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@nadiahensont

Joined 11 February 2021 · 121 posts

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@nadiahensont

The Game I Didn't Use Art And Story To Express Losses Mygrandfather kicked the bucket in March. I haven't spoke much about this is on the grounds that I haven't been certain how to handle the sadness. I played Lost Words: Beyond the Page, and anticipated that it should be a soft tale about experience and the force of story. Indeed, the game began along these lines. Then, at that point one section made me shout, and cry. It was a decent cry, of something I expected to hear. Subsequent to cleaning my eyes and wrapping up the stream, I required seven days to process it. That assisted with acknowledging why I responded the manner in which I did. A month subsequent to completing the whole game, I'm ready to assemble my contemplations, for your advantage. **Lost Words: Beyond The Page Basic Summary** Izzy Cook is a splendid child, trying author, and painter. She chooses one day to pen a story in her diary. You can pick the name, character, and mission of the young lady specifically. This young lady turns into a picked watchman of fireflies, just for an incredible mythical serpent to take them away and set her town ablaze. She pursues the winged serpent, with no reinforcement, and experiences different supernatural animals while requesting headings. I attempted to check whether we could help the townspeople yet no, we just have the decision to go ahead. My course has the young lady Robyn saving fireflies and gathering the most that she can. I've taken in the most difficult way possible that neglecting SHIFT can cause disappointment during ongoing interaction, similar to the writer that couldn't get over the Cuphead chamber in the instructional exercise. Luckily, just my companions saw that I was clumsy at a portion of the fundamental abilities until I saw the game. A few commentators griped that the game controls were excessively simple, yet novices like me need simple controls to endure. This present reality mediates, every once in a while. Izzy returns to her diary to discuss her undertakings with Gran, with coordinating with outlines. She went to the sea shore with her and finding out about science. Her feline Pinky likewise establishes a connection — in some cases with her paw prints. (Pinky is astonishing and I couldn't imagine anything better than to nestle her subsequent to seeing the watercolor drawings.) Everything appears to be fun and adorable up until now. I was expecting a game where we see the force of the story, and this didn't frustrate. Everything appears to be so cheerful in part one. Then, at that point the feared line hits us. Isabel's grandma fosters a stroke during the diary passages. It appears suddenly and punches you in the gut. Similarly as Izzy's trying to discussing a memory of Gran assisting her with social event some green growth and how to develop it appropriately, the game drops the bomb on us. A stroke isn't a capital punishment, however it positively implies that things are extraordinary. Gran before long is experiencing difficulty talking. Before she would have considerations on if there is a God, and how gleaming green growth works. I read it. Then, at that point I began shouting more than once, "NO! NO! NOOOOO!" while crying. I was unable to clarify it while on the stream; the last time that I had cried that hard was during a treatment meeting on Syntherapy, while consoling Willow that they weren't a weight while they were in a breakdown. This was unique, a sort of soothing agony, more instinctive and crude. It required seven days for me to reconsider and contemplate why I responded the manner in which I did. My mother was referencing that the pandemic in India is deteriorating, and everybody is under lockdown. She wasn't ready to get a visa to go to the memorial service and was diminished that the authorization hadn't occurred. Despite the fact that my mother got the immunization, she realizes that the strain that was being endured there was a lot of more awful than what we had at any point seen previously. She might have become gravely ill. Gran helps me to remember my grandma. Mine isn't a researcher, however she would uphold my composing vocation and pay attention to me. At the point when I was a child, she would understand what I welcomed on visits to India. Nowadays, my composing is much less child well disposed, what with discussing frequented theaters and secretive vanishings. I haven't sent her any of my harrowing tales since I would prefer not to give her a respiratory failure before her time, yet I do consider the way that she was steady, and attempting to discover approaches to energize me along that bearing. I additionally concede that I haven't handled my granddad's passing completely. Some portion of it is realizing that our relationship with him was muddled, not helped by the distance that few landmasses and seas can give. Interestingly, with a stroke, there are just two approaches: it is possible that you recuperate to a specific level, or you pass on. There is an in the middle however generally, an individual won't make a one-hundred-percent recuperation. Izzy doesn't have the foggiest idea about this, however I do from information without really trying and catching wind of strokes from a group of specialists. There was something different I knew: the game's author, Rhianna Pratchett lost her dad, Sir Terry Pratchett, prior to delivering this game. Sir Terry had gotten an Alzheimer's conclusion and chronicled how that was going. He passed on March 20, 2015, inferable from complexities with the infection. Psyche that I'm not saying that this game acquires discount from Rhianna's misery. That would be insolent and arrogant on the grounds that scholars don't utilize their lives discount in stories. All things being equal, Rhianna and the group realized how to discuss sorrow. It's including, and relatable. Watching somebody you love surrender to ailment is a widespread dread. You need them to improve, yet additionally research the chances. In some cases the chances are bad, but rather you expect a supernatural occurrence. In the most pessimistic scenario, you see them losing the capacity to talk or to walk. I went through this involvement in my father, that he was wiped out when I was a child, and I didn't understand this was a terminal condition. At the point when he kicked the bucket, I heard "disease" interestingly and was distraught that nobody advised me. In the event that I had known, I would have gone through more hours with him, as he drank buttermilk and sat in the sun. **Izzy's Story** In the mean time, with Robyn (or whatever name that you decide for your player character), you must choose the option to oblige her journey to chase down the mythical serpent. The more troubled that Izzy turns into, the more sullen that her story goes. We see that she's utilizing workmanship to adapt to misfortune. Our excursion drives us to get to know a fire soul named Lump. After Lump almost consumes us alive because of an attack of a fit, she transforms into a sweet gliding mass that can help you transport. She likewise inquires as to why we're pursuing a major, hungry mythical serpent given the hooks and teeth. The player character later concedes that she has a point. Then, at that point Lump chooses to forfeit herself, for the wellbeing of the player character. I beseeched her not to, in the event that there was a decision, yet she demanded. The player character turns out to be more deprived, inquiring as to why she's going on this journey. We are way out of our weight class on this one. In certain games, we'd be given an apparatus, a weapon, or an answer for manage an apparently undefeatable monster. Here, the best anyone can hope for at this point is to follow; the movements will not allow us to evade when we need to ensure our delicate bodies. The mythical beast implies business, regardless of whether it's overlooking the player character more often than not. All things considered, the player character needed to experience the winged serpent for an alternate explanation; to converse with them. The mythical serpent is entirely sensible and contrite. He says that it's his motivation and obligation to consume the world. That assists it with beginning once again when the land begins to pass on underneath its feet. The player character attempts to contend that they can pick another way, yet the winged serpent says that the Guardian of Fireflies — that is us — can attempt to reaffirm their actual spot on the planet. We need fireflies to revamp the world. That is the reason we gather them all game. Every one contains recollections of the grounds that we've visited and individuals in our town. Rather than welcoming more obliteration upon the place that is known for Estoria, the player character needs to bring satisfaction all things considered, harmony, and distress. She can't bring back Elder Ava, the substitute for Gran, yet she vows to recollect her. That is each of the one can do with death. Misfortune doesn't bode well. It harms you within and hinders your life. You do what you can to discover solace and intends to handle passing. Stories can assist with that, to give us the way to work through our sentiments and discover bliss once more.

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@nadiahensont

682 Million Mobile Gamers Start To Drive China's Gaming Industry Since the mid 2010s, the versatile gaming market in China has detonated. Like the transient ascent in versatile installment applications, the omnipresence of cell phones across the terrain has prompted more netizens using their own gadgets for day by day diversion. Notwithstanding their accommodation and availability, numerous advanced cell phones are presently more remarkable than the normal computer game reassure and carry considerably more utility to the table, further hardening them as a serious substitution to more customary gaming machines. China's versatile gaming industry is one of the world's generally persuasive with a gigantic market of 682 million portable gamers. As more organizations look to capitalize on the different kinds of web games well known among Chinese netizens, the gaming business is getting more important and cutthroat to enter. In this article, we will investigate the foundation of the Chinese portable gaming business sector and how the business has bloomed. Likewise, we have welcomed Todd Kuhns, advertising administrator at AppInChina — a firm that assists unfamiliar engineers with bringing their applications to the Chinese market, to talk about all that forthcoming unfamiliar participants require to realize when dispatching an application in the Chinese market. China's Lucrative Mobile Gaming Market **How Did Policy Shape China's Gaming Industry?** Before the versatile gaming market in China had advanced into its present structure, guideline assumed a huge part in fostering the business. In June 2000, worries about computer game habit and the adverse consequence that gaming could have on the country's childhood drove the Chinese State Council to pass a bill that directed computer game substance distributed in China and forced limitations on web bistros and arcades the nation over. All the more significantly, be that as it may, this bill additionally prohibited the creation, import, and offer of most control center and arcade machines in terrain China. This prohibition on most close to home control center prompted the promotion of PC gaming, which, thus, further drove numerous Chinese kids to web bistros and arcades as the PC was as yet viewed as an extravagance decent in numerous Chinese families. The following decade of gaming in China achieved further limitations. In 2007, an administration report guaranteed that 6% of the country's young populace was playing on the web computer games for over 40 hours every week. Right now, the Chinese computer game market was assessed to be worth around US$1.7 billion with 42 million players. To balance what was viewed as a web based gaming pandemic, the public authority dispatched guideline that restricted the measure of time underaged players could spend on different games. Moreover, the public authority likewise required player recognizable proof to play, which further restricted admittance to video games. Exacting gaming limitation in a roundabout way prompted fiercer contest inside the market. Numerous PC gamers got to illicitly downloaded games through pilfered programming sites to sidestep the limitations, which put a strain on the productivity of computer game engineers. Accordingly, engineers spearheaded another market of computer games to help their intensity while likewise staying productive. Numerous organizations made games that were free or had low retail costs to draw in players and afterward went to in-game microtransactions to make money. These games were broadly accessible at web bistros, starting a blast in hugely multiplayer internet games (MMOs) the nation over. As they succeeded, MMOs made ready for the fast ascent in interpersonal organization games which ultimately ended up adjusted for cell phones the whole way across China. **The Rise of China's Mobile Gaming Industry** When informal organization games took off, designers started to discover approaches to place more games in more hands, the most well known of which became portable gaming. In 2012, there were more than one billion cell phone memberships in China. This development was for the most part credited to the utility of cell phones, which were less expensive than gaming PCs and regularly furnished Chinese residents with their lone type of web access. Moreover, versatile games likewise didn't have limitations put upon them like other PC titles, which further supported their fame. In the long run, console boycotts were lifted in the last part of the 2010s, yet portable gaming had effectively started to lead the pack as one of the biggest and quickest developing web areas on the planet. The versatile gaming market in China is as of now the most famous gaming market on the planet, and is perhaps the most rewarding. In 2020, China's portable gaming incomes developed by 31% to just shy of US$30 billion. China's designers are additionally affecting worldwide gaming, as sent out game incomes beat homegrown market development at 36.7%. Notwithstanding, the sheer profundity of this industry makes market section hard for global designer studios, requiring particular mastery from on-the-ground organizations to build up a traction. One such master is Todd Kuhns, promoting supervisor for AppInChina, who gave significant knowledge into China's gaming application market and ways that unfamiliar designers can distribute their games locally. **Distributing Mobile Games in China — Q&A with Todd Kuhns** How large is China's portable gaming industry? For what reason do you suggest unfamiliar engineers consider dispatching their portable gaming applications in China? With over US$40 billion yearly in gaming income — more than 60% being portable games — China drives the world in size and speed of versatile game reception. China has more than 682 million gamers, and the number is developing each day. For large numbers of our customers, simply a little slice of this pie outperforms their complete incomes in their home business sectors. Also, portable gamers in China length a wide assortment old enough gatherings and type inclinations, so there is a chance for anybody with a fruitful game outside of China to prevail inside the country. **Which gaming classes are fruitful in China?** Gamers overall stay practically something similar across the world, albeit nearby preferences differ marginally from one locale to another. Around the world, contrasted with control center and PC gamers, versatile gamers overall will in general slant towards more relaxed games. In China explicitly, relaxed and puzzle-based games stay the most mainstream by and large, making up about 17% of the portable game market and creating almost US$4 billion in income. They likewise have the best degrees of consistency and most noteworthy extent of month to month dynamic clients (MAUs). All things considered, Honor of Kings by Tencent — a pretending game (RPG) — is as of now the top-earning versatile game in China as indicated by App Annie, and has for quite some time been perhaps the most famous games in the country. It's basically a portable understanding of League of Legends, which started on PC. In China today, after RPGs, ongoing procedure (RTS), first-individual shooters (FPS), and card/chess/poker-style games continue in fame. As indicated by Tencent, RPG and RTS games drive the most introduces, while RPG and dashing games (like QQ Speed Mobile) will in general produce the most cash by and large. Reliably high-workers incorporate Honor of Kings, Onmyoji, QQ Speed Mobile, Clash of Clans, and PUBG (Player Unknown Battlegrounds). So unmistakably, regardless of the class of your versatile game, there is high potential for it to discover achievement in the Chinese market. **China has a heap of application stores. Would you be able to disclose to us a touch more about them?** Comprehend that Android is the predominant versatile stage in China, involving over 70% portion of the overall industry over iOS. But since Google Play is obstructed by the Great Firewall of China, more than 400+ Android application accumulates jumped up in its place, making it more testing to distribute an Android game or application in this country. A considerable lot of these stores are little activities that do minimal more than scratch APKs off of other more well known application stores to populate their own. In any case, the top application stores in China have their own specific qualities and crowds. A significant number of them —, for example, the Huawei or Oppo application stores — are worked by telephone makers and come pre-introduced on their gadgets. Others, like Tencent's App Store, are controlled by enormous organizations that create and distribute programming themselves. China additionally has many game-just application stores which work in distributing games and give uncommon highlights to their clients, like social highlights, game conversation gatherings, audits, and a more strong, game-centered survey framework than your average application store. Since every one of China's numerous application and game stores have distinctive centers, qualities and client base, it's difficult to offer a one-size-fits-all response to this. At the point when our organization onboards another customer, we investigate their game or application, thinking about its reasonable clients, type, and a large group of different variables to suggest a specific application or game store for their application. We are continually attempting to boost perceivability, downloads and client commitment. Since a game should be submitted to each application or game store exclusively, and numerous stores require their own promotion as well as installments SDK to be utilized, you'll frequently require an alternate APK of your game for each store you distribute on, making it not commonsense or sensible to submit to such a large number of stores. Generally around 10–15 are adequate, and our organization can help you select the right ones. **Would developers be able to prevail without boots on the ground in China?** The administrative climate for games in China changes on a practically month to month premise. Thus alone, it is getting more hard for unfamiliar contenders to enter this market without an accomplished China-based guide or accomplice who is side by side of the most recent laws and lawful necessities. Simply last month, three of the top application stores declared they would uphold a standard that any application distributed on their foundation should acquire an ICP Filing, which is incomprehensible for a non-Chinese organization to apply for. We expect other application stores to go with the same pattern, which is only probably the most recent obstruction for unfamiliar organizations to straightforwardly partake in the rewarding China games market. Even after you have effectively explored the legitimate prerequisites and distributed your game, you will quickly confront the test of client procurement and promoting. Since China's application stores, media scene, and web-based media climate are one of a kind, your application will turn out to be more effective in the event that you track down a solid, experienced accomplice to help plan and deal with your promoting, web-based media, and key influencer missions to develop your client base as fast as conceivable in this exceptionally aggressive market. **What are the lawful or administrative obstacles that designers may confront when moving toward the Chinese market?** The rundown of lawful and administrative obstacles for any game to be distributed in China is long — for both Chinese and unfamiliar engineers. At least, you should apply for a Software Copyright Certificate (SCC), ICP Filing, and round out a Security Assessment Form. Your game should consent to genuine name confirmation prerequisites and limit admittance to minors as legally necessary. Every paid game and games with in-application buys should apply for a game permit (ISBN) from the National Print and Publications Administration (NPPA). Specialists will audit the game's content, craftsmanship, interactivity, access conspire and different components for consistence with Chinese laws. This cycle can take up to an entire year. The catch is that lone 100% Chinese-claimed organizations can get a game permit — so if your game requires one, you should track down a believed Chinese accomplice to distribute your game for your benefit. Be that as it may, relax — this should be possible without surrendering your copyrights, brand names, and other IP. Up until now, games that are free or just advertisement upheld appear to be absolved from this necessity, however that could change whenever. We have a full aide online that subtleties the whole interaction. **What sort of associations are needed to distribute a game in China?** As recently referenced, it's almost difficult to showcase a game in China without a 100% Chinese-claimed accomplice to distribute the game for your benefit. Indeed, even free or advertisement upheld games from unfamiliar organizations will have progressively restricted admittance to the top application and game stores on the lookout, which seriously restricts their odds of openness and, subsequently, achievement. This is the reason AppInChina exists. We have been the most confided in accomplice for distributing unfamiliar games and applications in China since 2013, and our global, English-talking staff works with organizations every day to make their China dreams a reality. **Is there something else designers should know prior to moving toward China?** There is by all accounts an overall carefulness today towards working together in China that, I feel, is somewhat misinformed. A great many people in the corporate world have heard a harrowing tale or two of an organization that endeavored to enter the Chinese market, just to have their IP taken and their colleagues escape with duplicates of their plan of action. Fortunately, these accounts are old and obsolete. Through expanding unofficial law, fortifying of IP law, and more forceful legitimate requirement, China has become a lot more amiable spot for unfamiliar organizations to enter and discover achievement. Albeit these licenses, confirmations and consistence surveys may appear to be overwhelming, the prizes merit the additional exertion it takes to arrive. The individuals who excuse the Chinese market and decide to overlook it leave greater freedom for the individuals who embrace it. Also, the gaming scene can't easily overlook Chinese gamers any more. Todd Kuhns is a promoting chief for AppInChina, a main stage for worldwide organizations to work together in China. AppInChina offers types of assistance going from application and game distributing to online business, legitimate consistence to cloud facilitating, and everything in the middle.

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@nadiahensont

How Star Wars Battlefront 3 Was the Best of the Series Star Wars Battlefront (2015) and Star Wars Battlefront 2 have laid the foundation for the third emphasis to be an ideal game. That is if Electronic Arts (EA) can get their heads out of their fourth resource! The presence of the game still can't seem to be affirmed, however all signs highlight another delivery in this monetarily fruitful line of Star Wars games. Should EA figure out how to take the most amazing aspects of the initial two games, Battlefront 3 could be a gigantic delivery. I began playing Battlefront in 2017, two years after its delivery. That game was astounding, and it was the entire explanation I got the Playstation 4 in any case. At the point when Battlefront 2 was delivered it wasn't so incredible, to be obtuse. The interactivity was fine, yet the microtransactions were what killed it. In the event that EA mixes these two games together, Battlefront 3 might be the best Battlefront game yet. The most effective method to take care of business Battlefront was an astonishing game, yet it had two little issues. I cherished the interactivity, the catalysts, the customizations, and I particularly adored the guides. Jabba's Palace, Scarif, and the Death Star were beyond words, however there were two issues: the times and a missing effort story. Battlefront was restricted to just the Rebellion against the Empire from the first set of three of motion pictures. This wasn't the greatest of the issues on the grounds that the interactivity and all the other things was extraordinary however it's anything but a botched chance. The other issue it confronted was the absence of a mission. Everybody needed the prequel period to be playable as a mission, and in 2017 the spin-off conveyed with simply that element. Battlefront 2 was a calamity of a delivery however was really a decent game. Individuals whined about how short the mission was, yet for me, it's anything but a decent story with a worthy length. The one thing that broke the game was the microtransactions. They put legend characters behind paywalls dissimilar to some other Battlefront game previously. You'd need to pay $60 or $70 to get the game, and afterward extra cash to play as various saint/scalawag characters. This was a colossal mood killer, and part of the explanation I delayed until it went marked down to get it. Another little chance missed with Battlefront 2 was adding Ahsoka Tano as a playable saint. She's quite possibly the most mainstream characters and has even seen a transformation into true to life with the Mandalorian Disney Plus series. She even has her own Disney Plus series coming. There's no justification her to not be in the following Battlefront portion! Battlefront 2 additionally rolled out some minor improvements from the first game. Utilizing kill focuses as an approach to play different saint and reprobate characters, and the class framework for warriors are two models. Weapon decisions were additionally restricted to the fighter class framework (attack, hefty, official, subject matter expert), so there was not any more arbitrary determination of weapons, star cards, or characteristic cards. These progressions weren't too extreme and wound up being moderately insignificant. It very well may be a disliked assessment, however I loved not having classes. That way you could change weapons after every passing and not have another loadout. I realize that everybody enjoyed the class framework, however I approved of the manner in which the first Battlefront worked without classes. What we need Battlefront 3 requirements to include: Ahsoka as a playable person Eliminate microtransactions Has a mission story mode Playable across all times (Including spin-offs and prequels) In the event that Battlefront 3 has these center things, I trust it will be acknowledged by Star Wars fans, and it might actually be the best Star Wars Battlefront to date. Individuals would prefer not to need to pay extra cash to play a game that costs $60 to $70 as of now. In the event that EA discharges Battlefront 3 with the entirety of the above highlights and doesn't attempt to cheat players then it will be incredible! I can hardly wait to perceive what EA has available for us, and ideally, they don't disillusion us!

