Várias Análises: Cod 3,Red Steel e Tony Hawk

the13thing

Power Member
Aqui ficam algumas análises a 3 jogos :
COD 3 (Call of Duty 3) :
Call of Duty 3


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World War II seems to have been a brilliant event for gamers and publishers, despite being very bad for the rest of the world, as so many games nowadays are being made about it, the latest of these is Call of Duty 3 which is being released on all three next generation consoles, although Wii gamers may feel a bit short changed in that they are getting a cut down version of the PS3 and Xbox 360 versions in exchange for their hard earned cash. Many have been feeling pessimistic about what really is the first proper first-person-shooter for Nintendo’s new console, as it has not been built around the new controller, but instead the control scheme has been forced into what it an existing port which ultimately could lead to a lot of control issues rendering the game unplayable, but is this the case for Call of Duty 3, or has Treyarch made something comparable to the game’s Xbox 360 counterpart?
The game jumps between the three main forces of British, American and Polish as they all centre in on Paris in the middle of the Second World War. You are essentially taking part in what already happened about 60 years ago when the Allied forces tried to regain control of France from the Nazi regime, you do this by completing 14 different chapters each with their own separate plot lines that serve little purpose other than to keep the game moving and justify the missions goals. Luckily you won’t be constantly interrupted with cutscenes and dialogue in the game, but rather you’ll just be left do your thing. But as is the case with most World War games, the story is really quite irrelevant as the majority of people playing the game will already know enough about the whole conflict and in the end it is the gameplay that really matters.
If you are looking for a game to show off the Wii’s graphical capabilities with, then this may well be one of the best options from the whole launch line up. While it may be unimpressive to those used to Hi-Def 360 visuals. The environments are something special with destructible scenery and a whole variety of different bombshells, shrapnel and all degrees of rubble lying around helping you feel as though you really are in a battlefield in 1940’s France. The animations add a few nice touches as well, whether it is the clouds of smoke and dirt from an explosion, or the flash of a gun going off that will keep you on the edge of your seat. You won’t be disappointed with the audible side of the game either, with constant noises varying from a bullet flying just past your head to a grenade exploding after you’ve launched it into the Nazi base. As with the other Call of Duty games the music score is exceptional, and at times it is on par with several blockbuster movie scores. The voice overs are also surprisingly good considering many other games hire very unprofessional voice actors and end up with near ridiculous voice overs. As the Wii doesn’t support digital audio you won’t be able to listen to the game through full Dolby 5.1 Surround Sound speakers, but this isn’t by any fault of the developers or the publishers, but does take away from the atmosphere of the game slightly.
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The game introduces you to the new control scheme via a tutorial level, which is still one of missions but you are given a lot of guidance in how to play the game. It isn’t complicated at all, you use the analog stick on the nunchuk attachment to move around, much the same as the left analog stick on a normal controller, and to aim and move your view around you just use the WiiMote. The WiiMote essentially acts as your gun in the game, as to fire all you need to do is pull the trigger button, the buttons on the nunchuk are also used for various movements like ducking or jumping. You can either throw a grenade with the press of a button, or for the more adventurous you can make an overarm throwing motion with the nunchuk to lob an explosive at your enemies. Reloading and changing weapons can also be controlled by a quick movement left and right or up and down with the nunchuk. Even though all of these are going to become what is the norm for all Wii FPS there are a couple of nice little additions, like being able to wrestle weapons off your opponents be putting the WiiMote and nunchuk forward together and then yanking them both back at the same time.
The controls may take a little getting used to, but this is the case with all Wii games due to its new controller, it was the same with a lot of the early DS games. But after a few hours of play it will become second nature to even the most experienced FPS gamers. The “bounding box” mechanism, which is similar to that used in Red Steel, is more accurate than dual analog sticks, but not quite as precise as a mouse and keyboard. Once you zoom in the aiming becomes even more accurate and you don’t need to worry about moving around. All the motions are picked up well by the sensor bar, so you won’t need to worry about dying because for some reason you weren’t able to throw a grenade in time.
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The main downfall of this game is the lack of any form of multiplayer mode, something that makes the game very enjoyable on the Xbox 360, especially combined with Live. It seems unusual that such a key feature from the previous installments has been left out of the Wii version. It does also mean that you will not be playing the game for as long as you will imagine, most gamers won’t have much left to do after about ten hours of gameplay, and without any multiplayer support you’ll probably have forgotten about Call of Duty 3 within a month.
Call of Duty 3 is an excellent example of Nintendo’s insistence of gameplay over graphics, it is more engaging that it’s bigger PS3 and 360 brothers even if both visually and audibly it isn’t as good as them. With multiplayer the game would have got a far higher score as you can imagine the fun you would have had with three other friends all trying to kill each other. There is very little originality about the game aside from the control scheme, but then again the new controls are reason enough to play this.
8

