Wednesday, September 28, 2011

'The Binding of Isaac is a Few Hours of Debuting in Steam, and Edmund McMillen Offers Two Extensive Videos of his Work



    Seems that Edmund McMillen, one of the "Meat Boys", is excited about his work titled 'The Binding of Isaac', is that these last few weeks has not stopped updating his personal blog with content relating to its offspring explaining a myriad of topics to make clear what's happening: the random dungeons, arsenal, characters, enemies objects, achievements, and much more. Up bullshit, has shown as an animated gif with different characters (and references to his other works), all just to put something and count the days are so their work goes on sale on Steam. But now he must not speak of days, but nine hours.

    That is why the own McMillen offers not one, but two videos from 'The Binding of Isaac'. Title remembers out on Steam for Mac and PC, and at the price of 5 Euros. On the one hand we have a trailer with fairly explanatory gameplay, and another one with the first 20 minutes of the game in question, so there will be several spoilers. My advice? See only the first.





    Source URL: https://armorpict.blogspot.com/2011/09/
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Tuesday, September 27, 2011

'Crimson Alliance' Will Receive New Content in October



    The first week of September 'Crimson Alliance' went on sale in Xbox Live Arcade, and did so under a strange and successful business model that many could better amortize their investment taking into account that a great majority of the public of the hack'n slash always plays with the same class. Why pay for two others not try? It is thought Certain Affinity Studio, and I think he has done well making this decision.

    Apart from that, the truth is that 'Crimson Alliance' is not bad, being an action-RPG quite alluring and with a large arcade to combat component. In addition, as usual lately, we can enjoy the adventure in the company of three others; they have the class to have. And if there is someone who is not satisfied with this, perhaps you cheerful knowing that Certain Affinity we have saved a DLC, titled "Vengeance Pack", in which will offer us a mini campaign of four levels and a map of challenges with a new mode called "Fistful of Coins", by way of wave against beasts.

    All this will be one greater challenge than the own 'Crimson Alliance' campaign, and we can get it on 12 October after disbursing 240 MS (~ 3 Euros). We do not know how long this DLC will be, but probably gameplay "Fistful of Coins" will that played in the company, provide more replayability as the rest to try to beat all score possible. Separate to be grateful it's not as expensive as other companies DLC we have adapted…
    Source URL: https://armorpict.blogspot.com/2011/09/
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Bethesda Not Rule Out a 'Skyrim' Wii U


    As many excited entry with this headline, clarifying that "Bethesda does not rule" is not the same as "Bethesda confirms". But at least it is something about which begin to sound out the ground in the face to the Wii U. Console for which still much to see in stores, by the way.

    In a recent interview with Pete Hines of Bethesda, in official Nintendo magazine, Mr Hines said the following about a possible version of 'The Elder Scrolls V: Skyrim' for Wii U:

    "It's definitely a possibility for the future." "We look to any platform that can support video games that we are trying to do, but there is one key point: the console has to endure to the game as it was conceived."

    At the level of power does not seem that there could be problem, but what we discussed by Pete Hines in the end you can deduce that, in the hypothetical case that 'The Elder Scrolls V: Skyrim' leaving Wii U, it would be with a classic controller. Without using any kind of innovations that presents the future Nintendo console, go.

    On the other hand, in another part of the interview, he stressed the enormous effort involved creating three versions (PC, PS3 and Xbox 360) of the same title. The later location, the ungrateful testing for everything and each platform in all possible languages. Lot of fishing. But at least it is good sign that Bethesda did not discard entry this possibility.

    Meanwhile, remember, if not already know (which I doubt), that 'The Elder Scrolls V: Skyrim' will go on sale on November 11 (11-11 - 11) on PC, PS3 and Xbox 360, and if you do not know how to make less unbearable waiting we remind you that you can see 20-minute video of this more than likely GOTY of Bethesda.

    Source URL: https://armorpict.blogspot.com/2011/09/
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Monday, September 26, 2011

‘Star Wars: The Old Republic' will be Launched in December with Monthly Subscription


    Finally reveals the date of the game in the universe Star Wars most anticipated: 'The Old Republic' will be released on December 20 in the U.S. and two days later, 22, in Europe. The day of the Christmas Gordo, so even if you do not touch anything, something you can catch to brighten you the celebrations.

    Announced it the developers of ' Star Wars: The Old Republic', Bioware, at the Eurogamer Expo in London. Each copy of the game will include subscription for 30 days to the MMORPG and then may opt for three different tariffs:

    • 1 Month Subscription: $14.99 (£8.99/€12.99)
    • 3 Month Subscription: $13.99 per month (one-time charge of $41.97/£25.17/€35.97)
    • 6 Month Subscription: $12.99 per month (one-time charge of $77.94/£46.14/€65.94)


    As you can see, goes in a similar line of prices on WoW, which does not guarantee the success (or we make a list of all those who have fallen against the Almighty Blizzard game?) but I guess that both Bioware and LucasArts will wait to take advantage of pull with all Star Wars products. In fact, we saw that the reserves had been shot.

