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Post author: Aria
Post date: May 8 2010
Post category: Software
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Indeed, seasoned puzzlers who may have been put off by the simpler solutions of the first playthrough will find much to love in these later stages. That accessibility extends to upgrades. Gone are the usual in-game shops for purchasing new buffs throughout a match; instead, such upgrades take place outside the battlefield in the main menus. With the help of a customizable belt, you use your winnings from matches to buy relics and their associated gems and socket them so that each unlocks incrementally as your guardian battles his or her way to level 14. One relic might grant passive buffs to your ability damage, for instance, while another might grant health regeneration. For more immediate power, you can use your winnings from each round to buy one-use potions that bind to your D-pad. These adjustments don't oversimplify the gameplay, and indeed, the relic system makes it easier to stay focused on the match rather than wasting precious moments in the store. Mass Effect 3 packs in plenty of excitement between story developments. The action plays out as a typical third-person cover shooter, with special tech and biotic powers livening up the core shooting. Mass Effect 3 provides a huge supply of guns and weapon modifications. There are five weapon types and loads of choices within those types, each with its own pros and cons. You find weapons and mods in mission areas and can purchase them from vendors on the space station known as the Citadel or from a terminal on your ship, the Normandy SR-2. You don't just need to consider your play style when choosing weapons prior to battle--you also need to consider how their weight might affect your ability to perform biotic and tech skills. The heavier your loadout, the less often you can send the bad guys flying into the air. The primary focus of the Wii U's gamepad is found in Party mode, which is the mode at the top of the game's menu. Here, the gamepad allows the lead singer to look at his or her audience while singing as opposed to the TV--something that brings video game karaoke just a little bit closer to the experience you might find in a karaoke bar. The singer's lyrics are displayed on the gamepad, while the audience gets their own occasional words or suggested actions, like swaying to the music, via the TV in case they want to participate in the song. This mode isn't scored, so there's less worry about embarrassing yourself with a poorly graded performance. It's tailor-made for those who are untalented (or intoxicated) but still want to perform. Sadly (and oddly), this is the only mode in which you see lyrics on the gamepad. That narrative, however, and the foreboding feeling the game conjures as you delve into its mysteries, entice you to persevere past these foibles and venture into the encroaching gloom. In Beechworth's mansion, the setting of the first chapter, there's an immediate, slightly unnerving sense that things aren't quite right, and as you find letters scrawled by servants and work your way deeper into the estate's secluded chambers, a chilling sense of the affliction that drove Beechworth to take his own life starts to form in your mind. Watching your pixelated hero hold aloft a lantern as he steps down shadowy hallways is a reminder that games don't need state-of-the-art graphics to make you hold your breath, that sometimes the things we imagine might be lurking in the dark are more unsettling than the things we see. Though he can reach places most can't, Conway still has to overcome a bevy of human and technological obstacles. After the first few missions, he eventually acquires a pistol and, more importantly, the powerful crosslink device. With it, you get a visual representation of the various electrical systems in a given building, but more than that, you have the ability to reconfigure their circuits. You can, for example, trigger a security camera to open a door rather than sound an alarm, or make a light switch send a power surge to any outlet, knocking a passing guard unconscious. With roughly a dozen types of devices to chain together, these puzzles are a bit of an elaborate puzzle sandbox. Getting to your objective can involve complex configurations with very specific timing, but there are often multiple solutions. Need for Speed: Most Wanted U takes its name and some of its concept from the 2005 game Need for Speed Most Wanted. Both games take place in open-world cities and involve plenty of police chases, but the earlier game contextualized its action with a hilariously over-the-top story about taking down a crew of illegal street racers. In the new Most Wanted, you still have the goal of defeating a number of street racers, but there's no narrative to back it up. The racers on your list are identified only by their cars--they don't have names or faces or personalities--and without a personal investment in defeating them, doing so isn't nearly as satisfying here as it was in the 2005 game. It is merely a structural hoop to jump through;
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