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Worms W.M.D.

Good, old Worms returned

Team 17 finally decide to go back to the roots and release a Worms W.M.D. in 2d not in the awful 3d. But that mistake was very painfull to the studio, they lost too many fans. But fortunately developers recognized their mistakes and ready to move on!

Worms W.M.D.

Worms W.M.D. destruction

This game can be named ask “Polished Armageddon“. Worms returned to 2d, as developers promised. This is a great news, because this is how Worms must look. It feels so old school: same mechanics, arsenal and even game phisics.

This is still slow, but dynamic turn-based strategy, where you have a squad of worms, that throws grenades. Small monsters armed to the teeth, so the 10-15 minutes of battle will destroy the arena.

Arsenal is not very extended, and all old toys was left on their places. You can destroy enemies with firearms, cold and futuristic weapon. The new players may be confused with such weapons as Holy grenade, super sheep or something else, but old player cant hide theirs tears of joy.

New ideas

This game has some surprises. For example. now you can find military vehicles! These machines will destroy your enemies if you know how to use it. Tanks, helicopters and even robots – choose what you want.

Worms W.M.D. tank

The second innovation – Shelters. Gas stations, markets and etc  – thats all now not a solid texture, you can enter them to hide or use them as a bunker where you will be protected from an enemy fire. However constructions can be broken, thats why you can not hide there forever. But a couple of times you can survive a dense bombardment or attack of homing missiles.

Worms W.M.D. shelter

 Gameplay

You have 2 game modes:

  1. Company
  2. Network game

In single (company) mode you must complete several scenarios, where you must do some objective or kill all worms.

But all fun is in Network games. Where all can happen. I just can not describe all that madness that happens there, so just buy this game and try it. You wont be disappointed.

Recap

Worms W.M.D.

Team 17 have done everything correctly and bring the series back from the dead. Worms W.M.D as fun as 15 years ago, and it certainly great for the friendship battles on one PC or console. Game mechanics, that overcome the decade, works flawlessly and gives a sea of bright emotions. Tactical variety and content allows you to play this game in a long long time.

In general, the legendary “Worms” are back

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Overwatch: Biggest Review

Overwatch

Introduction

Overwatch exists at a convergence between outline and masterfulness, a junction at which pure material satisfaction meets refined, keen configuration to create an original sparkle of enchantment.

The game features a 6v6 multiplayer, objective-based shooter; it discovers availability not by bringing down the ability, but rather by widening the meaning of aptitude or rather skill.

A player with the dead shot point is not any more important than the one with the essential leadership capacity to know when a very much coordinated function will influence an engagement, or the individual with the guiding sense to identify the ideal areas to place sentry turrets.

While it didn’t precisely suffocate when it came to making choices, maps, as well as modes, it boasts with a broad number of strategies, and none of them ever interfered with me and my happiness regarding its exceptional, whirling team fights, not forgetting exciting extra time rebounds.

Overwatch comes with lots of numerous features, yet most importantly else, its prosperity is based on the backs of its multiple astounding characters. It’s fitting that the principle menu is ruled by one of them at all times. Their differences in appearances, birthplaces, as well as identities are all exposed with each stance they take.

Let’s get started…

Overwatch Tracer

The rocket hand of Reinhardt settles on his shoulder with a substantial thump that summons a broadsword leaning against a plate defensive player of the medieval knight, and the jaunty grin of Tracer is immediately hindered by a defiant blast that slides over her face, compelling her to blow it once again into the right spot before re-tending to the camera and flickering everywhere.

Also, there is also a shrewd gorilla researcher, a blue-cleaned professional killer who is extremely flexible, as well as a robotic, Zen-honing healer. It says a lot that the one character that sticks to well-worn shooter tropes who feels like the different one.

They are also not the same as you would envision them looking at each other senselessly while standing beside each other, yet through cautious, unobtrusive visual signals prepared into their gear and clothing, they somehow figure out how to show up as though they have one thing in common- sharing a typical world together, regardless of the fact that they all come from various corners of it.  It shows one character that holds fast to well-worn shooter tropes feels like the different character here.

