Author Archive: teoria

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.