Hiển thị các bài đăng có nhãn Review. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn Review. Hiển thị tất cả bài đăng

Chủ Nhật, 16 tháng 11, 2014

ART and LIFE

Bangbang Mobile cho phép tải về chơi thử

Tựa game BangBang Mobile (BBM) đã chính thức cho người dùng tải game về điện thoại để bước vào giai đoạn thử nghiệm.

Cụ thể, thời gian thử nghiệm BBM sẽ kéo dài từ 10 giờ sáng ngày 06/11 đến ngày 11/11 trên các điện thoại chạy hệ điều hành Android và iOS (không cần jailbreak vẫn có thể cài đặt trực tiếp). Đại diện Ban điều hành game cho biết, BBM sẽ mở toàn bộ tính năng game để người chơi trải nghiệm. Bên cạnh đó, để hỗ trợ tốt nhất cho các tanker, tất cả các tài khoản khi đăng nhập vào game đều sẽ nhận được ngay mức VIP 9 (tương đương với 2 triệu đồng) với nhiều ưu đãi và quà tặng đặc biệt trong game.





BBM dựa trên nền tảng là webgame BangBang – một trong những game casual có lượng người chơi lớn nhất nhì hiện nay trên thị trường game online. Được đội ngũ nhân sự của CMN Online ấp ủ và bí mật thực hiện cùng Nhà sản xuất Sixcube (đơn vị phát triển webgame BangBang) từ tháng 10/2013. Việt Nam sẽ là quốc gia đầu tiên phát hành tựa game này qua CMN Online, sau đó, sản phẩm sẽ được tung ra rộng rãi trên các thị trường khác.

Việc ra mắt BangBang Mobile – “Game ý tưởng Việt” do CMN Online phát hành thể hiện một hướng đi mới cho các Nhà phát hành Việt Nam.

Tải game tại: https://play.google.com/store/apps/details?id=com.cmnonline.bangbang
Hoặc: http://bangbangmobile..kul.vn/download.html
Trang chủ: http://bangbangmobile.kul.vn
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Thứ Ba, 11 tháng 11, 2014

ART and LIFE

Assassin's Creed Unity is at once comfortingly familiar

Assassin's Creed Unity is at once comfortingly familiar, yet drastically different. For all its recognizable tropes, and for all its throwbacks to Assassin's Creeds of old, Unity is surprisingly progressive. The sprawling narratives and endless procession of historical figures that have come to define the series have given way to a sharply focused, personal tale that eschews moments of joviality for something altogether much darker in tone.
But where else could the series have gone? Its complex Abstergo storyline has long since jumped the shark, leaving more recent entries in the series to wade through the mess and attempt to find some coherency. Unity ties itself into the wider Assassin's Creed universe, but does so only briefly and rather apathetically compared to its predecessors. Its opening--a trailer for Helix, a commercialised version of the Animus intended for entertainment purposes--might suggest otherwise, but if you were hoping for a deeper dive into the muddled mysteries of Abstergo, you won't find it here.

This isn't so much of a problem if, like me, you found the Abstergo stuff to be a distraction anyway; it's nice to be able to focus on the historical narrative without too many jarring interruptions from the "real world." This does mean that the historical narrative had better be a great one, but Unity's doesn't quite meet the mark. Arno is certainly one of the most charismatic and well-acted Assassin's Creed leads I've seen--cocksure, mischievous, and just enough of a jerk to still be lovable--but the story never exploits his charms to the fullest.
It certainly tries, though. Unity shies away from having a vast collection of ancillary characters, focusing instead upon its lead Arno and his love interest Elise. With fewer of those secondary characters around, many of which tended to play a more lighthearted role, the story is much darker in tone than anything else in the series. It evolves from love story, to revenge tale, to murder mystery, and then circles right back to love story again, all at a heartier pace than one might expect from an Assassin's Creed game.
So it's hard to get bored, or at least hard to be indifferent to Unity's story. But, given the singular focus, that all-important chemistry between its two leads just isn't strong enough to tie the whole thing together; I cared enough to want to see things through to end, but not enough to be truly moved by any of its events. It doesn't help that the story is filled with all manner of clichéd conversations of deceit, and betrayal, and gibberish about honour. This might be par for the course in Assassin's Creed, but given the effort to reign in the sprawl, it'd have been nice to see the same effort extended to adding more variety to the dialogue--and I don't think we need to see yet another Assassin's Creed start with the death of a family member.
Similarly disappointing is how little the story ties into its setting, particularly since Unity's portrayal of a Paris scarred by the civil unrest of the French revolution is one of its greatest triumphs. The attention to detail that's gone into the city is nothing short of astonishing. As the story progresses, the city crumbles before your eyes, the streets becoming awash with citizens burning effigies and waving flags in protest, while loyalists and revolutionaries battle over the future of their homeland.
The benefit of Unity's exclusivity to the latest generation of consoles isn't immediately obvious, particularly if you're focused on face-value aesthetics, which look only slightly more impressive here than they did in Black Flag. It's only when you explore Paris' many districts do you realise that the sheer scale of the city is incredible, not only in terms of its explorable limits, but in the huge number of citizens wandering its streets. A mission where you're tasked with performing an assassination amongst a crowd of thousands shows how Unity is as close as the series has ever come to creating a tangible, convincing city.

