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PlayStation 4 (PS4) Dark Souls III Game Review Complete

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Release Date: Out Now

Genre: Role Playing Game (RPG)

Publisher: BANDAI NAMCO Entertainment America

Developer: FromSoftware
Game Overview
As fires fade and only embers remain, journey once more into a world filled with more daunting and colossal enemies and environments. Developer FromSoftware and director Hidetaka Miyazaki continue their critically-acclaimed and genre-defining series with Dark Souls III. Fans and newcomers alike will get lost in the games hallmark rewarding gameplay and immersive graphics. Embrace the darkness.

Features:
  • Atmospheric Visual – Dynamic lighting and particle effects immerse players into a dark fantasy world of ruin
  • Interconnected World – Expertly crafted world encourages players to explore vast and breathtaking landscapes
  • Skills – Diversifies combat action allowing players to craft their own unique play style
  • Unique Online System – Evolution of trademark online multiplayer functionality that seamlessly integrates online interactions into single player story
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Game  Review
As a veteran of the Souls series (as well as Bloodborne), I am certainly very excited to look forward to the third iteration of RPG action on the dark fantasy theme from From Software. Once I tried it, I went back into a game that had a high level of difficulty but also gave a satisfactory reward.

If you want to be skeptical, actually the formula brought From Software in Dark Souls III is not entirely different from Dark Souls II. But, precisely because of the well-processed basic gameplay, I do not think there is a significant change to be able to attract the interest of this series of players who are hearted masochist steel.

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Blur - Dark Souls III is still a game with stories that can not be explained with certainty. Everyone has their own version of the story.

In Dark Souls III you are a dead person called Unkindled. When you are raised from the grave, you are assigned to restore (more precisely) the throne of the five Lord of Cinder.

Just like the previous Souls series (or Bloodborne), the story in Dark Souls III is told by using the environment and the goods as a medium of telling. Little stories and various details of the world you can know through the description of goods and the depiction of the environment that you meet. But that does not mean those two things will explain fully what happened.

Hidetaka Miyazaki as director of the game seemed to want the Souls series players to guess for themselves what really happened in this game by giving the story with as fake as possible. This I think is quite positive and actually evokes interesting discussions from players who have played Dark Souls III.

The story in Dark Souls III is full of obscurity like the previous series, but I do not think it will be a hundred percent you ignore. This is because you will be much more exposed with gameplay that can make someone release the controller and swear in front of the screen.

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Heavy and Full of Calculations - Dark Souls series old players should not need to adapt much to what is offered in Dark Souls III. For the uninitiated, Dark Souls III is an action RPG with a "heavy" movement and requires the right timing.

Every time you make moves like slashing or dodging, you will use some of the stamina meter you have. If your stamina is depleted, then you must move to a safe place or stay for a moment to recover it.

Thus, the movement you will do is quite limited and you are required to be able to perform any action as efficiently as possible. However, being efficient will not be enough because you are also required to have a good spatial awareness. Not infrequently there will be enemies or chasms at your destination to avoid.

Back again to the keyword "heavy", everything you do here will be slow and it's not without reason. Souls series always try to make you feel very weak when doing something.

Therefore, you are required to be able to calculate when to carry out the actions as precisely as possible. The game feels to be a survival action game that requires a high level of game with a small fault tolerance.

Difficult? Of course, but that does not mean it can not be mastered. In order to reach the required level of skill, you will meet death often. Yes, very often.

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Because Life is Too Short - Death is a core element in the Souls series that not only makes you learn, but also that will keep you going ... or it can make you stress. Calm down, I think the first possibility will often happen in Dark Souls III.

But that does not mean there is no penalty when you die. The Souls series has a Soul Drop mechanism in which when you die, the Soul you've collected (the currency for level up and buying stuff) will fall where you die.

If you die again before successfully retrieving it, the fallen Soul will disappear with the amount of Soul you are carrying. This mechanism makes you have to determine the best strategy for the progress you have done does not end up in vain.
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Old and New Mechanisms - The weapons you can use in Dark Souls III are quite a lot and have various characters. Starting from swords of various sizes, spears, to a variety of exotic weapons will be ready to help you defeat any existing opponent.

Following what's in the Bloodborne, now your armor can not be strengthened so you focus more on upgrading your weapons. The weight of the equipment you wear will also affect the running speed and dodge, so make sure you choose the equipment that matches your style of play.

Especially for magic, Dark Souls III again has an MP system (or this one called FP). FP here is also not only used for magic attacks just because there is a new battle mechanism in Dark Souls III called Weapon Skill.

With Weapon Skill, you will be given some new moves that will add variety of attacks that you can muster. The use of FP also makes the attack with Weapon Skill felt limited, so you feel like you have the ultimate stance to deploy in a pinched moment.

Thanks to the variety of existing gameplay, Dark Souls III feels to be quite personal in the development of his character. Customization in Dark Souls III is definitely not as deep as the RPG in general, but I think the stuff that's provided is pretty complex for an RPG action.

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A Dangerous and Dangerous World -  Dark Souls III has a setting in a dark medieval fantasy world called Lothric that looks dirty but full of detail. Colors in Lothric may feel very monochrome with gray, but it does not make the world unattractive to explore.

Following the tradition-level design that exists in every Souls series, Dark Souls III has a very wide level and is also evocative to be explored. The absence of a map or a minimap may make navigation in Dark Souls III difficult, but I do not think anyone would be lost in the dark world.

You will find various secrets in various corners of the place. The secret can be stuff, an enemy, or maybe a trap. Level design that interconnects one area with another also gives the impression widely. Not infrequently you will also find a variety of shortcuts to be able to move quickly.

Enemies that are presented have a move set and AI which I think is quite amazing. A little rash of course, you can immediately be exhausted by enemy countless weak.
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In addition, the pattern of attacks that are launched is quite diverse so you should always be vigilant in the fight with anyone. Oh, do not forget also the animation that looks flexible and horrible.