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@nadiahensont

How Games Define My Personal Identity as a Woman Anecdotal ladies have consistently engaged me more than the real world. And keeping in mind that that may set unreasonable norms, I wouldn't change that piece of me. It's who I am, imperfect or not and it's assisted me with learning adoration and embrace my sexual orientation. I as of late discussed being "dislike different young ladies" young lady and my interior sexism growing up (look at it here!), however I needed to develop that feeling of personality and investigate both the advantages and harm that clinging to my way of life as a gamer has had on my grown-up life up until this point. **The Problematic Gamer Identity** A couple of years prior, I needed to begin a female strengthening centered gaming blog. It was while investigating brand and space names in the beginning phases that I originally found exactly how adverse the name of "gamer" was seen by a large part of the local area and non-gamers, not to mention "young lady gamers". As somebody who'd consistently been unimaginably pleased to be a gamer, it's anything but a shocker. The picture of somebody sitting in obscurity, not showering or dozing, eating crisps the entire day and drinking Monster rings a bell. I'll concede, I do like sitting in obscurity and eating crisps, yet I was unable to envision those being the things that characterize me. Presently in 2021, again things have changed in no little part on account of TikTok. There's another search for female gamers and decorations: splendidly shaded hair, feline ear earphones and strong eye cosmetics. It's elegant to mess around now. In my edge of TikTok (on the grounds that everybody's is madly unique), "labrador gamer young men" are named the best sweetheart. It's far from the normal portrayal of gamers back when I was a young person is as yet a generalization, making it unrepresentative of many, yet it's one I'm glad to adjust to. As of late I dove in and colored the front of my hair pink, put on a coordinating with pink headset and began streaming. I was at last one of them, and it felt incredible. The hair alone has helped my certainty ten times, urged me to be more challenging by they way I dress, advised me that womanliness isn't something to stay away from. Indeed, I'm discussing how in the public arena pink is inseparable from womanliness. All things considered, everything made me OK with myself — unusual for something that is actually counterfeit. It brings me one bit nearer to… **The Badass Alter-Ego** Allow me to acquaint you with my directing word: boss. Love it, disdain it, or, similar to me, recoil about it, everybody is equipped for being a boss. It's a condition of certainty, instead of having a specific prerequisites — no cowhide coats and tore pants fundamental, shockingly. 9 out of multiple times I could never view myself as a boss. Would my loved ones? No. Indeed, I'm known for being frightened of everything and unceasingly restless. Oopsies. The optimistic adaptation of me, the one I call my adjust personality, is a boss. I envision her to have splendidly shaded hair (check!), be a professional killer with double employing blades (no) and have the option to hold fast against anybody and everybody (certainly not). She'd most likely possess her own organization as well. While trying to turn into her, I used to ponder with the words "I'm solid. I'm amazing" as a mantra — albeit clearly, it takes more than that, including a great deal of treatment. I'm genuinely sure this "I want to be… " mindset is unfortunate, however it gives me a dream, a concentration for self-advancement. The issue is the means by which unreasonable it is. **The Struggle of Reality** Growing up, I didn't have any genuine good examples to direct me through a confounded adolescence — something I didn't understand until my accomplice called attention to it as of late. All things considered, I had anecdotal, gaming good examples. Obviously, beginning with the 90s symbol herself, Lara Croft. The primary Tomb Raider game delivered that very year as I did from my mum's belly, and we're both British and brunette so we're for all intents and purposes something similar, correct? Beginning with this attitude so from the get-go in life has consistently been enjoyable. This is a direct result of this that I've gotten out of my usual range of familiarity and attempted exercises like bows and arrows and kickboxing. Probably the proudest second is hitting an objective multiple times in succession with an airsoft shotgun. I'm in no way, shape or form a vicious individual, however I flourish with that sensation of solidarity. The primary issue is that I'll generally be pursuing somebody else, however the most exceedingly awful part is exactly the amount I beat myself up when I can't accomplish something. Failure to accomplish something has consistently been my ruin. Can't take care of a numerical question? Make an effort not to cry. Can't finish a degree of Crash Bandicoot? Fury quit. Too frightened to even consider accomplishing something? Fall into a condition of outrageous self-loathing and wretchedness. I'm somewhat of a win big or bust sort of young lady with regards to my feelings. As a gamer, I've generally been instructed to endure and conquer difficulties, however in all actuality, that doesn't decipher just as it ought to and I can't resist the urge to contemplate whether that is because of my dissatisfaction of not being as great at everything as my anecdotal good examples. It's like the ridiculous excellence principles that influencers present prompting issues with body dysmorphia. The thing that matters is that these anecdotal characters are by and large made for a positive reason, to rouse ladies to be enabled and battle for the existence they need and have confidence in. **The Kind-Of Resolution** Ridiculous guidelines or not, large numbers of the anecdotal good examples I associate with are substantial images of strengthening, regardless of whether they are made by men, since it's about how I see them. It's totally dependent upon me to isolate what is reasonable and what is impossible for the normal individual. The equivalent goes for my own manifestations, similar to my modify personality. One way I plan on handling this is through my composition. This change sense of self is the hero of a novel I'm composing, and the objective is to tissue out her person such a lot of that it demystifies her and grounds her more truly. Strengthening comes in various structures, and on the off chance that it works, it works. Accepting what persuades you eager to be your best self is certainly not something terrible, however being too hard on yourself is the issue. Handling that is the key for me and numerous who share my story.

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@nadiahensont

Flying High Together in the Sky: Children of the Light Delivered in 2012 for the Playstation 3, Journey is a magnum opus on numerous fronts. From its amazing visuals, silent but then significant story, and its momentous social and multiplayer collaboration framework, it's a game not handily neglected. With Journey re-delivered, you can play the game on the Playstation 4, PC, iOS, and Playstation 5. Excursion's solidarity comes from its plan because of Thatgamecompany's prime supporter, Jenova Chen, who is answerable for flOw and Flower. Stream was the principal game that pre-owned Chen's exploration on powerful trouble, named after Mihaly Csikszentmihalyi's stream hypothesis. Stream can be portrayed as a condition retained in the current action and getting a charge out of it, regardless of the trouble. Chen instilled the stream hypothesis in Thatgamecompany's titles, zeroing in on making computer games that incite enthusiastic reactions from the players. It's an alternate and purposeful methodology contrasted with most game studios that focus on fun mechanics. *"We like to cause games that cause you to feel not quite the same as different games, to discover new feelings that have not been conceivable previously."* — **Jenova Chen** In the same way as other Journey fans, I persistently sat tight for whatever game would come next from the studio. I would watch distinctive key figures in the studio extend in their own particular manners. One of the lead specialists behind Journey and Flower made their own studio, Giant Squid Studios. It would deliver Abzû in 2016 and The Pathless in 2020. It wouldn't be till July 2019 when Thatgamecompany delivered their new game. A game that is unquestionably the legitimate continuation of Journey. It was an iOS elite prior to coming to Android in 2020. There is an explanation the studio made the game versatile first. Following the stream mantra, the studio accepted significant and positive gaming collaborations have the right to be open to everybody. For reasons unknown, I didn't give my hand a shot the portable adaptation. In any case, on June 29th, 2021, Sky: Children of the Light delivered on the Nintendo Switch and I needed to check this game out. I've been following the advancement of this game since it was first prodded as a versatile social experience game. While the game didn't score a mind blowing 10/10 that its archetype did, there is unfathomable worth in this game that can't be overlooked. Sky is a significant excursion, yet not similar kind as its archetype. You'll discover recognizable mechanics, for example, the floaty platforming and the melodic pings that let the player connect and speak with others. In any case, at its center, the game is a greater amount of a MMO than the single/team player experience Journey was. There is as yet an unfathomable experience hanging tight for players, taking you across seven amazingly lovely domains to find fallen stars. Be that as it may, seeing wherever you visit amassed with straightforward players or even full player symbols (in case you're companions with said players), hoses the effect of the story and your own uniqueness. That is not really something terrible, it's simply extraordinary. This experience is more centered around the cooperations you have between players. While the account in Journey has a far more prominent passionate effect, the agreeable collaborations that permit players to clasp hands, talk, find, and tackle baffles together in Sky compensate for the lesser story. Also that you can take to the skies and fly together as one, which is a truly agreeable encounter. This experience MMO centers around empowering the best associations from humankind, instead of zeroing in on conventional RPG things and force dreams. The game permits players to see other player symbols as individuals to appreciate the sky with. They achieve this by eliminating most game components found in customary MMORPG. The talk include expects you to be companions. The acts out and customization goes about as the plunder. One of the primary movement frameworks is your companions. With enough 'hearts' opened through your companions, you can open instruments, acts out, and equips. There is a lot to do in the game with your kindred players. There are restricted occasional occasions to keep the substance new and the whole Sky experience urges players to foster bona fide gaming connections and a feeling of local area. In obvious MMO design, the game is allowed to play with a discretionary membership made accessible to get more assets while investigating with companions. In the event that you appreciated the opportunity to work with others in Journey and its stylish, Sky: Children of Light is the game for you. Thatgamecompany is as yet utilizing the way of thinking of stream inside the game, however utilizing different players — future partners and companions — as the way to keeping you appreciating the game for extensive stretches of time. That you can collaborate with different players to fly significantly higher and better ensure yourself is a verifiably great and positive idea in gaming. So I urge you to take to the Sky! Your experience will be an incredible one since you're never alone in this dazzling excursion!

+2 more

@nadiahensont

5 Features to Expect from Summer Life in the Final Expansion Pack EA has formally reported the most recent extension for The Sims 4 in an invigorating new interactivity trailer. Introduced by Harold the llama, Cottage Living flaunts a pristine world, new parcels, and new collaborations between Sims. Henford-on-Bagley is the new development world with three particular areas: Finchwick, Old New Henford, and The Bramblewood. Every one of the three areas give players a rural tasteful, ravishing finishing, and secret mysteries (little persons!). The Cottage Living ongoing interaction trailer shows players a heap of new highlights, however there are five specifically that I am by and by exceptionally amped up for. **Simple Living Lot Trait** In The Sims 4, players can allot parcel qualities to their constructs which can make game difficulties (like beasts who come each night and break your apparatuses) or assist with expanding abilities (like the "Genial" attribute which makes your Sim cook brilliant dinners constantly). Bungalow Living brings another parcel attribute called "Basic Living." This flaunts the test of eliminating the "endless refrigerator" (where your ice chest is mystically full day in and day out). Sims can generally go into their ice chest and get "speedy dinners" (oat, creature saltines, and sandwiches that are free), however they additionally can concoct pretty much anything in their collection just by paying the expense of fixings. Notwithstanding, as per the ongoing interaction trailer, apparently Sims will currently need to go shopping for food, scrounging, or develop their own food to make their suppers. I'm a lot of anticipating utilizing this parcel quality all an opportunity to make my Sims lives slightly seriously testing. **Livestock** Cows, chickens, and llamas — goodness my! New creatures are continually invigorating, however the possibility of having the option to utilize the different items from the creatures is exceptionally encouraging and energizing. As indicated by the trailer, players can give their cows various treats to make distinctive "flavors" of milk. Unquestionably a cool add-in! Sims can likewise utilize llama fleece to cross fasten exceptional examples to use as embellishment in-game. There's even the danger of foxes if Sims have chicken coops! **Shopping for food** The little practical interactivity highlights are the ones I love the most. I love having the opportunity to go to the supermarket and select my Sims' fixings to cook. While a significant part of The Sims 4 isn't really sensible, there are a few highlights that bring some authenticity ("Bust the Dust" which brought vacuuming, for instance) and those are my top picks. I'm totally supportive of the mysterious subtleties in The Sims, similar to vampires, however once in a while I need to imagine my Sims are genuine and give them genuine battles. I've been expecting shopping for food in The Sims for some time thus have numerous different Simmers. Not exclusively will we have shopping for food and ranchers' business sectors, however there will be new harvests to fill in gardens. I'm psyched! **Commercial center Fairs** One of my number one pieces of The Sims 4 is the celebrations that came at first with the City Living extension. Numerous packs since City Living have proceeded with the new custom of having a celebration or festivity included. Likewise, Cottage Living areas will have fairs with rivalries. This is what EA has shared so far about these new occasions: Finchwick is the home of the week by week reasonable in which local people put their abilities under serious scrutiny in making the most modern and scrumptious manifestations, like pies, just as hotshot their most valued creatures… and larger than average harvests — trust me, the greater the better — to be decided, as it is custom, by the Mayor no less! You have the chance to acquire prizes in the event that you win in these rivalries. I don't know whether there will be celebration warnings for the fairs similarly as with City Living, yet in any case, I'm resolved to win! **Family Cooking** Children in The Sims 4 would never cook or heat in the kitchen previously. This is another illustration of authenticity that I've been yearning for. At the point when I was a child, I assisted my mother with preparing birthday cakes and treats. For what reason can't my youngster in the Sims do likewise? Dread not, the interactivity trailer shows kids in the kitchen with blending bowls! I have high expectations for this being another expertise for youngsters Sims and possibly help increment my more seasoned Sims' nurturing abilities. I believe it's really energizing to have the possibility of explicit plans that include working with your kid Sims in making. Youngster Sims get the worst part of the deal as far as ongoing interaction (and don't get me going on little child Sims), so this is a positive development for my games. I have amazingly high expectations for this new extension. I've generally been fundamentally a manufacturer in The Sims 4, making houses and lofts for Sims to live in when I have little aim of really making the Sims to live there and play with. In any case, presently I am siphoned pretty much all the ongoing interaction includes that are to accompanied this new pack. I can hardly wait to play.

+2 more

@nadiahensont

Reasons why 2011 was my best year for video games Let me set aside you back in effort to 2011, an extraordinary year for computer games. It was a year where we saw one incredible game after another. Perhaps the principal game that rings a bell from that year is Skyrim. It's a game that immensely affects the gaming scene, giving an extraordinary world that players today actually can't get enough of. For sure of the Witcher 2, a game that wowed crowd individuals with its account driven Lgameplay. Its prosperity would later prompt the Witcher 3 and surprisingly after, a Netflix series. These are only a couple of the games talented to us in 2011 that proceeded to shape and impact the business even after its delivery date. In particular, it's the games from 2011 that molded my own excursion with the medium. Skyrim Out of the multitude of games that emerged from 2011, I'd say Skyrim was the greatest out of all. I actually recall being passed up the trailer, the wonderful world it flaunted, and the epic 'fus ro dah' yell! I was energized, quickly recording the game on my Christmas list. Christmas morning came and I was unable to stand by to stack up Skyrim. I recollect the surge and shock when the winged serpent assaults Helgen — the second where I got snared. My whole first week I was unable to quit playing it. It was a colossal, energizing buzz for me that didn't appear to end. I ended up consistently intrigued, energized, and needing more. I never had this kind of involvement in a game previously. Before Skyrim, I was more keen on hustling games and an intermittent shooter. Presently I was tossed into the universe of RPGs nearly coincidentally as I wasn't effectively looking for Skyrim or games like it. One thing I cherished most about it in those days was the drenching. It was so natural to feel you were important for the world and the groups inside it. The manner in which the groups worked, how characters associated with you and your decisions, and how it felt genuine. It caused you truly to feel you were important for the Skyrim world. It was energizing to meet these various groups and perceive how they'd respond to you. I got some answers concerning the Dark Brotherhood and how my whole concentration for that day became going along with them. It wasn't you join and you're finished. I liked that you'd be given various missions and the more you acquired your place, the more elaborate the missions would be. This is valid for every one of the groups you can join, however it's the Brotherhood that was the most vital for me. What truly stands out to me I actually think going right up 'til today is the soundtrack. Each track prompts up completely in the game, integrating with the drenching. The music you hear when going through towns or meandering the mountains causes you to feel as though you truly are going through an epic experience. This is something I actually give the game acknowledge for as there aren't numerous games out there with a soundtrack comparable to Skyrim, considerably other Elder Scrolls games. This game, with its vivid world and various ways you can cooperate with the world, presented an entirely different class of games for me. Skyrim turned into the game that would later acquaint me with many other stunning RPGs. The Witcher 2 I knew minimal The Witcher establishment when I picked the subsequent game. Suggested by a companion, I didn't have the foggiest idea what's in store on any level. Straight away, the greatest distinction I saw with The Witcher 2 contrasted with Skyrim was its dim, develop story and game. I'm not saying Skyrim was using any and all means a juvenile game, just that it never moved toward subjects of legislative issues, treachery, and vengeance as profoundly as The Witcher 2. The Witcher 2 plot follows Geralt of Rivia, blamed for killing the King of Temeria, Foltest. Geralt will run about various locales, making partners and adversaries, following a ridiculous path of interest, dead aristocrats, and political quarrels. What I appreciated the most out of the game was that your decisions had outcomes to either yourself or others, contingent upon how you approach every circumstance. For instance, you can pick whether to leave Flotsam with either Roche, officer of the Blue Stripes, or Iorveth, head of the Scoia'tael unit. These decisions lead you down unmistakable ways, changing the story. It makes this game special as well as replayable. You can perceive how settling on various decisions can change the game. We didn't quite a bit of this in Skyrim. Of course, you can decide to join the Stormcloaks, Imperials, or nobody by any stretch of the imagination, yet the decisions didn't convey a similar load as they do in The Witcher 2. The Witcher 2 made me profoundly like games that give players decisions and that there are practical reactions to them. The Witcher 2 settled on me like these decision driven games and how they assist with making a story I can truly get into. Lord of the Rings: War in the North At last, a game that has a unique spot in my gaming excursion and I feel is misjudged: War in the North. This game happens during the occasions that occur during the principle story of the Lord of the Rings series. I'm a gigantic devotee of LOTR and needed to allow this game an opportunity. The story happens close by Frodo's and the Fellowship. You're entrusted with killing Agandaur, a partner of Sauron, who is setting up a military. The story plays out quite well and doesn't feel tangled (filler missions are not many; the attention being on the primary plot). I truly preferred having a different story that followed the epic LOTR principle objective: halting Sauron. This was a game where you truly feel you're going on this epic mission. This game was wonderful, vivid, and surprisingly permitted you to see natural countenances in the LOTR set of three. Another angle I appreciated about the game and what made it hang out in 2011 was that it was party-based. I generally cherished this as an aficionado of the Dragon Age and Mass Effect establishments. I thought this framework attached well with the accounts of the characters and made this thought of being in my small partnership. Game-wise, this made them center around systems that played on the qualities of each character, particularly when the difficulties inclined up later in the game. The battle was very fun and shocking for the time! The measure of annihilation shocked me all through the game, yet it just appeared well and good and played into the LOTR world. It's anything but a genuine feeling of battle and its outcomes, something that made War in the North stick out. While there are a few issues with the story, which I clarify in a past piece, I remain by the game's qualities and its reality. While no methods awesome, it was a genuine satisfaction as a LOTR fan to be a piece of the LOTR universe in an experience outside of Frodo. I feel like anybody can return to 2011 and pick no less than a few games they fell head over heels for and still return to even presently. As far as I might be concerned, for the current year was probably the greatest year in gaming and extended my view on various games out there. These revelations would prompt others, molding my gaming excursion and tastes in games. So shouldn't something be said about you? Which 2011 game actually holds a unique spot as far as you can tell?