This different quality keeps on substantiating when you choose a saint and use them to hit the front line. In spite of the fact that the 21 are gathered into one of four parts, two of them cannot be alike. The fabrication, the anarchic and changing Bastion play as Defenders. However, they still play pretty much the same.

The former is early looking for a comfortable spot that overlooks a key gag point and he changes into a minigun turret to play as the point guard. The last character represents a zone refusal quest by throwing timed grenades over distances, which then sit on the ground flickering irately, as though it says “go elsewhere” to infringing foes before blasting.

One of the astounding keys to surfacing these subtleties is its refusal to present props to incline. With not very many doubtful individual cases, no character is engaged exclusively around one catch-all firearm or aptitude to the degree that you can discover accomplishment by using only it. Tracer’s double machine-guns have a high rate of discharge, but the accuracy is destitute, a tiny clasp, and average harm on the off chance that you aren’t scoring headshots.

On the same note, Genji’s shurikens are exceedingly destructive and are very accurate, yet their moderate rate of flame and long travel time can make hitting troublesome for a moving object. Practically every essential weapon fits this mold: They’re helpful and in the right circumstance accomplished, yet never sufficiently adaptable to be a familiar object to stick continually too. Not only do these little subtle elements separate characters, but they also pushed me to investigate their different capacities while I was looking to succeed.

Overwatch Junkrat

What’s more, once I began looking all the more carefully, I couldn’t quit finding new things. Returning to Junkrat’s toolset, he doesn’t possess a single standard, a sharp weapon to only attach an enemy to him.

Certainly, he could skip explosives along the ground, driving his objective decently well. However, regardless of the possibility that you were skilled enough to win one-on-one firefights like this, you wouldn’t understand his maximum capacity.

At face esteem, his other two abilities – Steel Trap and Concussion Mine – appear to be clear. One immobilizes foes that meander into it, alternate blows them high as can be when activated. By and by, however, they can be a lot more. Steel Trap can be a departure apparatus, permitting you to withdraw from battles with speedier adversaries attempting to get in your face.

It’s positional alarm after being activated permits it to serve as an early cautioning framework as well, telling you that somebody on the other group is endeavoring to flank your safeguards and holding them there sufficiently long for you to react.

On the other hand, plant a Concussion Mine on top of a Steel Trap and only explode it when you see it activated while you’re off elsewhere peppering with explosives. You can even utilize Concussion Mine as an old standard ammunition by hurling it at a gathering of adversaries and exploding it physically as it arrives.

Maybe most amusingly, you can explore it yourself to rocket-hop up to places that can’t be accessed easily. Only two capacities on one character open up each one of those likely outcomes, and as you may envision, once you get 12 characters scrapping over targets, make use of their capacities to help and hurt each other, further layers of strategic subtlety start to spread out.

Overwatch Winstone

For instance, on her own, Pharah can be a stressful thing to deal with, especially when she throws herself high into the air and floating there while drizzling rocket-moved passing down on contradicting groups from points that render both cover and situating debatable.

Be that as it may, with Mercy the winged doctor tending to her, Pharah turns into a whole new character of issues. Kindness’ Guardian Angel capacity permits her to swoop toward any associate in extent, even ones up in the sky.

Joined with her ability to moderate her plunge with her wings, she’s the main character that can take after Pharah wherever she goes. So you wind up with a dynamic team flying everywhere.

The total of all these moment points of interest is that verging on each activity, even the ones you rehash over and over, feel only a smidgen supernatural.

A game full of synergies

Overwatch is generous with cooperative energies like this.

Zarya and Reaper, Reinhardt and Lucio as well as Torbjorn and Symmetra– there is no lack of opportunities for sharp, organized play, and when you achieve a point where you feel good exchanging your character on the fly amidst a game to overpower the weakest enemy, you want a strategic virtuoso.

You could spend numerous hours playing Overwatch before getting to where you want by legitimately wrapping your brain around all the delicate intricacies it has concealed behind its agreeable veneer. However, you positively don’t have quite recently to have a decent time with it. Only experimenting with various characters, popping off their capacities, and traveling through their reality feels unbelievably right, and it’s all on account of little, verging on indistinct subtle elements.

