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Avis (3)
06 juil. 2006
Grand Theft Auto: San Andreas (Playstation 2)
3 personnes sur 3 ont jugé cet avis utile. This game is great!! Two thumbs up!!
Five years ago Carl Johnson escaped from the pressures of life in Los Santos, San Andreas... a city tearing itself apart with gang trouble, drugs and corruption. Where filmstars and millionaires do their best to avoid the dealers and gangbangers.
Now, it's the early 90s. Carl's got to go home. His mother has been murdered, his family has fallen apart and his childhood friends are all heading towards disaster.
On his return to the neighborhood, a couple of corrupt cops frame him for homicide. CJ is forced on a journey that takes him across the entire state of San Andreas, to save his family and to take control of the streets.
15 janv. 2009
Awesome!!!
2 personnes sur 2 ont jugé cet avis utile. Media Molecule, the makers of the wildly addictive Rag Doll Kung Fu, now brings its talents to PlayStation 3. Given the cheeky working title The Next Big Thing™, LittleBigPlanet is a game that is also a game-making studio.
The LittleBigPlanet experience starts with players learning about their character's powers to interact physically with the environment. There are obstacles to explore, bits and pieces to collect and puzzles to solve – requiring a combination of brains and collaborative teamwork. As players begin to explore, their creative skills will grow and they will be ready to start creating and modifying their surroundings – the first step to sharing them with the whole community. Creativity is part of the gameplay experience and playing is part of the creative experience. Players can make their world as open or as secretive to explore as they like. When it's ready, they can invite anyone within the LittleBigPlanet community to come and explore their patch -- or can go and explore everybody else's.
15 janv. 2009
The new Lara Croft's Adventure
1 personnes sur 1 ont jugé cet avis utile. Since its 'reboot' in 2006, the Tomb Raider series has been edging closer to its core values - raiding tombs and solving puzzles - but making too many concessions to the imagined, or not, limitations of a mainstream audience, with scripted action sequences, facile puzzles and idiotic slow motion combat.
But with Underworld, Crystal Dynamics are the closest they've ever been to recreating the thoughtful magic of Lara's early adventures; the game is chock full of labyrinthine catacombs and bewilderingly complex puzzles.
Of course, there's still plenty of combat, and it's awful. The AI is abysmal. Often enemies will stand completely still as you unload clips of ammunition into them. And that's another problem; it takes 30 seconds of sustained fire to drop a single goon, while Lara's health can be completely drained in half that time.
There's also no cover system to speak of, and her melee attacks are spectacularly useless. Nine times out of ten she'll clumsily fly-kick straight through an enemy, leaving you open to a volley of health-shredding gunfire. So our advice is this: ignore the combat. Go to the Options menu, then Game Tailoring, and set enemy health to Low. Think of the shooting bits as an inconvenient, but necessary, distraction.
Jumped up
There. Now we can focus on what makes the game so compelling: the level design. The environments are genuinely point-at-the-screen evocative, like the rain-lashed Mayan temples of Mexico and the foggy, atmopsheric depths of the catacombs beneath them. We've been to so many exotic locales in video games that we've become desensitised to it, but Underworld's tombs and temples feel genuinely authentic and mysterious.
Unlike previous Raider games, grabbable surfaces aren't clearly signposted, which means finding your way around the world is a real test of skill. You'll often find yourself teetering on the edge of a rocky outcrop 300 feet up, convinced there's nowhere else to go - then, after spinning the camera around for a bit, notice a ledge that's just within reach.
It's almost like a puzzle game, and you have to consider every possibility before you make the next leap. It's less forgiving than Uncharted, but the platforming is much more satisfying. In a way, it's the exact opposite of Sony's game; dodgy combat and complex climbing to Drake's excellent cover-to-cover shooting and limited platforming.
The controls aren't perfect, though. The collision detection is occasionally dreadful and Lara will sometimes miss a ledge entirely and fall to her doom, even though you threw her directly at it. But it doesn't happen often, and it's usually because you weren't in precisely the right spot to make the jump - something that really should've been ironed out before release.
There are also camera issues. Get too close to a wall in a cramped space and it'll twitch uncontrollably, obscuring your view. Not particularly helpful when you're trying to hop between tiny slivers of rock above a bottomless pit.
Under control
Underworld lacks polish, but whenever you find a reason to hate it, you come across something that makes you instantly forgive its shortcomings. Like the sundial puzzle in Mexico (which takes nearly an hour to complete) that unlocks the entrance to Xiabalba, the Mayan underworld. Or scaling cliffs on the Thai coast as sunlight dances across the Indian Ocean below you. Or discovering an ancient, dusty tomb beneath Croft Manor. The game's full of surprises and memorable moments.