Of course, the vigilance I mentioned must be maintained when dealing with the boss. From Software seems to always try to make every fight with all the boss is very imprinted in the mind.

The bosses have a very savage form, stance, and movement. Guaranteed you will have difficulty when facing them all, but that does not mean you can not win it.

In my opinion, this is the ultimate experience to be provided From Software through Dark Souls III. Once you succeed in defeating the boss with a high level of difficulty and terrible form, you seem to have achieved a great success.

This is actually not a new thing in the world of video games, but From Software it seems to succeed in bringing the right formula so you always feel challenged. Nevertheless, I must admit if Dark Souls III sometimes feels the middle mengerjai the players.

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Jolly Cooperation! - If Dark Souls III still sounds difficult to play, then there is a multiplayer element that will make the game much easier. You'll find messages written down the street as long as you play. Uniquely, the messages are written by other players.

Usually the message contains instructions on what you will meet in front of you. Not infrequently also you will find a trap message to jump into the abyss or about curhatan players Dark Souls III which I think is quite hilarious.

You can also call other players through Summon Sign which is guaranteed to help to defeat the boss that you find too difficult. Besides being helped, you can also help others in the same way as well.

It is worth noting also that you can be invaded by other players who try to kill you and you can do the opposite. The multiplayer elements presented make the lonely world of Dark Souls III become more lively because you know there are other people who are struggling also in different places.
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Un Monotonous Monochrome Presentation - 
As I mentioned earlier, Dark Souls III is filled with gray in the environment, but that does not mean there are no other colors as well. Thanks to the highly detailed design environment, the visuals in Dark Souls III look very beautiful even though it looks dark.

The game engine previously used to work on Bloodborne seems to be re-used fairly well by From Software in Dark Souls III. This can be seen from the number of objects that can be seen until various other visual effects that make the game becomes more stunning to see.

Review Dark Souls III | Screenshot 5 For a more perfect experience, I suggest to play Dark Souls III using powerful PC gaming. Different from the previous series that is less fun for PC users, Dark Souls III has a much wider visual option and has good performance on PC.

Music is also one of the things that bring the atmosphere in Dark Souls III to be very epic. Although it is not in all parts of the level accompanied by music, but with the music is very majestic in the boss battle, the experience you will feel to be much more memorable.
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Conclusion - Dark Souls III is a new iteration of the Souls series that I find very satisfying. With well-maintained gameplay, eye-catching level design, as well as a battle against the mind-bogging boss, Dark Souls III is probably the best Souls series you can play at the moment.

Dark Souls III may indeed look to have a high degree of difficulty, but I do not think you need to be too scared because this game is not an impossible game to complete.
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You will never achieve a true success unless you love what you do.


Salam Gamer MANIAK

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PlayStation4 (PS4) Dark Souls II Scholar of the First Sin Game Review Complete

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Release Date: Out Now

Genre: Role Playing Game (RPG) / Action

Publisher: Namco Bandai Games

Developer: FromSoftware



Game  Detail
Prepare to Die again in the complete Dark Souls 2 experience with Dark Souls 2: Scholar of the First Sin. Hallmark challenge & reward await you with augmentations, additions and enhancements fueled by the passion and talent of famed Japanese studio FromSoftware.

This new edition takes advantage of the next generation capabilities of the PlayStation 4, giving fans of the series and newcomers alike updated visuals, rebalanced gameplay, a higher maximum number of players for online play, new and deadlier enemies, a brand new NPC to discover, expanded lore and new in-game events.  Dark Souls II: Scholar of the First Sin game also has the Crown of the Sunken King, Crown of the Old Iron King, and Crown of the Ivory King DLC already included as well.  This is the ultimate version of Dark Souls II.


Game  Review
There was a short run, a tap of R2, and a massive swing of a greatsword, and Aldia, the hideous abomination known as the Scholar of the First Sin, went down in a fiery gust of wind. The fight took five tries. I was still surrounded by phantoms--wild, fearless NPCs who chipped at the Scholar even as they burned alive standing too close. I was draped in the armor of a dead enemy, the Smelter Demon, one of the myriad moments when Dark Souls II threatened to break my spirit in half. I stood in an empty arena while the disembodied spectre of Aldia gave his last lecture on the nature of good and evil. And it was right at that moment that Dark Souls II and I finally, truly saw each other.

In the game, Aldia says in his first appearance that there're only two paths: “Inherit the order of this world, or destroy it.” It's the Souls ethos in a nutshell. There's nothing in that simple statement or any of his later dialogue to suggest that winning or saving this world or its people is a goal or anything to aspire to. It suggests simply that the world of Dark Souls II has a way of digital life that involves sacrifice, hard decisions about the distribution of power, and the fact that seeking more has an iron price. There's no cowardice implied in abandoning hope. It acknowledges power and glory coming at great cost, with no shortcuts or easy roads. And it acknowledges that it's inevitable that most will fail.

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This was what From Software had in mind for its players. But it's not what I had in mind standing in that arena.

What I had in mind was Whiplash.- You know Whiplash: that drumming movie with Cave Johnson as Terence Fletcher, the world's most evil jazz conductor. Specifically, in the last scene, when, after months of abuse, of blood spilled over drum kits, of mistakes and broken bones, and one final, cruel joke, Neiman, the prodigy, goes back to his set and proceeds to improvise one of the greatest musical performances ever set to film. Right before the final notes, he and Fletcher share a silent look. “Now you understand.”

After three games of hitting a wall at the 30-hour mark, Dark Souls II: Scholar of the First Sin eventually stopped screaming at me and started teaching, in the way that every good teacher should: it took away comfort. Every moment that felt safe and familiar from the last outing was infused with danger, with a new enemy, a new reaction to obstacles, a cue to always be ready to face what's around the corner--a constant awareness that doesn't go away the closer you get to the endgame. A dragon awaits you instead of a knight. Where an enemy with the high ground might have shot arrows before, your path is peppered with firebombs. Red phantoms and The Pursuer are now common aggravations, placed just about anywhere you once thought was safe, and occasionally where you were already overwhelmed, just for the extra kick to the teeth.

