Saturday, March 5, 2011

Knights Contract

Leaving aside the science fiction universe or colorful and crazy expensive Japanese developer, Namco Bandai flew to Germany to tap the sap needed for the survival of his Knights Contract. Unfortunately, if the roots are well anchored to the track in Germanic mythology, everything else is bathed in a classic disruptive. Story of a return to the paHeinrich is immortal, and whatever one may think, this aspect of his personality is more experienced as a curse than a blessing. Besides, he will team up with Gretchen the witch, that it "offered" his immortality a hundred years ago. Itself back to life in the form of a homunculus, the lady will have to seal a pact with Heinrich to get rid of Faust and his gang of lost souls all assigned to his worldview. That's the starting pitching that immerses us in a Germany where medieval sorcery was as common as the baseless accusations. However, playing cards on the table at the outset. If Contract Knights use indeed of Teutonic cosmogony, it is no less classical, very traditional in its way of understanding gender. Yet the idea of complementarity of the two heroes looked good, at least at first, because in fact it serves no purpose other than to hide the actual structure of the game after seeming a distant past. Thus, rather than proposing a mortal hero beating both the arcane magic of fighting with knives, developers have opted for a fierce warrior can not die. Nice but in the end, this component greatly serve the game In fact, when an enemy will cut you into little pieces and you will pass from life to death, you must press a button frantically to resuscitate. Ok except that in those moments, the beautiful Gretchen will not be protected. Stressful even said that resurrection will take a while. You will have good opportunity to continue to kick after the knee, but both say they will not pray to tap the button to be in top form.Besides, you'll soon understand because if Gretchen dies, everything will be synonymous game over. In sum, we realize that originality ultimately linked to immortality is void because of the appearance of protectionist gameplay constantly asking us to pay attention to the witch to avoid sinking into oblivion. Moreover, if theIA the beautiful appears fairly good, his energy will sometimes tend to decline rapidly after having taken a hit, and having been projected against a piece of scenery or have had nab an opponent. In short, we must never lower its guard as the only way to raise the energy level of Gretchen will take her in his arms for a few seconds. The problem is that in full combat said energy ascend slightly, so we always worth letting go of the girl, to be fried with our opponents, hoping that the witch would sort of take our arms and so on. Sucks a little but indispensable because only Gretchen can cast spells over becoming the adventure more and more useful. But before we can enjoy the twenty spells available, you must first eliminate enemies and other boss not to mention lots to find. In this regard, note that you can also try to get various bonuses such as equipment for Gretchen or even pages of manuscript. But back on topic.As stated above, the balance will miss spells. It will not, strictly speaking, since it is in intimate Heinrich agenda through a combination of keys. Initially, you should still go through a menu of inventory to choose four spells then accessible through a menu of quick action. Here, too, since complementarity prevail if the spell successfully hit an enemy, then Heinrich will swing a finish move in the wake through a contextual action. As stated above, the range of spells evolve progressively, some even becoming essential to reach an opponent. So if you can use a giant hammer to stun an enemy, a spear to destroy armor, you can then use a gigantic fake, a lance energy to reach the flying enemies, etc.. In addition, once the appropriate gauge filled, may become Heinrich berserk for a few seconds while Gretchen will have the possibility of launching a devastating magic attack. Interesting, yes, except it will not do much good against the heaps of problems present: constant loadings and breadsticks, laborious kinematic breaking the pace of progress, chapters clumsy and labyrinthine corridors which is not apparent at any print size to the inverse of a Castlevania: Lords of Shadow, however, based on the same principle. In short, unless you want to be convinced no matter what the game is as complete as the work of art that was Wagner in Bayreuth, we will quickly forget about this product by looking for happiness in the competition.

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