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Control analysis, Remedy’s bravest game

Remedy seeks to reinvent himself by abandoning his most classic film formulas. Control is your freest game, where exploration and combat shake hands with the supernatural, as we explore the secrets of this mysterious agency. Control analysis.

Look at that genre we used to call metroidvania

Look at that genre we used to call metroidvaniaWe identify a series of patterns that make it unique. In the field of both dimensions it is easily identifiable. You just have to think about that amalgam of interconnected maps divided into boxes. In the field of 3D, however, the thing is more difficult to analyze. It would be easy to think that the elements of a metroidvania are backtracking, that ability to retrace your steps to explore other areas, or to explore areas that are difficult to access thanks to the acquisition of new skills. But by this rule of three, games like the last Tomb Raider and God Of War could be metroidvanias? I believe that in this genre there is a common denominator, a much more definite element, and it is being immersed in a real mapped labyrinth. A scenario that twists and refuses to let you move forward easily one of the hack of F1 Mobile Racing that was explained in detail about its features and control complies with all of the above. The immemorial House is a hostile environment because of its multiple dangers and enemies, but also because of its bewildering corridors and levels. In order to defeat the Hiss, not only will these supernatural entities have to be destroyed, but the environment will have to be controlled.

It’s not an easy task. The complete control map is divided into a series of plants corresponding to the different functions of the agency. Every department we find is connected by a series of corridors specifically designed to make you feel as lost as if you enter a gray, monochrome government building or a giant hospital. Your greatest allies will be your sense of direction and the various posters that point to the important areas of each plant.

Of course, it wouldn’t be a metroidvania without the possibility of consulting a map, but the Control one is really messy. It draws a sketch of each level, although it does not go into details or differ in different heights. It is not recreated in 3D, so it is difficult to correctly detect some areas. And to this day, with the game over and almost all the full secondary missions, I don’t know if this is due to a design decision. I mean, maybe Remedy wanted to be purposely confused with her map style. It does not surprise me at all. One of the symptoms of this genre is to end up looking at the map too much, instead of looking at the signals and tracks offered by the video game itself. Remedy has forced me to have to orient myself on my own. Added to this is a daring navigation system that indicates the area where your target is located, but never exactly marks it with an indicator. A choice that many other studies usually only implement as an option to disable in the menu. Control doesn’t want that. He wants you to really master the map, and the only way to do that is to get you out of your comfort zone.

One weapon, multiple forms

One weapon, multiple formsExploration is a fundamental component of Control and as you have been able to perceive in this analysis, not in a contemplative way. Focusing on the agency is a fundamental component that adheres to mechanics and is part of the very essence of the game. The other big deal is combat. Something that we will do a lot and everything with a single weapon in hand: the service weapon, capable of becoming many: gun, shotgun, machine gun, sniper, grenade launcher… we can only take two forms at a time, so we will have to go to the menu if we want to vary its formula. Depending on the situation or style of play, close combat or long distance security may be more useful. But Remedy, as we saw with Quantum Break, seeks first and foremost to combine the essence of his shooters with something else: the special powers.

In the case of Jesse Faden these skills are earned with certain objects of power you will find in your passage through the agency. Thanks to them we will be able to use telekinesis with which to throw all kinds of objects to the adversaries, to cover ourselves with rubble as a protective shield, to control the minds of our rivals to help us in the fray, to avoid quickly or ultimately even to fly. What would be a good metroidvania without the ultimate ability to cross bat-shaped levels at Castlevania or thanks to the Screw Attack at Metroid. In Control, moreover, it will help us to face the fighting with a new perspective to skip the coverings of the enemies or even fall with all our strength upon them.

Analysis of the game Team sonic racing

Sonic is an unfailingly fast-paced character. Either as he runs and jumps, or as he drives all kinds of vehicles (the cinema, we will see how it is given). Although in recent years we have experienced much more its platform side, for example with the excellent Sonic Mania, now it is time to talk about one of those occasions when it is put behind a wheel, although the truth is that it has not done so for a few years now… In particular, it goes to 7 from Sonic & All Star Racing Transformed, for the previous generation of consoles. In particular, touch to talk about Team Sonic Racing, which comes to change, once more the world of the races of the characters of SEGA.