Revisiting older stages at a higher level, and with better gear, very often finds enemies far more hostile and still able to punish arrogance. Remember that merchant you know is in a specific room, that bonfire you just have to kill one more knight to access, that one Chloranthy Ring +2 that would go nicely with that stat-raising shield of yours, that zipline that would shortcut you into a saferoom? They're probably not there anymore. Few of the hardwired safety nets players know of exist, and even experts have no idea just how devious the game can be in doling out hard lessons in pain and frustration by not approaching every situation with the same care as you did the first time.
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And so, once again, every Dark Souls II player is on equal ground. Every Scholar of the First Sin player is powerless, with returning enthusiasts only able to say that they've seen these massive places once before and that they know how to do battle in them, not that they know what to expect. Their new-game-plus advantages go out the window, a hefty but worthwhile technical price of admission for the complete rearrangement of the game's layout and flow. This goes double for the now-fully integrated Crowns add-ons, with the keys to access no longer magically appearing in inventory, instantly accessible after their respective Primal Flames but hidden in the game's most diabolical locations, which is far more befitting three Herculean tasks now woven into their story the way they're meant to be: as a means to make King Vendrick dispel the Curse of the Undead once and for all.

That word's an important one: befitting. During this runthrough, part of the problem I faced after the 30-hour wall was the idea of never feeling the urge to continue because, ultimately, what I was fighting for was so nebulous, the world I was trying to save so oppressive, that it made the task ahead seem all the more futile. Scholar of the First Sin sweetens the pot ever so subtly. The murky, choppy ruin that was its graphical showing in the last-gen had been transformed into 60-fps awe hour after hour, a feeling that the series hadn't been able to inspire previously on consoles, settling at most for impressively desolate. It's an invisible boon, in that precision is even closer within your grasp now that you don't feel the console struggling to catch up to every heavy move you make. Every new environment, even when laid waste by thick clouds of poison, or drowning in lava feels like a place worth surviving in, is a place of intricate details waiting to be noticed. The texture of a shield gleaning in pale sunlight, the reflection of neon plants and sorceress' spells reflecting off the water--these are the details that you find yourself immediately drawn to while you catch a brief moment of respite. Granted, PC players have enjoyed that privilege since the first release, which has improved with each new unofficial mod. For them, this will be an example of added nuance rather than a breathtaking overhaul, but it is an improvement, regardless.

The world of Dark Souls II has a way of digital life that involves sacrifice, hard decisions about the distribution of power, and the fact that seeking more has an iron price.
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Every new item, even a dead boss's soul, armor, or weapon, isn't just a tool with a vague description but now has new bits of story to impart, a bigger piece of this world to engage with, to realize that the story of your Hollowing is unique, just like everyone else's. Aldia, as an NPC, starts literally and metaphorically blowing up on the scene the second Dark Souls II starts getting rather linear, and it's perfect timing: Aldia is there to question your next steps and make the last segment feel like a march to something potentially beyond your understanding, a contrast to the Emerald Herald, whose blind, unyielding hope feels less like simple encouragement but whose directions feel like the strongest chance to do some good. The stream of information, the steady escalation of stakes and intensity, continues, with the knowledge that the inevitable fights with this thing, the mad king, and his wife are coming and that their deaths will only have meaning if you choose it. As opposed to a willfully obtuse collection of setpieces, the Scholar Edition knits in all the disparate parts that came after release, creating a much more organic experience, which is the best feeling to have when separate content is being included with a standalone game. It feels like a whole experience that won't usher you from start to finish like most games, but certainly has a complete, gratifying feel to it.

This is all brilliant and bold flesh held together by the tempered adamantium skeleton that is the Souls' series unforgiving combat system, which is still unchanged. It is a game of neverending considerations of risk and reward, questions about what to do with power when given, and will it prepare you for everything, despite the fact that, until the bitter end, nothing, not even the enhancements, will ever mean that you are prepared to do anything but die in Dark Souls. The changes in Scholar of the First Sin show the why. The how remains brutal and intimidating from beginning to end.

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Three things assuage the fear: one is the knowledge that you are not alone. Through messages, carefully laid hints, and the ability to summon a bigger army to your aid, to gather all the souls possible, versus enemies or other humans, everyone works to slay this beast in his or her own way, and while one often expects the worst of gaming communities, the help and messages of luck vastly outnumber incidents of stupidity. Scholar's addition of an additional enemy on each side makes a world of difference. Every call to protect your covenant, every cooperative boss slaughtering, and every straight-up brawl is less like a tag team match and more like an all-out war. The game experiences its sole jitters here, on occasions of multiple spells crisscrossing the playing field, but the hiccups never last more than a second.

The second is the fact that moments come, with time, effort, and drive, when Dark Souls II's hostility gives way to mercy, moments where one's careful considerations are rewarded. Perhaps the greatest new example is the Dragon Aerie and Shrine, where dragon eggs and their mothers are virtually everywhere. Breaking more than three eggs means that every dragon wakes up ready to tear you to shreds, and, in an evil gambit, three eggs block your path inside a cave. But carefully breaking only two of them, just enough to pass, means that every dragon stays peacefully asleep. Later in the Shrine, gold-plated guards new to Scholar of the First Sin now line every major passage. They are completely peaceful as long as you never angered the dragons, which leaves you with only the giant knights to deal with.