But Unity's story and its single-player missions do little more than skim over some of the finer points of the French revolution and the struggling Parisians, the setting serving as an extravagant backdrop to Arno and Elise's private shenanigans. Part of the joy of Assassin's Creed has always been in how it explores and toys with history, and--despite the benefits of an increased pace--that's sadly been lost here. Where Unity's more progressive elements succeed (and indeed, where most Assassin's Creed games rarely falter), is in its combat and its missions. There Unity's stripped-back approach has resulted in a wonderfully freeform and satisfying stealth experience.
Where you'd previously have to complete a mission in a certain way--poisoning a drink, or sneaking in through a certain entrance--Unity leaves those decisions up to you. You're still given hints about what to do, with Arno scanning the area for potential infiltration points and eavesdropping on exploitable civilians--but you can choose to completely ignore them and forge your own path. In one mission I had the option of setting some prisoners free from a jail cell as a distraction to get me into the building. I chose to ignore that completely, and attempt to sneak in via the roof, where snipers mercilessly gunned me down.
No, not every plan is going be a rousing success, but the fact that you're given the freedom to choose is far better than the enforced hand-holding of old. I also quite like the trial and error approach, planning out the perfect assassination route after multiple attempts. Indeed, after a few tries, I had that roof approach licked, jumping into the building through an open window and blending into a crowd of bourgeois loyalists before sneaking up on my target and making the kill. With multiple options of attack available, the replayability factor here is huge, giving you more of an incentive to go back and nail those bonus conditions for completing a mission.
These excellent sandbox-style assassinations make up the bulk of Unity's missions, but there are sadly still times when you have to stealthily tail a target, only to have to start over if you put a single foot wrong and get spotted: it's time to put these pointlessly frustrating missions to bed. Thankfully, Unity's new co-op missions eschew these dated ideas, and are largely based on large-scale sandbox assassinations. Most fun are the heist missions, where your team is rewarded for stealth: the more people you alert along the way, the less cash you get at the end. It means that every member of the team has to work together efficiently and precisely, without any forced fail states outside of everyone on the team dying.

The ability to highlight potential kills for your teammates, as well as unlock skills like shared eagle vision, do a great job of reinforcing this idea of teamwork. The most successful and entertaining heists come from putting together a varied team, with some members focusing on close-range attacks, and others taking point with long-range weapons and sniping any stray enemies. The co-op is a nice addition then, if not the go-to multiplayer mode you might have hoped for. Integrating the co-op into the single-player campaign (with new missions opening up as you progress) is a neat idea, and it makes for more cohesive ties into the storyline. But it also means that the co-op is a mere sideline to the action, rather than something you'd want to plough a lot of time and effort into. Sadly, the excellent competitive multiplayer from previous games doesn't make a return.
Outside of the main missions, well, it's fetch quest central for the most part, along with a few assassinations. The excellent stealth mechanics make these missions more exciting than they have any right to be, though, particularly thanks to a few new tweaks that solve some age-old problems. Breaking line of sight with an enemy now creates a visible silhouette of your last known position, which makes it easier to know exactly where you've been spotted, and which areas to avoid. It also works rather well as a lure. Enemies often investigate your last known position, and if that happens to be right by a ledge or a behind a doorway, it makes for an easy assassination. The parkour system has been tweaked, allowing for greater freedom of movement. It means you aren't locked into a set course during a climb, so you can easily move diagonally across a surface, or descend with fewer awkward animations. Arno's new phantom blade ensures you always have access to a silent, long-range weapon, opening up new avenues of assassination that would otherwise have been closed to those who didn't opt to hone Arno's skills in projectile weaponry.
Speaking of weaponry, gone are the complex crafting systems of old, replaced with a far friendlier cash system: complete missions, get cash, buy and upgrade weapons and armour. This simplicity is good, because there's a dizzying amount of stuff you can buy, all of which has some sort of effect on Arno's skills. For example, certain hoods extend the range of your eagle vision, while certain pants increase your stealth abilities. The chest, forearms, waist, head, and legs can all be customised to your liking, giving you noticeable boosts across melee, stealth, health, and ranged attacks, as well as a unique look if you opt to tweak the colours.