    I remind you that EA already announced the content of the three editions that sell 'The Old Republic'. Those who you decide to do pre-order will have the option to access prior to the game and enjoy of a ' Star Wars: The Old Republic' which looks pretty impressive throughout what is has been showing us.
    Source URL: https://armorpict.blogspot.com/2011/09/
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Sunday, September 25, 2011

Shelling RPG: Junction System



    Generally, when speaking of an RPG, you tend to analyze issues that have little or nothing to do with your gaming system, the one that fits your skills, your fighting, its parameters, in short, that which includes all the features that make good gameplay. Do not misunderstand me: I am of those who think that a good RPG should be a combination of carefully terraced areas As good graphics to the screen representation of the world in question, or a good story, Well told and spun, it engages in the hours and hours we spend with him. But ignore the basic systems of an RPG is to ignore the very concept of the game, because if this section is neglected, the whole game falls apart. This series of articles is intended to analyze the strengths and weaknesses that we have different systems, combat skills, parameters and features, present in those who have given RPG good hours of play activities in order to vindicate this section as the basis on which rests the whole game itself. And to begin shelling the RPG, you better start looking one of the most loved / hated the genre's history, largely beaten for being one of the most depth of the franchise in question, and have a most unforgiving of faults: talk about the Junction System Of Final Fantasy VIII. 

    Junction System, for speaking "System Links" (Mistranslation, but accepted at the end) is the set of characteristics, abilities and battle under the command of moving the eighth installment of the saga. The game, at the time of the fight, pulled the classic ATB (i.e. the bar is filled in a given time, after which we can execute an action), which favored him fighting much more dynamic than those provided in RPG and pure static shift. The playable characters, as in previous installments of the saga, followed by determining the evolution of their properties through the acquisition of experience points with a target number of them to level up. Each time you level up (as in almost all JRPG that price) is increased several parameters that each and every one of the characters possessed: the classics Vitality and Force (i.e. hit points and the amount of damage you do), Resistance and Spirit (One for physical shock, and one for magic defense), the Magic Power (Damage we do with magic), the Evasion (To dodge attacks), the Aim (Not to miss the shot, obviously) and the Luck (Which incidentally, is of little use). As we see, are typical features of any Japanese RPG, with these important and applicable exclusively in battle. It is well known that the subgenus JPRG little or no interest interacting with NPC and other issues (beyond the interaction that necessarily must do to advance the story), so that the characteristics diplomatic always conspicuous by their absence. For these parameters, we add the GF linked affinity, but to understand this section, you must first understand these bugs, which are central to the game.




    The Guardians of the Force (GF) are to be invocations of life, those we know who have played other installments of this series (and very present in other JRPG), but in this particular game, take on an almost exclusive role when determine success in combat. In fact, the entire system revolves around them and it is essential to find and train them in a proper manner to get juice to each and every one of the sections of the system. Being bound to a GF means having all the features we can provide: GF without bound, the character only able to run the attack command in battle, making it impossible to play as intended.

    Each has different skills GF must learn through experience that gives the battle (AP Are won by defeating the enemy, along with the EXP points and items), and then apply the character that has linked (either the whole group depends on the features). Skills are classified into several subgroups: Link (The magic link allowing the parameters), Command (Allow to execute new commands in battle) individual (Increasing the parameters of the character), group (Benefits for all characters) GF (Increase parameters GF) or Menu (For objects from magic, new cards, etc.)..



    GF each of these has different abilities that give the character that has linked, so it is essential to have the greatest possible number of them to our service. The skills learned in the GF menu, in the section Learn (sorry, I have the NTSC version, English everywhere), and are obtained by acquiring AP, with a target number of them to unlock the skills we learn. In this section, the game enjoys a daunting number of skills that are important but when the magic link parameters, giving them plenty of battle command options (such as command Resurrect) Menu and skills (such as changing objects by magic, the "alchemy" of life). Bind to and invoke a GF in battle (ATB works well) means increasing its affinity with the character in question, which can reach up to 1000, and we can invoke it faster in combat. Likewise, the low affinity GF if we paired a contrary element. This is not convenient to have bound Quetzal (Element beam) and a Leviathan (Water element) at the same time as one makes use lower affinity with the other. In this sense the game is balanced, giving us plenty of options for GF (A total of 16 of them) and, consequently, a lot of skills to learn and possess.

    So far, the system only looks like a variation on the typical way to evolve a character, only adding the leading role of this issue to the GF, to make it necessary for the evolution. But where the system becomes much more depth, the magic system links the parameters, a fundamental part of battle strategy.



