STORY: THE PATH fate - WHAT WE THINK:
Story: The Path of walks from Spearhead Games is a game similar to isometric Torchlight - sans rich loot. There is loot in this game, but it comes in the form of ores and gems to fight change.
Stories game screenshots, rock
LET ME TELL YOU A Tale
Story: The Path of corners, is a action game puts the emphasis on a button to your main attack. It is similar to the struggle to be found in the third game of modern action (or a school yard fight): enemies will surround you in a circle, and you will stay vigilant and go counter at the right time using the same button. Every hit you land increase your multiplier and give more experience points at the end of the war.
The game also has a skill tree, and you can manually search for the elemental effects. The elements of combat adds a different number and make your character evolve feel worthy, but unfortunately, the game does not take full advantage of the exciting combat system that boasts; only a few types of enemies, and fight sequences are moved down the short in-game circumstances. I was hoping for more of the enemy encounters and many enemies to fight for what fighting there, very interesting.
You also have a hook, a dash moves and the ability to throw enemies, to help add some variety. the enemy has a good rhythm to them, especially since it's easy to switch from a different enemy. The combat feels fluid and meet more and more skill is unlocked.
Stories game screenshots, selection
BOLD DECISION
When approaching a new game, I search for a hook, a number of unique elements that distinguish themselves from everything else. In recent years, I've seen developers including more choices in their story, allowing the player to dictate how the story finally opened. Story: The Path of paths using that element of choice and narrative woven it into a core game mechanic.
In the past, the narrative choices will determine how the story will take place. You want to make the choice and hope not regret them when you have seen the end of the game. It's a direct way in which the player can change the outcome of a story based on their moral judgments. After each level, you choose between two or three choices on where to take the story next.
After a few decisions, you finally finished the story short. Finish the match showed a special finish, then you start the game all over again, carry on the statistics of your character. There are 24 different endings to unlock, and who somehow unlock "the truth" about the specific character.
When you change your decisions throughout the game you gain more knowledge. You find out the true motives of your old friends Lapino, see firsthand what the Iblis Stone is capable of, and find out where Zenobia standing when it comes to the father of his lust for power. These aspects of the story are gradually discovered until you may finally be able to take the correct choice.
Stories game screenshots, ending
A glorious past
Unfortunately, the choice is not mechanical much fun as it could have been: character development in the game is not as I would have liked, leave the cover story feels a bit bland . choosing their weight loss story, and ends not feel satisfied. The developers could have at least included some end without a bad result, but most of them are happy ending.
On top of that, the level is not much fun to play over and over again. A play-through of the game can take about two hours, but it is still old. Reconsider the level began to feel very repetitive, even if they provide the right path, which usually leads to the cabinet with the loot to collect. The level of lack of vision, and when the fight appeared sparingly in the grade, it will lose the comfort.
I chose if the grant had something in them to help flesh out the story in an interesting way; repetitive nature of this leads me to believe that other people will not stick around and play through the game enough time to explore the true end.
Stories game screenshots, combat
A LOVELY AFFAIR
The present value of the game is huge. fairy tale art style of the game are consistent and perform well. The voice actors that everyone in the game do a great job making the book the story entertaining cutscenes, and while you're playing, he'll make comments like the narrator story of Bastion, which add or change some situations.
Music also performed well and deserve-a mixture of harp, flute, and violin to help sell the game's aesthetic fairy tale further.
Story: The Path of HR is full of great ideas, but I felt it gave mechanical self choice it too much. The choice of variety it presents narration is mechanically sound, but lacks real "strengthened" to create a fairy tale more interesting. If the narrative and the level design is as fun and subtle as his fighter, then this game could be something really special.
REVIEW – STORIES: THE PATH OF DESTINIES
Info Post

0 nhận xét:
Đăng nhận xét