Annoyingly, some of the content is locked out unless you take part in the web-based Assassin's Creed: Initiates, while there are also certain chests in Paris that you can't open unless you unlock them via the Assassin's Creed Companion App. I'm all for giving people the option to extend the experience onto mobiles and tablets, or on the web, but those things should offer standalone extra content; locking stuff out of a game you've just dropped $60 on is infuriating. And it's not like that companion app is any fun either. Dull puzzle games and Top Trumps-like Nomad missions do not make for an exciting second-screen experience.
There are other irritations too: clipping issues, NPCs randomly walking in midair, and unstable frame rate during busier scenes all do their bit to suck you out of the moment, but at least none of these glitches were game-breaking. The new, freer parkour did cause a few problems though. For the most part, the freedom to scale and descend buildings at more subtle angles makes the parkour much smoother, but it also makes it far too easy to jump to the wrong part of a building, or scale down the wrong section of wall and straight into the path of an enemy. The enhanced parkour is great when it works, and immensely frustrating when it doesn't.
Also, despite whatever canonical reasons Ubisoft gives, it's really weird to wander around revolutionary Paris and have every conversation play out in a thick British accent. And not just your stereotypical typical toff accent either. They're all here: the street urchin, the cockney, and the West Country farmer. Playing Unity is just like taking a tour of Britain, only, you know, in France. Not all of Unity's more progressive touches are for the best then, but you might spend more time noticing what's old than what's new. The terrific city atmosphere of Paris, the focus on parkour, and the incentives for performing stealthy assassinations, all these things hint at a game that's trying to return to its roots after branching out so wildly in its past two iterations. Yes, Unity is the most ACII-like of the series since, well, ACII, and while it never really hits the dizzying heights of Ezio's jaunt through 15th century Italy, Unity's similarities are comforting enough to take the edge off its less-than-successful changes. But is it the next-gen Assassin's Creed game we've all been waiting for? Not quite. It's very good, maybe even great in places, but the story's smaller focus has come at the expense of its exquisitely rendered backdrop. The grandness and spectacle that so often graces the finest Assassin's Creeds is sadly sorely lacking here.
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Thứ Năm, 22 tháng 3, 2012

ART and LIFE

Resident Evil: Operation Raccoon City


Resident Evil: Operation Raccoon City delivers a true third person team based shooter experience set within the dark and sinister Resident Evil universe and a reinterpretation of the events depicted in Resident Evil 2 and Resident Evil 3. Zombies and Bio-Organic Weapons (B.O.W's) add to the mix as players not only compete against an opposing squad but also tackle this third unpredictable element, creating a brand new style of gameplay and breaking the conventions of traditional team based shooters.

It is September 1998 and the action centers once more on the ill-fated Raccoon City and the horrific consequences of the deadly T-virus outbreak from the Umbrella facility. With a cover up required, Umbrella orders an elite team into Raccoon City to destroy all evidence of the outbreak and eliminate any survivors. Hearing of this plan, the US Government dispatches its own special forces to uncover any evidence that exposes the cause of the viral infection and Umbrella's actions. Players take on the role of an Umbrella Security Services soldier (U.S.S.), competing alone or in four player co-op in a battle against all the competing forces at play in Raccoon City.

