Showing posts with label game changers. Show all posts
Showing posts with label game changers. Show all posts

Wednesday, September 23, 2020

cyberpunk 2077 - Gameplay (PC HD)




If there is a game that is expected like May water it is, without a doubt, 'Cyberpunk 2077'. The new title of CD Projekt Red, creators of the 'The Witcher' saga, aims to be a mammoth game in every way and I can attest to that, because I've been waiting for almost 1 months to get the demo, and finally I got it...........





  Personalization elevated to its maximum exponent 


Once we have the character we jump into the world of 'Cyberpunk 2077' and the only thing we can do is stay spellbound looking at infinity. The futuristic aesthetic is very successful and Night City breathes in every street and corner. All the streets are full of NPCs that we can interact with. There are policemen who will start to get upset if we go overboard, armed groups who will shoot us if we get close, street fights and, ultimately, activity.


'Cyberpunk 2077' is a first-person game, something that at first didn't quite convince me and that after four hours of playing it has ended up falling in love with me. ¿Why? Because 'Cyberpunk 2077' is a roleplay. We play our role and immerse ourselves in our character. That it is in the first person helps to get into the story, to be part of the city and not a mere spectator. How the characters look at us, how we look out onto the balconies and see the neons and flying cars, all of this creates a perfect atmosphere that integrates us fully into the hustle and bustle of Night City.





The cyberpunk aesthetic is very complicated. This baby of the movies and series of the 80s that placed us in a future dystopia not too far away. Movies like Neuromancer, 'Blade Runner', 'Judge Dredd' or 'Akira' already imagined a world of this type and 'Cyberpunk' follows this line, but fills it with color. All the buildings, characters, enemies, companions, premises and vehicles are filled with colors, neon, screens, touch buttons and other nerd-friendly treats.


During the day, Night City brims with life and invites us not only to go on the main missions and kill the enemies, but to explore, discover its corners, go up to the buildings, go down to the basements and enjoy that futuristic aesthetic. At night, the lights are the real stars of the game. Imagine a movie like 'Blade Runner', but with everything full of neons, banners, lights and colors.


![Screenshot_1645.png](https://files.peakd.com/file/peakd-hive/thranax/789WaQH1-Screenshot_1645.png)


<center> ![Screenshot_1556.png](https://files.peakd.com/file/peakd-hive/thranax/cB9iwiUh-Screenshot_1556.png) </center>


<center> <h3> The power of decisions </h3>  </center>


One of the keys to the RPG genre is decision making. 'Cyberpunk 2077' shines brilliantly in this aspect not only because we have to take them, which also, but because everything counts. Do you think that one decision is not going to have an impact on the rest of the plot? You are wrong, you are very wrong. Anything we say or do has a real impact on the main line.


It's just a very simple example of the power of decision making in 'Cyberpunk 2077'. So much so that there is a mission that has 12 different paths. 12 roads, to be said soon. One of them, of course, is the Pacific. If before the mission we get the money that they ask us for the robot, we give it to them, we take it and we leave there so excited. This not only applies to this mission, but to the entire game. Literally, they have confirmed that we can play the game without killing anyone, although we will have to exert violence at some point.


![Screenshot_1646.png](https://files.peakd.com/file/peakd-hive/thranax/vPTotyjk-Screenshot_1646.png)


The dialogues are very well integrated into the game. We have one or two options that open the plot to us, but also many others that give us more context of the lore or the mission. In the same way, there are dialogues with a time limit that, if we skip, they can end well or not. Also, on some occasions, we can interrupt someone who is speaking to us with our line of dialogue, which makes the conversation feel natural and not like a turn-based battle.


In the dialogue parts, our class and skill tree will also play a fundamental role. There are lines that only a Street Kid or a Corpo can say, and there are others that we can select if we have a certain well-developed skill. For example, at one point in the game we talked to a hacker and, since I had the "Intelligence" branch empowered, I was able to talk to her about her equipment and the hardware she used. These dialog lines are marked with the icon of the corresponding branch.


Not only will our decisions in the form of dialogues open and close doors for us, but so will our skill and attribute tree. For the test, I mainly strengthened "Body" and "Intelligence", which allowed me a better handling of firearms. My way of solving all the collisions was shooting, but that was my way. The beauty of 'Cyberpunk 2077' is that everyone can have their own.


![Screenshot_1647.png](https://files.peakd.com/file/peakd-hive/thranax/nSOPUgIE-Screenshot_1647.png)


<center> ![Screenshot_1556.png](https://files.peakd.com/file/peakd-hive/thranax/cB9iwiUh-Screenshot_1556.png) </center>


<center> <h3> No time to get bored </h3>  </center>


Anyone who has played 'The Witcher 3' will know that it is a huge game. There are countless things to do, mini-games that ended up becoming titles with their own entity ('Gwent') and secondary and accessory missions everywhere. 'Cyberpunk 2077' is exactly the same. The demo I have played, which is nothing more than a tutorial, can last up to 10 hours. The main story is somewhat shorter than that of 'The Witcher', which lasted about 35 hours if we did only the plot and about 130 hours with the secondary missions, so we can get an idea of the universe in front of us. This one, by the way, will have its own series on Netflix.


Of course, in 'Cyberpunk 2077' they have not forgotten about the police. I have been killed more than once during the test, mainly because my driving skills can be improved and it is likely that at some point I have accidentally run over someone. The more "vandals" we are, the more our search level will increase, the more aggressive the police will be and the more shots we will have to hit. As in 'GTA V', without going any further.


![Screenshot_1648.png](https://files.peakd.com/file/peakd-hive/thranax/CS4np6pV-Screenshot_1648.png)


<center> ![Screenshot_1556.png](https://files.peakd.com/file/peakd-hive/thranax/cB9iwiUh-Screenshot_1556.png) </center>


<center> <h3> What I think of the game after playing

 </h3>  </center>


***'Cyberpunk 2077' is a game aimed at fans of the RPG genre, and I consider that to be a key point to keep in mind. I don't think 'Cyberpunk 2077' is a game for everyone, as 'The Witcher 3', 'GTA V' and other RPGs are not. It is a title that, if you do not like the genre, can become heavy (this and any other of the style, of course). It also requires greater attention and not to miss the details, because if you blink you lose it, and the plot does not seem to be exactly simple.***


***That said, the only thing we can do is wait for it to be released at the end of the year to be able to analyze and enjoy it. In the absence of knowing the rest of the story, what I have been able to see and play I really liked, and if this is only part of the epilogue, I do not even want to imagine what awaits us on the streets of Night City.***

Saturday, September 19, 2020

PES 2021 Season Update TORRENT

 


eFootball PES 2020 (eFootball Pro Evolution Soccer 2020) is a football simulation video game developed by PES Productions and published by Konami for Microsoft Windows, PlayStation 4, Xbox One, Android and IOS. The game is the 19th installment in the eFootball Pro Evolution Soccer series and was launched worldwide on 10 September 2019, and was launched in Japan on 12 September 2019. The new game features a name change with the addition of 'eFootball' within the title, symbolizing a push in the online gaming space with a focus on eFootball Pro tournaments. Lionel Messi returns as the cover star of the standard edition, since his last appearance on the cover of Pro Evolution Soccer 2011, alongside Pro Evolution Soccer ambassadors Serge Gnabry, Miralem Pjanić and Scott McTominay, each representing one of the game's partner clubs. featured on the cover of the legend edition.


The mobile version reached 300 million downloads by June 2020.

Download link in torrent
https://www.pastemytxt.com/7J5Lje4IQp

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.