The story of Sonic and the races comes Long, from Game Gear times with the excellent Sonic Drift

To misunderstood games like Saturn’s Sonic R, and coming to great arcade titles like the aforementioned Transformed. Now Sumo Digital has set to work to collect all the automotive legacy (or similar) in the competition games of our favorite blue hedgehog, and to turn it around to keep it up to the Times that are now, while still being novel. The result is Team Sonic Racing, a racing arcade of those in which you have to skid a lot and get the first one, but with the twist that this time it is of paramount importance to work as a team.

In each race we will be seconded by two teammates with whom we will be able to interact to have a little extra help in touring the included circuits. This is reflected in being able to follow the wake of the first member of our team allowing a turbo to be used when leaving. Also, in a way, its possible to use dragon world eggs of dragon world game to boost your game skill tremendously  if we run close to a partner who is recovering after a crash, we will give him another push and, if all this is not enough, we will be able to share the attack and defense objects that touch us in the ‘boxes’ scattered around the stage (there are 14 different, and teamwork makes even better objects appear). A shift in capital letters for a genre in which we have traditionally only been concerned with speeding up, skidding and getting to know the circuits to better take advantage of the shortcuts. The twist that is the ‘hardest yet’ is that when we work as a team we will fill up a special turbo taskforce bar, which will turn us into real bullets when we use it when we fill it. That is to say, this time we have many more tools than we have been accustomed to add an extra dose of frantic and, above all, strategy to the arcade racing genre.

This new team dynamic eliminates some of the most celebrated elements of previous Sonic racing titles

It gives the product its own personality… Although if we play alone sometimes we feel that the results of the races do not depend on us, but on a sometimes devilish AI (especially if we raise the difficulty beyond the normal mode, which is quite easy), which plays with our digital peers. This is because to win the races most of the time we have to be part of the team that adds more points… And there’s little point in driving the race and being first if, by chance, a partner ends up last… The small price to pay in this Sonic Racing Team, we assume.

 Sonic Mania

In this way it changes somewhat the way we drive through the circuits, forcing us to constantly look for our companions to receive that extra push on the longest straight, far from the curves that are skid meat. A smart change we liked… But it doesn’t offer much evolution throughout our time with Team Sonic Racing. There are no advanced techniques, and it all translates into making better use of what we already do from the very beginning, making the learning curve stagnate faster than we would like, and leaving room for boredom to pop its little head from time to time.

or we see, for example, in Adventure Mode, which leads us to a succession of trials and worlds of play with a story that doesn’t matter much and revolves around simple trials and tournaments. There are events that somewhat change the face of this part of Team Sonic Racing-and in fact they are the peaks of difficulty of the mode – such as the collection of counter-clock rings , passing through doors scattered through the counter-clock circuit, overtaking robots… Nothing particularly novel, but it does add some of the variety you lack to the tests after a few hours of play. It’s a shame that the teams are pre-set in this part, and that the cut-off scenes are the blandest part of the show. In general this mode is a test bed for Team Sonic Racing multiplayer options, and as such meets, even if it does not get too interesting on its own.

 counter-clock circuit

Part of the blame lies with the cast of 15 different characters included, as beyond the trio protagonist (Sonic, Tails and Knuckles) and Robotnik, there is not much to scratch. Yeah, we miss those characters who came in with the All-Star Colette in earlier Sonic racing games. In addition, the three types of characters are not as different as we would like, and we usually stay with the speed type, which have less defense and worse handling, but they go faster (the other options are technical, which do not suffer in ‘strange’ driving and defense zones). At least the customization of our vehicles is allowed, both visual and performance. It is not that there are infinite variants, but there is a certain variety that, in addition, we will gradually unlock with a random vending machine in which we will spend the coins we win when playing in Team Sonic Racing Modes. We can choose colors, vinyl, tire types, flaps, hood… The changes in performance are subtle, but evident, which will come in handy to adjust the character stats you want.

Dead or Alive 6

We analyze the sixth installment of Dead or Alive, which comes to PC, PS4 and Xbox One with changes in the game system and variety of modalities.

Fast, offensive and full of options. There are several signs of identity that have defined the Dead or Alive saga throughout these years. And some of them shine with more light than ever with this sixth numbered delivery of the saga of Koei Tecmo . After several years and several subsequent versions of DOA 5, the series starred by Kasumi , Ryu Hayabusa, Ayane and company looks back, it is set in the dynamism and fluidity of Dead or Alive 2 and step forward playable level . Although the same can not be said of all its production values .

