Showing posts with label Games Riviews. Show all posts
Games with the genre of fighting like Tekken or Street Fighter is very exciting. No wonder the fans are always waiting every time for the latest series.
Speaking of game fighting, there is a new fighting game that makes the internet scene, friends. The reason, this game turns to fight the God one with another God. Wow, let’s check it out!
Is It The Most Controversial Game Steam of All Time?
The game is titled Fighting of Gods. Inside the game offers God a famous religion like Jesus or Buddha. But based on Jaka's monitoring, there is no Islamic character in this game. Because of this, the Malaysian government was forced to block Steam.
Although the game Fighting of Gods is controversial, but this game won the Indie Prize Finalist Casual Connect Asia 2017 loh. If you are interested in playing this game, the price is very affordable at Rp 50 thousands only. You can buy through the following link:
Buy: Game Fighting of Gods
The Last
Jaz was confused as well. Anyway there are the developers, God really pitted. How do you think, do you think this game will become the most controversy of all time?
Fight of God, Steam Game Most Controversy of All Time?
Returning to Arcadia Bay, Oregon in Life is Strange: Before the Storm brings back the coming of age, indie-film vibes and tugs of emotion defined the first Life is Strange Series. Of course, the first episode of this prequel, titled Awake, also comes with the awkward dialogue and unrealistic characterisation which made the original difficult to connect with at times.
Playing through this dialogue-based adventure as local teenage rebel and angst queen Chloe Price can grant an appreciation for an often-prickly character. Unlike its predecessor, Life is Strange: Before the Storm (so far) doesn’t appear to revolve around any supernatural powers, and instead features a more grounded back-talk ability that lets Chloe interject into other people’s dialogue. That means that being a smart mouth teenager is literally the main mechanic for solving problems, and it works pretty well except that the over-the-top reactions from both Chloe and the other residents of Arcadia Bay can feel jarring and even unbelievable. A bouncer letting an underage smart-mouth girl into a club because she insults his bike or a parent’s inability to accept thanks, all feel like exaggerated fantasies rather than genuine moments. This is balanced out by Chloe’s interactions with friends, which usually take a more relatable and believable tone. Awake bounces between acting as a tutorial for this new ability and showing the softer side of Chloe in what feels like a slightly awkward but promising start to this story.
Chloe still suffers from the bursts of unlikeable behaviour which also plagued her throughout the original Life is Strange, but this time the insight gained from playing the story through her eyes seats these in a more understandable realm. She’s an angsty teen who’s lost her father and her only friend and feels abandoned. Finding triggers for her scattered memories and reading through old texts was gut wrenching, especially after playing as Max in Life is Strange and being able to see how alone we left Chloe in her time of need.
She darts between being relatable, which throws me back to my own high school experience, and having interactions which don’t always make sense. Real interactions while playing a game of DnD with friends felt funny, warm, and endearing, whereas when the skinny teen tried to intimidate two guys out of a bar fight rather than apologise I got the impression even Chloe herself didn’t understand her logic. I soon settled into a pattern where the most favourable and satisfying results came from leaning into imagining what this flawed, insecure character might do rather than what seemed traditionally right or pious. Her back-talk ability relies heavily on this, and it’s a new way to appreciate Chloe’s personality.
Listening closely to what the other people have said is key to making back-talk work, and Chloe will pick up on words and themes to give you a few potential responses. The timer on these choices does a good job of mimicking the feel of a real-life argument where you scramble to work out what the best comeback will be. Relative to the original Life is Strange, the lack of Max’s magical rewind ability adds a level of permanency to these actions, which is nice other than that it took away some willingness to take big chances and see what might’ve been. That said, none of the three times Awake uses this mechanic felt like they’d have any major impact on the story and felt a bit hollow as a result, so hopefully, it’s more of a warmup for more weighty decisions in future episodes.
Chloe defeats a bully with the power of bratty argumentativeness.
Despite not seeing much consequence from decisions, many of Chloe’s interactions can feel good. Defeating a bully using just the power of bratty argumentativeness gives a believable sense of teenaged accomplishment, even if it uses cheesy lines to do so. Being kind when it’s the right thing to do or just finding the perfect smart answer all offer an inherent emotional sense of reward and achievement. Other characters also seem to respect and praise Chloe when she’s successful in these bouts, and although it’s a bit overt and almost fanciful, the results are not without satisfaction.
