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Post author: Annabelle
Post date: Oct 17 2014
Post category: Drivers
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It's about revenge; armed with deadly weapons and supernatural powers, you seek vengeance upon all of those who orchestrated your downfall. It's about a city; the plague-ridden industrial port of Dunwall is lovely to behold, exciting to explore, and seething with secrets. It's about people; an array of vibrant characters await you, and as you get to know them, you are drawn further into their intrigues, hopes, and heartbreaks. But above all, it's about choice. The incredible variety of ways you can engage or evade your enemies makes Dishonored impressively flexible and utterly captivating. The campaign itself can be completed in under seven hours, and the journey you undertake is inspired by the novel Heart of Darkness, in which a man journeys upriver into the jungle to seek a powerful and enigmatic character who may or may not have gone off the deep end. In Spec Ops, you play as Walker, one of three Delta Force soldiers who arrive in search of Colonel Konrad, an American commander who took his battalion to Dubai against orders in hopes of saving the people trapped therein. It quickly becomes clear that the situation in the city has deteriorated drastically, and there are numerous factions struggling for survival. A simple combat system like this can fall into a rut, however. Lollipop Chainsaw doesn't entirely avoid repetition, but it does a commendable job of keeping it at bay in the later hours. Battles are broken up by any number of ridiculous moments: driving a combine over fields of creeps; sticking Nick's head on zombies and watching him dance as you perform a series of timed button presses; and shooting boulders from the top of a school bus with your powerhouse of a ranged weapon. One video game-themed chapter offers one surprise after another, playing with your expectations while mixing up the visual style in fun and vibrant ways. Well, it's not as simple as all that. Home has a "choose your own adventure" element in which you make simple decisions on the part of the protagonist. Pick up a knife, or leave it be. Watch a videotape, or let well enough alone. It's not always clear what impact these decisions might have at the time, and in fact, it may not be any clearer what the impact was once you finish. That ambiguity is both Home's best and worst asset. By not shining a light on every facet of the story, the game leaves you to ponder some of its more poignant questions, some of which arise by the language and verb tenses used in the (text only) dialogue. One of the best ways to adjust your experience is with gems. Gems make your character stronger and can be tailored to suit any fighting style. Each character can hold three gems maximum, and while several gems offer the same benefits, what distinguishes them are their activation conditions. You do not acquire gem bonuses for free; they must be earned. Gems are a subtle complement that can enhance an already lethal player, or shield someone less experienced from a beating. Unfortunately, while the console versions have received dozens of new gems (and other content), none of that content is available at launch for the PC version. A successful defense of your memory relies on a good combination of these companions, placed properly, and a little bit of luck, because Shad'O disguises which types of enemies are coming at you under a cloak of shadows until they get to areas you've already placed companions in. You've also got some spells on your side, each one unlockable after a victory, along with the ability to unlock power-ups for your companions. Spells tend to cause area-wide effects--either buffs for your companions, or damage to the enemy--and are powered by killing bad guys, who drop little orange spell-power spheres when the companions destroy them. Your interactions with objects form the bulk of your adventure. There are no real puzzles to solve, save for a few where you have to combine objects, and those are not at all taxing. It's all about the exploration, which would be fine if there were a decent narrative to drive it. Instead, each object you interact with results in a strange flashback to another place, where y
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