The arrival of a new iteration has not been without some controversy. When it was presented by surprise during E3 and could be tested for the first time, something that caught the attention was the most serious and dark tone of the characters and the scenarios. It was not a trivial decision, but something that was done consciously to try to move the series away from that sense of frivolity that has too often reigned around the saga. Many times unfairly. Not because it was uncertain that the exaggerated design of the female characters was evident, but because behind that strategy based on voluptuous modeling and endless costumes to each more erotic there was a powerful playable base. That surely touched its zenith with the Ultimate reviewand, later, with DOA 4 . But he had his space in the 3D fight.

The words of its producer, not only in Meristation but to other media of great importance, did not sit well with a part of the fan base that has in the charismatic fighters of the staff a relevant purchase reason. The feeling of attempting to retaliate a posteriori and the ambiguity in this sense did not help. So true is that it has been somewhat more sober in certain initial designs of the characters as there are costumes that evoke past deliveries and that the controversial policy of DLC a mansalva fixed line similar to the fifth installment. And so tangible is all this, as it is that DOA, although sometimes it seems that it does not interest, hides behind scarce cloth suits, a more than remarkable 3D fighting game.

Beyond the stone-paper-scissors

The system of Dead or Alive has been based since its inception in a triangle in which the punches and kicks are imposed on the grips, while these beat the keys (cons) and, finally, this mechanics is the key to beat the blows. This makes fighting in a 3D environment very dynamic and offensive. That the sequences of blows can not be repeated in excess because the reaction in the form of a rival’s key leaves you knocked out. And that to hold the blockade waiting for a gap is not the best option because the holds generate significant damage. Each delivery has been based on extra elements that have shaped the experience. On DOA 4 there was a rebound , perhaps excessive, on the ground. In DOA 5, the system of progressive damage until getting lethal blows. Here, the new S button and the change in the stunning system mark the combats.

When the S mechanics were introduced , many began to see a possible chance of the game to bring the new players closer. A button with unique properties that allows launching a self-combo with four strokes, which allows to launch a key that stops any attack and a special attack that damages the opponent. To all this is added an elusive right and left fast and that allows kickback with ease. On paper, a tremendously powerful button with many options. Luckily, the reality is that its presence in combat offers a more than interesting depth.

Because the autocombo , which has a slow start, does not take away too much life by itself. Because the special attack is harmful, but not devastating compared to other movements. And because knowing when to use the S key is important to manage the energy bar that is spent with each of the movements. The depth of this new mechanics is found in the combos and their stun capabilities. Each character has a couple of attacks that leave the enemy in lethal daze. It is a state in which the enemy can not react, except with the key with S that spends 50% of the bar. Searching for this status is key to lengthening combos, and is the biggest difference with Dead or Alive 5.

DOA 4 there was a rebound

In the previous game , the combo system was progressive, and to reach the stunning final you had to go through different phases of attack, through stuns critical intermediates. That caused the opponent to seek, even desperately, to make a counter to prevent us from advancing in the stunning to the most powerful. Either he played it or he knew how the matter would end. Here the system has changed. By having punches that leave you in lethal daze, like the first S attack of the autocombo, players can make combinations of all kinds that seek this enemy state in the first attack. Or in the third. Or later. Therefore, change the variety of offensive options … And also the way to defend yourself.

When you start a combo with an attack, the enemy bar indicates the life that we are going to remove as much with that sequence. If the opponent tries a key and it goes wrong, naturally we can continue advancing in the attack and remove much more. That is why the risk of making keys in case the flute sounds is not so recommendable, because we can extend our own agony when, at best, the advisable strategy is to respect the rival combo and accept that we will lose that part of life.

To this is added the cast of movements that allows us to chain lethal stuns to make devastating combos. We start with two S attacks, and in this state of stun, we do not continue with the autocombo but we start a normal attack, which ends in another lethal daze, in a sequence raising the ground opponent and ending with S to launch a special attack. Much more complete and unpredictable than crushing four times S. And much more optimal at the level of damage. There, and using the elusive head with this button, is the great interest of a mechanics that seems much more complete and fits better in the playable essence of the series than the Power Blow of the fifth installment.