+4 more

@nadiahensont

My Call of Duty: Modern Warfare Review Call of Duty Modern Warfare is a must-have for players who miss old Call of Duty games. With the important innovations and changes made, the absence of Season Pass and the effect of Cross play support, it has been a production that will be played for many years, will be remembered with its magnificent story, and will always be remembered with its legendary episodes. If you missed old CoD games, you can definitely give Modern Warfare a chance. Call of Duty, which represents a very large part of the history of the FPS genre and has been coming up with a new game every year for years, has failed to meet the expectations with almost none of the games released from 2011 to this year. The fact that such an important and great series always turns a blind eye to the wishes of the players and constantly takes them either to the past or to the future was criticized by the players and deemed worthy of low scores by the critics. But in 2019, Infinity Ward finally heard the cries and set out to bring Call of Duty back to its greatest time, glory in Modern Warfare. After waiting for the game for a long time, the production took its place on the shelves last week and we started playing the game directly. Pluses Immersive storytelling Long-term multiplayer mode Cross-Play support and lack of Season Pass Quality graphics and sound effects Cons Serious optimization issues on PC Balancing problems in multiplayer mode First of all, I would like to clarify the allegations of ypg, terrorist propaganda and portraying terrorists as heroes, which we often heard before the game was released, in order to eliminate the question marks in the head. There is no element in any part of Call of Duty: Modern Warfare that supports any terrorist organization such as ypg or pkk. In fact, in the game, the female character representing the insurgents is an Arab. Although the region where the game takes place is launched as the Middle East, it takes place in Urzikistan, a fictional country created by filling the Black Sea in the west of Georgia on the map before the episode. If we had ever encountered such a situation in the slightest, we had decided not to review the game at all. After clarifying this situation, we can now start the examination in its full sense. Let's remember the times when Call of Duty games were at their peak. The first Call of Duty 4, which is usually engraved in our memories with the characters in the game, impressed us with its atmosphere, although it was not realistic in terms of gameplay, as if throwing us into a movie. The first 3 Modern Warfare games had become legends, while the ups and downs of the past games, dramatic scenes, memorable episodes. Infinity Ward, on the other hand, will have realized that these are the things that the players miss at the end, that in the new Modern Warfare, it brought back the Captain Price, which we all admire, and also managed to give us the dramatism we missed throughout the story. There are some surprises, especially about the characters, but I won't tell them to avoid spoilers. It's hard to tell the story of Modern Warfare without spoilers. But I can give a brief summary to help you master the main subject and more or less what to expect. Modern Warfare, which is about the aftermath of the occupation by Russian forces of a fictional country called Urzikstan, is about our struggle with a radical terrorist group called Al-Qatala, which later sprang up in that country. Of course, we also have insurgents fighting both Russia and Al-Qatala. The leader of these resistance fighters is Farah Karim, the female character we see in the trailers of the game. Infinity Ward put Farah Karim in the lead role in the full sense of the game. The operation of the story usually proceeds through this character. We learn about Farah's motivation, who fought with his brother to clear his country from the Russians and the Al-Qatala organization, in the later parts of the game, with perhaps the most dramatic and impressive episode in the history of Call of Duty. I would really like to tell you about such an ambitious episode with all the details, but spoiling your experience with spoilers is the last thing I want to do. However, I would like to implicitly tell you a few things that you will remember when you come to this section. If we were to ask the most important episodes in the past when Call of Duty is mentioned, you would probably think of the Sniper episode in Modern Warfare 1 and the No Russian episode in Modern Warfare 2. This episode is so impressive that it puts the shoes of these two episodes into the atmosphere. The episode that makes you think about drama, tension, horror and the people who actually experience them today may even win Call of Duty: Modern Warfare the game of the year award. Infinity Ward, which makes us feel what innocent civilians are going through in the Middle East today, and what difficulties especially children have to overcome, has done an impressive job that will draw the attention of the international community and initiate a movement to prevent wars. I congratulate the developers who showed us firsthand that innocent civilians are trapped between terrorist organizations and world giants. Speaking of the story, there are points where the concept of evil in the game also gets grayed out. Although Call of Duty partially places the western countries in the position of heroes and turns the Russians into demons again, some parts of the game bring gray spots to our eyes. Captain Price, a British SAS commando, said in the trailer, "We are getting dirty so that the world will be clean," is not really a wasted phrase. We come to such points in the story that the choices you say "come on", the points you say whether you should make it or not, come across frequently. In short, we are not in the position of a prince on a white horse, but a soldier in whom we can see every way as permissible to reach the goal. We experience firsthand that the innocent can always be used in war. It had been years since I devoted such a long chapter to the story of a CoD game. However, it definitely had to be explained that you can't imagine how much I filed the article in order not to miss a surprise. But now I want to talk about the multiplayer part where we will spend the longest time in the game, as well as important changes and innovations. Let me state first. The innovation that I care about most is that there is no Season Pass in the game anymore. Therefore, once you buy the game, you will be able to continue playing with your friends on the same maps as you wish, the player population will not be divided by paid maps, and Xbox, PS4 and PC players will always be able to play together thanks to cross-platform support. Even these two features are enough reasons to buy Modern Warfare on their own. One of the important changes in the gameplay in the multiplayer part of the new Call of Duty is that bullets now have a weight just like in Battlefield and are affected by gravity. Although this feature, which is the main source of the claim that Modern Warfare will be a more realistic game, which the producers emphasized emphatically, sounds like it will radically change the playable fluid structure of the game when you hear it, this is not actually the case. You don't feel much difference on classic small maps, although it may be necessary to aim the gun a little higher in combat from great distances. Another important innovation is that we can now put weapons against walls and corners. In this way, you can reduce the recoil of the weapons as if using a bipod, and you can achieve a serious performance increase in fully automatic weapons. This feature, which seriously changes the dynamics of the game, is especially useful for ambushing strategic points in mission-oriented modes. In the multiplayer part of Modern Warfare, the Ground War mode, which gives a Battlefield atmosphere, has been added. These maps, where 32 players can fight against 32 players on huge maps, will be a medicine for players who like the huge structure of BF but find it too heavy in terms of gameplay. Ground War, which is based on grabbing and protecting different flag points, has also been a pleasing mode for players who love sniper weapons. In the multiplayer part, a mission system similar to the Battle Pass has been added. Thanks to this system, we can earn special weapon skins by performing certain tasks. These skins are not just skins. A blueprint that comes ready with special parts for weapons. It is left to the player to use these weapons in their own form or by customizing them if you wish. A paid Season Pass system will be added in the near future, focusing only on cosmetic equipment. However, the producers have guaranteed that it will not affect the game in any way, I hope they will not make us a liar. There is also a Co-op mode in Modern Warfare. In this mod, we can perform different missions on large maps. The co-op mode, which is quite challenging, is enjoyable when you play with your 4 friends. Continuing the story of the game, the co-op will be expanded with new missions and operations in the future. Also, your progress in this mode is continued in the standard multiplayer mode. In other words, you have the opportunity to level up and unlock weapons just by playing co-op. Technically, Call of Duty Modern Warfare brought important changes. The lighting system of the game has been completely changed and a much more realistic lighting experience has been presented with physics-based materials. In addition, the volumetric fog and smoke effects in the game also contributed to the visual experience. In addition, the high-resolution coatings added to the game are one of the factors that increase the visual experience. Graphically, Modern Warfare has been very successful. On the sound side, the Infinity Ward team worked hard, gun sounds, character voiceovers and music were very successful.

+5 more

@nadiahensont

The logic of making games is so fun - My Game Builder Garage Review Making games has always intrigued me. I have done a lot of research on these issues. Developed specifically for Nintendo Switch, Game Builder Garage is a production based on the theme of game making, which we have seen different examples of before. It is possible to make mini-games with many tools in the game, which focuses on learning the logic rather than coding. In this review, we will take a look at the general features of the game called Game Builder Garage. Pluses + It's really fun to try making games + Visual programming options + Explains the logic of making games in a simple way + Nodon usage and vehicle control + The interface is kept very simple + Dynamics that make sense from the beginning + Trial and error logic works well Cons - No browsing other made games - Training sections are unnecessarily extended - More characters and toolkits to come It's been a long time since Nintendo actually started offering different freedoms to players. Previously, we created our own mini-games with WarioWare games, and we had the chance to share with other players by signing section designs with productions such as Mario Maker. Game Builder Garage, on the other hand, is actually an expanded version of the Toy Con Garage mode offered to the players with Labo. In other words, we can describe it as a game that follows the footsteps of these productions, but takes on a more complicated structure with its content. The game works as a game creation engine in itself and tries to teach the main dynamics, or rather the logic, of similar programs, if not coding. As I said, Game Builder Garage is a production that explains the logic of making games without knowing the programming language. I think I can actually explain this with the best examples. When you open the free creation mode of the game, you encounter a huge gap. Imagine that you open a new project in the Unreal Engine engine. Let's say we're going to put a character in this project first. After adding your character from the objects section, you need to assign an action to interfere with that character. For this, you choose, for example, the b button from the input menu. When you connect the B button to the jump part on the character on the editing screen, you can make your character jump. Or let's say you're going to make a 2D platform game. In order for the character to move back and forth, it is enough to connect the left analog button from the input menu to the back and forth part of the character. Of course, if you are going to make a 3D game in the same way, it is also possible to assign keys such as moving up and down, or communicating with objects. You can even assign character control directly to the gyro sensor on the Switch. Let's say you are going to move a ball and you want to play Pinball style. You can connect the movement of that ball to the analog system or to the Gyro sensor. If you pay attention, this was just what you needed to do for the character to jump back and forth. The game has made this so simple that after a while you enjoy playing the game and you start trying different things as you learn. The editing part of the game is divided into four parts as input, middle, output, and object. As I just mentioned about the input part, you usually make button adjustments, character control or adjustments that will interfere with the touch screen. The middle part reveals the features that we will use while creating the game dynamics. In other words, it is possible to give the game a period of time, to adjust the dynamics such as counting and comparison from here. For example, let's say you made a platform game and you put 15 apples on the playing field. If 10 apples are required to complete the section, you can make adjustments to this condition by using the tools in this menu section. I am trying to explain the event as simply as possible, but of course there are many more options in the menu and the use of all of them is left to your imagination. The Output section allows you to change some features that you will add to the playground. that is, you can add music to the game from here, increase the gravity ratio, or set the conditions for the game to end and repeat. Finally, I can say that the object part is filled with objects that we will fill in the game. We add almost all the content that you will see in terms of character, wall creation, sensors, texts, in short, visually, from the Object section. You can even set the angle at which you will play the game from here. All these features we added in the game are called Nodon. Here, everything you add such as Character Nodon, Background Music Nodon, Sensor Nodon is named nodon. each Nodon has a different look and you can use the Nodons you use very often, therefore, in a more familiar way. After a while, there are so many Nodons in the editing part of the game that it was of great importance that each of them had a different visual appearance. In other words, let's say you are going to make changes to your character or another object that you have added to the playground, you can immediately notice it among the Nodons. I can say that this provided a beautiful visuality even in Edit mode and reduced the confusion a little more. Of course, the most important point you should pay attention to after all this Nodon variety is that every Nodon in the Editing section has a setting page. So let's say you add a wall Nodon. By entering this Nodon in the settings section, you can even choose its color, whether it is fixed or mobile, whether it will shatter when your character hits it. There are quite a few options in this setting section and I can say that these settings pages carry the importance of the details in your game. Game Builder Garage is generally divided into two parts. In the first part, there is a training section where you will learn the main dynamics of the game and the Nodons. In this training section, a seven-part training sequence is included. Moreover, you design a different game in each training section. These games include an arena mode where two players compete, a game played from the overhead camera where we use a gyro sensor, and a game in which we drive. By adding as many different games as possible to the training part, we were able to use all the dynamics and Nodons. That's why, even though the free design part is unlocked after the initial tutorials are unlocked, it's important to complete the tutorials to learn all the Nodons and understand the main operation. All of the dynamics such as creating the playground, adding objects, characters, assigning direction and action keys and establishing the connection between Nodons are included in all training parts. It starts out simple and gets more complex as it progresses. While you only use 5-6 Nodons in the first game, you use two or three dozen Nodons in the last game to make connections between them. What I don't like about the training part is that it keeps you in too many stereotypes and contains too much dialogue. In other words, you see that you have passed all the steps of the game as press here, press there. In this part, the logic of discover and learn with a little more freedom could be nicer. In addition, even for the smallest action you have to wait for a very long time. Maybe you complete a course that takes 15-20 minutes to complete in about 50-60 minutes. This is a very good way for young players to grasp logic, but explaining a dynamic you have already learned over and over can sometimes strain your patience. Most of the time I found myself pressing the button to skip dialogs. There are so many useless dialogues that it allows you to get bored with the training sections after a while, and it can also cause you to miss the most important points. Fortunately, once you complete the first lesson, the programming Mode, the actual main game, is unlocked and the game completely frees you. Here, if you wish, you can add all the Nodons one by one to the playground and try to solve the logic. There are many Nodons in the game in terms of main dynamics, but I must also mention that it needs more variety in terms of objects and characters. For example, in the character section, you can only add a plain character, vehicle or ufo. Here, a much wider range or an option such as the players creating their own characters and objects could be included. I hope that more options will be offered in the future, both in terms of structure and other aspects. Game Builder Garage also allows you to upload your games to the Nintendo server and download content produced by other players. Of course, you need a Nintendo Online subscription for this. It's a bit annoying that this download process works through code. So exactly other players need to share the game they made with you. There is no center where you can browse them and download and test the game you want. Even with this much potential, it was possible to export the game and play it with a separate program on the PC if necessary. With such content, the future of the game could be much clearer, but I also think that Nintendo will not be too close to this process. In short, it has trapped a game with a good potential in its own shell due to the lack of game center and export. As a result, as I said at the beginning, Game Builder Garage was a fun and enjoyable production to play with. It has important shortcomings in terms of content, but I think it can take this structure to much more extreme with possible updates. Most importantly, it transfers your game-making logic to the player around its own dynamics. He uses Nodons for this and makes the job more enjoyable. If you like this kind of productions and want to design your own mini-games, you can take a look at Game Builder Garage.

+5 more

@nadiahensont

I Stepped On Golf Courses With Mario- Mario Golf: My Super Rush Review When I first looked at it, this game brings a new Mario-style approach to the golf games I know. Let's examine together how good Mario Golf Super Rush is, which brings an explosive interpretation to golf with many different golfers such as Mario, Luigi, Wario and Donkey Kong. Pluses + Speed ​​Golf and Battle Golf modes + Golf Adventure with the taste of role-playing game + 16 different characters + Simple to learn, fun gameplay + Multiplayer for up to 4 people + Motion Control support Cons - Graphics are glaring on the big screen - Fun to a place alone I love Mario games, which manage to add a new flavor to the game genres we are used to. Mario Kart, Mario Tennis and the various olympic games made by Nintendo allow me to have fun both by myself and with my friends as a player who is not normally very interested in sports games. Mario Golf Super Rush once again caught my attention by taking a quiet sport like golf and turning it into an action-packed challenge where competitors can throw things larger than golf balls at each other. Let The Fastest Golf Player Win Mario Golf: Super Rush is a game about golf, which is considered a "rich sport" in our country. Of course, don't see the name golf and don't think it's a game like PGA Tour 2k21. Although it is possible to translate games that follow traditional golf rules in Super Rush, the real beauty is in other modes. Apart from the Adventure Mode where we can create and play our own character and the usual Standard Golf mode, we have 2 more options. Speed ​​Golf, where the fast wins, and Battle Golf, which allows us to experience golf in the arena logic. In Speed ​​Golf mode, we start the game with our 3 opponents at the same time and try to be the fastest player. To win in Speed ​​Golf mode, it is necessary to make the best time or complete the most holes first. At the beginning, all players hit at the same time and then we run towards where the ball fell. Since running time is determined by the character's stamina, it's not just where the ball lands but also how much time we spend running there. It is necessary to carefully use features such as "Dash", which eats most of the stamina bar but provides serious speed, and special shooting abilities that we can use when we have enough energy. Speed ​​Golf mode has taken the calm atmosphere of golf and turned it into a completely different entertainment by adding a bit of racing air. When we use the dash ability, we knock down the opponents you hit, and we can cause various side effects with special hits. As a result of the special shot we made with Luigi, the area where the ball landed freezes, while King Bob-omb's special shot drops a bomb on the area where the ball landed. We can collect hearts in the field to fill our energy while running. We step into the arena in Battle Golf mode. Battle Golf, which has a similar logic to Speed ​​Golf, is fighting for the first place among the dangers in the arena consisting of at least 9 holes. Not only our opponents, but also the arena is working to interfere with the game. There are many things around, such as "Chained Chomp" and huge Thwomps that hinder our shot, Bob-ombs that we can throw at our opponents but can also be used against us, water traps that we can fall into. In addition, environmental events called “Rush Events” appear at certain times and make the job more difficult. Random events can cause icing around the hole and missing the first place. In Battle Golf mode it is possible to choose how difficult the map will be or whether there will be Rush events. The newly added modes to the game were very entertaining and the parts I played the most. But we need to improve ourselves to show the best performance here. Golf Adventure is here for exactly that. The adventure that our Mii character begins as a promising novice golfer prepares us for all kinds of conditions we will encounter in the game. In this mode, we get all kinds of training you can think of, such as how much power should be used to hit the ball, what tactics to follow against the wind situation, which stick to choose to make the best shot. Golf Adventure is not just a training mode. Wario and Waluigi also have a story that we chase after. The mode, in which we perform tasks in various regions and participate in powerful boss fights, is good for players who want to learn the game and want to have a different experience. We can also use the Mii character we developed here in normal game modes. If you don't like the abilities of other characters, you have the chance to play with a customized character. My biggest complaint in this mode was the NPC characters who were constantly shouting and talking loudly. It's just once or twice, but their shouting between every word made me a little dizzy. Encounters Ghost at Bombay Golf Course Mario Golf: Super Rush is both fun and a game that we can play comfortably even if you don't know golf. We can do the hits with just one click, and we usually get the result we want. It is also possible to use the motion detection feature of the joycons to hit the ball, but it has not been my preferred method. Still, I have to say that it works quite well, it is an option that can be preferred when playing with friends. There is one change that Mario Golf fans are particularly bothered about, I do not want to go without mentioning it. The hit system known as "3-click swing" in the previous games of the series is absent in this game. The "3-click swing" system, which involves pressing the button for the first time to hit the ball, pressing the button a second time to adjust the power and pressing the button a third time to set the target, has been removed in this game. Now we can adjust the power with the first button, and how much inclined we will shoot with the second press. This mod, which leaves a bit of chance for how close the shot will fall to the target, did not bother me much, we will see how the fans find it when the game comes out. Mario Golf: Super Rush is not a bad game on its own, but the multiplayer part is where its star shines. We can play the game with up to 4 people from a single console or over the internet. In the local multiplayer section, we can only play in standard golf mode as 4 people. In Speed ​​Golf and Battle Golf modes, it is possible to play with 2 people at the same time. I did not have the opportunity to experience online multiplayer, but my friend and I were able to play enjoyable matches by adding two CPU opponents to the Golf Battle mode. There are a total of 17 playable characters in the game, including the Mii character we created. In addition to the old characters such as Mario, Luigi, Wario, Waluigi, Bowser, Peach, Rosalina, Donkey Kong, 3 new characters join the fight. Pauline, whom we know from Donkey Kong and Super Mario Oddysey, is Chargin' Chuck, who started to wreak havoc with King Bob-omb and Super Mario World. Each character's features such as hitting power and running speed change, and they reveal a different gameplay with their special abilities. King Bob-omb, who puts bombs where he throws the ball and makes things difficult, is my favorite for now. On Nintendo Switch, I avoid commenting too much on graphics, especially when it comes to fun party games. The visuals of the game are nice, the characters look good, especially when playing handheld, it doesn't bother much. When I moved to the big screen, it made me think that especially the surrounds could be a little nicer. Result Mario Golf: Super Rush is a very enjoyable game with its gameplay and fun modes that you can learn quickly. With Golf Adventure, you both learn the techniques that will make you a better player and embark on an enjoyable adventure. Thanks to the Speed Golf and Battle Golf modes, you can have a lot of fun with your friends. Moreover, even someone who has never played the game before can get used to the game quickly. With its story mode that includes role-playing elements, characters with different characteristics and modes that bring a new breath to the usual golf game, Mario Golf: Super Rush is a production that Nintendo Switch players looking for a fun game will love. Its party game style structure may not appeal to every player, but it is guaranteed that you will have a pleasant time with family and friends. Although the enjoyment you will get from the game alone will decrease after a while, it is possible to extend this period with online combat options.

