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Showing posts with label offering. Show all posts
Showing posts with label offering. Show all posts

Monday, September 17, 2012

Assassin's Creed 3 Achievements Leak

The achievement list for Assassin's Creed III has surfaced online, offering insight into both the story and gameplay features of the title.

The full list, which was uncovered by Exophase, reveals information about both the game's past and present day storylines, as well as various sidequests and features.

As you can probably guess, spoilers are about to follow.

First up, there are five achievements that detail Desmond's journey through Assassin's Creed III. Apparently we'll be exploring a present day stadium and skyscraper before facing Abstergo and learning Desmond's ultimate fate.

The new Homestead feature of the game, which will allow you to decorate your manor using the inventions of a certain Benjamin Franklin, also gets its own section of achievements. Apparently we'll be able to invite artisans and other "optional characters" to come and live with us, possibly to unlock discounts on services and other bonuses.

If that's not enough decorating and upgrading for you though, never fear; your ship, the Aquila, can also be decked out to make seafaring sidequests that little bit easier.

Most exciting, though, is the fact that for the first time additional missions will be unlocked following the credits rolling. The full list of achievements is below:

  • Rude Awakening - Re-Enter the Animus - (10 Points)
  • [SECRET] Daddy Dearest - Complete Present - Stadium - (20 Points)
  • [SECRET] Criss Cross - Complete Present - Skyscraper - (20 Points)
  • [SECRET] The End is Nigh - Complete Present - Abstergo - (20 Points)
  • No Good Deed Goes Unpunished - Open the Temple Door and learn Desmond's fate - (20 Points)
  • Mystery Guest - Complete Sequence 1 & 2 - (20 Points)
  • How D'ya Like Them Apples - Complete Sequence 3 - (20 Points)
  • Heroes are Born - Complete Sequence 4 - (20 Points)
  • The Day the Templars Cried - Complete Sequence 5 - (20 Points)
  • Tea is for Englishmen - Complete Sequence 6 - (20 Points)
  • The Whites of Their Eyes - Complete Sequence 7 - (20 Points)
  • Caged Wolf - Complete Sequence 8 - (20 Points)
  • Two if by Sea - Complete Sequence 9 - (20 Points)
  • Grim Expectations - Complete Sequence 10 - (20 Points)
  • Difficult End - Complete Sequence 11 - (20 Points)
  • The Sum of Truth - Complete Sequence 12 (50 Points)
  • Perfectionist - Complete 100% of all main mission constraints - (50 Points)
  • An Extraordinary Man - Complete the Encyclopedia of the Common Man - (10 Points)
  • Patent Not Pending - Craft one of Franklin's inventions to decorate your Manor - (10 Points)
  • House Party - Recruit any of the Artisans and see them settled on the Homestead - (10 Points)
  • A Complete Set - See all the optional characters settled at the Homestead - (20 Points)
  • Original Gamer - Win a game of Fanorona, Morris and Bowls on the Homestead - (20 Points)
  • Bring Down the House - Explore Fort Wolcott - (20 Points)
  • Kidd Gloves - Uncover the mystery of Oak Island - (30 Points)
  • All Washed Up - Complete all Naval Missions aboard the Aquila - (40 Points)
  • Entrepreneur, not Pirate! - Complete all 12 Privateer Contracts - (20 Points)
  • Tumblehome - Upgrade the Aquila - (10 Points)
  • By Invitation Only - Be invited to join a Club - (20 Points)
  • In Good Standing - Complete all challenges for any of the Clubs - (30 Points)
  • Man of the People - Liberate all districts in Boston OR New York - (20 Points)
  • Monopoly Man - Send a convoy to Boston, New York and the Frontier - (10 Points)
  • [SECRET] Head in the Cloud - Find all pivots and sync the Animus to the Cloud - (20 Points)
  • Blowing in the Wind - Retrieve every page for one of Ben Franklin's Almanacs - (20 Points)
  • Completionist - Complete ALL progress tracker grid entries - (50 Points)
  • Multitasking - Complete 50% of the Progress Tracker entries - (20 Points)
  • Spit Roast - Perform a double assassination using a musket - (20 Points)
  • Circus Act - Kill 15 guards with a single cannon shot - (10 Points)
  • Predator - Hang 5 enemies by using rope darts - (10 Points)
  • Prince of Thieves - Loot a convoy without killing any of its guards - (10 Points)
  • Whit's fur ye'll no go by ye! - Block a firing line 5 times by using a human shield - (10 Points)
  • Jager Bomb - After becoming fully Notorious, kill 10 Jagers before losing your notoriety - (20 Points)
  • Magna cum Laude - Have a Trainee reach the Assassin Rank - (20 Points)
  • Coureur des Bois - Exchange undamaged pelts at all different general stores - (10 Points)
  • Eye Witness - Witness a predator killing an enemy - (10 Points)
  • Fin - Complete each of the epilogue missions unlocked after the credits roll - (30 Points)
  • Abstergo Entertainment - Reach level 20 in the multiplayer mode - (10 Points)
  • Hunter/Killer - Reach sequence 10 in a map on Wolfpack multiplayer mode - (20 Points)
  • Winning Team - Be on the winning team at the end of a multiplayer game session - (20 Points)
  • Personalized - Customize your multiplayer Profile and Character - (10 Points)
  • The Truth Will Out - Unlock a hacked version of one of the Abstergo videos in the story quest - (20 Points)