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The third thing that broke me through that wall, after so many deaths and so many hours of hell, was simply realizing the problem was myself. Every gamer has been trained to take from a game that supreme mastery of the world is a given. Enemies want to die. Stories want to be told. Pushing a button meant that everything in my character's line of sight was in danger. Even after the credits roll and the throne is yours (or not), you are never the master of Dark Souls. You survive. You sometimes persevere. But Drangleic will always have it in for you, and rushing into a new area thinking that you’re its master is a sure way to find yourself taken down multiple rungs. In being beaten by Dark Souls, I found patience. I found patterns. I found how I wanted to take on the world, and the leveling system was more than happy to oblige my decisions. I found the world itself telling me more of its fascinating secrets the braver I became. As the game became linear, with the three crowns obtained, the souls of dead giants in hand, and the Emerald Herald urging me to slay Nashandra, I found that Dark Souls II had taught me to never over- or underestimate a game world.

And it's a hard-won love that Dark Souls II has you earn, a love that took a second, enhanced port to truly find. It is a demanding and seemingly interminable game that puts up its most beautiful and its most evil machinations right at the outset. Its greatest spectacles are the ones that will kill you the fastest. It will taunt. It will demoralize. And yet, it has never done a better job than now of beckoning you on than in Scholar of the First Sin. It will never offer you true power, but those who seek it with enough conviction will at least find satisfaction. That's a feeling that few games offer and few even should. And yet, the exultation of hard-earned victory here, of saying “What's next” with all the fear, fascination, and excitement of any good, bloody fight, has more joys than most, and even though the game is won, I find myself itching to go back.
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Salam Gamer MANIAK

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PlayStation4 (PS4) Dark Cloud Game Review Complete

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Release Date: Out Now

Genre: Action / Role Playing Game (RPG) / Simulation

Publisher: Sony Computer Entertainment America

Developer: Level-5



Experience PS2 games on your PlayStation 4 system
War of the Monsters has been converted from its original PlayStation 2 version to include 1080p up-rendering and Trophies. Additional enhanced features include Share Play, Remote Play, Activity Feeds and Second Screen support for game manuals with PS Vita system or PlayStation App. Purchase & download PS2 games from PlayStation Store.

Game  Overview
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Two great continents, one an advanced civilization driven by progress and technology; the other, where nature is the center of all existence and everyone lives harmoniously side by side.  Two cultures that have never had contact with each other…until now.
  • An ancient evil has been unleashed.
  • Journey on a quest through time to unravel the mysterious tale of the Dark Cloud.
  • Innovative new gameplay, GEORAMA.
  • Build it—build a customized world. Play it—interact with the world in real-time. Live it—build the worlds and unveil clues and pieces of the storyline.
  • Six playable team members each with their own unique abilities, weapons, skills and strengths.
  • Detailed weapon system allows you to change and increase your weapons strength and damage.
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There's nothing wrong with giving the proverbial nod to other game developers and incorporating successful elements of their video games into your own project. But if imitation is the highest form of flattery, Dark Cloud is the embodiment of Sony gushing over the competition. Its artistic elements and battle system owe a great deal to Nintendo's Zelda series, the heavy weapons management is reminiscent of Vagrant Story, and its world-building georama gameplay has been unquestionably inspired by the SNES game Actraiser. But no game has blended all these compelling and unrelated ideas together into one highly addictive and surprisingly cohesive experience until now.

You play as Toan, an elfin teen who bears a striking resemblance to Link of Zelda fame, with his pointed ears and green cap. One night while a festival is underway in his village, an enormous pink pig called Dark Genie destroys Toan's village under the command of the conniving Colonel Flag. With his community in ruins, Toan is asked by the guardian of natural spirits to rebuild the village and any other communities that may be attacked by the hulking piece of pork in the future. This unlikely story quickly takes a backseat to the scores of subplots that are featured in the game. Toan eventually allies himself with five other characters, reunites a couple who have been separated for hundreds of years, restores a warrior's internal faith, and much more. Dark Cloud's primary quest is flaccid, but it sets up the georama elements, and its wealth of subplots act as an effective distraction.

The first order of business when playing Dark Cloud is to enter one of the randomly generated dungeons and destroy monsters, plunder treasure chests, and collect items. There are just a handful of dungeons in the game, and each one contains 18 stages that look nearly identical to each other--the only differences being room configuration, object placement, and enemy selection. The most important items to seek in the dungeons are the atla spheres, which contain georama pieces. Georama pieces may represent entire houses or the objects that go inside or around them like fences, lamps, chimneys, and people. Once a building has been dropped into place using the georama's tile system, you can begin inserting any of the building's components you have collected. When all the pieces of a building or landmass have been installed, events occur that will move the plot forward, award you with a new ally, or provide you with an item that is essential to making headway in the game. The georama system is fairly simplistic, but its end result can be quite satisfying. Waltzing through a detailed 3D community that you built from the ground up and interacting with its denizens can be a great deal of fun regardless of how it was accomplished.
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Dark Cloud's combat system is 100 percent Zelda. You lock on to enemies with the circle button and attack using the equipped weapon with the X button. If you hold down the X button and release it, your character performs a special move like a jumping slash attack or a powered-up projectile attack. Once locked on, you may strafe around the enemy, dart in to attack, or retreat with the analog stick. Up to three other bombs, spells, and remedies can be selected from a three-window interface with the directional pad, and they can then be triggered with the square button. Cycling through targets is accomplished with the L1 button, and guarding is mapped to R1. The combat system, while not revolutionary, is tight enough to allow you to appreciate the range and quickness of each of the six playable characters.

Each playable character has a unique set of strengths and weaknesses. Toan is the dominant, well-balanced character, and he carries the rest of the party through the adventure with his sword. The rotund Goro has a high attack rating with his carnival hammer but is slow of foot. Chao, a cat transformed into a human by a magical potion, uses a slingshot to keep enemies at bay but takes a great deal of damage when struck. Ruby, the purple-haired genie, uses powerful projectile magic but is vulnerable while casting spells. Ungaga has a wide attack range thanks to his spear, but the sweeping motions required to use it often leave him out of position to defend. Shida joins the party at the end of the game and offers help for the endgame sequences. Outside of the occasional boss fight, using the extra characters is little more than a formality. Swapping characters is continually required to perform mundane tasks like jumping over a gap, blowing harmful vapors away, or unlocking a door. Restricted-zone levels also pop up occasionally that force you to complete the entire level of a dungeon using just one character.