Even with Chloe’s angst and impetuous teenage behaviours, the most frustration I found came from other characters’ responses to her. Her mother, Joyce, appears to try to see things from her position and responds to softness if Chloe offers with some of her own. But then Joyce also thoughtlessly antagonises Chloe by persistently pushing her towards her new boyfriend, David, about whom Chloe is not shy about expressing her dislike. And when you’re forced into an interaction with David, whenever you attempt to extend an olive branch he’ll ungratefully say the worst possible thing, to the point where it was comically unbelievable. The writing in these interactions felt more like a retelling in which a teenager tries purposefully to brand the participants as villains, but unfortunately, I don’t think that’s intentional.
Where the hook lies in all of this is in Chloe’s relationships, less so with her parents and more with her classmates – especially the whirlwind one that develops between her and the very popular Rachel Amber. In this episode, we witness the beginnings of the affection Chloe harbors for the infamous Rachel in the original Life is Strange. It feels rushed, but in the way that only teenage love can, and sparks some genuine emotion in all the awkwardness. Rachel is in some ways even angrier at the world and less grounded than Chloe, and watching Chloe’s desperation at trying to hold on to their relationship made me understand and side with her in ways I was initially worried I never would.
Anyone who’s played the original Life is Strange has a fair idea about what’s coming for these characters, but so far the journey looks to be interesting even if the destination is clear. I feel that if Life is Strange: Before the Storm ever manages to find its feet it will have a compelling tale to deliver, and I hope that despite what I’ve seen so far my actions will have a significant say in what that actually is. Based on these first few hours I’m confident that this story has the ability to tear my heart out, but am little worried that shaky dialogue and unbelievable interactions will get in the way.
The Verdict
Life is Strange: Before the Storm shows a lot of promise in its first few hours despite the same weaknesses in its script as the original Life is Strange series. The new talk-back mechanic fits Chloe’s character well, challenging you to roleplay as an angsty teen to get the best results. Everything is pointing towards a heartbreaking story with interesting characters, but the lack of finesse behind how it’s delivered and potential absence of impact from player choice give me some reservations.
LIFE IS STRANGE: BEFORE THE STORM EPISODE 1 - AWAKE REVIEW
Rainbow Six Siege pulls me in opposite directions at the same time. On the one hand, the moment-to-moment gameplay experience is fantastic. Every second of the short rounds matter, walls and floors won’t protect you, and sound tactics win matches. But, like other 2015 multiplayer-focused shooters such as Evolve and Star Wars Battlefront, there’s not a lot of there there. My time with Siege leaves me feeling like this Rainbow Six revival is a skeleton with not a lot of meat on its bones.
The Walls Have Ears
Siege reboots the long-running Rainbow Six series as a five-on-five, attack-and-defend competitive shooter that’s as much about blowing holes in the world around you as in your opponents. Destruction is no gimmick; shooting through walls, blasting through floors and ceilings, and keeping as much of your corporeal Special Forces husk behind fragile cover during firefights is key to extending your life in each of the respawn-free modes. Using a gadget to detect the presence of an enemy and fragging them through what would, in most other first-person shooters, be an indestructible hunk of drywall isn’t just satisfying; it’s thrilling. And while Siege isn’t the best-looking shooter out there in terms of environmental detail or character models, it includes memorable touches like the arterial blood spray that coats the wall behind your target when you off them. It looks like something truly terrible happened in that spot.
Playing defense (in applicable game modes) is a strategic rush because you know the attackers could burst through a wall at any moment. When defending an objective, you’ll have 30 seconds or so at the start of a round to fortify key areas with barbed wire on the floor, barricades, reinforced doors and windows, and more, to limit the enemy’s ability to approach their target from certain angles. I haven’t liked fortification in a shooter this much since Gears of War 3’s Horde mode.
Rainbow Six’s audio deserves special mention here, too, because the only soundtrack to each map is the sounds each player makes. Sure, there’s the obvious stuff like gunshots, but it’s the little noises like the suction of a breach charge being placed on a wall or floor, or the metallic rustle of an enemy wading through a barbed wire trap that, if you listen closely, can clue you in on what the other guys are about to do. Then, when things get loud, delightful chaos ensues.