+4 more

@nadiahensont

Let's Live in the Far Future- My Scarlet Nexus Experiences I like games that use brain power. I'm taking a look at the general features of this production, which came to dive into the game world with brain power. It is a brand new action - role-playing game developed and published by Bandai Namco. Let's take a look at Scarlet Nexus, the new game of Bandai Namco, which entered the game world full of remakes and sequels with a new IP, and a brand new genre called Brain Punk. **Pluses** + Both characters have their own unique story + Socialize with team members + Graphics + Brain Punk world + Fluent combat system + Music and voiceover + Character designs + PC price is fine **Cons** - Presentation of some scenes as slides - Constantly annoying hint window - Some sections designed to increase the duration - Hard to appeal to those who don't like anime - Kasane's woodshed attracts a lot of attention at first Scarlet Nexus takes place in the very distant future, in a world very different from the one we know. A world where people increase their brain power to an unimaginable level, and those who can use this power correctly acquire various powers. The only defense between humans and creatures called "Others", who fell from the sky for an unknown reason and are hungry for the developed brains of humans, is the organization called "Other Suppression Force" (OSF). Members of this organization are psionics with enhanced powers and long-lived due to the anti-aging treatment they receive. Welcome to the world of Brain Punk Our story has two main characters. Yuito Sumeragi, a descendant of a great hero and whose family is in charge of the city, and Kasane Randall, the adopted daughter of the Randall family, who has considerable influence in the arms industry. Our characters, who have just joined OSF, meet as a result of an attack in the city, and then we embark on a long adventure that changes according to the character we choose. Our characters, both of whom are new candidates to OSF, are actually the types we are used to seeing in anime and Japanese games. Yuito was rescued by an OSF agent as a child and later joined OSF, working to make the world a better place. A skilled melee, Yuito wields a katana and has psychokinesis abilities. He's the relaxed and fun type we see in anime main characters, who can trust everyone quickly. Our other character, Kasane, is a girl whose family was murdered by Others when she was a child and came under the protection of the Randall family. Kasane, whose only human step-sister Naomi is his favorite, is a character suitable for both close and ranged combat, thanks to a special weapon consisting of flying knives. With the exception of Naomi, who joined OSF with him, Kasane is a character that we can literally call wood, who is cold and distant towards everyone. It's actually a mix of Cloud (the early game version) and Lightning from the Final Fantasy series. It is a bit disturbing at first, but as the story progresses, it is possible to see the reasons and character development. Throughout the story, we encounter many side characters, gather a large team for ourselves and constantly struggle with different enemies. Each of the characters in our team has a different personality. Among them are strong warriors who still look like children because they took the anti-aging medicine, and veteran soldiers who are slowly retiring because they have been taking drugs for so long. Again, it is a game full of character types that anime viewers can solve immediately, but even if you know what you will see, it manages to make you wonder "let's see how they did it". Our only enemy is not Others, the story goes to different places with different factors such as political conflicts, power struggles, a religious group about which we do not know much. I liked the general flow of the story, we go in unexpected directions and learn the reasons behind the events. But what I liked most was that the two characters had their own stories. We know that playing the same story with two main characters with only minor differences can be annoying (like Nier Automata). Scarlet Nexus made a good choice here, deciding to advance the story of the two characters separately. Even though our paths cross from time to time, Kasane and Yuito's stories are drastically different. Sometimes things happen out of nowhere, for example, someone in the same organization attacks you and you have to fight. Your character flees the scene and the characters do not have the opportunity to learn the cause of the incident. At this point, the other story comes into play, the other character learns the background of the event and why it happened. Team members and social relations also change according to the character you choose. When you finish the story once and start over with the other character, you get the opportunity to see live events that you only heard about. It's also nice to see your teammates' social interactions with each character, which includes different events. The best part of the job is that if you want to continue after finishing the game once, you don't throw away the character you developed, all the improvements and the things you get come to the new game. There are various ways to use your brain Scarlet Nexus is a game with both action and role-playing elements. We adopt a close or mid-range fighting style depending on the character we choose, and we attack the enemies we encounter by using the powers of both ourselves and our teammates. First, let's take a look at our main characters, Kasane and Yuito. The brain power that our characters fighting with katana and flying knives can use is called psychokinesis. Thanks to this power, we can lift the objects around and throw them on the enemy's head, control and drive large vehicles to the enemy, or cause the explosion of trucks loaded with gasoline. The "brain crush" ability, which we can use when we pierce the enemy's armor and make it defenseless, allows us to finish most enemies in one move. Our teammates join us during the fights. Two team members can be found in the fighting area, which we can change at any time. The characters in our team can connect to us and share their power with us through the “Struggle Arms System” (SAS). We can use abilities such as slowing down time, teleporting, equipping armor and supporting our weapon with elemental powers. There are also powers we can use to become invisible, increase the number of objects we throw, and spot enemies that are hiding. While we can activate only 1 character's power at the beginning, we can activate 4 powers at the same time towards the end of the game. In this way, combinations such as attacking the enemy can be developed by slowing down the time and turning on the electric ability. We can develop the bond between us and team members. Thanks to the various gifts we give them and the conversations we have, our friendship bond increases. The better we get along with our team members, the more our SAS capabilities develop. Our friends, who only lend their strength at the first level, offer advantages such as protection from hits, performing complementary attacks, and ability-specific bonuses at later levels. It is also a nice detail that the gifts we give each other appear on the tables in the shelter and add vitality to the environment. Weather Others shows precipitation Let's not pass without mentioning the visual and auditory parts of Scarlet Nexus. First of all, I played the PC version of the game on a relatively powerful system with a 2060 graphics card, and your comments will be accordingly. With the Scarlet Nexus on the highest settings, I had almost no technical issues. You can play the game by choosing one of the "30 - 60 - Unlimited" FPS options. In the Unlimited FPS option, I've seen it get around 100 FPS in normal areas, while it rarely drops below 80 in crowded fights, where abilities explode in a row. It would not be wrong to say that it has done a very successful job in terms of performance. If you are playing in full screen, do not alt-tab, the screen loses itself and you cannot get rid of the game without closing it. The visuals are reminiscent of Code Vein, which is also a Bandai Namco game. I think it's because of things like grotesque enemy designs, the similarity of the color palette used in the spaces from time to time. I'm very happy with the visuals of the game, both in-game footage and cutscenes looked pretty good. I also fell in love with Brain Punk world-specific designs, where Japanese anime style and western science fiction world are brought together. However, if you have a particular dislike for anime style, you may not like it. At first, I found Scarlet Nexus very strange in its storytelling way of using characters that speak over scenes such as slideshows as well as cutscenes. After a while, one gets used to it, but I would love for some scenes to take place with video or in-game animations instead of slide shows. There are wearables in the game and they completely affect the visual characteristics of the character. Although there is nothing but 2 extra sets of clothes, 2 masks and small mascots according to the version of the game we bought at the beginning, we can produce bags, glasses, masks, ribbons, helmets and strange objects that we can wear on ourselves in the future. Each character has 1 outfit and 3 equipment slots. Moreover, the items we wear appear on our character in almost every scene. My biggest problem with the item system is that we don't have a chance to see what an item looks like before we make it. After all, I feel sorry for the materials I spent when what I did as a mask turned out to be a dog head. Now it's time for my last and biggest complaint about the game. The game is constantly trying to give us information. I'm not talking about our telepathic helper who tells about the weak points of the enemy, or his teammates who say "there is water, should we throw electricity". Whenever you activate a character with SAS, a TIPS box opens that says what that character is doing. I played the game for thirty hours at the hardest level, I have a character that can unlock four SAS abilities at the same time, and the game gives me the clue "If the enemy is fast, you can use the character that slows the time". There is no way to turn it off in settings. Distraction aside, I'm taking great pictures, with the huge TIPS window popping up on the side. My Result When Scalet Nexus was announced, it was a game that only attracted my attention with its masked characters, and I did not expect its release very excitedly. The story is more interesting than I expected, the fights are both fluid and enjoyable, the character/enemy designs are nice and the performance is smooth. I reached 32 hours of gameplay with only one character, which I can't say I grind too much. With the second character, it has a total of over 65 hours of gameplay, although it ends in a bit shorter time than I continued from the previous save file. We also learn a little more about the story with the second ending. Scarlet Nexus was an unforgivable game thanks to its pros such as the dynamic combat system, the unique story of each character, a good job on voice acting and music, even though I was annoyed by the unnecessary lengthening of the game, especially in the last chapters. It is a game that I can recommend to everyone, keeping the players who don't like animes or who don't like this graphic style separate.

+4 more

@nadiahensont

I'm an Original Story Game Enthusiast - Final Fantasy 7 Remake Intergrade Using Playstation 5 gives me half pleasure. It is a great opportunity for my personal game development. Final Fantasy 7 Remake, released last year and highly praised by me, is back with the Playstation 5 update, DLC pack containing brand new characters and new additions to the game. In our review, I will try to answer questions such as how good is the new adventure we went out with Yuffie, what will those who have played the Playstation 4 version before, find in the new version, will our hunger for materia end? Final Fantasy 7 Remake Intergrade is actually a package with two different content. The package includes the visually and content updated version of Final Fantasy 7 Remake, released for Playstation 4, and the DLC package named INTERmission with its completely original story. I have written extensively about the story and content of the main game, so we will only talk about the INTERmission package in the story part. Pluses + Improved graphics + 60 FPS Performance mode + Quality DLC story + New systems coming with INTERmission + The new DLC soundtracks are beautiful + Load times are almost gone + Extended FF7 story Cons - DLC story short - Some skins are still bad - The minuses in the original game remain the same INTERmission includes our team member Yuffie Kisaragi, who will normally appear in the later parts of the game, into the story. Yuffie is an elite ninja from Wutai who works with the Avalanche team to save Midgar from the Shinra company. As Yuffie, our goal is to capture a very powerful material that Shinra produces at the facilities. At Midgar, we meet Sonon from Wutai like us and begin the quest to infiltrate the Shinra facilities with the help of Avalanche members. **Wutai's White Rose Yuffie** There is an average of 5 hours of story in INTERmission consisting of two parts. In the story that develops in parallel with the time we blow up the second reactor in the main game, we get the chance to see what happens in the background during what we do. Well done for a completely new story. We see the side characters in the main game, we get more involved with the Deepground team involved in the main story with FF7 Remake. When INTERmission was first introduced, I didn't like the Sonon character that came to us. My opinion changed when we met in the game and fought against Shinra. Sonon, who is older than Yuffie, sees him as his superior and presents an ideal big brother figure. Although the DLC pack is short, I really liked that it was such a well written character. Some players may not like the overly cheerful and energetic mood of Yuffie's character. INTERmission takes place in a slightly more energetic, non-serious atmosphere compared to the main story. I don't think this is a minus, but there will definitely be people who get stuck. There are also names that players who play Dirge of Cerberus and Crisis Core will recognize in the story. You're sure to have some questions about the story once the DLC is over. Finally, the new music is just as great as the original game. I was afraid they would remix and use old music, luckily they didn't make such a mistake. **Let's Involve Ninja Techniques into Battle** Each character of Final Fantasy 7 Remake had a different fighting style, and INTERmission has successfully preserved this feature. We only have two characters and we can't control one of them in any way. So how much are the fights affected by this situation? Our main character, Yuffie, is a ninja with both melee and ranged combat abilities. Considering we couldn't directly control our teammate Sonon, this was a very logical choice. We can throw our giant ninja star (shuriken) at the enemy and make elemental attacks, or we can jump on him and finish him off with melee. Also, just like in the Remake version, we can fill the ATB bar and use our abilities, where there are many options from adding elemental attacks to the weapon to stealing the enemy's items. There are also “synergy” attacks, which I will explain later. I said we can't control Sonon, but we still have the options to develop characters, edit equipment and use special abilities, as in Remake. During the fight, we can enable Sonon to continue the attack or cast various spells with the commands we can give when the ATB bar is full. Sonon rushes to his aid when Yuffie is damaged in the fight, just as a big brother would. It pulls in front of high-damage attacks, throws itself forward when the enemy catches us, and even sacrifices itself if our health drops to zero, allowing us to respawn. This last feature is nice, but the fact that Sonon, who has both an ATB bar and a "Revive" materia, sacrificed himself and put both of my characters in a critical state, annoyed me in some fights. Still, the combat system is nicely set. He plays with pleasure. Let's talk about the synergy system. Yuffie and Sonon normally fight on their own and can choose different targets. "Synergized", activated with the L2 key, allows the duo to attack a single target in a coordinated manner. All of our attacks are synchronized with Sonon, we do the skills we can use together with Sonon, not alone. There is even an attack where we can be thrown at the enemy with Sonon's stick if we have the right materia. We might think, "If it's that effective, let's keep it open all the time", but Sonon can take a lot of damage during these attacks, so it's useful to use it tactically. Together with INTERmission, we also get the chance to play a new mini-game. In the mini-game called Fort Condor, we try to place tiny Shinra units on the playing field and destroy the opposing side's base. It is possible to collect different units and professions and develop different tactics. And if you beat the best of Midgar, you've got materia on the edge. A nice minigame that allows us to interact a little more with the side characters from the main story. Another side activity in the game is collecting Happy Turtle postings. You enter various regions and try to find the advertisements that have been distributed. These ads are on the signs, in the abandoned factory and next to the dog with the annoying sleeping pattern. There is not much in terms of side content, but considering the duration of the package, it is quite enough. **Cloud Finally Got The Door** So far we've talked about what comes with the INTERmission DLC pack. Let's talk a little bit about the Final Fantasy 7 Remake Intergrade update. The game has visual improvements, new things to access and a photo mode! It's finally here! With Intergrade, the next generation update of Final Fantasy 7 Remake, various improvements have been made on the already impressive visuals of the game. Playstation 5 comes with two different mode selections. Those who want to witness the best of visuals have the option to play at 30 FPS in 4K resolution. In the performance mode that supports 60 FPS, it is possible to play at 1600p resolution without sacrificing visuality. The coating quality in the game has also increased noticeably. The game, which did a good job compared to Playstation 4, was the subject of various jokes with its bad coatings in some areas. The internet jokes about Cloud's low resolution door have been put to an end. Problems such as signs and characters that appeared suddenly due to the inadequacy of Playstation systems and appeared unrendered for a short time were also eliminated. Even the sky looks better. (Or let's say the signs that replace the sky) It is still possible to come across some bad skins from time to time, but there is a big improvement in the game in general. As someone who has played the Playstation 4 version, the thing that caught my attention the most was the loading times. Thanks to the possibilities of the new system, playing the game becomes much more enjoyable. Better fog-light effects, faster loading times (in seconds), and gorgeous visuals. It was a pretty good reason to start the game over on the Playstation 5 console. (I had no other choice, since the game was stubbornly not carrying my save files) While playing Final Fantasy 7 Remake, I was constantly thinking, “how good would it be if there was a photo mode over there”. My request for Final Fantasy 7 Remake Intergrade has been accepted and there is a photo mode that we can easily access within the game. We are able to take very beautiful pictures in 4K resolution. Although, it bothered me a little that we couldn't move the camera around the area as we wanted. It is permanently locked in one spot and allows us to take pictures around that area. I don't understand why they didn't make it a little more free. A new challenge has been added to the game with Final Fantasy 7 Remake Intergrade. The new boss fight, which we can reach at Hard difficulty level by completing the INTERmission package, allows us to fight Weiss, one of the members of Deepground, where we first met with FF/: Dirge of Cerberus. I haven't been able to challenge Weiss, who can only be accessed on Hard difficulty (yet) due to the shortage of saves, but it's not hard to guess that he is much stronger than another member, Nero. It's sure to be a fight where you have to use all your skills. **My Result** Final Fantasy 7 Remake Intergrade may seem like an unnecessary update for the game that was released on the PlayStation 4 console a year ago, but it is a good example of how effective the generation gap is. Both the improvements added to the main game and a short but satisfying adventure that we can play with Yuffie are waiting for us. You have two different options for Final Fantasy 7 Remake Intergrade. If you have purchased the Playstation 4 version, you can have the enhanced Playstation 5 version for free. When you buy it this way, you need to buy Yuffie's DLC pack, INTERmission, separately. If you have not purchased Final Fantasy 7 Remake before or if you have the free version included with PS Plus, you will need to purchase the Final Fantasy 7 Remake Intergrade version separately. You can buy the version that includes both the main game and the INTERmission DLC package at once and start playing. Final Fantasy 7 Remake Intergrade, which includes the main game and the add-on package, is more than enough for its original price. Final Fantasy 7 Remake Intergrade is a full package with improved images and performance for Playstation 5, the main story that you can play for 40+ hours on average, INTERmission that offers about 6 hours of content. If we look at the local pricing, it is high, but if you say "I'll buy a game, let me sit for a long time", I can recommend it.

+4 more

@nadiahensont

Good Role Player Come To This Game - My Miitopia Review I wanted to do a game review for Nintendo. I think it will be good for me. Miitopia is one of the games that was previously released for **Nintendo 3DS** and was developed for Nintendo Switch consoles and came back to the new generation. Let's examine together how **Miitopia**, which Nintendo offers as a different taste in role-playing games. Pluses + A special adventure for us with our Mii characters + Advanced character creation screen + Class variety + Creative classes + Improvements specific to the Switch version + Interaction between characters + Simple game structure Cons - Too simple game structure - Repetitive parts - Lack of animation - A game that experienced players will get bored quickly Thanks to Nintendo's Mii system, we can create a tiny avatar that looks like ourselves and use it in various Nintendo content. This system, which first appeared with Nintendo Wii, is then available on 3DS, Wii U and finally Switch. Here is our main character in Miitopia, our avatar created through the Mii system, that is us. As a new adventurer on his way to the town of Greenhorne, our adventure is undermined by the Dark Lord's evil plans. The Dark Lord (we make him up again with a Mii) attacking the town is stealing people's faces. It is our duty to stop the Dark Lord who stole faces from all over the world and planted them in monsters. **People of Miitopia Are So Faceless These Days** The story unfolds at the pace of a standard role-playing game. I think those who are a little familiar with the genre can predict what will happen in the story. There are also a couple of options that affect the course of the game. If you don't expect a masterpiece from the story, you can enjoy it. Miitopia is a role-playing game with a turn-based combat system. We start the game as an adventurer, but in the first fight we realize that we have no skills. An unknown entity assists us and we choose our first profession. The professions we can choose from are Warrior, Priest, Thief, Pop Star, Mage, and Chief. Professions have abilities that fit their name exactly. It is a nice detail that we can choose clothes when we become a Pop Star. We can also choose more professions as we progress through the game. It is possible to choose from a total of 14 professions, two of which are unlocked after the story ends. Since we will have to change professions from time to time during the game, we also have the chance to experience most of these professions in one game. We are not fighting alone in the game. As we progress, we encounter new members and we can include them in our adventure. The best thing here is that we can choose and customize the members added to our party among the Mii avatars on our device. This is true for almost every NPC in the game. We can create and use new Mii avatars if we want (this can be a bit of a tedious and tedious task) or download new Mii avatars from the internet. This includes our friends. If you do not have many Mii avatars registered on the Switch and you are not a member of Nintendo's online services, this part can be a bit of a problem. The joke of the game is to customize it with different characters, and when you can't do that, one of the most interesting aspects is lost. The type and personal characteristics of each of the members who join our party can be changed. For example, if a party member you choose has the "watchful" feature, he can wait one turn and make a stronger attack for the second round instead of attacking. It's important to consider these traits, as we can't control members other than the main character. We can also have an impact on their social lives. Characters whose bonds develop according to their interactions with each other can gain various advantages during the fight. For the development of the characters, there are choices such as the meals you eat outside of the fight, and who the characters stay in the same room with. Together with our party, we embark on an adventure to solve the world's "stolen faces" problem. Our enemies, on the other hand, are the monsters who wear the stolen faces themselves. The face of every monster we defeat returns to its former owner. Of course, not every enemy is as simple as a butterfly or slime. That's why our characters need to be strengthened. There are activities to improve the character, to eat his favorite food (they frown if they don't like it), to play games of chance for better equipment. There is no open world in the game, we can't even say that there is a world you can visit. There are towns and destinations. We can walk around the towns and explore. When we choose a point and start to go there, the characters begin to walk in a straight line. This journey is automatic and we encounter various events along the way. On the way, monsters can jump on us, we can choose one of the two paths or we can see and open a chest. These journeys can be boring, but by pressing the ZR key, it is possible to speed up the time and minimize the time we lose. The fights are the kind we're used to from turn-based role-playing games. While we control every move of our own character, our teammates act according to their heads. Artificial intelligence acting according to its own personalities is not so bad. While playing Persona 3, I didn't experience much of the "heal me, why are you attacking me" problem. With the Switch version, a horse that we can attack more powerfully has been added to the team, it is a nice detail to include the mounts in the battle. We talked about the gameplay, but I have to mention that the system changed a bit after completing the main story of the game. When the main story ends and we reach the part called "endgame", extra maps are coming. In addition, the phenomenon of walking on a straight road leaves its place to the "map navigation" feature. We can take the task we want and set off towards it. I didn't expect such a change in a game that is overly repetitive. **Miitopia's Switch Adventure** Miitopia is actually a game that was released for the 3DS, developed visually and in terms of features, and brought to Nintendo Switch. Visually, I don't have big expectations. Graphics and lighting have been improved, the game doesn't look bad even on the big screen. I was not visually disturbed at all as I prefer to play more handheld. It is important to remember that it is essentially a 3DS game. **My Result Comment** It is sold on the Miitopia eShop published by Nintendo with a price tag of $ 50. Miitopia, which has an average of 30 hours of gameplay, is not a game that I can recommend to everyone, with its overly repetitive structure, visually simple, simplified role-playing game and relatively weak story. If you are looking for an enjoyable role-playing game that you can play by hand, you can enjoy this game. Or for a newcomer to role-playing games, it can be a great experience to get used to the genre. It is an adventure suitable even for young players as it is not a horror or violent game. It's also fun to add your friends to the game and go on an adventure with or against them. The problem here is the price of the game. The game isn't good enough to justify its $50 price tag. When I compare it with games with the same price tag, I can find much better alternatives. But if you ask if there is a better option for novice or underage players, there is none.

