Thursday, August 4, 2011

Test: Dynasty Warriors

Tuesday July 12, 2011 2 12 /07 /Juil /2011 22:06
By Lencey

Test: Dynasty Warriors - Gundam 3 (PS3)

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When you extinguish your console and that you realize that it is three hours of the morning, it is that the play scotché you. Not?

As for the love or mourning, I passed by several stages in my perception of this new Dynasty Warriors: Gundam 3. First of all, Namco-Bandaged which had shown us photographs of new made visual in concealment-shading. Nothing exceptional good, one had the impression to have the same play as front. Then, there were videos of the demonstration of at the time of the last Tokyo Games Show. My reaction was “He but they remade full with tricks, has there something there” under the hilarity of my friends who find them this series completely old-fashioned. And then there is the final play which I find marvellous. One is well far from Hokuto Musô which the editor had left with the small hands of Tecmo Koei to disfigure us Ken the survivor. There is the same variation of jouability between Gundam 2 and 3 qu ' between Street Fighter II and IV. It is the same strecture, but reconsidered basic in roof.

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Dash magic

Let us start with the advent of Dash Cancel. It is from now on possible to use its boost to sometimes dodge the enemy blows, into full combo. Ultradynamique, it accelerates with dead the play which passably was already survitaminé (the charts, smaller, last on average seven minutes). The use of this technique radically changes the manner of playing. There is from now on, in addition to its bar of life, a total gauge. You and your allies will be able to die and live again as long as this bar of “domination” is filled. Once empties, it is the range over direct. Conversely, the adversaries will be able respawner as long as you will not have recovered the specific enemy grounds. This innovation makes it possible to better manage its conquest, even if it means to sacrifice comrades in arms for better playing behind. And then there are so many of other subtleties, the such explosions of robots which make from now on combos.

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The friendship it is crowned

But failing to propose a history mode ultradétaillé, the system of friendship of Gundam 2 (where each no-claims bonus of friendship between two pilots started an irritant malus at another perso) was remade. From now on one does nothing but progress, without malus. All friends! The decorations are narrow and especially very few, it is necessary to be enough justified or hypnotized as I am it to continue. But they is so good. I pass quickly made on on-line mode, limited to ten charts, but it is even a superb occasion of friter in team of pals.

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They is too good

It is when it is believed more blasé that one ends up eating a snap. One awaited nothing any more of this series and yet it tears! Perhaps certain amateurs of massive battles will regret these extremely short missions. And yet this cure of youth way Sengoku Basara makes really good with a series which hummed much. It is typically the kind of play in which I like to give up myself until intoxication. And then that forecasts only good for the next plays of the same kind. Thank you, Tecmo Koei (NDR: and thank you Barbara for the play)!

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Conclusion:

I do not stop playing there, attracted by this play as a moth is by the light. Caution! You could find you well in the same case… For twenty hours of play and I did not finish all the blocks of principal scenarios yet, here is Dynasty Warriors which proves to be jouissif to play. 

(This same play also exists on Xbox 360)

The note of the drafting: 17/20

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