That offense-vs.-defense is reflected in Siege’s Operators – 20 characters (10 attackers and 10 defenders) each team can choose from, each with unique skills. I’m rather partial to Sledge, who can instantly pound holes through walls and floors; Thermite, who can laser-cut his way through reinforced doors or windows; and Pulse, who can detect nearby heartbeats through any surface (though defender Mute can block any nearby gadget as a counter). On the other side of that spectrum, I couldn’t find a use for the Stimpack gun-toting Doc, as very few firefights ended with wounded teammates – guns tend to be so lethal you’re either alive or dead, with nothing in between.
Variety is the Spice
I’m also happy with most of the 11 included maps. Bank is an early favorite, as there’s a basic cops-and-robbers fantasy fulfillment in trying to rescue a hostage from a bank vault while the other team is leveling walls to try and get to you.
While the maps have enough variety between them, the adversarial game modes feel very similar. Hostage, Bomb, and Secure Area are all variations of, “Try to get into a place the other team is keeping you out of.” The CTF-like Hostage carries the most potential, since it ostensibly has the added goal of grabbing a human-shaped flag and carrying it out of danger, but in my experience no one ever even got to the hostage, let alone rescued him/her. Instead, an overwhelming majority of rounds ended with one team getting wiped out.
As for the returning Horde-like Rainbow Six favorite, Terrorist Hunt, where you and your team hold out against waves of AI enemies? Normal mode is a bit of a misnomer. On that skill, the CPU-controlled creeps have fairly lousy aim and won’t take advantage of many of Siege’s new mechanics outside of shooting through walls. Crank it up to at least Hard and you’ll have a better, more realistic, human-simulating challenge with your friends.
Finally, there are Situations: 10 single-player training missions (on the same 10 maps) that spotlight half of the 20 included Operators. They serve as decent tutorials for multiplayer proper, but because you don’t have AI teammates at your side, they teach you little about the tactics and choices you’ll have at your disposal when other people get involved. After that, the bonus Situation 11 that unlocks after you complete the other 10 actually backfires as a pleasant surprise. Not because it’s bad – quite the opposite! It’s a five-player bespoke Terrorist Hunt scenario, complete with an intro cutscene, a unique gameplay hook I won’t spoil, and a post-mission cutscene that basically announces, “Rainbow Six is back! And we’ll totally hook you up with a proper co-op campaign next time, promise!” It’s effectively the developers saying, “Here’s everything you wanted in a narrative-driven campaign that we totally could’ve given you!” It’s a tease.
Under Lock and Key
The least interesting part of Rainbow Six Siege is its progression system. Literally everything is locked when you first fire up the game, including ranked multiplayer matches, which don’t become available until you reach character level 20 – easily 10+ hours. Siege more or less forces you to play the Situations in order to earn Renown, the currency used to unlock the 20 Operators and their weapon attachments. Completing all 10 and achieving 90% of the secondary objectives along the way allowed me to unlock half of the Operator roster. After that, however, it’s a slow grind, as the second 10 require much more Renown to unlock, and completing Terrorist Hunt or PvP matches doesn’t earn you much. Especially if you lose. And that doesn’t even take into account the additional Renown you’ll need in order to unlock vital attachments like scopes and recoil suppressors. It’s almost as if the game wants you to spend real-world cash on Renown point bundles in order to speed up the process.
Tom Clancy's Rainbow Six Siege
Inspired by the reality of counter terrorist operatives across the world, Rainbow 6 Siege invites players to master the art of destruction. Intense close quarters confrontations, high lethality, tactics, team play, and explosive action are at the center of the experience.
The Verdict
Despite the barbed wire and reinforced walls that Rainbow Six Siege makes you walk through in order to get to the meat of the gameplay, I can’t stop thinking about how much fun that gameplay is. I’ve already made new online friends with like-minded players who embrace Siege’s team-centric mechanics. It’s more cerebral than the twitch-and-react shooters of the day like Call of Duty and Halo – which doesn’t make Siege better or worse, but it does make it refreshingly different.