Source : ps3.ign.com
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ART and LIFE

Naruto Shippuden: Ultimate Ninja Storm Generations

Posted by: Mike Splechta

I've always been a fan of the CyberConnect2's Naruto Storm games. Not only were they the first game to truly nail not only the anime aesthetics, they were also the first to offer completely simplistic yet exhilarating combat, that delivered on the promise to make it feel like you're playing the anime series. The latest venture, dubbed Generations, gives fans not only a crash course into the original Naruto storyline, but the more grown up Shippuden storyline as well. Does this mash-up of generations make this the ultimate Naruto game?

Yes and no. Generations is an odd end-result of a line of games that were both extremely fun and informative (when recapping the story) and completely approachable by anyone willing to pick up a controller and take a stab at it. Ultimate Jutsu's were only a button press away, stylish air dashes and substitutions were pulled off with ease, and each and every battle was a spectacle to watch. The first two games also had a nice sense of exploration and had players venturing through Hidden Leaf Village in Storm, and even surrounding areas in Storm 2. So where does Generations stand in all of this?

Right in the middle.

The combat is still as simplistic as ever. With one button, you can pull off incredible and fluid combos that will have your character kicking your opponents ass from one side of the arena to the next. There are absolutely no button input combinations a-la Street Fighter, instead, pressing the action button with various directions will yield different combos. It's a neat system that helps make the game feel more like the anime. A ranged button will throw shurikens and kunais at your enemies, and your Jutsu button will activate your aura to either execute a super move, or an ultimate move.


If you're at all used to any of the previous Storm games, chances are you'll feel right at home here, but rest assured there are a few tweaks. The biggest one is a substitution meter. In essence, previous games relied on a precise block button input, right as you're about to get hit. This will turn your character into a stump of wood, or whatever element they represent, and pop up immediately behind the attacking character. This was a great system which allowed for players stuck in combos, to quickly change the flow of combat and get an upper hand. The problem here was that this could be used over and over by both characters, resulting in a substitution duel, rather than an actual fight. The new substitution meter only gives a certain amount of substitutions each character can pull off, until it's replenished. It's a welcome addition that doesn't make that system feel cheap.

You can still select up to two support characters to take along to the fight with you, but you still can't switch to them mid-combat, instead you can call upon them to jump in and perform their offensive or defensive move. Call upon them enough and your Support Drive will fill up, meaning they'll jump in and help regardless of you pressing their button. Another sweet addition are the Ninja Info Cards. These can now be tied to your profile which not only personalize it, but each card grants a certain buff in game. These are especially useful when taking the fight online.

Where Generations differs greatly from it's predecessors is the presentation. I was excited to hear that both the original and the Shippuden storylines were being included in the game, as I was really hoping to play through them in a similar manner as Storm 2. I wanted to once again explore the lands that the world of Naruto takes place in, and once again experience the battles that made the series so heart pumping. Instead, the game decided to go completely back to basics. The story is now even more abridged, with a ton of key fights not even present in each story, but the exploration was completely taken out. Now, each story is essentially a short anime cutscene, and then a bunch of voiced over stills, followed by a short fight. Was I a bit disappointed? Definitely.

The exploration wasn't the only thing that was cut. Some of the key fights that don't appear in the game, were actually some of the most exhilarating ones from the previous games. Where is the fight with Naruto against Gaara, where Gaara unleashes his Jinchuuriki, and then Naruto is forced to fight the giant beast that resides within him. Or for that matter, I also miss the mid battle cutscenes that resulted in a few QTE instances, which always had some epic animations associated with it. Instead the game is completely stripped bare down to the essentials, which results in short fight after short fight, with some exposition thrown in between. With that said, the other characters you can play as in Story mode offer some truly great back stories that were not touched on previously in Naruto games, such as the tale of Zabuza and Haku.

I think what also bothers me the most about the game is that despite the minor tweaks to the fighting mechanics, I could almost not distinguish this game from it's two predecessors. Though there are 38 stages, a lot of them are exactly the same ones we've been seeing in the past games. It's tough to improve on something graphically that already looks so damn impressive, and this I understand, but at the same time, I shouldn't be feeling like I'm playing the same (or very similar) game I've played before. But then again, I can't even imagine how Call of Duty players feel like year after year. I said it.

Don't get me wrong however, Generations is still an extremely fun game. The fact that it's devoid of many of the features that I've grown to love in the series does not negate the fact that the fighting is still incredibly fun. There are still a ton of things I love about Generations. For one, the sheer amount of characters that you unlock (yes you heard right, unlock!) throughout the game are all fun to play as. Sure there are a few versions of Naruto and a few versions of Sasuke, not to mention young and older versions of his friends, but luckily each of these come with varied movesets, that don't resemble their counterparts. The total number of playable characters is a massive 72, along with 15 more characters that can only be used as support.