Red Steel :
Red Steel


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It was very unusual that the first title announced for Nintendo’s newest home console was a game called Red Steel, for two reasons. Firstly it wasn’t even released by Nintendo, instead it is from French gaming company Ubisoft and secondly because it is really quite an unusual title for a Nintendo console in that it is a first-person shooter. Nintendo have shown a lot of support for the game, probably in an attempt to shake off their image of a kiddie games company, but were they right to do so?
The story behind the game is that you, an American called Scott, are going to meet the father of your fiancee, who is the leader of a Yakuza gang, but the meeting is interrupted by a gang of rival Yakuza brandishing both guns and swords. You are unable to get the approval of your upcoming marriage because your soon-to-be father-in-law is gunned down and left critically injured, he commands you then to rescue his daughter from the hands of this rival gang. You will then scour the world, from Los Angeles to Tokyo looking for her using a deadly combination of guns and swords to deal with anyone that gets in your way. The story is a lot better than the majority of the Wii launch titles, and it keeps the gameplay running along at quite a frantic pace.
Red Steel was always going to be a game that attracts a lot of attention from both the gaming press and gamers alike, due to the fact it so readily embraces the new control scheme of the Wii, and gives gamers something they’ve always wanted the ability to control a sword in game using actual swings and blocks rather than a confusing control scheme on a standard controller. As well as this aiming with a gun using the WiiMote is more fun and accurate that using two analog sticks. But whether or not the game is any good is a different matter, and what it really comes down to is how well do the controls work. And unfortunately the controls aren’t as good as they could be, this doesn’t mean that they are awful they could be a lot worse, but for a game with as much anticipation as Red Steel you will feel a little let down when you play it for the first time.
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It is inevitable that many people will give up on this game after just a few missions because of the controls, but if they actually stick with the game and adjust to this new control method then they will become a lot less frustrated for a start, not only that but they will start to enjoy what is a good game. The game does have a steep learning curve that doesn’t make it as accessible for most first time gamers as many other games for the Wii, e.g. Wii Sports, have been so far. It is annoying that you will not enjoy the first few hours with the game as it is so tricky, but if you stick with the game in the end it will be worth it. It will take around two or three hours to completely learn the games unusual control methods.
The majority of the movement is controlled using the nunchuk attachment, in much the same way as Call of Duty 3, but you will need to adjust the sensitivity level or else the game won’t respond quickly enough and you’ll die through no fault of your own. If there is one major fault with the movement in the game it is that the majority of the time you seems to move around really slowly, and you will find yourself cursing the developers for not including a run button. Looking around the screen and aiming are both controlled by the WiiMote and the bounding box technique, it may seems unusual at first but it is a more precise method than dual analog sticks. One interesting aspect of the game regarding gun-play is the Focus mode, in which time slows down, in a similar way to bullet-time, so you can pick of multiple enemies very quickly. In many of the trickier parts of the game it can prove to be very useful. Grenades however aren’t as simple as the guns, it can often be quite tricky to throw a grenade exactly where you want it, this may at times prove to be a fatal error, and eventually it will become frustrating.
The sword fighting aspect to the game was the one part of the game that had me, and many others I’m sure, most excited, after all how many people would say no to a good sword fight. And despite having a few flaws it is a lot of fun, and shows the potential for a proper sword fighting game on the Wii. Early on you will face your first sword battle, and you may find overly simplistic, but as the game progresses you will learn more about sword fighting from your clan and battles will become more intense. Although you may notice that your swords motions don’t exactly match those on screen it is quite accurate. The nunchuk here is used for blocking and parrying which seems unnatural at first but, like most of the game, after a while you’ll get used to it.
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If there is one area of this game that is completely lacking in any consistency it is the graphics. At times you won’t mind sitting around looking at the atmospheric environments and the brilliance of the lighting effects, like for example how good it looks when a small amount of light appears through a crack in the wall. Other textures like fire or glass windows also look great. But some of the other parts looks awful with very unrealistic textures and dodgy objects ruining the atmosphere of the game. A lot of the graphics would have been acceptable in a GameCube game, but it really sets a bad standard for the visual capabilities of the Wii.
Voice acting in video games is rarely good, as few people pay much attention to it, but in Red Steel it is truely awful. Not only do the majority of the Japanese accents sound very fake, but going through a level you will hear the same phrases repeated very frequently and after hearing your character, Scott, shout “Die bastards” for what seems like the hundredth time in the past minute you’ll begin to get annoyed. Fortunately the in game music isn’t as bad. It isn’t anything particularly special, but it does up the pace of the game a bit when necessary.
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The main game may not last you as long as you like, most gamers will probably complete it in about ten hours at the most, but there is the added benefit of multiplayer to keep you coming back for more. It may not be the greatest multiplayer mode in the world, but it has a sort of retro charm to it, in that there are limited levels and modes, not to mention there are no bots, so on some of the larger levels expect to feel a little bit lonely at times. But despite some of there faults it is still good fun and adds a lot to the game in terms of value and longetivity.
Red Steel may not be a perfect game and it does have some major flaws, but despite this it does become a fun game once you’ve gotten past the tricky first few hours. With a little more work Ubisoft could have made a brilliant example of how third party support is going to be a lot stronger for the Wii, but with a very high possibility of a sequel alreay in the works, we can be sure that next time Red Steel 2 will be the game that Red Steel shows the promise of being, and if Ubisoft iron out all the kinks then it will be something special. In the meantime it looks like Red Steel is one of the stronger titles from the launch line up and offers something a bit different from a guy in green suit with a sword or monekys rolling around in plastic balls.
7