All this, naturally, accompanied by several elements that define the combat of Dead or Alive. From the interaction with the stage to the wall rebounds, which can destroy the opponent in good hands, going through a whole system of counterattack, counterthribes and counter-locks that allow us to enhance the damage by performing actions at the right time and get away from enemy grips if we have sight. There is so much to deepen that for a new player it can easily overwhelm. To all this, more than 100 movements per character already speak for themselves of the possibilities of combo that we have looking for synergies and sequences between these attacks.

Nico and Honoka

The new combat system works, and it does it very well. It does not reinvent the wheel and the base of the game is familiar, but it approaches with the stunning system and type of possible combos to the first deliveries of the series, leaving behind a somewhat more corseted development of the combos present in Dead or Alive 5. The feeling of familiarity is also very present by certain conservatism at the time of presenting the staff of fighters. We have more than 20 characters, of which only two are new: Nico and Diego.The rest, as powerful as charismatic. Kasumi, Ayane, Ryu, Lee, Helena, Christie, Butterfly, Ayate, Hitomi, Eliot, Tina or Brad Wong among others are essential names, very powerful and that seem essential for the fan. But the feeling that new sap is lacking is evident. Naturally, there are others like Marie Rose and Mila, who debuted in the previous iteration.

Among these, the efforts in the story mode focus on Nico, a scientist who is very interested in Honoka , for her learning skills and copy of the best skills of others. Under this premise, the creation of Phase 4 (a clone of Kasumi with its own movements) and the dispute of the sixth Dead or Alive tournament, is developing a sometimes somewhat chaotic story mode, because chapters featuring characters are opened everywhere, but it has interesting moments and in general, it is entertaining. Of course, something shorter and perhaps less interesting than that of the fifth installment, which was something more linear and traditional.

The other great modality of Dead or Alive 6 are the DOA challenges . It is an extensive list of missions in which we have to kill our enemies under certain conditions. The more we do, the more stars we will get and we can unlock new missions like this. The reward of these missions looks directly at the fan who likes to unlock and equip all kinds of elements to the characters visually. We will get resources that later unlock costumes so that we can buy them with the money we get playing. A somewhat strange system – it would surely be better to unlock costumes, because in some cases the ‘farmeo’ is evident – but which aims to engage the user to play while going overcoming missions of various kinds with all kinds of characters.

Along with this, we add a list of already known modalities and that allow us to test our best skills in all kinds of difficulty levels. Arcade , where we fight with a sequence of enemies and where, unfortunately, there is no personalized ending for the characters; against the clock, where besides trying to overcome the rivals we have to do it with the shortest time possible; and survival, in which enemies emerge while we recover vitality with objects and try to win as many fighters as possible. Unfortunately, the tag mode that, they said, was not used too much has been removed.

All this is added to the classic versus and, above all, to a training modality that is simply exemplary.The title is aware of the large number of mechanics that hides in the same action, and does not skimp on resources to tell it. The saga has been focusing efforts in this sense for a long time, and it is appreciated. We have a huge list of tutorials that range from the most basic to advanced mechanics. We have modalities to learn all the attacks and movements of each of the characters. We also have combo challenges to learn some sequences where these basic movements are linked. And the free training mode is complete as few, with all kinds of information … Including the framedata to know the frames in which the attacks come out or how they can leave you sold, something that goes well to know when to punish an opponent.

Dead or Alive 6, analysis
The proposal is completed with a database where we will have stories, documents, music, new costumes and accessories (hairstyles, glasses) to unlock and be able to use. It is true that coming from Last Round , the feeling is that starting from scratch and with somewhat limited content seems an evident step back, and that is that the final version of DOA 5 if something had was just a cast of simply unmatched content. And the comparison starting from scratch again is what it is, although there will be no extra content in DOA 6 if we look at the DLC that can go to 90 euros, something that already happened with the previous delivery, which does not affect the gameplay or the modes, but that is how much less debatable facing the player who buys the title and already knows what is to come.