    Thanks to the skills of link has a GF, you can bind the magic that a character possesses one of the parameters. If the character is bound to GF has the ability "Link VIT" Means that we can link magic in this parameter. What is this?: to increase this parameter in the character. I mean, if the parameter VIT will link a number of spells Cure (Up to 100) will see how our vitality increases proportional number. If you link the magic Revitalization, We see an increase significantly higher vitality. The same mechanism applies to each and every one of the parameters of the character, can bind spells to increase attack and defense (primary) and free choice can leave what kind of magic link to each one, being more convenience some magic for some parameters. For defense, it is more convenient as magic link Armor (The same name tells us the benefit), for example.



    To this we must add that a GF can learn skills that give the character link four new parameters: elemental attack, elemental defense, attack and defense of states. Magic link to these parameters provides new benefits to the hour of battle: for example, bind the magic Electro elemental attack weaker enemies makes this element (water element and mechanical enemies) are much more sensitive to our offense when we run the command Atacar, Lowering its VIT dramatically. Another example: if we link the magic Piro to elemental defense, we will be able to get half damage when they attack us with this element, and have greater number of linked magic (or magic superior in this case, as Piro +) We are able to absorb the attack and increase the vitality of the character. This same application is true with the attacks and the defense of state, being very useful with sensitive enemy states as Sleep or Confusion and effectively defend being able to most altered states (those that make us despair both in combat). The application of these links is limited by the ability to link the character possesses the GF, so not always have all parameters available for binding spells on them.

    In all other sections, the game meets the same strata of the classic JRPG, being of equal importance items: Healing, learning, status, etc... In this section, the most important is to get the items to improve weapons, which gives us new "Limits" (Extremely powerful attacks) for each character. Where the game is lame wanting paragraph of Magic since it must be extracted from different points of the mapping or "stolen" the enemy we are facing. The most unique is that we do not have the classic Magic points (PM) To spend each time you execute the corresponding command, but we have a kind of magic "quantifiable", as it somehow. When we steal, for example, ice magic at an enemy, do not get to use Ice Magic at ease and pleasure, but get a certain amount of "magic" to use ice, Up to a maximum of 100. Use this magic in combat means losing an ice magic, a number that decreases as we use more. If magic ice reaches 0, lose the ability to cast such magic, which we find again the method to find and "save". To this we must add that without a command linked GF Magic already learned, it is impossible to launch any magic, as well as without a GF command to extract the magic of enemies, it becomes impossible to keep magic in the character. Certainly rare and intricate this system, and for reasons we will discuss soon, one of the weaknesses of the whole paragraph.



    If profits and benefits need to talk, the Junction System is one of the most profound of all the Final Fantasy series. The system is implemented for the acquisition of new features and abilities are not far from others that this section is paid by the person himself (again, as in the Job System), But the fact that you can link magic to the parameters makes the system scan one of the high points to get all the juice into battle. The GF are not just collectibles, and beyond that they have attacks that can be used in combat, his greatest strength lies in skills training for their respective benefits of each. Have the greatest possible number of GF in our power link gives us opportunities and skills that can change the character as we like, to the detriment of other systems that require us to follow a natural evolution of the same characteristics (as seen systems in Dragon Quest That are more traditional). This is one of the main sections in which the invocations have been so criticized in the later installments of the saga: I can attest to the respect that Final Fantasy XII you can spend the entire game without taking a single invocation (rather than Belias when to open the door, remember?).

    It is a fresh, and while it is intuitive and we must learn to handle it quite well (and learn it takes its good hours), once mastered, it is quite different experience character's progress, giving the impression that we have total control over the characteristics and abilities of the same And can build their skills and combatant commands as suits us. And, indeed, is one of the few systems that give total freedom to "assemble" the character, always constrained by the willingness of GF. Furthermore, it is clear that other skills derived from the GF are essential to complete the game 100%, as one that allows us to convert the enemy in a letter, essential for anyone who enjoyed the addictive Triple Triad.



    But not all pearls in this system because there are many weak points to outline (perhaps more than its virtues). First and foremost, the player used to the magic merely makes impossible use this tactic in combat. If you already getting the magic system does not give much room to waste, let's say you want to use a magic and linked in a parameter. A greater use, the lower the value of the parameter. What incentive then the player has to use magic in combat? Few and none, Unless we ignore the whole system and splurged like crazy magic, no link at all. Moreover, the most useful spells more powerful and are usually the ones that best will come to the link parameter, which is a grave mistake to use them in combat.

    And since the system relies almost all of its importance in the link, both GF and magic, are fighting to win easy. If you enter a cave full of enemies of the water element, we have no magic to bind Electro elemental attack to make each battle a walk in the park. Because the system requires to keep the magic to bind to each new scenario and enemy, enough to know the magic link corresponding to defeat him very easily. The very difficulty of the parameters does not help the enemy, being the easiest and more if you handle with relative ease the binding system. This makes the system loses its depth, Supported the enemies tend to have a single weakness, and, once discovered, we just have to repeat the same tactic again and again. This causes us to use the command constant attack, not invoke the GF in battle (unless that corresponds to the weakness of the enemy) and virtually not use items in battle, healing only. While the strategy is done from the Menu of the game, when the battle rather we will be handing out left and right Smite, Which beat'em up old school. Only the heads are a real challenge (and the GF are recruited to fight them), but as skills are gained through GF fighting generic enemies (if we have them well trained), we have hours and hours of use the same command over and over and over again. It is very inexcusable that only a map location of all pose a real challenge for the player: the Centra Ruins But based on that in that location is the best in the game GF, Eden. And have been so throughout the game, another would be history.