You can take the fight online like I mentioned previously but this experience is hit or miss, or at least it was in my attempts. When trying to set certain parameters for finding other people to play, I would usually time out, or by the time I was presented with other players, it said they're room was already full. Quick Matches yielded better results here and there, and when it actually did work, it was a blast! Though be prepared to know your Jutsu's, people are truly relentless online.

There is also a ton of collecting to do in the game. Each fight nets you a Ryo (currency) bonus, which you can use to spend on items in the shop, such as different substitutions, new Ninja Info Cards, or titles which you can adorn your cards with. It's not all amazing stuff, but those into collecting everything will have tons to do in Generations.

I've already mentioned that the game is damn near impossible to distinguish from its anime counterpart, save for the extremely fluid animations, but it also sounds amazing. Fans of the show can use the original Japanese voices or the American dub as well, and the soundtrack is brimming with Naruto goodness. Honestly, these songs range from epic Asian influenced combat songs, to somber and moving tunes which only enhance whatever the current scenario playing out is.

I don't have to tell Naruto fans twice, as they've had this game pre-ordered for months I'm sure or already have it in their systems now. Outsiders that want to break into the Naruto franchise might actually have the best chance with Generations. Though I've stated that some key battles were left out of the main storylines, you can still get a gist of what the storyline is about, and walk away with a general understanding of the series. Though Generations won't impress the hardcore fighting fans with it's simplistic combat, it's still fun enough for anyone to pick and play, and have a great time with. Believe it! (Sorry, I just had to)

Source : gamezone.com
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ART and LIFE

Ninja Gaiden 3 review

Not everyone is going to be accepting of the fact that Ninja Gaiden 3 exists without the assistance of former Team Ninja leader Tomonobu Itagaki. For the longest time, this producer defined what the hardcore ninja experience is supposed to be, and since his hasty departure from Tecmo Koei’s camp, many were wondering how the legendary Ryu Hayabusa would fare without him. Well, now that the game’s here, we can honestly say that, yes, it is a different venture for him, but that doesn’t mean it sucks. In fact, this ninja is still as sharp as ever, mind a slight misstep or two.


The third chapter follows Ryu as he carves his way through an enemy army, before coming face-to-mask with an evil alchemist who has a trick up his sleeve in the way of sorcery. Following a fierce battle, Ryu finds his arm infected with a strange demonic force. Desperate to get back to his normal self – and save the world in the process – Ryu sets out on his most difficult task yet, stopping this madman and his mutant army.

Yeah, the story goes off the rails at times, but that’s just part of the fun. One minute, Ryu finds himself in a test facility, facing off against mutating creatures and narrowly escaping death by jumping across chasms; the next, he comes face to face with a robotically enhanced T-Rex, charging at him from all directions and then, just when you think he’s disposed off, popping up again. This is probably the most lively we’ve seen the Ninja Gaiden series be, even if it’s slightly unbelievable.

To make the gameplay feel a little more fleshed out, Tecmo added a few things to the sequel. For instance, you can now climb up walls using your daggers, and while it takes a bit of practice (one hand needs to be firmly planted or you’ll lose grip), it’s an interesting new technique. You can also call upon occasional dragon ninpo to clear the screen in an explosion of brightly lit fire, or use your demon arm to cut some enemies to shreds in a hurry. There are quick-time events too, though they aren’t nearly as annoying as we’ve seen in previous games. In fact, some are pretty damn slick, particularly when you’re getting the jump on a surprising enemy, stabbing him without looking.

The controls retain the same hack and slash action we’ve gotten used to. While we’re a bit sad that you can’t chop off limbs like you could in Ninja Gaiden II, there’s still plenty of blood to spill, which is a good thing. And while things do get slightly repetitive (you’re stuck with the main sword at first, though more weapons are coming via DLC), it’s still quick, ninja-enabled fun, so if you’re a fan of that, it’s still intact.