At the online level, one of lime and another of sand. On the one hand, we have a matched game mode that has a very solid netcode. The games that we played with the maximum possible connection, something said in the usual step in the search, work perfectly, without problems of lag. Taking into account the requirement of the system of keys and cons, it is essential to have a satisfactory experience. Of course, if the connection is unstable it is better not to accept the rival. But on the other, the title has come without rooms to play with friends or lobbies. Something negative, although it was already announced that it arrived this same month of March, a few days after the official start of the game.

Speed, dynamism and spectacularity

On a technical level, Dead or Alive 6 has not advanced enough regarding the fifth installment. The modeling of characters continue to maintain a high level, and several details such as clothing that is breaking, or hair, are appreciated. As they do the improvements in lighting that can be seen in darker scenarios such as the ring in the middle of an abandoned street or on an island with dinosaurs. In motion the game is fluid and spectacular, with effects of lights and very complete animations. But it is true that a greater evolution is lacking in general terms and that betting everything on a solid character model like the one already in DOA 5 should not be enough. It looks good, much more in full action than in video scenes, but it could look much better. The soundtrack,

 

 

Pokémon GO is updated in iOS and Android to correct errors

The title of Niantic receives a park in both versions, although apparently there are no notable changes to highlight. We know the details.

Niantic has updated Pokémon GO in its iOS and Android versions with the aim of correcting certain errors. The update, already available in both operating systems, weighs 42 MB and is necessary to play.

How to download the update

To download the new Pokémon GO patch on Android (Ver. 0.137.2) or on iOS (Ver. 1.105.2) we have two options: the first one is through the pop-up notification that will be displayed on our terminal if we have it configured. The other option is based on going to the App Store in the case of iPhone or Play Store in case of Google and update the title.

As we mentioned, there are no apparent changes to highlight, although certain errors reported by the players are corrected.

New events on the way

The arrival of spring will be celebrated in Pokémon GO with the new equinox event. From March 19 to March 26, some plant species such as Oddish, Exeggcute, Sunkern and Shroomish will appear wildly. Likewise, we remember that on March 25 will be the arrival of Deoxys defensive form to the EX raids. Lastly, this month’s Community Day will be celebrated on March 23 from 3:00 p.m. until 6:00 p.m. Spanish time, a change in time compared to what we were seeing in the previous months .

If you plan to evolve any of your Pokémon through the Sinnoh Stone, here is the complete list.

All evolutions with Sinnoh Stone

The Sinnoh Stone is necessary to evolve several creatures from the first, second and third generation of Pokémon such as Magneton and Nosepass.

With the introduction of the fourth generation in Pokémon GO in mid-October 2018 there were also evolutions of creatures belonging to Kanto, Johto and Hoenn, such as Lickitung, Sneasel and Kirlia.

All evolutions with Sinnoh Stone

To obtain them, the Sinnoh Stone (the region of the fourth generation) is needed , which can be obtained by meeting the weekly challenge of research tasks, among other ways.

With it, and a hundred candies of the corresponding Pokémon, you can get the following evolutions .

  • Magneton with 100 candies Magnemite evolves to Magnezone
  • Rhydon with 100 candies Rhyhorn evolves to Rhyperior
  • Lickitung with 100 candies Lickitung evolves to Lickilicky
  • Tangela with 100 candies Tangela evolves to Tangrowth
  • Electabuzz with 100 candies Electabuzz evolves to Electivire
  • Magmar with 100 candies Magmar evolves to Magmortar
  • Sneasel with 100 candies Sneasel evolves to Weavile
  • Togetic with 100 candies Togepi evolves to Togekiss
  • Yanma with 100 candies Yanma evolves to Yanmega
  • Gligar with 100 candies Gligar evolves to Gliscor
  • Murkrow with 100 candies Murkrow evolves to Honchkrow
  • Kirlia with 100 candy Ralts evolves to Gallade
  • Misdreavus with 100 candies Misdreavus evolves to Mismagius
  • Piloswine with 100 candies Swinub evolves to Mamoswine
  • Dusclops with 100 candies Duskull evolves to Dusknoir
  • Snorunt with 100 candies Snorunt evolves to Frosslass
  • Aipom with 100 candies Aipom evolves to Ambipom
  • Roselia with 100 candies Roselia evolves to Roserade
  • Porygon2 with 100 candies Porygon evolves to Porygon-Z
  • Nosepass with 100 candies Nosepass evolves to Probopass