    Proof that the enemies are not challenging at all, is the following video, which plays FF VIII no link, in a method called Anti-Junction:



    In short, a system that could have emerged as one of the strongest and deepest in the world of RPG Nippon greatly missed by not having a polished finish. The fact that rewards the acquisition and development of GF gives the game a factor of life exploration and quite spacious (if we provide ourselves with the 16) but overturns the strategy itself as a good RPG should have in combat, albeit in a minimum of difficulty. The system is interesting, but only from the menu: In combat, it is applicable, but does everything extremely easy, and it was impossible to select a higher difficulty (characteristic of this saga of Square), the game ends pretty tired. Good thing the story is interesting and the graphics and atmosphere, very well made Which otherwise would have been different overall results.

    Courtesy to Pixfans
    Source URL: https://armorpict.blogspot.com/2011/09/
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Saturday, September 24, 2011

'Aliens RPG', Aliens Role-Playing Game Conceptual Art Canned



    I can think of many franchises as interesting as 'Alien ' to reach the world of video games. And is the world that have been responsible for creating films is large, has own iconography, some terrible evil, struggle of corporations, powers which are beyond good and evil, suffered heroes, defenseless settlers and touches of gore and science fiction. In short, brutal elements for a video game.

    And the companies well know, is why we have already seen a ' Alien vs. Predator', will see a ' Aliens: Colonial Marines' and unfortunately we are left with the desire to enjoy of a project that Sega and Obsidian were facing and nearing completion, 'Aliens RPG'. We talked about it at the time when a worker from the study of development confirmed that the game was to speck of completed and that, inexplicably, Sega pulled back. Now get conceptual art images that show what could have been.

    Dark landscapes, planets colonized by humans, and hide a terrible secret, loading docks, all hospitals… all with this aesthetic quarantine so Alien that it must follow the common pattern in all movies and games in the series.

    Apparently seen and knowing that Obsidian had high hopes for this product I believe that the outcome could have been very powerful. It was perhaps not the time to launch, remember that we are talking about the year 2009 and that the series was not fashionable as it is now, but wow… an Aliens RPG. Someone does not seem a good idea?

    Photo Gallery


    Source URL: https://armorpict.blogspot.com/2011/09/
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Friday, September 23, 2011

'Dota 2': The Public Beta is Coming Earlier Than Expected


    Good news for which those who are eagerly waiting for 'Dota 2'. Valve just announced today, on the official blog of the game, they forward the start of the beta of the game sooner than expected and that it is likely that by 2012 we can access the public beta.

    The advancement of the dates is caused by the good reception closed players are providing 'Dota 2'. The original plan of Valve was not to open the game until not reached the number of Heroes 'Dota', but have found it worthless:

    "The response that we see is that people want to play it, even if there many heroes that we have yet to implement." In addition, we have seen that players are already in the beta are doing everything we can to teach others his games. "So we believe that our original plan was stupid"

    So the current version of the game's development is that Valve use for public testing. Currently, there are no secure dates, but the developers insist that once they end up a couple of more arenas, may throw open the game, that you will be adding characters and updates.
    Source URL: https://armorpict.blogspot.com/2011/09/
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'Diablo III' Officially Delayed to 2012


    Wednesday, September 21 began closed beta of Diablo III. Something that many were hoping, no doubt. Although there is something else we have been looking forward to more forcefully long: taste your final version. Made that seemed to be at the end of 2011, but the gossips were saying that would delay… And indeed, this has been true.

    But this delay will serve to polish or sparkle even more 'Diablo III', and therefore we will get a better product for entry. On this occasion we have to wait at the beginning of 2012, in a month, and day still to realize. But the fact is that we are going to have to wait a little longer. But what are a few months when we have been waiting for more than 10 years after the previous delivery?

    On the other hand, this delay of the final version of 'Diablo III' makes its closed beta extended more, and so more people can try it. In it we can try any of the five kinds of Heroes (barbarian, Hunter of demons, Wizard, sorcerer doctor and Monk) in the early stages of Act I, coming to deal with the skeleton King, both solo and in the company of others.
    Source URL: https://armorpict.blogspot.com/2011/09/
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Classic 'Dungeons & Dragons' to 60% at Good Old Games


    When we talk about the future of RPG Games one of the first titles that come to the fore is the 'The Elder Scrolls V: Skyrim', belonging to the "The Elder Scrolls" series, created by Bethesda, but we must not forget other major sagas from the past that are still very present for users. Names such as 'Baldur's Gate' and 'Neverwinter Nights', both from Bioware, or ' Planescape: Torment' and 'Icewind Dale', both by Black Isle Studios.