Assassin's Creed III is due out on Xbox 360 and PS3 on October 30 in America and October 31 in Europe. The PC version is due out November 20 in America and November 23 in Europe, while the Wii U version currently doesn't have a release date.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Wednesday, September 5, 2012

Phantom Stranger #0 Review

Ever since this year’s Free Comic Book Day offering from DC Comics, many questions have arisen about the Phantom Stranger and the role he will play in the New 52. By the end of this issue, it’s hard to say whether any of those questions have truly been answered. Dan Didio writes in an endless stream of expository caption boxes that tell a vague story, give a vague outline of the Phantom Stranger's character, and only manage to generate an equally vague amount of interest.

Starting just a moment before Geoff Johns’s FCBD issue, readers are given a straightforward look at every step of the Phantom Stranger’s origin. The tale attempts to be mysterious but lands on the more uninspired side of things without any insightful character developments or gripping plot twists. There is a surprise of sorts towards the end, but it feels so disconnected from the story being told that it comes off awkward instead of awesome. If you want a surprise done right then check out the end of Brian Azzarello’s Wonder Woman #12.

The art by Brent Anderson gets the job done, but his layouts and character designs are as ho-hum as the story they depict. Didio tells his story with an air of mystery about the Phantom Stranger’s true identity, but it’s hard to imagine anyone not realizing that he is Judas, as in the guy who betrayed Jesus. For a Jewish man born two thousands years ago in the Middle East, he sure does look an awful lot like a modern day Caucasian guy. Maybe that’s part of the mystery?

Joshua is a writer for IGN. Follow him on Twitter or IGN, where he is hell-bent on making sure you know his opinion about comic books.


Source : ign[dot]com

Friday, August 17, 2012

Darksiders II Review

Darksiders II represents the latest offering from developer Vigil Games, a direct follow-up to the 2010 original. Much like its predecessor, Darksiders II provides some solid action, albeit nestled amid a somewhat flawed experience. It’s also possibly the most derivative game ever made - borrowing adventure and puzzle elements from The Legend of Zelda, action from God of War, platforming from Prince of Persia, and tone from some hellfire version of Lord of the Rings. That’s not necessarily a bad thing - an amalgamation of such incredible franchises could have resulted in the game to end all games. The thing is, if you’re going to so blatantly derive material from such well-known properties, you better nail it. While Darksiders II provides a lengthy and entertaining experience for action adventure fans to sink their teeth into, in the end it never comes close to reaching the heights of the various franchises it so freely borrows from.

