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Warhawk第一个Review出炉

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Breakdown
The first person shooter (FPS) genre has seemed to stagnate lately, offering little in the way of innovation, especially for console gamers.

Breakdown seeks to address that with a shift away from the heavy weaponry and large-scale battles to a more close-up style with the focus on hand-to-hand combat. With its experience with the Tekken series Namco was a good developer to evolve this idea. It also sets out to provide a stronger narrative than most in the genre, immersing the player in the lead character's story through the use of in-game cut-scenes that blend in with the characters actions. While Breakdown largely succeeds in achieving these goals it falls down on some of the basics of the FPS genre.

Derrick Cole is the main character, a wounded soldier revived through the use of cyborg experiments. Little is known about him or his situation at the start of the game, and it slowly unfolds as the game progresses. Derrick wakes up in a research facility, unable to remember too much about what happened to him or how he got there. He is reoriented with the world through a short series of tasks, which handily teach the basic controls to the player. Soon after though the facility is attacked by soldiers, and the struggle to escape begins. Along the way new abilities are discovered, which is just as well after the appearance of a series of superhuman foes.





Hand-to-hand combat was always going to be tricky in a first-person game, and to their credit Namco have done a quite a good job with it. The shoulder buttons control the basic jabs and punches, with kicks and other moves activated with a combination of those and the left analogue stick. Namco have obviously used their experience with the Tekken series for Breakdown and as the game progresses more and more combos can be unlocked, resulting in quite an impressive move list by the end of the game.

While the melee combat controls are a fairly well done, the rest of the control system isn't exactly geared towards ease of use. Most actions require several button presses, even something simple like picking up items or climbing a ladder. Picking up an item, for instance requires the player to look at the item (or person or object carrying it), press the 'X' button to target, press 'X' to pick the item up, and press 'X' again to accept the item. While this is being done players cannot move or look around, even once the item is picked up, leaving them open to attack. Games shouldn't be this cumbersome, and using multiple button presses to open a door or retrieve some dropped ammo isn't impressive.

As well as the hand-to-hand combat Derrick can use the few weapons he finds. Through most of the game he will only have the use of a pistol, and machine-gun and grenades, with a couple of other weapons available late in the game. The focus definitely is on the melee combat with the large impressive weapons found in most FPSs missing. Further highlighting this focus are the rather simple controls for using weapons. With no crosshair or any accurate way of aiming players are forced to use the auto-targeting system. This though is quite restrictive, markedly cutting down Derrick's range of movement while the targetting is active.

Graphically Breakdown is a mixed bag. There are some quite neat touches, like the shadow effects used for Derrick, the portrayal of a lot of the action around him from a first-person view and neat effects like the gas mask.

Adding to this problem is the overall blandness of the level design. Breakdown is very linear, with a lot of the game played in long straight corridors with only one entry and exit. Much of the game is played in and around a large building complex, leading to rather characterless levels, although later in the game this does improve. The sterility of the building also translates to the insipid look of each of the rooms and corridors. Many of the walls are dull beige, with rooms and corridors lit by uniform lighting. Occasionally there is something a little more interesting, such as a smoky fire but on the whole the levels seem to be designed to put players to sleep. Taking a closer look at a lot of the features in a room doesn't improve the situation either. Many of the accoutrements of a room look like they have been painted on and virtually none of the items are interactive.

What does impress is the dedication to the first-person outlook that Breakdown has. Virtually all the cut-scenes are viewed from the view of Derrick, beginning with the opening scene waking up in the facility. Players only ever get to see Derrick's face when he looks in a mirror. Even while playing the camera does a good job of staying in character, rocking back if Derrick is punched or falling right back if he is knocked down. While at times this can be disorienting this does lead to a more immersive game. The only real problem with this view is the relative lack of visibility, leaving the player at a disadvantage at some points, for instance in a melee fight with more than one opponent players can take hits from the side or rear without realising anyone is there. This does add to the difficulty in what can often be quite a challenging game, but it does force the player to think a little more about their actions rather than the gung-ho attitude of a lot of first-person games.