    You just enter a fit of nostalgia to listen to these titles? Do you like to be able to revive them (or discover them) nowadays? Thanks to Good Old Games and for the lovers of retro, this kind of things always are possible. More now, because the service is promoting this weekend classics 'Dungeons & Dragons' to 60%, premiering a new rebate system. More purchase, more discount we apply to the total.

    This will go from 20% for a video game, 25% by two, and so forth up to 60% by the full batch, consisting of nine titles, which in turn include expansions and additional content very juicy. If we are with everything, we will struggle only $34,31 to change are little more than 25 Euros. The list is as follows, ending this promotion at the end of the 26th of September:

    * Baldur's Gate: The Original series
    * Baldur's Gate 2 Complete
    * Dungeons & Dragons: Dragonshard
    * Forgotten Realms: Demon Stone
    * Icewind Dale Complete
    * Icewind Dale 2 Complete
    * Neverwinter Nights: Diamond Edition
    * Planescape: Torment
    * The Temple of Elemental Evil



    On the other hand, Good Old Games (GOG) are about to reach the magic figure of 6 million downloads, and to celebrate it, for which to arrive at that figure, given away you all the catalogue, while the rest the ' Broken Sword: Shadow of The Templar’s Director's Cut' for 48 hours. Subject to reach that figure, but sooner or later it will come...
    Source URL: https://armorpict.blogspot.com/2011/09/
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Thursday, September 22, 2011

'Rusty Hearts' Growing List of Free-to-Play on Steam



    Since last September 20 family of free-to-play on Steam has seen its catalog grow Stairway Games entitled 'Rusty Hearts' with a new addition, this time with the work of the study, by what the figure now stands at ten titles under this business model that is so fashionable lately. Won't be nor the last to arrive, that surely.

    If you are the Gothic style with vampires of by means already have part of the ground gained with 'Rusty Hearts', and if add you to this that it has a development of fighting very old school (roll beat'em up) and that we can make PvP (player versus player) duels, more letters so we seduce. Apart that it is free-to-play, i.e., free entry, but with micropayments.

    While 'Rusty Hearts' is a title for the PC, and is therefore intended entry to be enjoyed with mouse and keyboard, it is also optimized for playing with a remote control. Requirements, are as follows, commenting first of all that if we tried before September 27 will receive additional content free of charge (five stones increase and Sage).

    Requirements for Rusty Hearts on PC

    * OS: Windows XP, Vista or 7
    * Processor: Intel Pentium 4 1 GHz (recommended: Dual Core 2, 5 GHz CPU or higher)
    * RAM: 1 GB (recommended: 2 GB or more for XP, 3 GB or more for Vista/7)
    * Hard disk: 5 GB (recommended: 14 GB)
    * Graphic: nVidia GeForce FX5200 or ATI Radeon9550 compatible with DirectX 9.0 c
    * Sound: compatible with DirectX 9.0 c
    * Internet connection required

    Source URL: https://armorpict.blogspot.com/2011/09/
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Tuesday, September 20, 2011

'Dead Island' Guide to Getting Most Difficult Accomplishments


    I had not hooked me as a video game. After buying it on Monday of last week there has not been a day that has not played 'Dead Island', Adding to date almost 40 hours of gameplay. Too many, but this work has been getting stuck Techland like few others.

    Aside from its longevity, is also known for its multiplayer mode. We enjoy the adventure alone, but it is much more rewarding in the company of three other people. Besides we do not seem so complicated, why not say it. But aside from that fact, is characterized as a game likely to be completed to 100% in terms of Achievements / Trophies respect except for a few that maybe we can get a headache. That is why we are going to give some advice as a guide, So you manage the most difficult and you can claim to have completed these challenges.

    Before you begin, note that obviously obtained by advancing the adventure or the cumulative rate plan "eliminates 250 enemies with a sharp weapon," because sooner or later succeed. We will focus on those with a greater degree of difficulty and / or hidden.

    Achievement: "God of Thunder" (20 G)

    "Use a hammer to kill 15 zombies without damage": Input bit complicated if we face zombies our level as we can for any forgetfulness annoy the task (the minimum reset coup achievement). My recommendation is placed above vehicles, or in the area near the hotel from the beginning, right on the first mission Sinamoi when we go for the keys. Here we see palm trees surrounded by stones, creating a sort of strong circular by which hikers can spend. Any of these places we will do, and that the main thing is keep your distance with the enemy for what might happen. Although we can always hit a kick. If not, the best thing, apart from taking into account such areas is to go into a game of someone who has started the adventure, so the zombies almost die of an impact.



