Showing posts with label game of thrones. Show all posts
Showing posts with label game of thrones. 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

Wednesday, September 16, 2020

Punch-Out - Gameplay (PC HD)




Your welcome is the traditional chimes of any boxing match while the screen is black. A few moments later, the Gilette Cavalcade of Sports song begins to play. Punch Out!! promises the presence of one of the biggest and most controversial stars in sports. The promise is immediately fulfilled and shows us the 8-bit version of Dynamite Boy: Michael Gerard Tyson, who tells you that he expects you to challenge him and serves as a cover letter for this port of the hugely successful arcade title of the same name.


Punch Out !! It came out because Nintendo decided to apply the old advice to make lemonade if you get lemons. They had arcade monitors to spare and made the wise decision to use them in another title. To get the most out of the excess resources, the game had 2 screens, in the purest Nintendo DS style: the top one showed statistics and data, while the bottom one we controlled an unknown fighter who didn't even reach a name. It was simply called Challenger, like the space shuttle. Taking advantage of the popularity of sport in the United States, Nintendo did not think twice and launched the first version of this franchise that, without being the most outstanding of the company, occupies an important place. I knew about the arcade version a long time after the NES one and I definitely stick with the second one. I just don't feel comfortable controlling a character made of green wire mesh, plus the referee counts so fast it seems like he wants to go to the bathroom. As if that were not enough, there is a narrator who says what fist you are hitting with and it is most annoying.



With the arrival of home consoles, it was necessary for the big hit to reach the NES. Not only that, but it would have to be done with great fanfare. With an expensive advertising campaign spearheaded by Tyson, the first 8-bit version officially called Mike Tyson's Punch Out!! hit the shelves in 1987.



                                             FROM BEGGAR TO WORLD CHAMPION 


One of the first things that attracted me to this title was using a small character who climbs the mountain until he reaches the top. The stories of the boy or girl who starts with nothing and triumphs against all odds are very inspiring. I immediately identified with Little Mac, a young man with a lot of energy and a hunger for victory; Wow, the classic underdog we all love. His stature is short but his dreams are high, so he is willing to face any opponent no matter how strong or threatening he is, even if he has to take his feet off the ground to land an uppercut. His mentor is Doc Louis, an ex-boxer who in every fight gives him advice and motivates him to keep going even with his face like a hamburger.



There are different ways to dance this waltz. Each opponent gives you different signals just before landing a blow, so you must be very careful to dodge it and take advantage of the concussion to connect. It can be a flick of the eyebrows, the sparkle of a diamond, or a twist of gloves. Dodging and hitting is the most basic and obvious technique in the game. ¿It sounds easy? Well it is not. Your reflexes must be feline and you must practice a lot to memorize each pattern and send everyone to the mat before you are the one to bite the dust. What I like about playing with this scheme is that you are more confident, just waiting to be attacked to respond, but there is another much more fun way to play: I call it accelerated mode. It consists of cornering your opponent by doing everything possible so that he cannot even deliver all the blows he wants. It's the best way to get stars quickly, although if you make a mistake or don't follow the sequence properly, your speedrun will go down the drain. In the first fights it is easy to apply this mechanic, but as you progress, each star has a better flavor than the previous one.



Each of your opponents has a special charm. One of the strangest is King Hippo, the only fighter who has only one way to be defeated: punch him in the belly until he knocks him down so that he never stops again. I remember that the first opponent that cost me a lot of work was Bald Bull, especially with the famous Bull Charge with which he can knock you down with a single blow. Despite that, even the biggest and toughest guy has a weak point, a front door that, if you find it, can lead to a very satisfying victory. As it happens in real sport: practice and trial and error are essential to dominate each fight. Another important obstacle for me was Mr. Sandman, since you have to hit him in the face and then in the abdomen. His blows are devastating, but when I finally understood what he was about, I lost my fear. That's life, isn't it? Super Macho Man intimidates you with his name and his dancing pecs and when you fight him you realize how powerful he is. It has a special move (I say pinwheel) with which it can pulverize you if you don't dodge it correctly. Even in this case you can apply the accelerated mode and finish with it without problems.

What I think of the game after playing

Punch-Out!!! is the arcade spirit of a series that turns the wiimote and the nunchuk into real boxing gloves. It's exquisitely challenging, desperately fun, and wildly addictive. From the simplicity, the developers of Next Level Games, together with the supervision of Miyamoto himself, give us the resurrection of a franchise that maintains its identity but without forgetting to adapt them to the possibilities of the present.

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.