On the whole the sounds in Breakdown are quite adequate, but don't really add anything to the game. Voice acting is reasonably good apart from the odd character that seems rather flat. Unfortunately there are large parts of the game where the soundtrack is almost non-existent. In between the ambient noises there is a lot of silence, which can seem rather odd at times. It doesn't help that the sound effects in the game aren't always good or accurate. The noise of weapons is quite good but there are some glaringly bad effects as well, such as the gentle sewing machine hum of a helicopter.

The big disappointment with Breakdown is that it could have been so much more. The premise of the story and the hand-to-hand control in fist-person are quite original and engaging but these tend to fade into the background as the less attractive features vie for the player's attention. Breakdown just doesn't quite measure up, either on its own or compared to the competition. It doesn't help that the game feels like it was built around a gimmick, rather integrating that gimmick into an existing game. Also letting it down is the relative brevity of Breakdown, with little to entice players to play again apart from the extra difficulty settings. While it is hard to recommend Breakdown we do applaud Namco for taking a chance on putting some originality back into a genre that badly needs it.



Gameplay  7.0

Audio  7.5

Visuals  7.9

Replayability 7.0

TOTAL  7.0

http://www.nextgenireland.citymax.com/breakdown.html


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我……
我……
我肚子疼……


Reviewed by Tony Reilly 1st June 2007

Enchanted Arms is an RPG (Roll Playing Game) for the Playstation3. It
is a port of the Xbox360 version that was released about a year ago,
and to be honest, not a good one. It's not that Enchanted Arms is a
bad game, it's just not the sort of game (both quality and
graphically) that PS3 owner's are yearning for.

In Enchanted Arms there is a war going on between the Golems and the
humans. Golems were used by the humans as helpers until the Golems saw
sense and began to rebellion and thus the war started. Through time
the war became the stuff of myth and legend until one day the Golems
came back. Upon their return our main character, Atsuma and his allies
try to find out why they came back and save the world.


Graphically, Enchanted Arms is a reasonably good looking game, the
characters are nicely animated and most of the environments look quiet
well, although some of the more open environments look quiet bland.
There's not much more I can say about it graphically as there really
was not stand out points, either good or bad, other than the odd
camera angel used during the battle scenes, but this something you get
used to while playing it.

The game its self it quiet entertaining and this is mainly down to its
battle system. The battle system requires the player to think before
acting (unlike a lot of the mind numbing button bashers that are out
there at the moment, while not RPGs, could do with a giving the player
a bit of credit *cough*spiderman3*cough*). The player is presented
with a 6 by 4 grid and because you can only move a certain distance
and your attacks only have a certain range, means you have to think
out your moves before you make them. I enjoyed this aspect of the game
and it kept me involved and thinking.

One of the things that can be done though out the game is collecting
and creating Golems. When you defeat a Golem you collect their core
and create Golems for use in future battles. Over all there are over
100 different Golems to collect (ala that other "gotta catch 'em all"
game Pokemon). It does add an element to the game that will keep die
hard fans coming back until they have collected all Golems in the
game.


Feels Familiar



In terms of control the PS3s SIXAXIS has been used, but not for the
primary movement method, but as a secondary method. The controller can
be shook to fill up the EX Points (special attack meter) and if shook
just before performing a special move can add up to 20% more power to
the move.

While some have said that the dialogue is "entertaining", personally I
found it quiet annoying and found myself skipping through it just to
get on with the game and get past the bad script and voice acting. I'm
surprised that anyone out there found this "entertaining" unless they
have a thing for bad acting!

Overall there are parts of the game I enjoyed (the battle system) and
parts of the game that I really didn't like (the mediocre graphics and
the annoying dialogue). It's an average RPG that isn't the sort of
game I would rush out and buy. However if you are a fan of RPGs and
own a PS3, I'd pick this on up (just mute the audio when the start
talking!

Graphics 8.2
Audio 6.0
Gameplay 8.5
Replayability 8.0
Total 8.0


http://www.nextgenireland.citymax.com/earmsps3.html


Enchanted Arms

Not up there with Final Fantasy, but certainly better than Blue Dragon. Try this one before purchase.
8.0



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