BioShock 2 Game This is a FPS game (First-Person Shooter) developed by the Marine and published by 2K Games 2K globally on February 9 2010 earlier. In this game we are playing a fictional character Big Daddy, a genetically mutated human, body and skin blend with antique diving suit, Big Daddy weapon that we play one of them is a drilling machine that is in his right hand. BioShock 2 game can be played both single player and multiplayer, is available for Microsoft Windows platform, the PlayStation 3 and Xbox 360. Game BioShock 2 gets its rating PEGI 18.
Minimum Requirement "BioShock 2":
Operating System: Windows XP / Vista / 7.
Processor: AMD Athlon 64 3800 + 2.4 GHz, Intel Pentium 4 530 3.0 GHz, or other better.
Memory: 2 GB.
Hard Drive Space: 11 GB.
VGA Card: NVIDIA 7800GT 256 MB, ATI Radeon X1900 256 MB, or other better.
Sound Card: DirectX 9.0c compatible.
Game Review 'BioShock 2'
BioShock 2 In this game we played a character named Big Daddy Subject Delta, one mission is to find a Little Sister in an old city beneath the sea, Little Sister is a ghost child. On the way we explore this old town will be attacked by men who like a zombie but agile motion, so lively often surprised when I made the humans meet these zombies.
Subject Delta's main weapon is a drilling machine that is his right hand, but the duration of the operation of the drilling machine is very short, we must often look for the supply of gasoline to drill it can be used. This drilling machine we can replace with other weapons such as guns, if we find a kind of shotgun and machine gun, but they also have an easy run out of ammunition, a very different taste when compared to other FPS games such as Battlefield or Call of Duty. Well if the left hand he could be a weapon as well but empty-handed weapons, such as electricity can shoot, lift and throw objects without touching it, and so forth.
For blood there are three ways I know to fill in game BioShock 2, the first to find first aid kits, both filled with a way to buy it through a device similar to a public phone, and the third is by eating foods and beverages that we find.
Conclusion "BioShock 2"
I like the place a stylish setting and location dieselpunk that exist under the sea, Delta Subject to the character I am more interested in what can I do with my left hand like the ability to lift objects and threw them to the enemy, if the weapons of my right hand a little less like because it's easy to run out of ammunition, and to kill a zombie man I need to shoot him 2-3 times, even with a machine gun though, so its less damage. Subject Delta's blood it was too soon exhausted and could not fill its own, quite a hassle because I have to tour around looking for food or first aid kit to fill in his blood. But overall this game is quite exciting and challenging, pretty graphics, sound and fit enough to make spooky, I think the game BioShock 2 is good enough to be one game that I recommend.
HITZ GAMES
Thursday, November 10, 2011
Monday, September 26, 2011
Call of Juarez: The Cartel Review
It has been almost two months since Call of Juarez: The Cartel was
released on consoles. In the time since, you may have hoped that
developer Techland would have been busy fixing the problems that plagued
those versions for the game's PC release. Instead, this first-person
shooter is even more problematic than before. The bugs, the poor audio
editing, the interruptions during combat scenarios: they're as
inescapable as The Cartel's racial stereotypes and adoration of the
F-word. Furthermore, a scant online community means that you may never
see the best that The Cartel has to offer, though that doesn't mean you
can't have fun with it. As one of three sleazy government agents, you
thieve secret items hidden away in each level's nooks and crannies--and
must do so without being caught by your curious comrades. It's an
inspired notion in keeping with the innate distrust among these three
slippery sorts. But what The Cartel needed wasn't inspiration--it was
repair.
The Cartel also needed more likable leads and better dialogue, which isn't to say there isn't room for good antiheroes in game stories. (The original game's Reverend Ray is a shining example of an antihero done right.) But the three leads here--the LAPD's Ben, Kim with the FBI, and DEA agent Eddie--gush obscenities and sneer so often, you fear their faces may stay in that position permanently. There are a few attempts to deepen their personalities, such as a quiet scene in which Ben contemplates a taped message from an old friend. But most scenes involve a lot of yelling and racial stereotyping, with slimy gangsters calling each other "homes" and "ese" a lot, and the leads performing deeds so despicable that there's little to separate them from the goons they're fighting. Other cinematics are so dry as to lull you to sleep, such as an expository cutscene largely devoid of sound effects and music, in which government reps sit around a table and set up the game's premise. Audio difficulties also intrude. Characters speak over each other, and some scenes are so heavy with reverb they sound as if the actors were recorded in a public restroom. And it's hard to take a story seriously when the subtitles frequently don't match the recorded dialogue.
The Cartel also needed more likable leads and better dialogue, which isn't to say there isn't room for good antiheroes in game stories. (The original game's Reverend Ray is a shining example of an antihero done right.) But the three leads here--the LAPD's Ben, Kim with the FBI, and DEA agent Eddie--gush obscenities and sneer so often, you fear their faces may stay in that position permanently. There are a few attempts to deepen their personalities, such as a quiet scene in which Ben contemplates a taped message from an old friend. But most scenes involve a lot of yelling and racial stereotyping, with slimy gangsters calling each other "homes" and "ese" a lot, and the leads performing deeds so despicable that there's little to separate them from the goons they're fighting. Other cinematics are so dry as to lull you to sleep, such as an expository cutscene largely devoid of sound effects and music, in which government reps sit around a table and set up the game's premise. Audio difficulties also intrude. Characters speak over each other, and some scenes are so heavy with reverb they sound as if the actors were recorded in a public restroom. And it's hard to take a story seriously when the subtitles frequently don't match the recorded dialogue.
Both the boring and the obnoxious aspects come together in a scene in which the three partners bloody up a target in the median of a busy highway. When playing cooperatively, you and your buddies take turns delivering a violent punch or kick with a single key press--one after another after another. The scene goes on for so long you begin to feel sorry for the guy on the ground. Yet your character (and thus, the camera) stares at the ground instead of following the violent acts of your comrades. You remember the sight of the poor grass textures more than the violence your team visits upon this crook. It's an uncomfortable mix of aggression and monotony.
Subscribe to:
Posts (Atom)