There are dozens of weapons in the game, and each one has a selection of slots that may be filled with a variety of attribute-altering items. There are items that give you enhanced abilities against specific types of enemies; items that change your character's ratings for attack, endurance, speed, and magic; and discs that beef up your weapon's fire, wind, ice, thunder, and holy capabilities. Each weapon has a specific number of attacks that it can inflict before it breaks and vanishes. Inevitably, you will lose a weapon you have spent hours of time leveling up and will not want to go back and start from the last save point. The only remedy to this situation is to save every 10 minutes, carry plenty of weapon repair powder, and watch the meter like a hawk. The attack meter leeches a great deal of excitement out of the game because it forces the pla
yer to refrain from getting mixed up in any sort of uncontrollable melee.

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As you attack with each weapon, its level-up meter gradually increases, and when the meter reaches the top, the weapon may then be upgraded. Upgrading a weapon while items are attached allows it to absorb their capabilities. Once a weapon has reached level five, you may intentionally break it and trap 60 percent of its power in a synthsphere. The synthsphere can then be attached to other weapons to drastically enhance their abilities. The weapon management in Dark Cloud is deep and demanding. Keeping constant watch over your attack meter for fear of losing a cherished weapon can become a chore, but the attachment system is open enough that you can almost always alter your weapon to target the specific enemy types at hand.

Dark Cloud's graphics can be both stunning and disappointing. All six characters look great, and it's obvious that a great deal of time was taken in crafting their personalities through animation--the rotund Goro waddles while Chao prances on her toes just like a cat. The buildings you place are incredibly detailed and include polygonal dishes on the tables and heaps of modeled objects pouring out of the closets. The real-time spell and weapon effects are impressive, and they're visually scaled to match their impact on the enemy. Graphical tricks like real-time shadows, depth blur, and particle effects are prevalent in most settings, but overall, Dark Cloud's environments are a potluck. Brownboo Village, where the Ewok-like moon people reside, is both spectral and majestic with its rounded buildings sitting atop curved perches and shimmering particles floating in the air. Conversely, the port town of Queens is so bland and barren that it serves as little more than a plateau to place the restored buildings on. By the third stage of each dungeon, things become undeniably monotonous due to constantly reused textures and objects. More dungeons and fewer levels per dungeon would improve Dark Cloud's visual appeal immeasurably. Other graphical problems include flickering textures and a camera that regularly gets stuck behind objects while your character is locked on to an enemy. The monsters also tend to lack imagination unless you think a fish with a spear or a zombified elf is pushing the envelope. Dark Cloud would have been visually arresting if it had been available at launch, but now that the second generation of PlayStation 2 games are hitting the market, it falls a bit flat in this regard.

Dark Cloud's aural qualities are its weakest link. For a game that can take more than 30 hours to complete, the inclusion of just a few songs is inexcusable. One can only hear so many mandolins and flute trills before becoming disturbed. Some of the more dreamy compositions work well initially but lose their charm after being heard 10 times per hour. Dialogue for the characters would help Dark Cloud's sound substantially, but the story is told in text bubbles instead. It's somewhat understandable considering there's more than 100 NPCs in the game, but this is the sort of feature that DVD-based console games are supposed to facilitate.

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As one of the longer single-player experiences currently available for the PlayStation 2, Dark Cloud successfully blends adventure, RPG, simulation, and strategy elements into one incredibly addictive game. Despite its gameplay quirks and repetitive dungeons, this game will handsomely reward those who invest the time to learn the nuances of its weapons system. While it's not the Zelda for the PlayStation 2 everyone was hoping for, Dark Cloud puts its own significant stamp on the adventure-RPG genre.
Two great continents, one an advanced civilization driven by progress and technology; the other, where nature is the center of all existence and everyone lives harmoniously side by side.  Two cultures that have never had contact with each other…until now.

An ancient evil has been unleashed.
Journey on a quest through time to unravel the mysterious tale of the Dark Cloud.
Innovative new gameplay, GEORAMA.
Build it—build a customized world. Play it—interact with the world in real-time. Live it—build the worlds and unveil clues and pieces of the storyline.
Six playable team members each with their own unique abilities, weapons, skills and strengths.
Detailed weapon system allows you to change and increase your weapons strength and damage.



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Salam Gamer MANIAK

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PlayStation4 (PS4) The Crew Review Complete

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Release Date: Out Now

Genre: Action / Racing

Publisher: Ubisoft

Developer: Ivory Tower


Game Overview
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With exploration, customization, and a wide, connected experience, The Crew redefines what you know about driving games and takes you on a relentless ride all throughout the United States. Seamlessly jump in and out of a massive network of fellow drivers, and build your crew of friends to take on heart-stopping missions throughout metropolitans and natural environments all across America. Customization is the key to success, though, and an extensive tuning system will prepare your ride for any terrain that lies ahead of you.


Gameplay Details
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  • Coast to Coast, On Road and Off
The entire United States is your driving playground, covering thousands of square miles, from city to suburb, county to county, state to state, coast to summit. Discover what freedom truly means, without any barriers to restrict your car to the road, in a world of unprecedented scope and loaded with exciting challenges. Crush rival crews in illegal street races in Detroit, chase down that last Colorado collectable in the snowy mountain peaks of Aspen, beat everyone on the racing track or run after a target in the water drains of Los Angeles. This is driving at its most exciting, varied and open.  
  • Customize Your Ride For Any Drive
Earn new vehicles as you progress and customize them, according to your style and driving preferences. Do you have the required mastery for an endurance race, or the lightning-fast reflexes to tackle and epic downhill rally? Collect cosmetic and performance parts – stickers, liveries, rims, bumpers, skirts, wings, hoods – and make your car unique and take it on any terrain – asphalt, snow sand, dirt, grass. Anywhere you go, there’s always a friend ro show it off to, and more people to beat.
  • Never Drive Alone
Join a living, breathing world of car enthusiasts, where you always have someone next to you, ready to take on new challenges: take down a rival faction driver on Las Vegas Strip, escape the police patrols across downtown Chicago, or confront an opponent crew on Florida’s beachfront highways. Make new encounters, cooperate with your friends, and beat their achievements when they’re gone. Build your crew of four drivers and take them in a thrilling ride through the entire USA.