Darksiders II further fleshes out the story of the Four Horsemen of the Apocalypse introduced in the first title - this time with War’s brother, Death, at the helm. Death believes that War has been wrongfully convicted of destroying mankind, and seeks to restore humanity to clear his brother’s name. The narrative is pretty entertaining, if not severely overdramatic. Though it should please anyone solely in the market for ‘epic,’ it lacks any trace of subtlety and often comes off as sophomoric. Given that the end result of any plot advancement is inevitably that Death needs to gather three of something and thrash some skeletons, hearing the characters go on about the old ways and soul judgement just feels a bit silly. However, if a healthy dose of ridiculous doesn’t faze you, the contrived reasons for Death’s various escapades through heaven, hell and everywhere in between do provide an amusing backdrop for his quest.

The majority of the adventure comprises rather standard action fare - Death wields both a fast primary weapon and a slow but powerful secondary weapon, and you chain together moves to slash your way through the various enemies.  There are also a few special abilities you gain along the way - like the ability to summon demon lords to do your bidding or to split your soul in two to solve dungeon puzzles. The game plays fine with a mouse and keyboard, but it’s best if you have a controller - this is clearly how the game was meant to be played, and in any case tracking down the menu to remap keys is a huge pain. The game also doesn’t allow for hot-swapping between controller and keyboard/mouse controls, so you’ll have to reboot if you want to switch.

The action segments are enjoyable enough - inasmuch as it’s hard to make slicing up undead baddies unenjoyable. Still, it’s disappointing that most of the enemies require next to no strategy to overcome. When you do come across an enemy that requires strategy to best, the joy of slaying it is truly satisfying - but these occurrences are few and far between. Most of the time, the answer is just to wait for the enemy to make their move, dodge, then attack. It’s still fun, because dodging and attacking are fun things to do in an action game, but it does get irritatingly repetitive after several hours of the same old song and dance.

One of the touted selling points of Darksiders II is that it’s far bigger than its predecessor - with a map that’s more than twice as big and a campaign that’s about three times longer than the original adventure. Unfortunately, in this case, bigger definitely isn’t better. The freedom Darksiders II offers is something to behold - you’re able to journey around huge areas as you please, slashing enemies and seeking out treasure and loot drops to your heart’s content. But the bloated environments are simply too barren and often devoid of anything interesting to do or see. Since so little is done to vary up the gameplay, the pacing drags and the length of the adventure feels more like a chore than a bonus.

The main problem is that the bulk of the adventure is repetitive. While it’s completely possible to reuse game mechanics throughout a campaign and still keep it feeling fresh, Darksiders II doesn’t achieve this. You’ll find yourself climbing wooden ledges and pegs, setting off bombs, and rolling balls over and over again in exactly same way, instilling a gnawing sense of deja vu. If these mechanics were employed in varied and clever ways, that would be one thing - but they’re not. I found myself rarely challenged by any puzzle I came across, and was often astonished that I was once again expected to repeat the same menial task I had just completed in the previous dungeon, or even in the previous room.

This is no place for a horse.

On the bright side, Darksiders II does offer up some truly epic boss fights to vary up the repetition, ones that will put your skills to the test and are truly exciting to overcome. You’ll fight all kinds of epic demons - ones that can regenerate, ones that are about 100 times your size, and ones that are just plain brutal in their assault patterns. The bosses are one of the highlights of the experience, offering a glimpse of what Darksiders II could have been had the entire quest been as varied and balanced as these memorable battles. 

As for gamers who don’t like fetch quests - this game is not for you. Seriously, the entire game is a fetch quest. All you do is run from area to area, fetching three of these, then three of these, then two of these, then three more of these with combat in between. As someone who honestly doesn’t mind a healthy dose of fetching in their games, Darksiders II still pushed my limits. You end up fetching so much and for so long that the majority of the game feels pretty pointless by the end. Can’t anyone in these various realms do their own errands, for crying out loud?

In truth, the game would have benefitted from being a skosh smaller and a lot more focused. In this way, the original game beats its sequel, as a more linear adventure that keeps the action coming befits this franchise’s intense style of gameplay. After all, there is a limit to how long you can run through similar environments and solve similar puzzles in order to appease your bloodlust for smashing things with cool weapons.

