Saturday, July 2, 2011

Test Dynasty Warriors: Gundam 3 on Playstation 3

Just over two years after the release of second album, Dynasty Warriors: Gundam 3 places us again in command of formidable Japanese mecha sauce. True to the famous series of futuristic Koei, this episode will reach unprecedented there to surprise us?

For fifteen years, flooding the world Koei beat 'em all "Warriors" always built on the same model. Dynasty Warriors first appeared in 1997 and recently released Samurai Warriors Chronicles of 3DS through the other Warriors Orochi Dynasty Warriors: Strikeforce, we really spoiled for choice to kill hundreds of enemies in different contexts. Unlike Dynasty Warriors Chinese legends who return or Samurai Warriors taking place in medieval Japan to the Sengoku era, Dynasty Warriors: Gundam staged huge steel monsters in futuristic settings. Huge success in Japan because of the notoriety of the Gundam franchise, this original series is struggling to find its place in the West. However, developers Omega Force did not spare their efforts to offer us this year an impressive content.

Indeed, as in 2009, fans of giant robots and mass battles in futuristic designs will get their money. Among the dozens of bits (including a bunch of new kids) that can drive the incredible number of missions that can be carried out and the phenomenal customization options available to us, it's enough to have the dizzy. Rarely, it must be said, an episode of "Warriors" was not as generous as Gundam 3. In addition, the visual result is particularly interesting this year since the cel shading which is now de rigueur ideal original design of the anime. In addition to the apparently very successful and mecha battles are in full view, beautiful cinematic flatter us regularly retina. It's a safe bet that fans of the genre are the angels. However, one should not expect a revolution in the concept of soft (With Koei, it is obvious).
he major change introduced in this episode, however, concerns the very structure of the battlefields. Indeed, they are now split into various areas connected by corridors. The player will have to capture certain strategic areas to tip the outcome of the battle in his favor. Forward bases, for example, slowly fill gauges MS support when they are under our control. The fortresses in turn reinforce the strength of our units while catapults allow us to teleport to the other side of the card and so on. Ultimately, even if the tactical clashes is improved, we still regret that the battles are now confined spaces much smaller than before. Fortunately, there are still hundreds of enemies to kill and boss monster to slay. Also note in this regard, the combat system against them has received a significant facelift.