Review Game
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Racing games alone may already be able to attract many people to play it; but add a huge open world to explore plus also filled by other gamers from around the world? The result is The Crew. Online multiplayer racing game is not half-hearted to hold the action. At least you can drive up to more than 10,000 kilometers of road without any restricted!

You can choose a comfortable view, both from inside and outside of the car.
You can choose a comfortable view, both from inside and outside of the car.
The charm offered by The Crew does not stop there. You will continue to be preoccupied with various activities that can be played. The numbers are so many and the types are varied. In fact, you can spend more than 20 hours just dodging in the extra activity alone, without much following the main mission!

All the elements in The Crew seem to be so perfect for the new generation of racing games. However, The Crew was also a shortage. In fact, for some occasions he can disturb directly the game that is running. What problems can cause this? Find out in our review below.
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Revenge and Justice - You will play Alex Taylor, a wild racing driver who does not like being tied to anything, including the 5-10 racer organization his brother founded. At least until Alex was trapped for her sister's killing by Shiv, the mysterious racer who was after the 5-10 throne, and Couburn, a corrupt FBI agent who was eyeing the illicit trade through Shiv's help.

Alex is languishing in jail for a crime he did not commit until Zoe, a beautiful FBI agent who wants to quell Couburn's crime from within 5-10. Zoe makes a deal with Alex to arrest the person responsible for the crime. However, infiltration into 5-10 is not as easy as it used to be, because now they are turning into a brutal organization of crime.

Alex's effort starts with starting from below; become an official member of 5-10 and climb the career ladder of the organization by completing the various tasks assigned by the boss who controls one of the five states in the United States. His duties are also various types, ranging from regular races to hit the opponent's car until destroyed!
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The Great Playground - It is no exaggeration to say The Crew is a great playground. The map used for The Crew is the United States, a continent with a very large size. The position of all the cities and streets in The Crew is exactly the same as the original on the map. Only, to make it easier for you to drive, its size is minimized. However, small is not like in other games. It takes you at least 45 minutes to drive from the west coast to the east coast using the fastest car!

Its size is so massive look straight when you see the game map on The Crew. The zoom scale in this game can show the entire American continent in one screen to a height of about 50 meters from the ground. When at the highest zoom, all the existing activity icons look so crowded. Though the distance between the activities of one with another ranges of one kilometer or more!

The playground is not only large in size. It is also adorned with a variety of busy cars moving and giving new levels of difficulty in playing racing games. Because, they still exist and fill the streets when you follow any kind of race! So, you can not race like any other racing game and follow the racecourse peacefully through a difficult bend.
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The vehicle population in The Crew is also influenced by its location. When you drive in rural areas, the number of cars that are relatively few and more dominated by a large interstate truck. However, do not expect so conditions if you race in a big city like New York. The streets are jammed and filled with crowded yellow cabs are commonplace in the Big Apple. However, time also determines the traffic conditions. So, the night is much more lax when compared to the morning or afternoon.

at crashing accidentally. However, police patrolling American streets are a real threat. They can pursue your car with ferocity, especially if your crime rate is at the highest level! No matter how fast your car is, the police are always able to catch up and hit the car to stop. Especially if you drive straight and do not like cornering sharply. If you are stuck for a while, the capture indicator will appear and when full indicates you are caught. The penalty is paying a huge ticket!

At first, all the activities you can follow do not just look on the map. In fact, the map is still covered by a gray veil. To find the various icons, you need to find satellite antenna in the form of parabola scattered in several areas. The exact location is not explained clearly, only in the form of approximate location. So you have to find your own position by using the distance indicator when it is close enough. This concept is similar to the Sychronize function in Assassin's Creed. Brightly, The Crew and Assassin's Creed are owned by the same company, Ubisoft.
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Hundreds of activities await - Once you find the satellite antenna and open access to activities in one area, then it's time to have fun starting. Activities that you can find are divided into skill challenges, Landmark locations, junky positions to find secret cars, and additional missions from faction. Every mission or skill challenge always has a level limit that you need to fill before you can play it. The level itself will increase if you successfully complete many races through point Experience. Further discussion of the effects of the Level will be revealed later.

Toggle more detail to the skill challenge. This challenge as the name suggests will test your ability to drive. They are divided into several types of activities, such as driving at high speed without getting out of the way, up the hill, slalom test, escape from an area, to jump far. All challenges are divided into four types of classification winners, namely Bronze, Silver, Gold, and Platinum (Platinum can only be obtained after reaching level 50).

Such a medal classification certainly has a function to share prizes earned by players. In addition to some money called Bucks and point Experience, you also get different car parts in each medal. Bronze is the lowest medal and he will give standard car parts according to predetermined levels. Bronze Medals, Silver, Gold, and Platinum provide the same better performance part with additional random bonus performance, between maximum speed, acceleration, grip, and braking ability.
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So, getting the best medal in the skill challenge means you will improve your car's ability well above the average. The concept of a random bonus on each part also makes you need to grind to get the desired bonus. This is more necessary once you pursue the Platinum part. Because, the Platinum part will give part with a random level between 40 to 50. Therefore, you will do grinding twice as long as just looking for the right bonus only! Now, you also have to repeat the same challenge over and over again to get the Platinum level 50 and the random bonus you want!