One of the game’s stronger elements is its art design and voice direction. It’s incredible that you can grow so fond of a main character who literally never emotes, as he’s wearing a skull mask for the entirety of the adventure. Death’s awesome voicework doesn't hurt either - hearing him growl at the Makers or deliver lines like, “This is no place for a Horse,” or “You find something for a change,” is inexplicably enjoyable. Even though he’s pretty impossible to relate to - being the embodiment of death and all - his design and presentation still do a great job of making him someone you want to see to his journey’s end.

While too many of the environments in Darksiders II are shockingly similar, some of them are well thought out and epic to behold, as are many of the characters and enemies found within. The visual presentation in this version of Darksiders II also fares better than its console counterparts, though the graphics options are bare minimum compared to other PC games. They get the job done, but don’t allow for the minor tweaks and alterations that PC gamers love. The good news is that the game runs much smoother as a result - gone are the framerate issues of the other versions, replaced by a silky smooth experience. The downside is that while the graphics are good, they’re not great. Things could look crisper, and there are still some shockingly bad textures underscoring the inspired art design. Considering the lack of customization and clumsy menus, this PC version comes off as a somewhat lazy port - but hey, at least it’s far less choppy.

darksiders-ii-20120725104953564

I bet his shoulders are freezing.

A frustrating detractor to Darksiders II is the sheer amount of random glitches you’ll encounter along the way - ones that can’t be accounted for and appear and disappear for seemingly no reason at all. Seeing Death floating above the ground or over thin air is not uncommon, nor is pressing B to perform an action command only for nothing to happen until a few button presses later. Other random glitches I encountered include the inability to discard boots, ally AI that just stands in the corner staring at the wall, a Primary Quest icon that leads you in the wrong direction (then shift positions when you check the in-menu map), and an absence of music and sound effects until the game was reset - and that’s just to name a few. Most of these glitches only last for a short while, then disappear never to surface again. Others, like a targeting system that rarely seems to target the closest enemy or a camera that is often pointing in an inopportune direction, are quite persistent. Sadly, they’re things you’ll just have to learn to cope with if you hope to see Death’s journey to its conclusion. 

The funny thing is, despite its lengthy list of flaws and failures, Darksiders II still manages to offer an enjoyable experience. Despite its lack of variety, the combat is still satisfying to engage in, especially when you run across a behemoth of a boss. And even though there’s not enough to do in them, running around such huge environments is still incredible. Certain abilities you amass along the way - like the Deathgrip or the summoning ability - are terribly fun to play with, and make for some really cool dungeon moments (like dashing across a wall and Deathgripping at the last moment to reach the other side). It’s also worth noting that the game picks up considerably towards the end, finally finding its stride for the last few dungeons. The puzzles get more creative, the enemies and environments more varied - it’s just a shame it takes about 30 or so hours to get to this point.

Possibly the best part of the adventure, something that all action RPG games could learn from, is its implementation of RPG elements such as equipment and customization. Weapons found on the field can be instantly equipped or sent to your inventory with a single button press. Furthermore, each piece of equipment’s stats are displayed when you walk near it, as well as how it will raise or lower your own stats should you equip it. This makes fast decision making a breeze, and greatly increases the joy of seeking out the best armor to equip Death with. Every weapon or bit of armor you equip also changes Death’s appearance, which is a cool touch in making character customization feel more personal. The concept of cursed artillery, which you can ‘feed’ other items to, is also a great way to make the underpowered loot you come across feel like less of a waste. The way equipment is handled in Darksiders II is a true revolution in RPG gameplay, and one of the most solid parts of the experience.

Calling on Death’s bird, Dust, to show you the general direction you should go, and the deeply engrained Fast Travel system (which lets you instantly warp back to certain areas on the fly) are also great innovations for the genre. It’s a true shame the game’s impressive contributions are so severely undermined by its sheer amount of flaws and glitches.


Source : ign[dot]com