    Achievement: "Body Heat" (20 G)

    "Sets fire to 10 zombies at once": Molotov cocktail will get it very early in the game, but not until the second zone of the city, where we see the best way to get this achievement. In the bottom of the abandoned house on the beach, see a large group of marchers gathered. In order not to miss the shot (must be given to the Molotov cocktail all at once) will launch first major at a "bait of flesh" (need three pieces of meat and a ribbon), and then, with all zombies around him, the Molotov cocktail. We have dinner.

    Secret Achievement: "First!" (15 G)

    "Kill a suicide with a grenade": When we see the first suicide after a mission near the lighthouse of the first zone of the island can get one of the secrets of the game early achievements. Need not express a grenade, and we also serve a deobomba. This is achieved by combining two deodorants with a ribbon, and its effect is the same as a grenade. Suicide by itself will dictate what your name when we approach them, so for this achievement it is best to throw the grenade or deobomba from a safe distance.

    Secret Achievement: "Everybody lies" (20 G)

    "Use a large kit to cure an injury of 5% or less": Another secret achievement, and quite atypical. The easiest way to get after buying or getting the first aid kit will be great duels against the bypass zombies as we remove more than 5%. My advice is to get close to areas where fire or toxic substances, making our life down a bit. If we've been through, it will be advisable to eat fruit because it is the least life recovers, and when we believe we have our life to 95% or higher, use the large kit. Worthy of Dr. House.



    Secret Achievement: "Do not you dare" (10 G)

    "Kill a Attacker with the ability to attack": in the field of battle Sam B.On the third row, we see the ability to "Onslaught". With it an achievement to get a attacker kill this way. Something we can do to reach the city, shortly before entering the church (the first mission of this area). Will not get any complications, and that in itself is the enemy attacker unwise. Charged to us to see ourselves and our tactics will quickly move to either side, for immediately afterwards hit him back. After removing enough life, will the onslaught with Sam B., and ready. Piece of cake.

    Achievement: "Ten heads are better than one" (15 G)

    "Kill 10 zombies in a row with headshots": another achievement that we can get more easily reach the city this is. When we get a pistol, rifle and / or shotgun, and ammunition enough, it will be recommended in a high (a vehicle, for example), to beat him zombies with knives, and then finish them off with guns a shot directly in the head. It seems to me achieving more affordable than "God of Thunder".

    Secret Achievement: "Ah! Spoiled meat "(10 G)

    "Kill a butcher with an axe": another secret achievement, and in this case on one of the toughest enemies in the game. The butcher we will see for the first time in the jungle, repeating in more areas thereafter. If we have no ax powerful, we can use other weapons to weaken it before, and then to top it the axe. But be careful, because if it takes too can regenerate your health ... or end up with it in a blink of an eye.



    Achievement: "With one good enough for me" (20 G)

    "Kill 5 infected followed by a single blow", And reached the ultimate achievement of which we can give a headache. It was one of those who, at first, it seemed more difficult, but fortunately, thanks to a little trick, you will see how not so bad. Assuming that an "infected" is not a "walker" (those infected are characterized by their battle cry, and after that come running towards us like crazy), I recommend will be removed from a well-aimed blow to the head. But it's something we do not always guarantee his death from a single blow. So I recommend waiting for the jungle area in the camp of the bottom of the map, as nearby (in the northwest, right where there is a bunker with a small, ridiculous mission) will see an infected impregnated toxic substance near a van unusable. The trick will be hit with a weapon imbued with fire, because after the coup and subsequent burns will die within a few seconds and we counted as "death with one blow." After that return to base camp, travel to other side and back, generating all the enemies again. We return to this area, kill the same way, repeating the process three more times. You'll never proved so difficult?

    Note: on PS3 every one of these trophies will bring us a bronze.


    Source URL: https://armorpict.blogspot.com/2011/09/
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Fifth Anniversary Edition of ' The Elder Scrolls IV: Oblivion'



    As said, there is no two without three, and when we speak of 'The Elder Scrolls' , cannot have a fifth chapter without having a quarter earlier. For 'The Elder Scrolls V: Skyrim' still remain a few months (11-11 - 11), but Bethesda has announced the good news that we will offer a more complete edition of his ' The Elder Scrolls IV: Oblivion' taking advantage of its fifth anniversary.

    This special edition will be the same which was released a few months ago in the United States, besides being larger than the GOTY Edition. Best thing is that Europe will arrive this week. September 23, for more details, and for PC, PS3 and Xbox 360. Although there will be differences in the price of the console versions and compatible. Thus, on PS3 and Xbox 360 will cost 29.99 Euros, while in PC will be EURO 19.99. Everything you see in this edition fifth anniversary of the ' The Elder Scrolls IV: Oblivion' will be as follows:


    Fifth Anniversary Edition of 'Oblivion'

    * The Elder Scrolls IV: Oblivion
    * Knights of the Nine
    * Shivering Isles
    * Map of Oblivion cyrodrill color and the Shivering Isles
    * Additional disk with a documentary about the creation of Oblivion


    Source URL: https://armorpict.blogspot.com/2011/09/
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Monday, September 19, 2011

'DC Universe Online' Will Be Free-to-Play In October



    The idea of creating a title of massive online role-playing game set in the universe of DC was very good superheroes, and have Sony working on it should be quality assurance, but in practice 'DC Universe Online' turned out to be a title with quite a few shortcomings. It was necessary to pay a monthly fee to enjoy it did not help to promote its success.