Other activities, such as faction missions, require more time. Once you reach a certain point in the main mission, you will be granted access to one of the five factions that control the hemisphere of the United States. Each faction will provide a mission to gain reputation points, money, and experience. The reputation will determine your position in faction and automatically the amount of "daily salary" received. Faction mission can take up a lot of your time, between 10 minutes of race to 1 hour race across America and Time Attack for 1 hour! In addition to those grueling races, you can also participate in faction through Player versus Player (PvP) challenges.

Other less intense activities in The Crew are looking for Landmarks and secret cars. Every area in America, namely Midwest, East Coast, The South, Mountain States, and West Coast has its own Landmark and secret car. Landmarks are an important area within a city, as does Monas that denotes Jakarta. You can find a variety of factual information when discovering the area and there are at least more than 200 points of Landmark in The Crew. When you manage to find all the points, The Crew will award a typical license plate for your car. What an innovative way to introduce important locations in the United States!
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While the secret car from Hotrod dipencarkan be 20 parts in every area of ​​America. How to find it just like a satellite antenna; You need to open a signal to predict its place through a satellite antenna, then look it up in one area using a radar indicator. Once found, you simply hit or just near him. Only the area you have opened its headquarters (HQ) is through story progression that his secret car can use after all its parts are found. The position of the secret car part is well hidden and requires perseverance to find it. The position of the secret car part is well hidden and requires perseverance to find it. The position of the secret car parts is sometimes very difficult to achieve. They may be at the bottom of a cliff or on a steep hill. Fortunately, you can use the Fast Travel feature to reach the area without the hassle of finding a way to get there. From the map, just point the pointer and select the Fast Travel option. However, the unopened area of ​​the unvisited alias can not use this feature. Do not worry, your car will open a fairly large area radius, about 500 meters around it. So, simply teleport to the open area that is on the edge of the veil and it will open the veil around it. Does this make it easier to open all the curtains in the Americas? Not really, because the area that needs to be opened is huge!

The Car Is Your Identity! - The Crew has a similar concept like a Role Playing Game Online (RPG Online). In RPG, you will create an avatar or character developed through adventure and quest. Same also here, the difference is you will strengthen the car. You can choose one of 40 cars (with notes you can afford it), dress up the car, and strengthen it with the leading car parts of the skill challenge.

The part you can not just buy at the store. To gain access to a part for use in another car, you must win it first in a skill challenge! So, the more you get random bonuses for one part at a certain level, the more you can choose for another car. There are at least 11 types of parts for your car and all you have to win to get the best car!

However, the part of the car you won does not necessarily work for all your cars. First, your car is broken into five types based on performance, ie Street, Dirt, Performance, Raid, and Circuit. All that could have come from one car or several different cars. Therefore, not all cars can be converted into all types. Well, certain cars, such as Nissan Skyline with type Street partnya can not be used for Nissan Skyline type Dirt! So you should search again by using the car of the desired type.

Okay, the case was for a car of a different type. However, what about the same type of car, for example Nissan Skyline Street type with Chevrolet Camaro Street type? The same type, is not it? Apparently, you still have to find more parts for the car, with the exception you can buy parts that have been obtained in the store. Only part of the same type and has been obtained from solve challenges that will be sold in the store!

Performance of each car part is promised to be arranged in more detail by using additional applications for your mobile device. Unfortunately, Ubisoft is still promising the existence of this apps and planned to be released in 2015 later. Not only that Ubisoft promise, an important part of the game, namely Drivehub whose concept is to bring players in a community of drivers still not running alias offline when The Crew was released. Drivehub should give players access to challenge other players.

Switching to other functions affecting the game, you can use a facility called Perks to improve driving skills. As you level up, you will get some benefits, namely the increased level of your vehicle - which is more influenced by the part used, and the Perks points. Perks are of different kinds, depending on the extra character in the story you've found. Each character in the story has a special Perks, such as improving car control, brakes, acceleration, even able to accelerate the price of the car!
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Looking for Crew Mainstay - As the name implies, The Crew asks you to find other players to be crew racing. This is important, given the challenges that exist in this game becomes much easier when played together. For example, when you want to destroy another car on a mission, it's much easier to finish off with coordinated action from multiple cars. In fact, it would be very difficult to get a medal over Silver when playing alone in the story mission!

Fortunately, you can invite other players in a session via the Quick Coop option when choosing a mission. However, it does not mean other players will participate in your mission. Because, they are always preoccupied with the challenge of skill to get the best part in his car. This reason also makes the players in The Crew more concerned with prizes than skill challenges rather than prizes from the story's mission.

The presence of other players on the same street as you also provide new challenges in The Crew. They sometimes become a deadly obstacle when you are solving a skill challenge or other mission. Once upon a time we were grinding to get Platinum level 50 part in Jump skill challenge. On this challenge, we had to race the car fast and jump off the sloping platform. Until there is another player's car blocking the runway and making the car fall apart! Not just once, but repeatedly from different players!

The necessity to interact with other players also provided another problem for The Crew. You must continue online to play this game, even if you only play alone. In addition, Ubisoft servers also often experience problems, especially disconnect (disconnect) and server errors. Once upon a time we were running a faction race 1 hour and in 45 minutes the server broke up! The server also experienced an error so that all vehicles other than the property does not move. Finally we use this situation to solve all the chased police challenges in all cities! The hardest challenge becomes so easy.
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Conclusion - The Crew has a concept that must be recognized is a wet dream of all gamers race in the world. When else can you have tremendous freedom across the vast American continent, at the same time being able to interact with other players easily? The huge number of challenges that can be encountered also ensures you will never be bored exploring this game.

However, the need to continue online on the Internet found the problem, especially since Ubisoft servers were impressed not ready when the game was released. There is also a feature that still can not be used. In addition, Ubisoft's qibla to continue using the credit-card replacement system in-game via online stores has a love-hate relationship among its players. One side of the credit makes it easy for players who do not have long playing time and raise money to buy the best car; the other hand it lowers the efforts of other players who can only buy the game only and can not shop online.