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@nadiahensont

I Found Interesting Characters - Guilty Gear: Strive Review I take a look at the general dynamics of the game, which stands out with its different style and art style. Guilty Gear -Strive- is the last game of Guilty Gear, one of the lesser known series of the martial world in the west. Let's examine together how good the game was, which caught our attention at first with its different art style, interesting characters and solid music. **Guilty Gear -Strive- review - Get ready to rock!** The first Guilty Gear game was published in 1998 by Arc System Works, which also developed it. I met the game, which has 7 main games and many updated versions specific to different systems, together with the latest -STRIVE-, with Guilty Gear Xrd -SIGN- in 2014. Afterwards, I didn't spend much time on the series, but the fights I enjoyed watching at big fighting events like EVO were usually Guilty Gear games. Pluses + Different characters from each other + Visually stunning + Training modes suitable for new players + Online performance is great + Musics + Smooth performance **Cons** - Lobby system mixed - You do not understand a thing when you enter the story from the middle - Few new characters Heaven Or Hell Guilty Gear -Strive-, both developed and distributed by Arc System Works, stands out from other games with its anime-style visuals. Blending both 2D and 3D visuals, the game gives a different atmosphere than the usual fighting games. The character designs are both aesthetic and have a unique style. The areas we fight are enriched with 2D but 3D visuals. I loved the visual art style of the game. The characters don't have a strange feeling in the episode, the effects and lighting that explode around during the fight look terrific. Sometimes, even while eating a stick from my opponent, “But he beats very well!” that's what I'm watching. However, players who want a simpler screen may experience boredom. In my personal opinion, the interface is exactly as it should be. I had the opportunity to play the game on both Playstation 4 and Playstation 5. On the Playstation 4 side, the graphics and effects are a little duller. But don't think that I mean bad when I say it's dull, it's still very nice, you only feel the difference after the effects in the Playstation 5 version. The game I tried on a normal PS4 console also performed well in terms of loading times. I've had no issues with performance on either console. I also want to praise the music of the game. I'm already a fan of hard rock and metal genres, I even normally listen to the old music of the series. This time, vocals were added to these songs and it was perfect for me. The vocals are beautiful, the music does not fade into the background and you do not get distracted by the music during the fight. There are great songs such as Society, which is Potemkin's theme, fueling it with both its lyrics and music, and Colors, which suits Faust with its ups and downs. I actually liked all the songs, but I don't want to make it too long. You also have the chance to buy the soundtracks of old games using the in-game currency you collected with your 8-bit character. One of the rare games where you can beat a man with a dolphin Guilty Gear -STRIVE- comes with 15 characters in its output. Two new fighters have been added alongside the characters we will remember from old games such as Axl Low, Faust, Sold Badguy, Potemkin, I-No and May (Totsugeki!). Special ops officer Giovanna, who fights alongside the wolf spirit Rei, and Nagoriyuki, the samurai vampire who gets stronger as she beats her opponent. More characters will be coming as DLC, as is the tradition of the Guilty Gear series. It is said that 5 characters will be added for the first season, some of which are completely new. I expected more characters in the output, but even learning to use (or stop) what's happening takes enough time. I can't complain much. The combat system of the game has become more accessible than the old games. You can learn each character quickly and use them in fights. Of course, on the online side, when combos, special attacks, etc. are involved, you realize that the mastering part still requires time, but someone who has just started the game can improve himself quickly by working on the training and mission parts. The mission part is really successful, it prepares you for many attacks that you will encounter in online fights. As someone who was constantly beaten up by May's dolphins (the "Totsugeki!" cries were in my dreams now), I even found a special training for it. The makers have worked to make the game an experience that will not only delight old fans but also new players. The "combo memorization" thing, which I had the biggest difficulty in my time, is no longer a necessity. The combat system is still more elaborate, but a newcomer is not completely helpless. I also need to mention how good the online mode of the game is. The lobby system is not good, it has become a bit smoother than previous betas but it still feels like it's a lot of work. You are thrown into a room according to your level and you try to find opponents here. You can go higher if you want, but I do not recommend it, they beat a lot. There is no chance to go any lower. **Game Modes and Movie-Like Story** Normally, in reviews, I write about the story first and then touch on parts like graphics, gameplay, and performance. I chose to take a different approach to Guilty Gear -STRIVE-. The game has offline, online and story modes. Let's examine each mode and its contents in turn. In the offline part, there are options that we can play against the computer or our friends in the same house. Survival mode, 1v1 match against CPU and training mode, as well as Arcade mode with information about the stories of the characters are also here. In the arcade mode, you have to beat various opponents with the character you choose, and finally defeat Nagoriyuki, who is causing serious difficulties. In the last fight of the mode, where you have a good time and sometimes two people become one and dive into one opponent, you can say "I am ready for online fights now" after Nagoriyuki sweeps the floor with you. You're not actually, but at least you get used to the character. The game also has a story mode. The story continues where the previous game left off. If you're a player who logs in directly with Guilty Gear -STRIVE-, there's a good chance you don't understand the striking parts of the story. Before entering here, I suggest you read the summary of the stories in other games or watch the video. In this game, you will watch the whole story like a movie. Yes, the game's story mode is a movie that takes about 4 hours. When I first entered, I had the remote in my hand, waiting for the part of the game to offer me a fight, and after half an hour, I switched to the level of "let me get my coffee and watch it on the big screen". For someone who has watched anime back-to-back (me when I was a student), it's a gripping story that can be finished in one sitting. However, I suggest you watch it in parts. My Result Guilty Gear -STRIVE- has the potential to be my favorite game among 2D fighting games. Although I have finished the review, I plan to continue working on the characters and spend a little more time in online arenas. We've got a great game that embraces both newbies and old fans alike. With its robust online system and easy to get used to gameplay, it will offer great entertainment in the online arena. If the art style it uses doesn't bother you, I definitely recommend giving this game a chance. Although the number of characters is actually small, the fact that each of the characters has a separate gameplay makes up for this gap somewhat. The thing that will annoy you the most in the game may be the new character DLC packs. Playstation 4 and Playstation 5 versions of the game have cross-play support among themselves. So if you buy from any platform, you have the chance to play with your friends on the other platform.

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@nadiahensont

My Ratchet & Clank: Rift Apart review - The action-packed game Ratchet and Clank, one of the series that challenged different generation consoles, came out with its last adventure. This duo, whom we first met on PS2, has become one of the rare games released on all platforms, including Sony's handheld consoles, with Ratchet & Clank: Rift Apart. Moreover, the series, which managed to use the power and different features of that console in every console it came out, continues this habit in its new game. In this content, we take a look at the general features of the game, which was developed specifically for Playstation 5. Ratchet & Clank: Rift Apart also contains different surprises as a story. We have already seen some of these surprises in the trailers of the game often. However, as you progress in the game, you may encounter moments where both the gameplay dynamics and the action structure are too high. We start the game with a big celebration sequence. Our duo, who makes their enemies a bullet maniac even in the farthest corner of the galaxy, encounters the gratitude of other characters, especially Captain Qwark, and the public. Although he is quite happy with this situation, as you know, we have known for years that Ratchet was the last Lombaks to live in his own galaxy. Our character, who is worried about his family and is unhappy inside, encounters a great gesture from Clank. Clank, who has developed a weapon that can open interdimensional doors as a surprise to him, cannot calculate that this weapon will cause a big mess. Because Doctor Nefarious, who appeared during the celebration, seizes the weapon and causes an interdimensional chaos. Of course, after this point, we witness the attempts of our heroes, whose paths diverged, to come together and solve all this confusion. **Pluses** + Fun story processing + Animation quality graphics + Atmosphere and episode design + Hearty action structure + Variety of weapons + Use of DualSense Cons - Some missions are boring - Minor graphical errors Ratchet & Clank: Rift Apart is progressing at a high pace from the very first minutes. In fact, the first minutes are so enjoyable that you can get all the pleasure you get from a big-budget action movie in this first sequence. This action balance is very well established throughout the game. Of course, depending on the story, such long action scenes from time to time appear at various points in the game, and all of them are very enjoyable. As in every new game of the series, we see that similar dynamics are emphasized in Ratchet & Clank: Rift Apart. Since the first game, the dynamics of the series have been built on such a good foundation that we can say that it sits on this foundation with every new game innovation. In the new game, many innovations have been made with both the weapon options and the dynamics of transition between dimensions. This dimension transition adds a different color to the Ratchet & Clank dynamics we are used to, such as classical jumping, gliding and walking on certain walls. I can say that this mechanic, which we frequently use in both platform dynamics and combat parts, succeeds in providing a great plus to the game both in terms of technique and action. Ratchet & Clank: Rift Apart, as in the other games of the series, comes up with a wide range of weapons. In fact, we can say that these weapon options have formed the backbone of the action dynamics. Of course, platform dynamics such as jumping in conflict are very important, but the weapons you choose usually determine the course and variety of the battle. Apart from some puzzles, there are nearly 20 different weapons in the game, apart from the wrench and our hammer that we hit on the waist of the opponents. And all these weapons are very different from each other in terms of both features and hits. Among the weapons, besides the classic options such as pistols, pumps or rocket launchers, you can also encounter unique and fantastic weapons. For example, you have a weapon that makes your opponents green by watering them like a garden. Or you may encounter a weapon that turns them into a huge ice floe. Weapon options that you can bounce like a ball or chop like a doner are also included. Sometimes you may need to use the harmony between these weapons in boss battles and intense conflicts. If you have already played any game of the series before, you know how successful the company is in terms of weapon variety. A skill tree is also included for each of the weapons you use in the game. There are five levels for each weapon, and with each level the passive zones in the skill tree begin to unlock. The more you use your weapon, the faster you level up. This situation allows you to upgrade your favorite weapons to the last level after a certain period of time. Thanks to the crystals you collect, you can upgrade these weapons. Moreover, according to the weapon level, new features or effect enhancement are unlocked in the skill tree. So, thanks to this kristtaler, you update the effects of your weapons. Here, features such as damage level, hit distance or ammo capacity increase. or by opening special effect areas, you get different features such as triple bullet shooting and automatic targeting. In short, the weapons in the game are positioned at the center of entertainment and action as always. Of course, before closing the issue of weapons, I need to talk about the DualSense features. DualSense features, which are also used in the general dynamics of the game, are superior in the use of weapons. You feel that the controller reacts differently with each weapon. Moreover, as the weapon level and features increase, the severity of this reaction also increases. I can say that I was afraid enough to jump out of my hand, especially in impact-oriented weapons, that is, the controller. Likewise, the Haptic Feedback event is well fed into the use of weapons. In short, with DualSense support, it has become much more enjoyable to use all these weapons and this controller has managed to show its difference in this game as well. Ratchet & Clank: Rift Apart has incorporated different dynamics as gameplay. Just like in other games of the series, we see that there are actually mini-games and puzzle sequences in it. Although Ratchet and Rivet share the same features and ammunition at the core of the game, there are also different puzzle dynamics that we manage Clank from time to time. In this regard, I did not like the hacking parts where we manage a small robot. I can say that there is a task structure that is very ordinary and getting boring over time, besides other tasks and sections. During the game where we go to different planets, you can roam free and do extra missions. Of course, for some extras, you need some features that you will gain from the story. This is the biggest reason why you come back to these planets even if you finish it as a story. When we come to the platform dynamics, I can say that it has managed to keep that pure entertainment element alive. You can use all the platform dynamics as you wish in the parts where you are already free roaming. Apart from classical elements such as jumping and holding on, you can move much faster and reach different points with the jet engine you put on your feet. Costume options are also included in the game's extras. Throughout the game, there is a costume system that is divided into three as helmet, chest armor and boots. In addition to the costumes you buy as per the story, there are also costume pieces that you find with extra efforts. When you make a set, you see that the effect of that costume increases even more. Each costume has a unique look as well as a unique bonus, such as faster leveling, more resistance against robots or pirate enemies, more chance to collect crystals. The game has done its duty well in terms of character animations and facial expressions. Especially with the main and side characters, there is a situation as if you are watching an animated movie. Visually, of course, I also encountered some lackluster characters or graphical errors. During the game, there was a situation of getting stuck in objects several times. But, as I said, considering that the game came very early, I think these graphical errors will be resolved in a very short time. Ratchet & Clank: Rift Apart does not look like animated films in terms of music selection and voice acting, just like its animations. We see names such as David Kaye, James Arnold Taylor and Armin Shimerman, who gave life to the characters with their voices in the previous games of the series, in this game. Apart from these names, Jennifer Hale, who is one of the very experienced names in this field, gave life to the character of Rivet with her voice. By the way, let us remind you that the game translated into our language as Ratchet & Clank: Separate Worlds has completely Turkish menu and subtitle support. I did not encounter any glitches or oddities in this regard either. As in other Playstation games, a very nice translation has been made into our language. **As a result**, Ratchet & Clank: Rift Apart has reached the climax of the series. When you consider it as a whole with its action structure, entertaining story, dialogues and graphics, I can say that the game is enjoyable in every sense. I'm already 99% done and only a few extras left to collect. I have to say that I was never bored during this time and enjoyed every moment of it. There is also an audience that has stayed away from the series until now and sees the Ratchet & Clank series as a child's play. I can tell them that they missed a really big adventure. Ratchet & Clank: Rift Apart offers players a fun and action-packed adventure in every aspect.

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@nadiahensont

I'm Number One in Kids Games - My Super Bomberman R Online review I am constantly improving myself in intensive subjects. I present the results of this development to you as a game review. The renewed version of one of the oldest productions of the game world, Super Bomberman R Online is the new guest of my review column. Pluses + Transfer of classic gameplay to the new game + Fun Battle Royale dynamics + Special characters added to the game + Free to play Cons - Server and loading problems - Micropayments - Mixed presentation and interface - Not binding Bomberman was one of the most fun and unusual games I played as a child. Just like in the Tank game, it aimed to offer maximum fun with its structure based on simple dynamics and it was really successful in this. The game, which lost its simplicity over time, was naturally never as popular as it was in those first moments, but it managed to keep that nostalgia alive with its successful plays from time to time. Here we can say that the newly released Super Bomberman R Online is holding on to that nostalgia, but at the same time feeding its gameplay with new dynamics. Super Bomberman R originally appeared in 2017. We can say that this renewed version is more connected to the roots of the game. Moreover, with the phrase "Online" added to its name, it took on a kind of Battle Royale and entered a path where we tried to survive among these explosions. As you know, the theme of the Bomberman series is that your character drops the bomb, explodes the bricks and equalizes his opponents with the Power-Ups he receives. Here, Super Bomberman R Online has placed all these dynamics I have mentioned in the center of the game. For this reason, while playing, you both catch that nostalgic atmosphere and gradually start to enjoy the game more. On the battle royale side of the game, a system similar to the one we saw in Tetris 99, Super Mario Bros 35 and Pac-Man 99 awaits us. In all these games, a Battle Royale system was created by taking into account the dynamics. Here's the same situation used for Super Bomberman R Online. You are fighting against 64 players in the game, but actually players are fighting against a few people in random arenas. More precisely, they primarily fight each other in small groups. As the rounds progress, the number of players decreases and you try to reach the leader's seat. Of course, even if you start with your classic laughs in the game, the game starts to get a little more complicated with the power-ups you get. Because in the first place, only a few blocks are blown up, then much more powerful bombs start to explode and strategy and dynamics of acting quickly become more important. In addition, when you equalize an opponent, the buffs he receives are scattered around, and I can say that there is a fight situation in this short moment. But the general structure of the game is based on taking the right position and having a lot of luck. When different arenas are added to the work, it is a little more distant from that classic line. The game, which starts out simple, becomes more and more complex. This can cause distraction as well as tiring you out. You can suddenly find yourself under the influence of a bomb. Especially if you get caught in the mess at the end, the situation is of course even sadder. Super Bomberman R Online is a completely free-to-play game on all platforms. You can still unlock different and iconic characters by spending money on special packages. Yes, there is a character system in the game and each character has its own characteristics. Some move faster, while others can drop more powerful bombs at the start. When we look at the special character packs, we see that known characters from different series such as Naked Snake, Raiden, Lance, Alucard and Old Snake are included.

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@nadiahensont

Experience the Fear in This Game - Layers of Fear 2 Switch We are here with the **Nintendo Switch** version of the psychological horror/thriller game prepared by Bloober Team, which previously developed the Observer and the first Layers of Fear games, and published on other platforms in 2019. Let's examine both the general state of the game and its performance on the Nintendo Switch platform together. In Layers of Fear 2, we play a Hollywood actor preparing to star in his new movie. The director of the movie is a name known for both successful films and strange requests. The director, who wants us to take on our character in the movie, creates a special area on the ship only for the film crew. While navigating the ship following the director's instructions, we also witness the story of two children playing pirates. The story, which is reinforced by the memories we live through the notes we find around and various items, is actually quite well written. Both the director's speeches and the adventures of the children who escaped from the ship and play pirates are presented with a successful voiceover. Events gradually merge with our story and begin to move in a different direction than it seems. **Actor Must Live the Character You Call** The story of Layers of Fear 2 proceeds in a similar way to the first game. In the first game, we are playing with a painter who is visiting his house to complete his masterpiece and reliving his memories, this time we are experiencing a similar adventure on the ship we are on as an actor. We fill in the details of the story with notes and objects we find around. Just like the first game, Layers of Fear 2 offers the opportunity to choose at some points. The choices we make affect the ending of the game. Pros + Voice Over + Story + Good performance + Graphics Cons - It repeats itself - Uniformity not broken - Too many jumpscares - No sense of exploration Platforms Nintendo Switch - PC - PlayStation 4 - XBox One The story isn't bad, even up to a point, it feeds the sense of wonder well. But it's a bit uninspiring compared to the first game. In order for the story to be completely understandable, you have to search every corner and combine the information from the various notes and photos. I would have expected the game in the style of walking simulation, the biggest event of which is to tell a story, to tell the story better. The jumpscare scenes, which become monotonous after a while, become "let's scare and go" rather than impressive, which also damages the atmosphere. Actor of the Sinking Ship Layers of Fear 2 is a walking simulation game. It has similar gameplay to the first game that was successfully hosted in our homes, inspired by Hideo Kojima's P.T demo. This time, we are traveling not in a house, but on a huge ship, searching for clues and advancing the story. There are a lot of rooms on the ship, but most of them are locked, so we don't have many options for exploring. The puzzles in the game are prepared in a way that we will not have too much difficulty in order to break the uniformity. While searching around to find the password of the door, there are puzzles such as lifting your head up and seeing it written on the wall, projecting the door picture on the wall with slides and passing through the door in the picture. Of course, if you ask if they can break the uniformity, they did not. It's nice that the game breaks the vase behind us at the beginning and creates tension with little jumpscare moments, but it repeats so much that we start to guess beforehand that "this door will slam in my face". There is also a chase part in the game. We are being chased by a silhouette, a light, or a different entity. If the entity after us catches us, we die and it's game over. Fortunately, the game's checkpoint system is merciful and we don't have to go back too far. They're not as funny or tense episodes as they should be. There's also a difficulty level that enemies don't chase if you want. The enemy scares you and then minds his business. A nice option for those who play for the story. It's also funny that the enemy appears in front of you and then minds his own business. Performance of Fear The Nintendo Switch version of Layers of Fear 2 is visually pretty close to the other versions. I liked the visual quality of the game, which I tried both hand-held and connected to the screen with the dock. Overlays look decent, there are no shoddy images to prevent you from seeing the surrounding details. The biggest problem you may experience while playing handheld is that when playing during the daytime, the light shines on the screen and makes the dark game completely invisible. Since the screen is slightly smaller in the Lite version, you may have trouble seeing the surroundings. Layers of Fear 2 also does a good job on performance. We have the chance to play the game with 30 FPS or "No Limit" options. There is no FPS limit in "No Limit" mode. While this mode generally runs smoothly, I saw it hit rock bottom in a chase or two, so I went back to 30 FPS mode. The main place where the star of the game shines was the voiceovers. The voices of our main character, the director and the children are quite good. The director's performance was particularly impressive. It's also pretty good that the game uses sounds to keep you on the alert (and scare you with jumpscare shortly after). Even the game itself suggests using a headset. Of course, being able to use headphones while connected to the screen may be a bit difficult if you don't have a device such as a capture card. A good sound system will also help with this. Result Layers of Fear 2 has been successfully ported to Nintendo Switch. The game, which we can play both handheld and connected to the screen, generally offers a smooth performance. If the review was only on the Switch performance of the game, it could have received a very good score. Of course, we also examine the content of the game and there are problems in this part. The game repeats itself a lot after a point and the conclusion part of the story bothered me a bit. There are 3 different endings but it didn't exactly give the effect I wanted. Layers of Fear 2 seems like it wanted to offer more of the first game and didn't know how to do it. You can still give the game a chance. I can recommend the Nintendo Switch version, especially if you want to take it with you and play during long waiting times.

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@nadiahensont

Change Your Perspective to Progress - Superliminal I'm here with the Superliminal review. Although the puzzle game genre has lost its momentum in recent years, we have seen that this genre can appeal to large audiences when done well, especially after Valve's innovative game Portal swept the market. With its innovative style, Portal set an example for many productions and paved the way for new puzzle games. Superliminal is also a production that follows in the footsteps of Portal's phenomenon, and of The Stanley Parable, which was published in 2013 by the developer Galactic Cafe, which became a phenomenon in a short time, especially in terms of storytelling. The gameplay mechanics of Superliminal, on the other hand, feel original and creative, not imitation. The puzzle structure of Superliminal, which has long been on the radar of players following the creative projects of independent developers, is based on perspective and perspective. In the production, which was developed with a very low budget, you start the game without any cutscenes or storytelling. Like its derivatives, we open our eyes in a room in Superliminal and look for ways to get out of this room. All we can do is grab things and turn them left and right and jump. But in order to do more, we need to change our perspective on things. In other words, we need to change our point of view and be able to look at objects, doors, even the exit signs above the doors from different angles and see these objects in a tangible state. Or we need to distance ourselves from the objects we hold and enlarge them, or bring them closer and make them smaller. In other words, when we change our distance from the object, the actual size of the object also changes. Pluses + Creative puzzles + Amazing mechanics + Good use of optical illusion Cons - Uninteresting story - Some boring section designs For example, when we take a nearby cheese slice and bring it to a distant point, we can enlarge this cheese slice. We can use this huge cheese slice as a platform to reach a door at a height that we cannot reach. This is the general gameplay mechanic of Superliminal. However, although it may seem simple, when perspective is involved, this simple mechanic is combined with puzzles that push the limits of creativity, and sometimes you cannot reach the solution for minutes. When you find the right perspective in the game, some objects become available. In fact, you can even use the Moon, where you watch its magical scenery, as a giant magnet. You are quite surprised when you realize that a brick wall is actually an inverted door and the only way out is to grab this door and turn it over. So what you're looking at can be used in a very different way than it actually looks. This creative style of Superliminal has also increased the variety of puzzles. Although the game offers a certain immersion with its increasingly difficult and diversified level design, the fact that the storytelling is far from interesting made Superliminal one-sided and a bit boring. Yes, puzzles are creative, especially the use of perspective, point of view, and the fact that objects can be used in very different ways than they actually are, from time to time surprises and gives a certain pleasure. However, without storytelling, your desire to continue the game is greatly reduced. Superliminal doesn't have such eye-catching graphics. However, in the production that focuses on optical illusions, some section designs offer a visual feast. However, this situation does not spread throughout the game. While some section designs are very pleasing to the eye, in some sections you can only watch empty walls. However, I can say that the game uses this optical illusion mechanic quite well. Puzzles, which are based on the fact that objects and places can look very different from what we think, make you feel like you are in a dream. While this dream is sometimes quite entertaining, sometimes it can turn into a very boring nightmare. Superliminal is a production that those who like puzzle games can try. If the original and creative gameplay mechanics were combined with a more mysterious and telling story, we could have a much better game. However, the story that does not make you want to follow it, the dull space designs make the game far from being fun after a while. Still, puzzle enthusiasts looking for a different experience can give Superliminal a shot.