Tony Hawk Downhill Jam :
Tony Hawk’s Downhill Jam


It has been a while since the first Tony Hawk’s game was released, seven years in fact, and since then he has appeared on almost every console. It was inevitable then that the Wii would sooner or later see an appearance from everyone’s favourite skater. But what wasn’t as expected was the complete change in gameplay, and style of game. for Downhill Jam the new developers, Toys for Bob, have taken away the standard Tony Hawk’s formula of going around levels completing goals by doing various things on your skateboard, as well as off it in more recent installments, and replaced it with a game that is far closer in style to SSX than any other skating game around.
The concept is simple you have to race down a hill, on a skateboard obviously, trying to find the fastest route to the bottom. For the slower racers you can just try and physically beat your opponents to slow them down, or else do big tricks to get a boost. The 8 playable characters all have different stats so there will be at least one racer that will suit your gameplay style, whether you like fighting, speed or tricks. You can perform the usual variety of tricks, including flips, grabs, manuals, grinds etc and doing so will build up your boost meter, which then can be activated by a simple shake of the WiiMote. If this is done at the right time and used effectively it cam make a huge difference to the outcome in the race, so use your boosts wisely. The concept may sound very lacking in depth, and to be honest it is, but this doesn’t mean that it isn’t a great deal of fun even if within a couple of months you’ll have either traded it in or rarely play it. You aren’t always just speeding down a hill as fast as possible, some of the time you need to complete certain goals, like going through a slalom or trying to hit as many pedestrians as possible, but even though this does provide some variation the game is still lacking in this department.
The controls are something completely new, and it is a risk that has paid off well for Toys for Bob. There is very little to complain about when it comes to the control system, except that it may take you some time to get used to the new way of doing things. For example, while at first you’ll often need to fight off the urge to do spins in the air with the d-pad instead of by turning the WiiMote round, once your used to it you’ll realise that is it a far more fun method than pushing a small stick to spin. The tricks themselves are simple enough to perform, all that is required is a push of a button, but other than that most of the controls are done via motion sensitivity, for steering you just tilt the WiiMote left or right and tilting backwards or forwards allows you to crouch and gain speed. It is an excellent control scheme that is simple to use and intuitive, even if some say it is a bit gimmicky.
No online play is available for Tony Hawk’s Downhill Jam, so don’t expect to playing gamers from across the world. And while this would have been an excellent addition to the game, instead what you do get is a great fun multiplayer mode. This game really succeeds when you’ve got three other friends over and you’re all playing together racing down a hill trying to beat everyone else. In fact the multiplayer mode wouldn’t have been enhanced much by the inclusion of online play.
The graphics are what you’d expect from any Wii game, in between the previous generation and the current/next generation. So think of an excellent looking PS2 game or a not so great Xbox 360 game. Although this may not sound good from what is supposed to be a next generation game, and in comparison to Project 8 it isn’t really, the Wii was never about the graphics and Nintendo have been very outspoken in this regard. But even at high speeds the graphics maintain the high quality that there is in the rest of the game, even if the character models aren’t all that great and the textures lack any real detail. The sound is also average, its nothing special but like the visuals it does the job well. There is a decent selection of music, with 40 tracks in the game to be listened to, with groups like Public Enemy and Anti-Flag appearing. It would have been better if, like Excite Truck, you could select your own music from an SD card to play in the game. One feature about the sound that makes in very interesting is the fact that it utilises the WiiMote’s internal speaker, which plays many of the sound effects from the game, like grinding or landing a trick. This makes the game feel more inclusive, but doesn’t really enhance the game a great deal.
Even if the game is lacking in variation when it comes to gameplay, this luckily isn’t the same for the the courses in the game, with eight different race tracks to mess about with ranging from the streets of San Francisco, which is a really obvious choice, to Machu Pichu, an Incan ruin on a mountain peak in Southern America, which may be recognised by some gamers as one of the backgrounds in Tekken 2. With about 100 races to complete at least you won’t get bored with the levels as quickly as you’ll get bored of the gameplay. There are also twelve different characters to play with each with different statistics for speed, balance, combat, turning and jump. You are able to build these stats up by completing levels and goals, but instead you can buy different skateboards that will alter these stats. As with all Tony Hawk’s games there is a Create-A-Skater option so if you want you can make someone in your own image, but it isn’t as versatile as it should be.
8
Fonte: http://wiispin.com/reviews
Espero que tenham gostado e que não tenha havido nenhum repost.
 
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