The top on Junkrat’s explosive launcher folds and thumps about with everything he might do, Lucio’s development have quite recently the scarcest touch of dormancy, so you feel like you’re skating when you play him. The reload activity of Zenyatta may be my top pick.

Overwatch Zenyatta

I never got tired of watching him open his arms to appear another arrangement of spheres before fastening them together with a fantastic, metallic crash. It’s a small thing, beyond any doubt, yet the aggregate of these moment points of interest is that practically every activity, even the ones you rehash over and over, feel only a smidgen enchanted.

The Road to Victory

The 12 maps of Overwatch are comparatively flush with rich points of interest, and they also assume a major part in separating further profundity out of the cast’s toolsets.

Hanamura’s abusive first chokepoint asks to have static safeguards like the turret of Torbjorn or Symmetra’s sentries worked around it, and for assailants with the right portability aptitudes, the long hole between the left half of the first and second catch point turns into a tempting chance to flank the guards before they can reset themselves.

Payload-escort maps like Route 66 give high ground on either side of the assailants’ course, setting up distrustfulness inciting snare situations where Winston’s round Shell Barrier gets to be significant for security against dangers that could originate from a few edges without a moment’s delay. This includes another fascinating layer of strategizing and central leadership when thinking of group syntheses.

Hearthstone: One Night in Karazhan

One night in Karazhan

night in karazhan

It’s been a while since the last adventure, and another one could not be released that. I am in love with the car expansion, it’s very okay – combining meta for long periods is actually a great thing – but my favorite parts are the adventures of the game and it is my hope that Blizzard never ceases to come up with new ones.

Getting started

night in karazhan welcome

A night begins with a prologue episode with the starring being Prince Malchezaar, who is a demon worked as the ultimate raid boss in the ‘’Burning Crusade’’ instance. The prince is quite angry that he was never invited to the party, and after a huge fight with Medivh he drags the host of the party through a portal, eventually turning the rest of the adventure into set up of ‘’ where the hell is Medivh.’’

As a gamer who has played Karazhan numerous times before, I love seeing all the small references, mainly in form of dialogue quips, as well as semi-canon approach that occurs soon after the events of the raid and this includes the Silverware Golem that dwells in the Banquet Hall. The Banquet Hall is an insulting mirror on the wall.

The rivals can said to be traditional boss fights with decks picked by the gamer, striving hard on their unique hero powers. However, the first and last fights are really are a great deal. As mentioned earlier, the prince encounters can get pretty weird (at one point you can have as much as 50 armor as well as a bunch “Your Spells Cost Zero Manna” cards).

However, the chess board is what differentiates it from the rest.

Playing the game

In this game, you must play as the White King. You will be fighting against the Black King, bringing out a number of different cards that resembles a real chess set. You will see pieces attacking at the end of the turn, and destroy the opponents -or two cards if they are played smartly in the middle of a pair.

Bishops cards are known to heal while Knights card can charge.  The game is not as real as chess though, but it is extremely fun and quite fast.

As far as cards are concerned, the game is not that incredible, it is just okay, you will be a little bit disappointed if you are an enthusiast for the adventure itself.  It is actually fun to win the Silverware Golem as well as unlocking the pair of chess cards.

However, to be honest, I don’t think I will be using anything thus far. However, there are a number of that I am currently eyeing. For instance, the Wicked Witchdoctor would work perfectly with Shaman totem deck. But you would definitely love the meta-breaking cards from the League of Explorers.

 Conclusion

The developers of this add on have really done an amazing job, and they are continuing to come up with amazing tools and add-ons for the Hearthstone game.

night in karazhan medivh

Ori and the Blind Forest Review

Ori and the Blind Forest Review

Ori and blind forest

Introduction

This has remained one of the best games on Xbox one. It is a game well known for polarizing its players. You either like or love this game.

Ori and the Blind Forest was first released in 2015. The game lets you take the character of a forest spirit known as Ori. Ori became an orphan after a serious calamity destroy almost every one and leaves a damaged world behind.