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@nadiahensont

Fantasy tactical role-playing game - My Yaga Review Role-playing games with Slavic and Scandinavian mythology have been very popular in recent years. The interest in this mythology has increased a little more with games such as the fantasy tactical role-playing game The Banner Saga that reached large masses. The Yaga also takes Slavic mythology as its theme. However, with its entertaining narrative style and its story that changes with each gameplay, Yaga manages to distinguish itself from its counterparts. It is not possible to make the same positive criticism for the action side of the game. Let's take a look at Yaga, developed by independent Romanian developer Breadcrumbs Interactive. Platforms Nintendo - Nintendo Switch - PC - PlayStation 4 - XBox One Pluses + Fun storytelling + Characters + Dialogue Selections + Replayability Cons - Superficial RPG elements - Battle Mechanics - Weak Animations Yaga, where we control the one-armed blacksmith Ivan, who is haunted by bad luck, greets us with an opening that comes out of a fairy tale book. So if we said fairy tale books, it's not just a word. Yaga really starts off like an animation, with storytelling reminiscent of a fairy tale book or a cartoon. I'm talking exactly a world where there are kings, witches, evil spirits, talking trees, talismans. When introducing our character, I said Ivan, that bad luck does not stop. Not to mention, Ivan, the one-armed blacksmith, is indeed under the influence of bad luck, or rather the curse. For this reason, he is expelled from the village where he lives with his grandmother. Thinking that the curse on Ivan will destroy the village, the Tsar kicks his ass and kicks him out of the village. On one condition, Ivan will be able to return to the village. Ivan must get help from Baba Yaga and get rid of his curse. However, reaching Baba Yaga will not be so easy. Yaga is a game that tries to combine role-playing elements and hack and slash genre in the same pot. The number of characters you will interact with in the game is quite high. We can also get various missions from these characters we encounter on the Yaga's open map. When we communicate with the characters, we encounter dialogue options. It's entirely up to you to mistreat a character, be nice, give a political response, lie, or bargain for a product or item. This made the dialogues and story progression more lively and fun. We can talk a little about an RPG "sauce" here. The role-playing part of the game is felt most in character development, weapon types and talisman dynamics. The one-armed Ivan has a rebound hammer that can be used as a weapon. However, this situation does not create a disadvantage for Ivan in battles. Ivan can turn his single arm into an advantage thanks to the prosthetic tools he wears on his arm. For example, we can use a lasso-like device we wear as a prosthetic arm to advance faster or to attack enemies from a distance. We can increase the hit power of our character with various enchanted weapons. Talismans that cause additional damage and stun on the enemy and provide instant shocks also bring variety to the action part of the game. Especially the enemies that come in large numbers can make you very difficult in the battles. However, although a certain variety has been introduced in the fighting part of the game with various talismans such as weapon variety and lightning strikes, you cannot enjoy the action of the game much because the feeling of hitting is very weak. The fact that the animations of both our character Ivan and the enemies look very ordinary and loglike plays a big role in this. Boss battles, which are very difficult to defeat unless you apply different strategies, are one of the outstanding good aspects of the game. Do not try to fight a Boss without developing your character sufficiently. I would say that the randomly generated map of the Yaga is open to exploration. When you take Ivan, who leaves the sheltered forest and plunges into the uncanny forests, in the opposite direction of your destination, you are usually rewarded with a valuable item that will be of use to you. You can also use these items to craft a weapon or as barter material. You can save money by doing a quest for a non-player character, or you can discover new items wherever you go for the quest. For example, finding a farmer's lost magic sheep can bring you unexpected benefits. Such mini-quests helped diversify the storytelling of the game. Since the basic logic of Yaga works with the equation risk=reward, riskier missions can also have bigger rewards. One of the most unique aspects of the Yaga is that you completely determine Ivan's fate. The choices you make in the story progression and the dialogues you make with the characters you meet affect the story progression. Whether Ivan chooses a brutal, bland or peaceful life is up to you. This greatly increases the replayability of the game. I can say that Yaga's storytelling is fun with its often used dark humor elements and its moments that make you smile. The fairy-tale world attracts a lot of attention. However, the main deficiencies, especially in the action part, are also striking.

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@nadiahensont

Just in Time Game - Football Manager 2020 I wanted to share this article on the evening when the Euro 2020 matches started. Football, which is the most followed sport in our country, has managed to create a culture unique to countries over the years. Since football, which even those who have nothing to do with it, is aware of the big derby matches, has reached such a size, the players of our country have a special love for football games. In addition to the FIFA and PES series, players who are interested in the roots of football and ponder the mind games of this sport add the new game of the Football Manager series to their libraries every year without skipping. Even though I can't spare time for this series, which ate up my hours during my student years, due to timelessness, I still haven't been able to break away from career mode. The Football Manager series, which has become more detailed in each game over the years, has now reached the dimension of managing a real club. We've even seen real-life players running clubs through Football Manager a few times. As such, the Football Manager series has made the bone mass it has held over the years more niche. The Football Manager series, which contains dozens of details apart from tactics and transfer, wanted to put a stop to this trend in its new game. In the new game, before starting the career mode, the game starts you sequentially by introducing the game. If you have played FM 2019, you will understand what I am saying much more clearly when you move on to 2020. Pros + Revamped match engine + Club vision system + Your manager profile now has a greater impact on your career Cons - Technical errors - License problems Platforms Mac - PC When you choose your club and start the game, you get little briefings on the club's traditions, history and how it works. You can enter the game by introducing yourself to the team and more through the captain of the team. Even if you give a negative answer to the experienced manager question in the introductory part of the game, you will encounter a less detailed gameplay. This feature, which exists for players who do not like the tiny details of the game, recalls the players who are offended by the series for this reason. If we move on to the prominent innovations of the game, we see that the developers are now getting their hands on the reproached match engine. The fact that the stadiums change according to the weather made the game more realistic. Now, if you are playing a match in rainy weather, you can notice this graphically. In the renewed match engine, the angry states of the players as a result of goal celebrations and missed goals were added in a renewed way. In addition to all this, although there is not a radical change in the new game, the club vision system presented a new challenge for the player to overcome. The goals of the team you started coaching in previous games were based on certain rules. In the new game, club managers can now be more flexible and make decisions about the situation. In this way, while the new system is pushing you harder, you are left alone on the ground where you are comfortable. At the beginning of the minus sides of the game, unfortunately, comes the license problem. Many clubs' logos, even their names, appear differently in Football Manager 2020. Due to the agreement with PES this year, especially Italian clubs have been added to the game with different names. On the other hand, the problem that many players like me experience, that the decided tactic is not implemented in the match can be annoying. For example; When you teach your right and left-back players fast attack and crossing tactics, your players don't listen to you. With a little research, I discovered that this problem is with most players and it is a technical error due to the game. I hope the developers will release a technical patch to fix such bugs soon. When we come to the end, Football Manager 2020 has come up with a structure that will please the fans of the series. With its risk-free structure in terms of change, the producers who do not change their already working mechanics and add innovations to it in terms of detail, let's see how much more detailed the game will be in the next game?

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Warcraft III: Reforged I guess there is no one who calls himself a PC gamer but has never heard of Warcraft. The Warcraft universe is one of the biggest gifts of Blizzard, which is seen as one of the last strongholds of PC gaming, but unfortunately lost its prestige with the decisions it took in recent years. WoW, which started its journey as an RTS, evolved into an MMORPG and continued to be actively played by millions of people for more than 15 years, also forgot its RTS ancestor. Game Type Action - Strategy Pluses -Character and unit models - Sticking to the classic gameplay Cons -Insufficient improvement in graphics -Not keeping promises for cutscenes -Online infrastructure and technical problems Warcraft 3, which gave birth to a huge new genre with its editor, announced that it would appear again at BlizzCon in recent years. I was very excited to be able to play Warcraft 3, which has deep traces in my childhood, once again, with modern graphics. When we say come and go, finally our game was released on January 28 under the name Warcraft III: Reforged. I took a quick dive into the production that I have been waiting for a long time. However, let me state from the beginning, I will not examine the game from scratch, I will only concentrate on its renewed aspects. Now, first of all, it is necessary to remember what Blizzard has promised for Warcraft 3: Reforged since its announcement. In the announcement of the game, improved graphics, improved cutscene cinematics, modern online infrastructure, and improved editor were at the top of the promises. Undoubtedly, one of the most exciting situations for the players was the graphics. Likewise, although the gameplay challenged time, our legend had aged graphically. After Blizzard's official announcement, we were excited to see Warcraft 3, at least in Starcraft 2 quality. In the gameplay footage released for the game, we especially appreciated the details in the units, but the environmental visuals and especially the lack of detail of the floor did not look much different from the original. The Blizzard side, on the other hand, stated that they are aware of the situation and will continue to develop it. When I said come and go, unfortunately, it saddened me to see that the ground graphics did not improve at all at the exit of the game. In addition, the fact that almost no improvements were made to the general lighting of the game was an indicator of Blizzard's laziness. Likewise, without spoiling the original atmosphere, a little more dynamic lighting could make the game look much nicer and give the right to the name Reforged. Another promise of Warcraft III: Reforged was improved cutscene cinematics. This situation, which especially excited young WoW players to fully understand the history of Warcraft, caused a WoW player to give Warcraft 3: Reforged a chance. Unfortunately, Blizzard didn't keep their word on cutscenes either. Blizzard, who has completely renewed the intro, has passed the other cutscenes during the story without touching it. However, this was not the promise he made during the promotion. In this regard, the production disappointed me and Warcraft fans. Another important promise of the production was the modern online infrastructure. The online section, which will have a modern infrastructure with Warcraft III: Reforged, was unfortunately again under the shadow of mistakes. Reddit and the forums were full of error messages, while constantly dropping from the game, balancing problems, lag problems. Blizzard, on the other hand, tried to prevent the problems by making a big update, but it could not prevent the fuss on the internet. In addition, the fact that features such as automatic championship creation in the first game were removed, angered the players. Another promise of the game was the editor mode, which can be considered the most important part of the game. Improvements were indeed made in this mode, allowing players to create new games on Warcraft III: Reforged. Likewise, the MOBA genre itself was born from DOTA, which was developed on the editor of Warcraft 3. However, Blizzard has not forgotten what happened with DOTA, and announced that the intellectual property rights of all mods developed on Warcraft III: Reforged will remain with Blizzard. This situation led to almost protest in the forums and made the players revolt. Stating that this situation would discourage popular developers, the players showered Blizzard with criticism. **Long story short**, Warcraft III: Reforged stands before us as a version that is well below expectations in general terms. There was a general disappointment due to the lack of improved graphics, the lack of promises for the cutscenes, technical errors, removed features and the rights in the editor mod remained with Blizzard. Although Blizzard said that the problems will be resolved and the game will continue to develop, the fact that a remaster project took 2 years and the result was like this seems to have broken the trust of the players.

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@nadiahensont

Nostalgic Rhythm Game - Patapon 2: Remastered I can't find good games easily. If you're diving into the world of Patapon for the first time or looking for nostalgia, check out our review! Pluses + Game mechanics and environmental details + Game structure that pushes to set up different strategies + Full of content + Distinctive sense of humor Cons - Quality of cutscenes is annoying - Too much gameplay for a tiring rhythm game - Camera angles can be annoying sometimes Platforms PlayStation 4, PSP About 15 years ago, at a time when all kinds of hand-held electronic devices adorned people's dreams, the eyes of children drooping when they saw Gameboy Colors in the shop windows, and various somersaults were made to convince parents to buy consoles, Sony hit our head with 'DAN!'. . What games didn't come out of this super cool device that blew our minds in those years... God of War, Metal Gear Solid, GTA, Persona, Final Fantasy, Tekken... It would be out of the question not to buy a console that has hosted so many productions incessantly and has become such an object of desire. As a matter of fact, I managed to own a PSP with some money I saved over time by increasing it from right to left. I heard about Patapon from a friend of mine, when there were not many games left to play. "Don't look at the graphics, brother, it's a very sweet game, try it sometime." This game was buried deep in my subconscious. Finally, after a while, I came across Patapon and bought it at an affordable price. I inserted the floppy disk into the device, hit the bottom of the rhythm and found peace in the cute and cute world of cheerful patapons. If you think I'm going to say something like that, you are wrong. because Patapon is hard. Patapon is hard enough to make you rage quit, and cause you to burst into hysterical laughter as it bites you and throws your beautiful PSP against the wall! Well, could the difficulty of this game be due to the fact that I was a distracted and impatient adolescent who could not control his motor reflexes at that time? Based on my experience with Patapon 2: Remastered, I can say that the crime was in my completely out of tune adolescence. First of all, let me state: Patapon 2: Remastered is a rhythm game, but with a lot of strategy and rpg elements in it. To put it simply; It is a game where you control the units you have chosen in each mission by giving commands in accordance with the rhythm and try to overcome various obstacles that come your way. Of course, it would be very unfair to describe Patapon 2 in a single sentence like this, because this game is full of details, as well as being full of details, the content offered by the game is also full. In order to complete the main story, you need to bury about 20-25 hours into the game, which is the best case, because the game forces you to grind at certain points. The amount of time you spend grinding is entirely up to you. If you want to see all the content and unlock all the features, it will take you close to 50 hours. There are 7 different commands you can apply to manage your patapons in the game. You can learn three of these commands in the early stages of the game, some as you progress through the story, and some if we revisit the maps you have played before. After advancing for a while in the story, besides the commands to control your patapons, another thing you will learn is the prayers called miracles. These prayers allow you to change the weather in difficult conditions. Let me add by the way; Weather is an important part of game mechanics. Your patapons are frozen in cold weather and roasted in hot weather. It is possible to get them out of these difficult conditions by using miracles. The effect of weather conditions on the game does not end there; The blowing wind hurls your arrows and spears, foggy weather makes your enemies invisible, and in cloudy weather, lightning rains down on you. Do not be afraid right away, these are all solvable issues. Just keep your ear in rhythm, you will get used to the commands over time. Speaking of commands, I think you can get a clearer idea of ​​how the game mechanics work if I list the basic commands as follows: **PATA-PATA-PATA-PON:** This command is for your cute patapons: “The appropriate step is march!” has meaning. **PON-PON-PATA-PON:** Your units attack enemy units with this command. **CHAKA-CHAKA-PATA-PON:** You need to execute this command to take a defensive position. Other commands you will learn in the game are applied in combinations of four like these commands. These four commands you will learn later; It serves to put your Patapons in a heavy attack position, to jump, to gas and to pull back. There are 3 different upgradeable classes in Patapon 2, namely Yaripon, Tatepon and Yumipon. In the evolution screen you access through Tree of Life, you can develop these three classes as you wish and make each patapon in your army have different characteristics. In addition, with these improvements you have made, you can activate different classes of patapons, so you can have 6 different classes that will help you to apply different strategies throughout the game. Of course this is not free. You'll need bags of Ka-ching, packs of supplies, and chests of materials to complete all upgrades. This is where the grind issue comes into play. The fact that the game guides you in a bit of grind can sometimes be annoying, but you don't have to do it all the time. Don't worry if you feel inadequate as you progress. Go over the previous maps again and you will notice that some things have changed. If you play these maps again, you will return to your tribe with new loot. If you repeat this process a few times, you will easily reach the necessary materials. The loot you obtain by entering various struggles is left by your patapons to the altar dedicated to you (Yes, you are the god of the patapons throughout the game). You can access the Inventory screen through this altar, and from here you can browse your weapons, key items containing commands you can apply in the game, and the drums you strummed to execute these commands. Thanks to the stone inscription located slightly east of Patapolis, you can reach the headquarter screen, which shows your progress in the game, allows you to go on expeditions by choosing a mission, and where you can set the army order before going on these expeditions. Just to the right of this stone inscription is a portal called Paraget Shrine. You can use the eggs you get from the bosses in the game here. Accompanied by different heroes, you will be rewarded with various chests if you are successful in this game mode, where you will be subject to timed challenges, and thus you can obtain legendary items. Paraget Shrine is just one of the extra content available in the game. If you move towards the west of Patapolis, you can meet your friends Kon Kimpon, Fah Zakapon and Shuraba Yappon. You can play various rhythm games through these patapons, and you are rewarded with many materials in return. It is really difficult to consume all this content of the game and if you try to consume this content, it is very possible that you will get bored easily and get tired a lot. Let's talk about the difficulty of the game. How hard is Patapon 2 Remastered? Frankly, I can say it's hard enough to be enjoyable. Of course, if you constantly fail with the same faulty strategy, you can have a nervous breakdown. If you try different tactics when you are unsuccessful, there is no doubt that you will eventually succeed. Let me also tell you that the strategy that will lead you to success will not be the most correct and the only correct strategy. You will think that you have found the right formation in any section, but when you move on to the next section, you will have to screw up and set up different types of strategies with different types of patapons. A single mistake in rhythm can result in disaster. Especially in some boss battles, there is no room for error, do not say that it was not warned. To be successful in Patapon 2 you have to carefully follow all the indicators. The reactions of your bosses, the environmental conditions, the movements of your opponents, your distance from the enemy battalions, the commands you need to apply according to the situation you are in, and most importantly, the rhythm. With all these factors coming together, you can naturally find yourself exhausted and exhausted. Well, you will say, Patapon 2: Remastered, what kind of remastered is it? My answer to this will unfortunately be a mediocre remastered. Unfortunately, no improvements have been made on the cutscenes. The resolution is very low and is immediately noticeable. The game has a graphically unobtrusive and unobtrusive design, but although Patapon 2: Remastered is not a remake, one expects to see more chirpy graphics and a more interactive environment at this time. I did not encounter any bugs throughout the game, but unfortunately I witnessed the game crash twice and unfortunately I did not save my progress both times. Despite these two minor misfortunes, I had no reluctance to return to the game. I can say that Patapon 2's highly replayable section designs are the biggest factor that prevents me from complaining about it. Another negative point I can mention about the game is the camera angles. Camera angles can give you a hard time in many battles where you face crowds and mobile groups of enemies. You can easily choose your vanguard with the melee feature, but the units with ranged weapons waiting behind are suddenly out of the camera's view. This situation causes you to make troublesome estimations about the current mobility of your army and make wrong decisions. As for the music, I cannot make a negative or positive comment. Although Patapon 2 is a rhythm game, it is not a game that stands out with its music. The infrastructure of the music in the game generally consists of percussion instruments and patapon commands. If you make combos one after the other, your patapons get excited with fever mode, which is activated, and they start cheering, so to speak. Therefore, after all the hours you spent at the beginning of the game, the tunes that remain in your mind are; It consists of PATA-PONs and DON-CHAKAs. **Although Patapon 2: Remastered** is behind the times in a few aspects, it still manages to be a game worth trying today, with its rich content and ambitious structure. The main story may be a bit too long for this kind of game, but some players may like it. Patapon 2, with its unique sense of humor and cute characters, has a narrative that can put a smile on the face of gamers looking for storytelling in games. When it comes to rhythm games, if you have never experienced the Patapon series, which still has few rivals, or if you are after a little nostalgia despite having experienced it, I can recommend Patapon 2: Remastered to you with peace of mind.