Advantages
  • A huge open world
  • Many secrets to discover
  • Can teleport easily
  • There is a level development system
  • Easy to find other players for coop and pvp
  • Vehicles are easily controlled
Deficiency
  • Must always be online
  • Server is less stable
  • The need for long grinding
  • Number of cars a bit
  • The level of difficulty of playing alone is quite high
  • Suitable for gamers: Racing enthusiasts, like grinding gameplay, have plenty of time
Not suitable for gamers: Impatient, like racing simulation




Salam Gamer MANIAK

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PlayStation4 (PS4) CounterSpy REVIEW Complete

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Release Date: Out Now

Genre: Action

Publisher: SCEA

Developer: Dynamighty




Summary: Synthesizing the spy mythology and unique aesthetics of the 50's and 60's and set during the Cold War, CounterSpy highlights the rogue third spy agency, C.O.U.N.T.E.R., which keeps the globe's superpowers at bay. As each side of the ongoing conflict nears the unleashing of a blow of earthshaking proportions, C.O.U.N.T.E.R. takes action, furtively subverting their plans and maintaining world peace with subterfuge.

Destruction - Unfortunately, having to go back to maps over and over again, especially when things ramped up in difficulty near the end, exposed CounterSpy's frustratingly inconsistent AI. I was puzzled as to why sometimes enemies spotted me and other times they didn't, especially when I was basically doing the same moves over and over again. There was no predictability to the experience, which caused its fair share of annoyances. This is an issue for a stealth game.
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What's most frustrating about these AI problems is that it conflicts with an otherwise brilliant mechanic in CounterSpy, which revolves around its DEFCON meter. This meter, which ranges from one to five, is affixed to the individual sides, and goes up or down depending on how stealthily and successfully you've worked your way through previous stages. I absolutely adored this idea, because it gave weight and consequence to how you did previously, and it could make or break how you'd be doing in the present. But with so much of it contingent on occasionally finicky controls and inconsistent AI, keeping your DEFCON counter in check required more patience than skill. And that bummed me out.

CounterSpy is a strange beast. Developed by fledgling studio Dynamighty, it's an ambitious game that strives to bridge the gap between 2D and 3D stealth, while also attempting to juggle randomly generated levels. And while it plays host to some truly unique mechanics, and consistently brilliant presentation, it's unfortunately largely unsuccessful in this goal.
The title features a fairly rudimentary story: you work as a super-secret spy in an agency whose goal is to stop Russia and the USA from bringing about the devastating destruction of the entire world. In a crafty bit of social commentary, the game posits that the two countries have such similar plans for world domination that it doesn’t really matter which you infiltrate. Thus, you can always choose between taking a mission in Europe or North America. The differences between the two types of stages are largely cosmetic, but it does give you control over which rewards you collect in exchange for your daring deeds.
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In terms of gameplay, the indie is, as previously mentioned, surprisingly ambitious. In many ways, it feels like the developer has attempted to take the stealth of the original Metal Gear Solid and flatten it onto a 2D plane. The levels themselves are randomly generated, and initially seem quite simple. However, when you take cover you’re instantly switched back to a more traditional third person perspective, which is used to line up and take shots. These clever perspective shifts give the levels a sense of depth, both in terms of gameplay and visuals.
Sneaking is obviously the name of the game here, with countless alarms and guards littering the title's many hallways. If you happen to trip one of these alarms, or fail to take out your attackers in a speedy fashion, a gauge will fill up, which, if ignored, has the potential to increase the defcon level. If either of the two spurring superpowers hits maximum defcon, it will immediately bring about a never-ending nuclear winter. Needless to say, you’ll get a game over when this happens. This structure creates a palpable atmosphere of tension, which only grows as the two giants inevitably creep closer and closer to certain doom.

However, the key to a good stealth game is the inclusion of a wealth of strategic options, and in Dynamighty’s first effort, there just aren’t enough. While several unlockable weapons and upgrades are available, encounters still often play in out in very similar ways. You’ll wander into a large room filled with around ten goons, find a convenient vantage point, and then attempt to take them out one by one. Oftentimes, you’ll fail, and then be forced to engage the enemy in a frustratingly dull firefight.
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What’s more, the lack of clear signposting of what awaits you on the other side of an unopened door means that you’ll often innocently walk into a new room, only to be immediately spotted by a nearby guard, and then forced to mow your way through the remaining enemies. This can be especially maddening if you’ve made the misguided attempt at a totally stealthy playthrough, as you’ll soon realise that you’ve quite literally bought a dart gun to a bazooka fight.
To the game’s credit, when these systems work, they really do work. Quickly diving between cover and then popping out to fire off a few stealthy shots can be an incredibly gratifying experience. Sadly, the clunky moments far outweigh the rewarding ones. It’s a shame, as this fast-paced action clearly has the potential to make you feel like a suave and sophisticated superspy, but instead it makes you feel like a clumsy klutz.

Still, to say that the game is dripping with atmosphere would be a gross understatement. Rather, it is so utterly drenched in atmosphere that your platform of choice will likely buckle under the weight of its magnificent mood, and simply explode into a giant ball of cigars and shag carpets. We’re obviously being a touch hyperbolic, but the stealth-‘em-up really does have a smashing sense of style. It’s clear that every effort has been made to fully realise the potential of the 60s superspy theme; from bold and brassy jazz bands to a very subtle touch of film grain, the whole thing feels exactly like a James Bond movie – just not a very good one.
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The Verdict - CounterSpy is a good game with its heart in the right place. Its Cold War premise is brilliant, its art is beautiful, and its music is lovely. When it comes to gameplay, the stealth action sputters a bit in its inconsistent AI and inaccurate aiming, but it still delivers a fun experience.

Cross-buy and cross-save between PS4, PS3, and Vita is a great bonus, but it's worth noting that the Vita version’s load times are noticeably long, and the framerate on the handheld can be less than desirable.
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Salam Gamer MANIAK

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