Wednesday, February 12, 2014
Toukiden : The Age of Demons
Posted by Unknown on 9:35 AM in Games | Comments : 0
Koei and Omega Force samurais did not go far to find inspiration Toukiden . Dynasty Warriors: Strike force had already laid the groundwork with a small success in Japan, this new game concept dynamite hunting monsters by invoking Oni . Eight years after the invasion that humanity has been able to suppress the Slayers came together in the village of Utakata , last bastion of resistance. New recruit among these warriors, your avatar created will have to lend a hand to troops in place, the time some formalities ( a tutorial , visit the village). Classic , although many dialogues with NPC will give depth and a little up in the atmosphere of doom .
note that the endless previews gorge weekly Japanese magazines, the choice of weapon is a hot topic in the brotherhood of hunters. The debate is a little short in the case of Toukiden , which is far from offering the same profusion , and in fact the same variety of approaches, some of its competitors, fans of the genre probably criticize him . The advantage is that it is fairly easy to distinguish and define the roles quickly . Gloves and short swords to force the passage , the long sword and chain to keep a little distance , and bow or spear to live stashed . Your character plays according to his gun , with real differences in terms of timing, special attacks and inertia . Powerful but slow , gloves rain down a flurry of blows to the Hokuto no Ken drawing on the stamina gauge . Defensive position , the launch guarantees against attack overkill for all monsters - and they are many - who attempted a rush rhino . Formidable . In addition to its homing arrows , bow is ideal for remotely initiate
technical areas to effect. Finally, other weapons such as daggers chain or allow a little fingering to string aerial attacks , a good way to target the part of the monster that threatens to break under the blows .
Whatever the choice of the heart , each weapon offers a range of varied attacks, accompanied by animations slamming , and a small amount of timing bonus . Impact sounds , visuals , fluid movements as seemingly minute details that recall the talent teams Dynasty Warriors when it comes to crack skulls. It is far from inertia or heaviness of some games in the genre , even if the manual targeting certain weapons can be confusing ; blessed be the second stick of the Vita, incidentally . Well built , Toukiden also had the decency to listen to criticism at the option phases demo / beta organized in Japan. If the final result is as dynamic and edgy, it is also because the game has ended up adding mechanical inspired other games Monster Hunter, beyond the inevitable stamina gauge .
Toukiden may become redundant high dose , especially solo . The concept of Monster Hunter is already repetitive in nature, with its hyper confined areas to revisit its porticoes as a boundary , and its really too conventional lenses . No exploration, no climbing, no kitchen , much less fishing : just the rumble for a big twenty hours at least . If it does not skimp on the huge monsters with a dozen large creatures bestiary , the game distills sparingly throughout the five chapters, for switching targets too basic, double doses of monsters or change their color as a token of ferocity. Similarly , weapons and armor forging finally quite similar, although it is gaining pace and character as you go up the range . So yes, there are quite a few quests , collection of materials, a "social" aspect to be developed with its partners, but not require scientific analysis to understand that all the DNA found before a game multi, thought for four raids . Several parts still comfortable to put up with the Party Cat of the Vita.
Going to the basics for this first draft, Toukiden was able to focus on some key points that make the experience pleasant hyper game . With the exception of rare through camera, the realization is simply stunning for a game like that. Load times are shipped and vivid hyper travel; exploration is only clearer in the village as in combat zones . Few in fact , with just six " environments " , the arenas are incredibly neat . Sunsets of sun grazing on abandoned pagodas , statues of deities in the shade of waterfalls, it only needs a few cherry blossom for the postcard is complete. In a rather astonishing fluidity , even with four types badly armed and two or three frantic boss Toukiden clearly has style , even trim a little on the substance. For a game out of nowhere , this level of finish is all the more extraordinary .
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