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@nadiahensont

The End of the PlayStation 4 Age - Dreams Review The line between art and games has never been thinner. We are slowly coming to the end of the **PlayStation 4** era. In the last months of this year, we will have met with **PlayStation 5**, maybe we will buy it and start to get lost in the first games. However, the final nail for PlayStation 4 has not been hammered yet. In fact, there is a production that was announced in 2013, the release year of PlayStation 4, and finally went on sale on February 14, 7 years later. We're talking about Dreams, of course. Dreams, which has been under development for exactly 7 years by Media Molecule, which has presented us with a legend like Little Big Planet in the past, is one of the most difficult and at the same time easiest productions to personally review and criticize. Even the word production is a better choice than calling Dreams a game, as Dreams is not a game in the full sense of the word. In fact, I need to tell you at the beginning of the review, not what Dreams is, but what it is not. Let's get started. Game Type Family game - Puzzle - Kids Pluses + Endless possibilities for creative minds + Gorgeous graphics, sounds + Countless dreams to visit and see Cons - Control difficulty in dream creation part Like I said, Dreams isn't exactly a game. What I mean by game is not something that you can run, follow a story and have fun, fear, get excited about, or concentrate on one or more of these types of emotions. If your expectation is an adventure like Uncharted, action like Call of Duty, or a story like Death Stranding, Dreams is not for you. Dreams is an Inception-like experience that lives up to its name, invites you to dozens of different dreams, and even creates your own dreams and makes others live. Dreams is perhaps the most ambitious and high-quality of the Sandbox-type productions that we have heard frequently in recent years. Dreams is a world of dreams that can be transformed into works of art in skilled hands and become the digital museum of PlayStation. The developer team at Media Molecule is obsessed with the creativity within the players. Likewise, in Little Big Planet, there was a great deal of freedom offered to the players. Dreams, on the other hand, increases this freedom many times and offers the players the opportunity to liberate the environment and mechanics almost as they wish. However, this is not an easy situation to describe in words. Now, before I move on to the mechanics of Dreams and how it plays out, I'd like to dive a little deeper into visual design. Because I believe that the blur of dreams is reflected in a magnificent way here. Dreams is not a visually realistic production. The realism of its graphics in 4K won't blow your mind, but it's able to do so with its beauty. All the coatings and lightings you see in the production are blurry, just like a dream. You can remember the experience of all the productions you have tried in Dreams, but the details are always blurred in your mind. Again just like a dream. There are a few productions I have tried in it, which I can say without exaggeration, if you take a screenshot and hang it in a modern art museum, many art lovers will think it is a work of art by a famous painter. Again, I find it difficult to express it in words, but even the simplest work turns into an art in Dreams. I can say that Media Molecule has narrowed the line between video games and art with Dreams. Dreams will draw attention with its creativity-focused structure as well as its graphics. If the game's accessibility was not limited to PlayStation only, if the production was also released for the PC platform, it could be a great competitor in front of Minecraft. Because Dreams is a production that can offer something not only to adults, but also to everyone from 7 to 70. I believe that in a few months there will be news that Dreams is being played in a few schools in the Nordic countries. We are faced with a magnificent production to push children to art and creativity. If I give a few examples from the dreams created, you can understand what is actually possible. For example, I tried an adventure game created by the developer of Dreams, using only the dream generator in Dreams. With its voice acting and game mechanics, I couldn't help feeling like it was playing a different game on its own, rather than any dream experience in Dreams. In the game, point & click, platform, hack & slash types seem to be blended and a product has been created. In a dream created by other users, I literally logged into Fallout 4. It was officially a guest of Fallout 4 Dreams with its menu design, music, in-game models, direct RPG conversation window and even animations. Only from these two examples can we understand what Dreams is pregnant with. In addition, hundreds of different dreams such as flight simulations, car races, FPS games have been presented to users by users. Apart from the games you can play, artistic works are also interesting, 3D animations of famous painters' paintings, remakes of some animated films in Dreams, funny little animations, etc. It's as if Dreams has turned into a social media platform for creative minds. Jumping from dream to dream offers an amazing experience. The diversity in the production is so great that in the early 90's there were 999999 in 1 Atari tapes, you literally experience that excitement again. Browsing through Dreams' endless digital gallery, traveling to different imaginations has never been so enjoyable and beautiful in any other production. Yes, if I had to sum up Dreams in one word, I would use the word beautiful. As I come to the last words, I would like to mention one thing. The future of productions in Dreams is so bright that perhaps for the first time in the history of video games, I may even review a game within a game in the near future. The quality productions that I have witnessed in such a short time increase the likelihood of this possibility. As I have mentioned before, Dreams is a production that can attract the attention of everyone from 7 to 70. If you are a parent, you will want to play with your child, if you are a teacher, you can develop the creativity of your students, if you are an artist, you can show your art to millions, or if you are an actor, you can just play a game. If you own a PS4, definitely don't miss Dreams!

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@nadiahensont

Mobile Platform Rivalry - Shadowgun War Games I want to start the day with a nice review article. Shadowgun War Games, signed by Madfinger, promises competitive gameplay on the mobile platform. Competitive game modes, which we have encountered with sporadic examples before, have increased their number both with infrastructure innovations and with the shift of players to this side. I have to say from the beginning, if Shadowgun War Games manages to develop all the features and properly functioning system, it can be one of the pioneers of this genre. The game combines different genres and a new competitor enters the 5v5 online FPS arena on mobile platforms. Shadowgun War Games has a system that is played in terms of FPS camera and includes competitive modes. The biggest difference of the game is that it contains different dynamics in a solid way. It has a nice map and combat feel like in Call of Duty Mobile. Of course, you cannot take down your opponents with a few bullets. This allows the feeling of conflict to last longer and better connect the players who love this genre. In addition, as in the Overwatch game, each character in the game has some unique features. Two different features have been added to each character, and these features cause many variables on the battlefield. Platforms Android, iOS Producer - Publisher Madfinger - Madfinger Multi Player There is Game Type First Person Shooter Pluses + Gameplay dynamics work well + Character traits and usage + Fun feeling of conflict Cons - Insufficient number of characters in the output - More maps and mods to come Before moving on to character traits, I will talk about the two most important handicaps of the game. Currently, the number of maps and characters are very few in the game. You can somehow ignore the number of maps, but for a game with 5 characters and 10 players, it's pretty small. Moreover, when the game starts, it starts with 3 characters and then you can unlock the other two characters when you level up. Of course, the number of characters will increase in the future, but at least in order to differentiate the teams at the first opening, there had to be 8, 10 characters. The characters and their features in the game are as follows; **Slade:** Maybe Slade is one of the characters I use the most. Among the biggest advantages of Slade are the use of bombs and the ability to heal himself, along with two different machine guns. Being able to heal yourself, especially in an important conflict, gives you an advantage in that encounter. **Sara:** We can briefly call Sara a Medic type actor. Serving as a support by healing her teammates, Sara can also take a different path in terms of strategy by opening a large shield around her. Especially in the relay race, the shield you leave behind can prevent your opponent from firing the last bullet at you. **Revenant:** For this character, we can make a character analogy that acts as a Tank. Being a little slower than other characters may cause him to fall behind in the relay race, but I can say that he plays a key role in team fights with his features that increase his endurance and stun the opponent. **Jet:** Apart from its advantageous gun and shotgun in close combat, Jet has quite different features. Apart from the CT-eating splash feature after 3 uses, Jet, which creates a crack in time, can cover a certain distance invisibly. **Willow:** Willow, who plays the role of a sniper in the game, uses a light machine gun in close combat. When we look at its features, we see the Super Charge and mine laying features, which cause higher damage. The mine incident not only allows you to take a better position, but also puts you in an advantageous position during escapes or grabbing the flag. Shadowgun War Games has a structure that can be played as 5vs5. As soon as you enter the game, you first encounter the game mode we know as Team Deathmatch. The aim of this mode, as you all know, is to equalize the opposing team within a certain time and reach the maximum number of kills as a team. When you reach the 5th level in the game, you encounter the flag grabbing mode. This mode naturally includes more strategy than team Deathmatch mode. While trying to suppress the opposing team, you have to miss the flag in their base and bring it to your base. In the same way, you need to be on the alert, as rival players are also trying to steal your flag. In other words, in some cases, you can even try to protect your own flag halfway while carrying the opponent's flag. If we open the conflict dynamics I played both game modes for a long time and I can say that they are quite enjoyable. At this point, I can say that the two elements I encountered indicate that the game is not fully settled yet. The first reason is that most players are not aware of the operation of mods such as grabbing the flag. I can say that there are a lot of players who see it as a mode based only on hitting opponents, probably due to the age factor. Maybe half of the 20 games I played, my teammates had nothing to do with the flags. Of course, since there are such players in the opposing team, it may be up to you to capture and protect the flag. Shadowgun War Games, which looks very nice visually, is out for both iOS and Android platforms. If you play the game on the phone, I can say that it is quite easy to control. You can play the game as you wish with the targeting system that you can change from the settings. This gives you great convenience while playing on the phone. While I was making the Shadowgun War Games review video, I played on iPhone 11 and even though I played for a long time, I did not encounter any problems in terms of control and visuals. Since other scanning tablets are larger, control is also difficult. You can play with controllers like Dualshock 4, but here, too, the keys do not work properly and you cannot see any indication of controllers in the settings section. Probably because the game is new, the production team overlooked these points a bit. On the other hand, controller support may cause some problems for such a game. The last thing I should mention about the game, which is completely in Turkish, is the store prices. It is possible to play the game completely for free, but the cosmetics and season packs sold in the store are really expensive. I would say that a balance has to be reached in this regard. **As a result,** as you can see in the Shadowgun War Games review, the game has become one of the most enjoyable competitive productions you can play on the mobile platform. If you like this genre, I'd say you should definitely check it out. The game has very important deficiencies in terms of characters, maps and modes, but I have to say that it has the potential to overcome these deficiencies over time.

+3 more

@nadiahensont

Fun Moments for iPad - Company of Heroes Among ***The World War II*** themed games, **The Company of Heroes** series has a very different place for me. Especially when I played the first game, let alone the gameplay dynamics, I even admired the presentation of the game. You know, when you watch the movie ***Saving Private Ryan*** and admire the Normandy Landing scenes, such a fascination also happened to me in Company of Heroes. The difficulty of removing it, the transition from the cinematic scenes to the in-game engine, and the scenes that were fed between the gameplay are still in my memory like a movie. Producer - Publisher Feral Interactive - Feral Interactive Multi Player No Game Type Real Time Strategy Pluses + Trench system and gameplay + Balance between units + Easy control structure adapted to iPad + Technical details are still excellent Cons - The price is a bit expensive - Skirmish mode vs AI only Company of Heroes, which we later encountered with its second game, also managed to make a big impact when it was released in 2006. The Metacritic average of the game, which received full points from many important channels, still seems to be 93 even after years. After all these years, I can say that he deserves this score until the end. Company of Heroes, which is so important for the gaming industry, has recently arrived on the iPad platform. I'm not going to tell you the game from start to finish here. A good review of this classic game is already available on our site. Instead, I would like to touch on the iPad features and renewed structure of the game. You can also check out the gameplay footage we prepared from the video below and our comments. Company of Heroes actually revealed how successful such games can be on the iPad platform. The control is very comfortable and you can manage both the unit selections and the progress of the game as you wish. Of course, the game was not left as it was when ported to the iPad. Apart from resolution and screen layout, we see that the control structure has been made compatible with the iPad. In addition to the classic menus, a wheel system has also been used for this version. I must say that this wheel system makes the work very easy both in unit controls and in dynamics such as building. So let's say you chose the Engineer class. When you come to an empty area and hold it with your finger, this wheel menu of the game opens and you can see what this class can do. In the same way, you can choose which orders you can give when you press and hold the enemy ranges with your finger while advancing with the infantry class. If you press and pull, your soldiers, who start to attack that point, can take different actions such as throwing grenades when you hold them down. I said I won't go into too much depth, but at this point, I need to tell one of my favorite features of the game. Company of Heroes map structure is very dynamic. In other words, you can use different tactics other than the classic unit, position them and enter different buildings. For example, you can open a small hole with mortar shots, hand grenades and position your soldiers there. This positioning is already the backbone of the game. If you can't find a good cover on the battlefield, your chances of surviving conflicts are lower. Just like in the PC version, this positioning system has been transferred to the game with colors such as yellow and green. In other words, if you see the green marks while positioning your soldiers, while placing them behind a trench, it means you are in the best position at the moment. Of course, all these dynamics are explained successfully in the game. When you open the game, you see that Company of Heroes is divided into 3 levels. In the Training section here, you can learn both the iPad controls and the main dynamics of the game. My advice to you is to definitely play this part. You can play the scenario sections from the Campaign section, and you can enter the classic multiplayer battles from the Skirmish section. Unfortunately, instead of the online option, only the struggles against artificial intelligence are included here. I hope that in the future, the multiplayer modes of the game will be opened to all users, as well as packages such as the British additional package. Also, apart from the 5th, 6th and 7th generation iPad models, all three generations of the 5th generation iPad Mini, iPad Air 3, iPad Pro 9.7 inch, iPad Pro 10.5 inch, iPad Pro 11 inch and iPad Pro 12.9 inch are among the supported models. In conclusion, as you can see from the video, we recommend Company of Heroes iPad version with peace of mind to both those who want to experience nostalgia and new players who love this genre. You can see that Company of Heroes is a game ahead of its time, with the ease of control and dynamics that are already working perfectly.

+3 more

@nadiahensont

Remedy for Nostalgia Longing - Bookbound Brigade These days, where the attraction of independent games is increasing, the interest in some game genres has started to increase in direct proportion. It is not known whether it is due to the need for nostalgia or the boredom of the games that have dominated the market for a long time, the Metroidvaina style has been quite popular for a while. The number of recent examples of this genre, which indie game developers eat a lot of bread, is quite high. It must be admitted that many of these are productions that deserve praise for their gameplay, visual quality, sound and music design. Take The Messenger, for example. It is a humorous or humorous, high-quality production that first involves the player in its 8-bit world and then surprises with 16-bit. Or Dead Cells, where those who don't play these days are stoned. A great Roguelike Metroidvania with its colorful world, challenging gameplay and satisfying fighting mechanics. Then, sir, Bloodstained: Ritual of the Night or Hollow Knight. The examples are innumerable. The fact that there are so many quality productions of the Metroidvania genre on the market naturally raises the bar quite a bit. So how close is Bookbound Brigade as yet another Metroidvania to this highly elevated bar? Pluses + Smile-making storytelling + Dialogues + Fairytale atmosphere + Not bad platforming items Cons - Bad map designs - Delightful fighting mechanics - Repetitive gameplay - Absence of fast travel system **System requirements** MINIMUM: Operating System: Windows 7 SP1+ Processor: Intel(R) Core(TM) i3-5005U CPU @ 2.00GHz Memory: 4GB of RAM Video Card: NVIDIA GeForce GTX 750 Ti DirectX: Version 10 Storage: 1 GB available space Sound Card: DirectX-compatible SUGGESTED: Operating System: Windows 7 SP1+ Processor: Intel(R) Core(TM) i5-6600K @ 3.50GHz or AMD Ryzen 5 1600 Six-Core Memory: 8GB RAM Video Card: NVIDIA GeForce GTX 960 or AMD Radeon (TM) R9 380 Series DirectX: Version 10 Storage: 1 GB available space Sound Card: DirectX-compatible Our story begins in a magical realm called the "Literary World". A tremendous balance prevails in this land where all the stories that have been written become reality. The source of this balance is the sublime book called “Book of Books”. Come on, it doesn't take long for our precious book to be stolen, as it is 'preserved' in an environment similar to a public library, like a diary. Thus, we, as Bookbound Brigade, pursue the book. As you can guess from this cute story of Bookbound Brigade, there are many real and fictional characters we already know in the game. It is possible to interact with Don Quixote, Gulliver, Julius Caesar, Pandora and many other names. In addition, the characters we control throughout the game are names we are very familiar with. Arthur, Dracula, Dorothy, Robin Hood and Sun Wukong are the main members of our team. With Cassandra, Queen Victoria and Nikola Tesla joining our team later, we can manage eight characters in total. There are some humorous dialogues between the characters. Most of these dialogues are far from funny, but they don't make the game unbearable. These are cute dialogues that usually make you smile. They have no intention of upsetting you. As we progress through the story, we encounter some lost characters and we send these characters to our library in safety. Here we can talk to the characters we rescued and thus we can get side quests. The side missions in the game are far from diversity. Most consist of errands set up to find the lost equipment of these characters. Among the other characters we encountered, those included in our team bring new features. Each character that makes up our team has their own unique abilities. For example, thanks to King Arthur, we can equip shields and protect ourselves from flames and lightning. Thanks to Dracula, we can double jump, and thanks to Queen Victoria, we can roll like a wheel. In addition, we can improve our team in general with the skill points we earn. These improvements serve to increase our health, energy and attack points or to fill our health and energy bars faster. The basic combat mechanics of Bookbound Brigade are pretty uniform overall. We can break this monotony with the techniques we can use by putting our heroes into certain formations. For example, by switching to the "Tight Cloumn" format, we can stack our characters like Bremen Town Musicians. While in this formation, we can raise our enemy from hand to hand, starting from the lowest hero, to the highest hero. Our hero at the top sends the enemy towards the enemy a short distance away with one last smack. The purpose of using this technique is to stun our pine split enemies and inflict serious damage to them by using tiny enemies attacking us. Mechanically, as good as this sounds, it can be difficult to implement from time to time. The commands you apply for the formation may not be perceived during the action. You have to press the same keys one after the other for the command to be detected. This can be frustrating at critical moments when you need to change the way your team is lined up. In sequences where you face large groups of enemies, you often have no idea what's going on. The reward you get after these sequences is always the same. A chest with lots of life points and memory pages. Although the boss battles are difficult for you at first, it doesn't take long to defeat the boss after you solve the attack pattern. Since the fighting system of the game does not have much appeal, it is possible to get bored during most boss battles. The main parts where Bookbound Brigade puts the player to the test are usually the platform parts. Platform parts are sometimes very enjoyable, but sometimes they can be frustrating. In any case, I can say that the platforming elements of the game are better than the combat mechanics. If we talk about the visuals, it is possible to say that the character designs are quite cute. In addition, the environmental designs look as if they came out of a picture story book written for children. The visuality of the game makes you feel that you have stepped into a fairy-tale world in the first place. Although the fairytale atmosphere offered by the game warms the heart, it must be said that the visual quality is quite average. Environmental designs, which seem pleasing to the eye at first glance, begin to become ordinary and lose their meaning as the game progresses. You see that the tone of the game changes a little when you move to different sections, but the map models are very similar to each other. This situation makes you think that the whole game consists of several maps that are similar to each other after a while. Another problem with maps is the lack of fast travel points. When you lose your way on large maps, you have to walk the path you came from again, which is one of the biggest shortcomings if you ask me. By the way, let me not go through the map screen without talking a bit. Although the map screen looks very understandable at first glance, it is quite difficult to predict exactly where you are on the playing field. This is another factor that undermines the enjoyment of the game. Finally, let's get to the sounds and music. The voice-overs in the game are more of a grunt. The characters have vocal responses to certain situations, but you can't hear a single dialogue from their mouths. Dialogues proceed entirely through texts. It is not possible to talk about this as a minus, of course, it is purely a matter of preference. Music, on the other hand, is far from being memorable, sometimes even so repetitive that you can get bored of hearing the same tunes. The melodies aren't the kind of thing that sounds bad, but like all the other elements of the game, they're average and repetitive. To sum up all its pros and cons at one point, Bookbound Brigade unfortunately cannot catch up with its competitors in many aspects. Although the game has a certain potential, it offers an average experience in most aspects. However, if you're a Metroidvania fan and enjoy two-dimensional platforming games, you can give Bookbound Brigade a shot.