Graphically, Ninja Gaiden 3 may not have evolved much from the previous game, but parts of it still look quite fantastic. Both the indoor and outdoor environments look great (particularly the dusty deserts of Saudi Arabia), and the animation is razor sharp, right down to Ryu’s cool little “ghosting” ability with some attacks. There are times the frame rate drops a bit when the combat gets somewhat heavy, but never to the point that it becomes lackluster. And the camera manages okay, though there are slight occasions it gets stuck behind a wall. No biggie.


As for the dialogue, it’s acceptable. Not to say it’s not cheesy at times, as enemies repeat the same thing over and over (“Damn ninja!”) and the alchemist is a little too show-offish for his own good, but we’ve heard worse.

Along with a main story mode, which will take you a few hours (maybe longer on Hardcore difficulty), you also get some pretty good online content. A co-op mode has you team up with a fellow ninja for various Spec Ops-style missions, relying heavily on teamwork. There’s also a cool little four-on-four team deathmatch kind of mode, which may not be heavy on strategy, but still packs plenty of bloodshed. Nothing wrong with that.

So maybe Ninja Gaiden 3 doesn’t raise the bar like some fans may be expecting it to be, but overall, it’s still a worthwhile sequel, especially when it comes to its crazy boss battles (I'm telling you, that T-Rex is NUTS), great online compatibility and an above-average presentation. What it lacks in the “Itagaki touch”, it more than makes up for with some impressive “slice-and-dice”.

Source : gamezone.com
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ART and LIFE

Virtua Fighter 5: Final Showdown preview

When Sega first released Virtua Fighter 5 for PlayStation 3 and Xbox 360, it entertained the masses with its slick animation engine, quality 3D backdrops, and elegant fighting style. The 360 version came with extensive online fighting options, making it a clear-cut winner — for the time being — with players who earned their skills in the arcade. Since that time, fighting games have moved on extensively, between Capcom’s crossover brawling affairs and Midway’s rebooted Mortal Kombat. Now Sega is eager to get back into the ring with a new version of Virtua Fighter — one that offers a number of new options and a much cheaper price. We recently got a chance to try it out at the company’s Digital Day event in San Francisco.

First off, most of the options that were in the original game are present in the Final Showdown expansion. You’ll find all the modes included, along with a Practice Dojo. Here, you’ll attempt to complete objectives and master moves using one of the game’s numerous characters. It’s a great mode to simply pass the time with or perfect your skills before you head online to take on the world.


Yes, for the first time in the series (the original game didn’t offer it), Virtua Fighter 5: Final Showdown will bring online play to the PlayStation Network. (It’ll be compatible with Xbox Live Arcade as well.) The game will introduce a great new matchmaking feature, where you won’t always be paired up against those who could thrash you in a heartbeat with the drunken Shun Di. Instead, it carefully examines your skill level and pairs you up against someone with an equal set-up, so you stand a better chance of winning the match. You’ll still have a fight on your hands, though, so be ready.

Virtua Fighter 5: Final Showdown’s cast of characters is quite the delight. A lot of old favorites return, including the leather-clad Sarah Bryant, still as sexy as ever; the traditional brawler Akira, who also appears in Dead Or Alive 5 (obviously, he’s much more natural here); the crazy Shun Di, who powers up with a new move every time he takes a swig from his bottle; and the returning Taka-Arashi, a Sumo wrestler who first debuted in Virtua Fighter 3. A new character, Jean Kujo, also joins the fracas, bringing a number of charge moves that make him devastating.

For a downloadable fighter, Virtua Fighter 5 looks razor sharp. The environments are somehow better than in the previous retail version, though the animations continue to be spot on, from Sarah’s spin kick to some of Shun Di’s more ridiculous grabs. It’s a polished engine, and the best Virtua Fighter we’ve seen to date. The audio is still what it is, with voices that either fit a character or make them sound worse (at least Sarah sounds nice) and decent background music.


But gameplay is the main draw here, and we’re happy to report it’s completely intact. During the demonstration, Sega broke out the deluxe fighting sticks to show just how dedicated the game is. It feels just right, between setting up Sarah’s lightning kick attacks and Wolf’s crazy wrestling moves. We didn’t have a problem executing any of the moves, even in the thick of a versus battle. Granted, your performance may vary if you’re using a regular Xbox 360 controller, but fighting fans will feel right at home here.

Virtua Fighter 5: Final Showdown is yet another awesome release in Sega’s digital library, and one that fighting fans will definitely want to save some time for when it debuts this summer.

Source : www.gamezone.com
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