    Why its creators have decided that from next October, ten months after its release,'DC Universe Online' will become a title free-to-play without any charges additional to enjoy it. This opening of doors will be valid both for the PlayStation 3 version and the PC.

    Thereafter there will be three levels of users: those who pay nothing will be free, where you can enjoy the basic characteristics of the game; those who have paid more than $5 will have access to the Premium level, with extra possibilities as more space for characters, inventory or powers; Finally those users paying $14.99 a month will be Legendary level with unlimited access to all the DLC to leave until 15 character slots and other inducements.

    Source URL: https://armorpict.blogspot.com/2011/09/
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'Final Fantasy XIII-2' Will Receive New Costumes, Weapons and Enemies DLC



    What major releases do not receive today something content DLC, as little as it is? 'Final Fantasy XIII' is one of them, but Square-Enix has decided to change things with its direct sequel. Yoshinori Kitase , producer of ' Final Fantasy XIII-2' and its predecessor has been confirmed as well.

    At the time Kitase refused to develop downloadable content for the thirteenth installment of this on the grounds that the product was perfectly complete, but it seems that this time it won't happen. By now it was confirmed that among the additional materials we will have new costumes, weapons and enemies to extend the gaming experience.

    In fact Kitase ensures that they are already working in this content, which makes us suppose that it could offer as incentive to make reservations or purchase special editions of ' Final Fantasy XIII-2'. Let us remember that this continued starring Serah Farron , sister of Lightning, will be available from 3 February.
    Source URL: https://armorpict.blogspot.com/2011/09/
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Sunday, September 18, 2011

New Suikoden Announced But for PSP [TGS 2011]



    I've been long waiting for a new 'Suikoden' now I do not know exactly how much has been. I know that much. Why the news that a new one on the way has caught me by surprise and I was pleased the day, but on the other hand I was shocked to learn the platform chosen for the occasion. With PS Vita ever closer, it seems a wrong movement develop a so powerful RPG on this saga of Konami for a console that has expiration date.

    Not just me. I'll be the first to buy this 'Suikoden' when you exit on PSP (by the way, his name is 'Genso Suikoden Tsumugareshi Hyakunen no Toki', there is nothing!), but knowing that well could have been announced to PS Vita, with everything that that entails, hate me this decision by the Japanese Studio. But at least we will get a new 'Suikoden', which is not little. It must always be gratifying.

    The information on him at the moment is zero. Do not know anything about their characters (do repeated old acquaintances at other times?), nor on their argument or style of play, except the only video in plan animation, shown at the moment in the Tokyo Game Show 2011. In addition, at the end, reads perfectly the message "coming soon", with which perhaps not we have to wait so long to see it published on PSP. Although the first lucky in being able to enjoy what will be the Japanese. Then we included server.

    Source URL: https://armorpict.blogspot.com/2011/09/
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'The Binding of Isaac' Specific Departure Later Than Was Estimated


    At first, Edmund McMillen commented that perhaps 'The Binding of Isaac', his latest madness, would Steam at the end of August. But it was not possible. Shortly after comment that it would come in early September but it was not possible. But now no longer seems that nothing they can twist again, because it is the first time that an exact date about his departure is given in the well-known Valve service, mainly because that date is written in marker. Impossible to fail now.

    The fact is that, as we see, remaining less than two weeks to see how is this rogue like. On 28 September so we will have on Steam for Mac and PC at the price stated at the time ($5). That is expected to be a new 'Super Meat Boy', therefore, to look better for other side, because except the aesthetics, little more goes to share with this award-winning title.

    In turn, take this opportunity to comment that the author is updating with details, by way of spoilers on some areas that we will ramble from the official blog of Master McMillen (I remind you that they will be randomly generated) or characters that we have at our disposal, among other aspects. Up the space of the soundtrack has been updated with a new item, entitled "Thine Wrath…” the work of the master Danny Baranowsky.

    Source URL: https://armorpict.blogspot.com/2011/09/
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Saturday, September 17, 2011

'Dragon's Dogma' Story and Gameplay Trailer - The Western Rpg CAPCOM [TGS 2011]


    Japan is creatively bankrupt. It is not me, say it themselves. The decline of companies like Square Enix failed to blockbusters such as 'Final Fantasy XIII' seems to support such a risky statement. The core of quality seems to opt for Western industry, well established and very sure of its possibilities.

    A demonstration of this shift occurs is increasingly common, Japanese franchise transfer to Western development teams. Franchises that until recently was untouched by someone who had no slit eyes. The Spanish affair between Konami and MercurySteam, Which gave a strong and healthy son named Castlevania: Lords of Shadow, is the most famous case of close. But the thing is not there, 'Dragon's Dogma' is an ambitious Western-style rpg developed by CAPCOM. If we are dry of ideas, why not accept our absorbing the opponent's defeat?