Ori and blind forest Gameplay

Helped by a forest spirit called Sein and the great memories of a lost partner you set out to bring back everything to what it used to be. So, your quest is to gather natural elements. Along the way, you will encounter monster spirits that try to stop you from completing your quest.

The game is basically an emotional tale that accompanies you throughout your journey, and while the development of the character is amazing, that’s not the only reason why this game is a must play.

Gameplay

Throughout the entire game you will stumble upon an aesthetic that brings back the childhood memories. All in all, everything in this game was individually designed and while there are several themes in the game, nothing here is copy and paste. Every part of this game is simply beautiful.

On several occasions, the game might slow down and have issues with the frame, but that simply shows how much the visuals have been squeezed. But it’s uncommon to experience a crash.

There are no loading times in the forest of Nibel. To play well, you will have to keep on zooming out so as to find the destination you are looking for, and then zoom in to continue with the game. Traversal and backtracking feels like a chore because of the secrets that keep on popping up while unlocking new abilities.

The game comes with an update that lets you teleport between save stones. Ori moves very fast across the forest of Nibel. The paces the Ori uses compel you to use both your memories and instincts. The game is unique and cute. However, you keep on dying time and again before you reach a meaningful distance.

Ori and blind forest Dark spirit

Along the way, you will get to encounter several enemies whom you just use a set of combat skills to destroy. There is a skill tree that is visible from the start of the quest, but you really don’t need to upgrade your skills, even your combat abilities.

The game also features an area of attack known as Light Burst that lets you survive when your enemies attack and overwhelm you, but you may even never use it.

The game also lets you jump up and down like Mario, but you can’t defeat foes, but you can use fireballs that you can only fire rapidly up close and you will attack your enemies using a special ability known as Bash. There are numerous ability that you will get to learn along the way, but Bash is the only ability that will help you a great deal.

Metacritic – 88

PC PowerPlay – 90

Attack of the Fanboy – 90

Digitally Downloaded – 90

Inside

Inside review

Inside review

A young boy walks alone through a dark forest. Hiding behind a tree, he sees a group of people entering trucks. There are men with guns and barking dogs that are following him as he stumbles into a massive building.

Inside is the new anticipated game by Danish firm Playdead. This game is interesting and has a catchy storyline. To know more about this game, continue to read.


Into the heart of darkness

From the start to the end of the game, everything remains unsettling. The forests opens up to an area of abandoned industrial buildings. These facilities lead to a research lab found underground. It is at the lab where things start to get scary.

At this phase, there are no dialogs nor cut scenes, nothing. There is no narrative or anything to explain what is really going on. Just movement and movement. Actually, the storytelling can said to be purely environmental and the end may perplex you, leaving you with questions that have no answers.

The developers of this game set the atmosphere in such a way it affects you to the very core of your being. The environment, the characters and objects are not only minimal, but also spare. However, every single setting in the game is simply on point.

The gameplay is in 2D plane although the environments and characters are in 3D, this gives the storyline an inviting depth. In addition, the game makes an exemplary use of negative energy, forcing your imagination to go wild.

The visual style is also impeccable, with the amazing use of parallax, darkness as well as minimal character designs. The camerawork is also delicate and it moves in a way that it doesn’t call attention to itself, while allowing you to experience every small detail of the game.

Playdead made a lot of money with Limbo in 2013, and the company has still maintain its creativity with Inside. Inside feels pretty much the same as Limbo, there is only a small difference here and there. For instance, the two games have the same atmospheric feeling with mysterious storyline. Both games don’t have dialogs or narratives, only through environmental narration.

In addition, both games feature a young boy walking moving though a hostile and shadowy environment. Both games begin with the character in the forest and progress to industrial facilities. Lastly, both games play for about three hours.


Gameplay

Inside cotrol body

The game features a puzzle platformer where the player is a young boy in red. The boy explores a dangerous environment which id displayed as monochromatic. The game uses color to show partial environment.

Inside is dark in nature, with only selected sections cued with music, but most parts of the game are silent. As a player, you work is to control the boy. The boy can run, walk, swim, climb and even use objects to advance in the game. At advance stages, the boy can change bodies to complete puzzles. The boy can also die if you don’t complete certain puzzles within the stipulated time.