who will be involved in a story of betrayal, of strength, of revenge ... everything will revolve around the change of our character, of his evolution, of the passage of samurai ... to ghost. There will be a clear evolution in a character that is changing and acquiring new skills.



We can marvel at the natural beauty of Tsushima Island, a natural peace that will soon be broken by the Mongol invasion, an island full of secrets and incredible places that Jim will try to protect, and where Masako will also play a leading role, although of We have seen one of his secondary stories.

Visually Ghost of Tsushima is a title full of details. Details such as the mud in the bottom of pants, the clouds with rain in the distance, the vegetation rocked by the wind, those leaves that react dynamically to our movements and the incredible lighting, one of the improvements seen in this generation.



It will be June 26, I will be the first to take on this long awaited action video game starring a young samurai, Jin Sakai, who has embarked on a bloody crusade against the Mongol invading army. This new trailer serves to meet some of the main characters of Ghost of Tsushima, whom the Sucker Punch team wanted to give voice on video.

What secrets the games hide




User Lance McDonald is known for his videos in which he hacks the game camera and shows shocking details hidden from the player. His latest discovery is not so terrifying, but it is tricky.

He has recently figured out how to get out of the limits of the camera in God of War, the new installment of the saga that came to light in 2018 and that was a face-lift for the adventures of Kratos. He only had to fiddle a little to find this. See it for yourself.


                                           https://twitter.com/i/status/1235468018383065088

At the end of the initial fight against The Unknown, whose real name I will not reveal in case it is considered a spoiler, Kratos manages to defeat him and throw him down a ravine. MacDonald lowers the camera to see what has happened to this character at the bottom of the cliff and finds him doing a comb, sticking his finger out, or whatever you want to call it. The pose is not wasted either.

An easter egg impossible to see in the normal way in the game, but that good Lance has a smile. Imagine being gossiping around with the camera and suddenly finding that. Was it just an insider joke from the developers or did they really expect someone to hack the camera and see it?

Now we know why God of War takes place in a single sequence plane. ¿What else will the people of Santa Monica have hidden outside of this?


Wednesday, March 4, 2020

The force is still with me


Electronic Arts has not announced any new videogames based on the galactic saga. After the publication of Star Wars Jedi: Fallen Order, the American company has remained silent about the future of the franchise, although Kotaku sources already speak of a sequel to the Respawn Entertainment game. What has leaked is Star Wars: Project Maverick, a work that knows absolutely nothing and has come to light thanks to a dataminer. PSN Releases is a bot that operates on Twitter and brings to light the news of the platform, in this case, the European store.


The image that accompanies the filtration shows the logo of the game, although the name seems to be still in code. In the background, the artwork outlines a stellar destroyer, one of the great ships of the Galactic Empire, in an environment reminiscent of Mustafar, the planet where Anakin Skywalker culminated his transition in Darth Vader, who then built his grand palace there. Beyond that, there is no clue as to what this work can be, so we will have to wait for Electronic Arts to step up and uncover its future plans.

 The future of Star Wars in video games  

Jason Schreier, a Kotaku journalist, recently published an article that talks about Electronic Arts having at least two Stat Wars videogames underway. However, throughout these months, other projects have fallen into cancellation. This is the case of the Star Wars: Battlefront spin-off, which according to the American media has already ceased production. One of those who does have the green light, says Kotaku, is the second part of Jedi Star Wars: Fallen Order.

After the events of the first installment, the fate of the Order of the Jedi may be asked. The video game of the creators of Titanfall 2 and Apex Legends is set in the years after Palpatine's rise as emperor of the Galactic Empire. After issuing Order 66, most Jedi Knights were annihilated by those who had been their allies so far. With Yoda and Obi-Wan Kenobi in their forced exile, there are only a few survivors left in the galaxy.

You know what Splinterlands is


Splinterlands is a collectible card game that runs on the Steem blockchain, for practical purposes this means that each user has a collection of cards whose property is registered in the steem blockchain, but not only the ownership of the cards is registered in the blockchain, also the battles that the owners of the cards carry out are registered by means of operations in the blockchain. In this way, by recording all this information, battles can be reproduced at any time.

Each card has an associated market value, in this sense, we can buy and sell cards at any time, because of this the starter pack has a cost of $ 10 (it can be paid in Paypal, STEEM, SBD and other cryptocurrencies) and It includes 30 initial cards with which to start playing, if you are interested in registering you can do it with this link steemmonsters

Due to the new changes that have been introduced in the platform, especially the creation of your DEC token so far we have the following ways to earn money in Splinterlands:

  1. By performing the daily quest, depending on the player's rating you will get a greater number of cards.
  2. When playing battles in the Ranked section and winning them you get the Dark Energy Crystals (DEC) token, it is advisable to play with Gold, Alpha or Promo cards because for each there is an additional 10% DEC.
  3. Participate in tournaments and get prizes in Steem, Letters or Steem-Engine tokens.
  4. Trade in the Splinterlands market.




If you register let me know in a comment here and I send you two free cards so you can try the game

Snake, ¡Snaaaaake!



Metal Gear Solid, that of PSX, the one that the polygons of their modeling dance to, is still a formidable and very enjoyable piece. A couple of days ago I went back to him to remember him and to look at something that Hideo Kojima has said a few times: it doesn't matter if a videogame has long kinematics, as long as they are well shot, its lighting and performance is well achieved and has lights quality.

All the initial kinematics shot with the game engine, how it goes from this to the codec and how it merges with that first playable plot that serves as a tutorial continues to work very well in full 2019, because it is well done. Although the technical muscle does not accompany, the levels of production and direction are very high.



Mi pulso no tiembla cuando escribo que el tutorial de Metal Gear Solid es uno de los mejores que hemos tenido el placer de tocar. Ese poco tiempo en el que tenemos que esperar a que un ascensor baje para entrar y subir a la superficie es muy rico. Nos permite comprender que los soldados del genoma son humanos, jadeante, somnoliento y sorprendido. También sabemos más sobre Snake y todo su repertorio de habilidades básicas, e incluso hay pequeños elementos ocultos: dos porciones listas para ser encontradas si nos vemos bien, charcos y ratas.


Vale la pena volver a poner Metal Gear Solid en una consola y jugar incluso si es solo este primer y pequeño tramo. No solo porque pone en valor la forma en que Kojima dirige el video en un juego, sino también por las formas en que tiene que mezclar la interacción con su suspensión. La pasión de este director también se extendió a las voces. Para él era importante que hubiera actores de calidad interpretando a sus personajes y, por supuesto, el doblaje que tiene este título acaba de poner la guinda a una de las obras más especiales de nuestra industria. Como aperitivo de Death Stranding, ya sabes.


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