+5 more

@nadiahensont

Artificial Intelligence and Fire Fighting - NIOH 2 When he announced that he would be making a sequel to Nioh at E3 2018, a lot of questions arose in my mind. In what period will the game take place? Are we going to play with William, who looks like he came from The Witcher again? Will we be able to understand something from the story of the game this time? How much can they improve the already successful combat system? They said Nioh 2, but will they make minor additions to the previous one and bring it like a DLC package? Welcome to my review, where I will answer these and similar questions. Game Type Action Hack'n Slash Role Playing Game Pluses + More fluid and enjoyable fighting mechanics than before + Detailed character creation option + An engaging and well-told story + Over 100 - 150 hours of gameplay Cons - Repetitive enemies can be annoying - Tough sections and enemies - Grinding to get the equipment you want can be tiring Set in the calmer periods of the Sengoku period and telling the prequel to the first game, Nioh 2 offers the opportunity to witness how the struggles begin. Published in 2017, Nioh can be considered one of the most successful names among Soulslike games. Nioh, which was released exclusively for Playstation 4 and met with PC users after a while, received great praise for its combat system, which offers a completely different experience with each weapon, as well as its world, which includes real names and places in the history of Japan. The first Nioh took place in the 1600s, in the late Sengoku period. In this game, we go back to the year 1555. Set in the calmer periods of the Sengoku era, Nioh 2 offers the opportunity to witness how the struggles begin. Our main character, the child of a human father and a yokai mother, is a samurai who lives by hunting evil yokai. Yokai, a general name given to beings possessed by spirits in Japanese culture, are the type of enemy we will see most in the Nioh series. The story, in which we partnered with a merchant named Toukichiro and started working as a mercenary, continues as we enter the service of Oda Nobunaga, who wants to gather Japan under one roof in the following chapters. One of the weakest parts of the first Nioh is the storytelling. Although it offered a very nice alternative world with its cast of characters, almost all of whom are real people in history, it was really difficult to understand what was going on due to the disconnection between the cutscenes and the game. In mind “We were just having tea, why am I chasing creatures in the rain?” It was one of the most criticized aspects of the game. In Game 2, the story of Toyotomi Hideyoshi, who is known as the great unifier of Japan, is handled in a very fluent and understandable way with the help of both intermediate videos and NPCs in the game. So yes, we can definitely follow the story this time! The story takes place 50 years before the first game. A new name comes to the fore in the story that started before the birth of our main character, William Adams, in the first game; Toyotomi Hideyoshi. Hideyoshi, who has a very important place in the history of Japan, is the common name of two different characters in the alternative world of Nioh 2. Our partner Toukichiro, with the character we created ourselves, takes the name Hideyoshi as the story progresses. While we try to serve our lord with our team, where we gather different types of people, we try to find the person responsible for what happened to our family. The character creation screen of the game is quite detailed. We can create our character in accordance with the style of the period. It is also a semi-yykai, so we can choose what shape we take when we change form. It is possible to edit the hair and horn shapes of every form we have. Considering that the game has a detailed armor and weapon-looking modification option, it is possible to seriously customize the character we play. Actors who said, “I don't want to create characters, I wish it was William” were also considered. If you have a Nioh save file on your console, it's also possible to play with the William skin. In addition, we can buy the skins of the characters we see in the game through the Hidden Teahouse added in the later parts of the game. One of the biggest factors in Nioh's success was its gameplay. The game, which had a balance between Bloodborne and Ninja Gaiden, offered the player a lot of options with many different weapons and techniques. My biggest worry about Nioh 2 was the possibility of coming across without putting too much on the first game. Although it has a successful system, we do not want what we are sitting on as the second game to be the first game presented with a different story. Team Ninja managed to dispel my worries about this. If you played the first game, you can get used to the second game very quickly. The attacks that change according to the way you hold the weapon, the "Ki" defenses used instead of stamina and the abilities that you can learn more as you use still remain. We can say that we had a very satisfying skill tree in the first game, but with the new game, this tree has reached another level. There are 11 different weapon trees to be developed, ninja techniques, magic abilities aside, different skill trees for our samurai and yokai powers. Dark Realm is a newly added area to the game. In these areas contaminated by a strong yokai or soul stones, our character's mobility is severely restricted. Although the negative effects of the field disappear when we switch to the Shiftling form to move comfortably in these areas, which we also encounter in boss fights, it does not help much because we have a limited time. Therefore, it is necessary to develop skills. In the Shiftling skill tree, there are passive abilities that reduce the effects of the region, while it is possible to find spells that completely remove the effects in the Omnyo part. I can say that the game satisfied me in terms of graphics. The cutscenes are already quite beautiful visually. It is possible to see the effects of the past years on the characters. It is clear that a lot of work has been done on character designs and environments. Especially when you see the cherry blossom trees in Japan's unique gardens, you will understand why I am impressed. Graphics are at a satisfactory level The game has two different options for performance. It is possible to choose between visual beauty or fluency by choosing one of the “Action Mode” or “Movie Mode” options in the menu section. The "Action Mode" game allows you to see 60 FPS on both regular PS4 and PS4 Pro. While it displays 1080p resolution on PS4 Pro, it offers 720p dynamic resolution on regular Playstation 4. “Movie Mode”, on the other hand, allows you to play at 30 FPS 1080p resolution on both consoles. Although Movie Mode offers a smoother picture, remember that you are playing a game where instantaneous reactions are very important. Even though I'm playing on a regular Playstation 4, I haven't been bothered for most of the game. Only the videos in which the spirits who joined our team introduce themselves seem to be prepared with low FPS in a way that I can't understand. In general, Nioh 2. A game that has managed to take all the good aspects of the first game and add a lot of innovations to it, even though it makes you say "this is the same as the first game", you continue to play without getting bored. Choosing missions on the map instead of an open world was a point of complaint in the first game as well. As time progresses throughout the story, it has to be admitted that choosing a quest is a very logical method. Repeated enemies can be annoying from time to time. You might be a little upset when the skeleton that scratched your armor two episodes ago drives the same spear through your head. If you like **Dark Souls - Bloodborne** style games and enjoyed the first game, Nioh 2 will definitely please you. If you're not familiar with the Souls series, but want a decent action game, give Nioh 2 a try. I finished Nioh 2 for this review a little fast, in about 60 hours, without getting too hung up on the side missions. Putting aside the troubles I mentioned above, I enjoyed most of this time immensely. In fact, I plan to play again with different weapons and techniques soon. The game hosts an adventure that will last at least 100 - 150 hours, while exploring hidden areas on the maps, chasing different weapons and armor, side missions, more challenging missions called "**Twilight Missions**". With Bloodborne, it may be hard to say the best action game of Playstation 4, but Nioh 2 has already entered my list of the best games of the year with its innovations and fluid combat mechanics on the first game.

+6 more

@nadiahensont

Let's keep playing the action - Doom Eternal Probably many of you, like me, asked the same question when you started seeing Doom Eternal videos; "***I wonder if they decorate the same game a little bit and bring it back to us?***" At the beginning of the review, I can confidently answer this question as "**No**". Yes, Doom Eternal uses the Doom skeleton, which was released in 2016 as its bone structure, but the production team managed to add a different atmosphere to the character and the game with the innovations they used. Now let's look at these differences and the general structure of the game. Pros + Endless action + Atmosphere and story presentation + Uninterrupted dynamics + Musics Cons - Recurring arenas - The development system is confusing Platforms Nintendo Switch, PC, PlayStation 4, XBox One With its gameplay that is one-to-one with nervous and stress, Doom Eternal follows the footsteps of the game released in 2016 and manages to offer pure action to game lovers. As you know, Doom, one of the most established series in the game world, entered a new bend in 2016 and gained great popularity. The series, which has a violent gameplay and a dizzying action structure, was reborn from its ashes with this game and fulfilled its duty with its pure action. First of all, one of the biggest changes in the game appears in the story presentation. The signal of this in the Doom game was given a lot, but with the Doom Eternal Review, the contribution of the story and this story presentation to the game was drawn even more clearly. Of course, when you talk about story, don't think of long talks and boring cutscenes. We do not have a function that will disrupt or disrupt the action structure of the game. On the contrary, the story part is also fed into the chain as a beautiful link. The narrative is much clearer, and it's like, "We're cutting so many creatures, but why?" He manages to answer his question on his own. Doom Eternal is a production that depends not only on Doom but also on the general story of the series. So as soon as you start the game, you are chasing the hell priests, but it does not tell you why it is like telling you the identity of your character, Doom Slayer, to the first school children. To know the main story, this chaos in the game, you need to be a little familiar with the story. Of course, even if you have not played Doom before, you do not get bored with this story structure. As soon as you start the game, you realize that you have a goal and that you will make the ground in line with that goal. Just like Doom Slayer wears his helmet on his head, you feel ready for battle from the first minute of the game. The biggest reason for this is that the game does not see you as a beginner, just like in the story. Behind this readiness is that the dynamics of the game work like sliding and the game does not see you as a novice. So as soon as you start the game, you do not find a commander or artificial intelligence in front of you. There are no instructions such as press this to jump, press this to shoot. You are given a gun in your hand and you start to learn all these main dynamics in the game. Instead of such instructions, a short information screen is positioned on the enemy or situations you encounter. There are hints to defeat enemies on this screen. Because you have to pay attention to some tricks to kill every enemy, especially those that will force you. Otherwise, you start to realize that neither life nor ammunition is enough for this struggle. For example, in order to take down the Revenants in the game, you first need to target their weapons. Or you can't do the necessary damage without smashing the armor of armored enemies with a whopping punch. Without a doubt, the most annoying ones are the Cacodemons. You can quickly finish their job by placing a bomb in the mouth of the Cacodemons, which you can barely kill even if you shoot bullets. In the game, of course, there are enemies flocking to you, enemies that we call the ragtag that only come to provide you with ammunition or life. When all these dynamics come together, you start to realize how pleasant the feeling of conflict is. Because these weak points, riffles and other dynamics turn into tactics for you after a certain period of time. So have a strong army around you. Most of the time, you don't touch the weak ones in front of you when you try to download them. When your health, shield or ammunition starts to run out, then this ragtag that you left alive as tactically turns into a walking, mobile ammunition depot for you. As you learn these and other tricks, you start to feel invincible even in more crowded enemy attacks. Of course, character development lies at the center of this invincibility. Doom has always been a game where the action structure is top-notch. In Doom Eternal, perhaps for the first time in the series, you feel that your character is slowly getting stronger. As always, weapons and weapon updates have a great place in this empowerment phenomenon, but this time, character development has been prioritized as much as weapons. In addition to the improvements you will make in subjects such as health, shield or ammunition, you can make different choices from your character's platform abilities or perks and improve all these features. Even at the beginning of the game, these development features confuse you even. After a certain period of time, you dominate the event, and by improving your character and weapons, you turn into an invincible armada. As always, weapons are of great importance in the Doom Eternal game. Apart from your heavy fist, your saw that rushes to your aid in the last moments, and your finishing hits (Glory Kill) where you pinch enemies to pieces, we also have a wide range of weapons. You use weapons such as Combat Shotgun, Super Shotgun, Heavy Cannon, Chaingun, Plasma Rifle, Ballista, Rocket Launcher and BFG-9000 throughout the game. All these weapons have two different shooting modes. For example, Combat Shotgun functions as a classic shotgun in normal shots, but when you shoot with a right click, the bomb turns into an attacker. Especially for the Cacodemons I have just mentioned, you usually use this shooting mode. We also have the chance to get different shots by changing the weapon modes. In addition to all these features that turn you into an army with feet, there is also a flamethrower and grenade launcher you place on your shoulder. It is very enjoyable to burn enemies with the flamethrower and watch them give you an advantage, or use your grenade launcher with different types of features. In this grenade launcher, you also have bombs that freeze your enemies in a certain area, apart from the classic bomb that overthrows the opponents. Yes, as you have noticed, there are dozens of options in the game to take down the enemy. You begin to master all these options in a short time and with character development, you become a hunter. When the platform dynamics and portals in the playground are also involved, the game structure of Doom Eternal is as fast and fast as it is enjoyable. The biggest handicap here is that you cannot feel your fingers after a certain period of time. You press so many keys so quickly that your fingers cross like the character Dimi in the Arog movie at the end of the episode. Doom Eternal also has a multiplayer mode called Battle Mode. You can fight against other players by entering this mode and choosing the Slayer or Demon side. Doom Eternal, which has a harmonious structure with the action scenes in terms of music, wipes the rust of your ears, especially if you love the genre. I can say that Mick Gordon, who also signed the music of the previous play, has done a wonderful job with the Doom orchestra. Doom Eternal, which is not visually ambitious but does its part very well, stands out especially in the effects section. Technically, the most pleasing part is that there is no FPS lock in the game. Of course, to enjoy this pleasure, you need to have a system that can perform over 60 FPS. **As a result**, *Doom Eternal* follows the footsteps of the Doom game, as I said at the beginning. I can say that it is a satisfying production in terms of story, but more importantly, it is a production that comes before the actors without compromising the action structure. The balance of action and what you can do have been released so much that the game reaches the level of stress relief for you after a certain period of time. Of course, I have to admit that as the difficulty level increases, the stress bar changes. In this regard, you will see that there are good oppositions for competitive players in the game.

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@nadiahensont

Escape From Urban Life - Animal Crossing: New Horizons I take a closer look at Animal Crossing New Horizons, the new stop of those who are overwhelmed by city life and lost in this mess. Pros + An endless game time + Time and season cycle + Resource gathering and Craft system + Colorful and living characters + A world where you can express your creativity Cons - Load times are long - Recurring missions Game Type Family Game, Role Playing Game, Simulation I am completely overwhelmed by the city life. Almost like many people who experience this crisis, I want to start a life with nature, where I can rest my head or everything is perhaps simpler. Fortunately, I found a good agency in this area recently. It is really difficult to be such an agency, but it seems that they will help me a lot in setting sail for this new life. I have made up my mind, packed my suitcase and set out to get rid of this city crowd and chaos. This place where I will start my new life is a little desolate. It doesn't seem like much except fruit trees and streams where I can fish. If we don't count the agency officials, there are only two other people with me. At least I am glad that I will not be alone in the adjustment process. Although I will stay in a simple tent for a while, these conditions cannot turn me back from my decision. My first days on the island pass a little calm. I eat what I gather from the fruit trees, fish and try to help the people of the island to feed my stomach. Tom Nook, the owner of the agency, even says that if I take the necessary steps, I will have my own home. I have to spend almost 100,000 Bells to have a roof over my head, and I only have 100 Bells in my pocket. Fortunately, I can get my work paid off here, even having my own house excites me. I sell the fruits, fish, and beetles I collect and continue to save money. Those who came with me are also very hard working, and they have already started on almost equal terms and entered into house debt. While I am saving money on the one hand, I am trying to help the people of the island on the other hand. It is said that if I collect some more insects, fish or collect the fossils around, even a museum will open to the island. After all, this will be the place where I will spend my life. No matter how much I borrowed money, there is nothing like your own home. Moreover, I can decorate as I wish. If I wish, I can make a big double path in front of the house or even plant fences that will define my garden borders. But first I have to look around and pay the house debt. Could I have more space if I cut down those trees? Yes, these are just a few of the events that happened only in the first hours of Animal Crossing: New Horizons. In short, your first days in your new life are almost like this. As you may notice, this production, which we get away from the city chaos and classic games with guns, starts quite simply. But after a short while, you begin to realize that you are actually trying to shape the life you are trying to escape from and that you are starting to pursue much better items. Although there is a lot of discussion about the game, Animal Crossing: New Horizons is a very simple game, although it contains a lot of details in its subtext. What matters is the great freedom it offers you in this game where you go into debt and gradually evolves towards imperialism. Animal Crossing is a production that has managed to isolate itself from other games. It offers real-time gameplay just like the first game of the series. In fact, the main logic and bone structure of the game has always been kept the same. The real time phenomenon is very important at this point. In other words, whatever time it is, what day of the month, you live in the same time zone in the game. If you get into the game at night, you will dive into the course of the shining stars in the sky, and you can witness the sunrise at dawn with other island residents. Or you see the trees bloom in the early spring months. As a matter of fact, in these days when I am writing the review of the game, that is, with the arrival of spring, every part of the island has become colorful. This time phenomenon is very important. Because, depending on the time phenomenon in the game, both the ecology changes and you witness how different the things to do can differ. All kinds of fish, butterflies, and insects always have a different time and season. Likewise, you can see how different events can occur on the island depending on whether you enter day or night. In fact, although your daily activities in Animal Crossing do not take much of your time, the presence of your island and neighboring relationships always force you to look at the game. In a way, we can say that these facts are connecting you to your island. Even at midnight, you start to take the console in your hands by saying "Oh wait, let's see what I will encounter." Or "I wonder if somebody came to the man, how will Tom Nook make an announcement this time, I was in debt to expand the house, what happened to that business, should we go out here? As you grapple with the questions, you always start to imagine yourself on that island. In short, I can say that as you continue your life, you start to realize that you have a separate life in Animal Crossing: New Horizons. There are tons of things to do on the island. To do these, you need to collect the necessary materials around. Even though Tom Nook and his team, who fall on you like a loan shark at some moments, come to your aid, you are always the key point. Your adventure on this island, which started with a small tent in the first place, soon turns into a huge town. You have neighbors, a market is opened on the island, and you even have a huge museum as I said before. Exhibiting the creatures and fossils you have caught or donated by finding in this museum begins to make you proud. By the way, when you say museum, don't think of anything small. In Animal Crossing, although it looks small from the outside because the laws of physics and reality work a little differently, when you enter it, you encounter a huge museum divided into three sections. The craft system has also formed the backbone of the game. You apply to the craft system for tools such as fishing rods, axes, shovels, and tools that help you in daily use, as well as to reveal all these items. At the beginning of the game, the number of items in the game increases so much while chasing fish, fruit or branches at the beginning of the game, the scale of this development brings with it the change on the island. In fact, with the changes you will make on the soil in the later stages, the phenomenon of "**This island is mine and will be whatever I want**". Of course, you can travel to different islands and even to other players' islands to improve the order on the island. For example, at the beginning of the game, my man had only cherry trees. Together with other players and island visits, I was able to plant peaches, apples, and even coconut trees on the island. Likewise, it is possible to communicate with both NPC characters and other players. You can invite them to your island, offer them the fruits you collect, show off with the fossils you collect in the museum, or enjoy the moonlight by the fire together. By the way, radish is incredibly valuable friends. You can witness that radishes sold at higher prices on some days of the week even fall into the black market over time. By the way, each NPC has a different personality and you need to be in constant contact with them. My favorite is Blathers, the museum director. As I have just mentioned, Blathers is a very knowledgeable brother that you can collect and take away all fossils and insects. Although he often falls asleep, the information he gives about the insects, fossils or butterflies you have collected reveals how educational the game is. Animal Crossing New Horizons has a very cute structure visually. The colorful characters and the feeling of a living world are among my favorite points of the game on this subject. In the game where animals gain personality, you can customize your character if you wish and at the same time, you can witness how much the island can change. Of course, there are many static events in the game, but the island life and the dynamism of ecology have come to the fore. While there are so many features in the game, you can encounter the same scenes and dialogues when you do them over and over again. Actually, this is not a minus for me, as Animal Crossing has never been a game in a hurry. However, I can't help but say that the loading times bothered me. OK Switch's limits are clear, but in a game with these visuals, I would expect shorter loading times, even if it works in real time. **As a result**, Animal Crossing New Horizons is a must-have game for every Switch owner. Of course action is awaiting and if you are passionate about this genre, the game may disappoint you. If you ignore this, I can say that an endless game is waiting for you. There are so many topics to tell and talk about the game, such as Nook Miles, the gift system, and online infrastructure, that words really are not enough to describe them all. As I said, Animal Crossing is a game that is not in a hurry and it opens the doors of a brand new life for you. You can not prevent yourself from entering the basement through this door, so to speak.

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@nadiahensont

Mirror of the Child Spirit Words hang on the fringes of dreams. Sometimes there is a bunch of inverted sentences. Sometimes your sentences are muted, they get knotted in the throat, they become a pear and get stuck. shut up becomes haze. Speech is kept. With his mute body, he turns into a fan and turns. He sings the song of silence, in the bosom of lost time. He puts the warmth of his palms in front of a window. At the foot of an apple tree he blows the dream kite. It has ribbons of hope on its tail, it is colorful. He tells his pillow to the future, his wishes accumulate on the walls of his room. A shelter room, if any. Sprouts of the future hidden in children's dreams. As long as he is allowed to bury the seeds in healthy soil, many seeds will open to the future. Children's heart has small happiness. Like Libra, tartar the most mysterious, sensitive emotions. Then it attracts its own like magnets. She dreams of the pink she puts in her soul on the swings, playing dry in the garden of the house with pink shutters. He wears red buckles at the coolest, which cut his feet off the ground. He is not sorry for his shrinking sweater, as much as he regrets his shrinking dream. From time to time, he does not know if his doors are open to dreams. It will grow one way or another. Even though he crawls up the stairs of life, his pupils catch on the little hope on the next step. The ladder is also made of marble: it chills, slips your feet. Oak is made of walnut wood, each step is expertly processed and fragrant. As long as you know the value of your fate, it is not empty, as long as you caress it and protect it well. He gives the reward, the child does not turn away the crawling state of his heart. Which child is there to bury evil? He does not know the mother of evil. The love in his soul wants to ride on the wings of goodness and continue on his way like stepchildren. It is not bodily hunger, of course, the yeast of evil, the deepest hunger for love that occurs in the child's psyche leaves a child hard to repair. It is uncompensated. There are deep scratches even in its recycling. Once the soul map is scarred. This lifelong process also causes great harvests in the society. The color was pink, however, as the age progresses, the splash of color that becomes cloudy and sooty rains falls on the eyelids. The fine tuning of the heart scale has now been tampered with. The wind swept love and the rain dragged the trust towards the sea. It has not prevented the emergence of weeds is now in the heart of the heart. His dreams were rife with nightmares, and the hands of hope waiting on the stairs could not keep him crippled. Let all the pens write the alphabet of the child soul now. Hanging necklaces of daisies around the neck of the letters. Is it difficult or impossible? Let the letter T be the head of the group, for example. Let my smile lead your brothers. Love Favor Confidence Sincerity Hope If a child of mine was united in his heart, grabbed his hands and climbed the step of the ladder and united. If they were handkerchiefs to tears, a pen to their hands, food for the starving soul. For example, if her dreams are always pink and the flowers of hope bloom in the future. If he had clear feelings like water and eyes like the sun. Everybody Has the right to numb your brain Provided I don't numb other brains No matter how much intervention from outside You can't change anyone unless you want to Everyone has a right Nobody is exactly alike Just like a fingerprint Just like a palm line, Although seemingly alike It is so, it is so, the human brain is so diverse While awake, the human brain generates enough electricity to light a small light bulb. And even though the human body looks like flesh and bone There is the formation of various metals So we carry molecules from those terrible burning stars, so we are an atom. So the thinker with a brain Of course it can be in brains that don't think He is unquestioning, he's a copyist Although it may seem like a hopeless case, it is to make him think about the solution, but without imposing his own ideas, without judging him, without denying his belief altogether. By presenting real examples of positive or negative experiences in respect and love. Leaving the right to choose That's what freedom is. Let him go there without being arrogant, without pressure, interference, small or grand vision. Whether it comes to you or stands in the middle The place and environment where everyone grows up is different For example, I miss my village Another sea. May want to travel the world I wonder about space You may wonder where in the world you have not been. Returning to our topic Can numb the human brain Drinking Believe it wrong by disbelief By being caught up in someone else's truth Of course there are many methods Anyone can write anything Dates can be mistaken in the hands of purposeful persons It can say white somewhere, black somewhere We use them with logic and thought. We need to weed out and find the truth Otherwise, what is this brain given? **Today I wanted to take a break from my Game reviews. I liked to write in a different field. I'll be waiting for comments.**

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