    'Dragon's Dogma' commitment to a European medieval setting for a fantasy world where dragons but close and other mythological creatures rub shoulders with castles and feudal lords. We can define the features of our protagonist, real-time engagement supported by fellow adventurers. The world will be open and huge, to feel that sense of something incomprehensible that cries out to be explored. Of course, our actions will determine what we will end at the end of our journey.

    They are elements that are used to seeing here in the name of 'The Elder Scroll', 'Dragon Age', 'The Witcher', 'Gothic'... Maybe too much direct competition and too much quality for a novice in these conflicts. That's where Japanese differentiation in small details like climbing turn to the beast of looking weak point. We'll see if we find an original product can make us forget, even for a moment, like freaks 'The Elder Scrolls V: Skyrim'.



    What I find curious is that Eastern accepted defeat in general and assumed the death of JRPG in particular, 'Xenoblade Chronicles' release in the West to prove just the opposite, not to mention the imminent 'Dark Souls', Role-playing game promises to be the nightmare of the most seasoned hardcore gamer. Does the Japanese industry of interactive entertainment killing dies? Or simply that there are no absolute truths and just talk about cycles? For now I'm going to keep giving 'Xenoblade Chronicles', Which has proved one of the best JRPG the last decade. Blessed decline.
    Source URL: https://armorpict.blogspot.com/2011/09/
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Friday, September 16, 2011

Fire Emblem 3DS: Trailer and Video With Gameplay (TGS 2011)


    Few days have passed after the confirmation of which `Fire Emblem 3DS' was developing. The news that personally hoped like May water, since this saga of Intelligent Systems enchants to me. Since some user has said, now only lacking who arrives new to us Advance Wars and we will already have the perfect stand for casks.

    But meanwhile the last one does not arrive we have to do more on first, and is indeed what we are going to do. First with its official trailer (in Japanese), and later with a video of gameplay. In both we can see one of the new features of this delivery, and she is not other than the joint attack. This one will be qualified when a companion is to our side and is within the rank of attack of the rival. For example, if we go with our Lord, and just behind ours we have a magician, when attacking the enemy our magician also will send a fireball to its maximum effectiveness.

    If you wait for this `Fire Emblem 3DS' for Christmas, I feel disappointed, because it is not going to us to still arrive. It gives me that the European we are going to have to wait for much, since until the spring of the 2012 will not leave in Japan, so… Patience. That certainly as much delay will be worth the trouble.


    Fire Emblem 3DS Trailer




    Fire Emblem 3DS Gameplay

    Source URL: https://armorpict.blogspot.com/2011/09/
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Wednesday, September 14, 2011

'Final Fantasy X' Will Have A Remake for PS3 and PS Vita [TGS 2011]


    It is clear more a year than the one of the spectacle and the rate in a fair of video games is relegated to American territory and its E3, and to a lesser extent to Europe with the Gamescom and it is that well little it has to do with the hour change that the conferences of  TGS 2011 are so deeply soporific.

    Luckily although the Japanese are not the joy of the kitchen garden, the rewards to rise early, in major or measured minor, continues being there. And between that Sony presented already ago hours there is one shines with a special light: remake of  `Final Fantasy X' for PS3 and PS Vita.

    Little or nothing except the above has been released about the title at the fair. It is not the return of the Cloud, but the adventure of Tidus and company is my preferred delivery of the time of PS2, and also one of the titles more wanted by the players. Of course, if I get to choose between any of the deliveries PSX and the one that have presented/displayed, it would very clear that 'Final Fantasy X' would be the last one on my list of priorities.
    Source URL: https://armorpict.blogspot.com/2011/09/
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'Bravely Default: Flying Fairy' Promising the New JRPG video [TGS 2011]


    All of the videos that were shown at the conference 3DS there were two I particularly enamored by ITS artistic direction. One was 'The Legend of Zelda: Skyward Sword' , of which Little Remains to Be Told not Been Already said. The second was 'bravely Default: Flying Fairy' A new JRPG of the team to bring 'Final Fantasy: The 4 Heroes of Light' to DS.

    As if There Was Any Doubt, the portable Nintendo, as it did predecessor, is Positioned as one of The Most Successful so far as Platforms JRPG is concerned, Is That Such titles with beauty, to date, only from the Japanese market is hard to Giving Them an Opportunity resist as much as the industry considers That the Nipponese are in the doldrums. Of course, what the Square Enix and the name starts to look funny.

    In Addition to STI video then you have to display a gallery of imagery the title. We will keep track, this new game will hit Japan in 2012 and hopefully soon and will land in the West. It seems that pre-rendered funds still have much to offer to this industry.



    Photo Gallery




    Source URL: https://armorpict.blogspot.com/2011/09/
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