Tags Posts tagged with "PC"

PC

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Mortal Kombat X has been patched on PC, PS4 and Xbox One, improving the netcode, adding in a free skin, and a few fixes too.
The latest patch 1.02 brings with it a free Sub-Zero Klassic skin while a compatibility pack including season pass costumes and Jason Voorhees was is also added.
Mortal Kombat X
Costumes

  • Pharaoh Ermac
  • Vampiress Mileena
  • Kraken Reptile
  • Revolution Kano
  • Motherland Sonya
  • Tundra Sub-Zero

Fixes

  • Improved Online Stability
  • Multiplayer Invite Improvements
  • Gameplay fixes and balancing
  • Localization languages Fixes
  • Play Go Fixes
  • WB Play Fixes
  • General Bug Fixes

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Ascendance, the second massive DLC pack for Call of Duty: Advanced Warfare, is coming to PlayStation 4, PlayStation 3 and PC on 30th April. The definitive DLC package, with its four new thrilling maps, the formidable OHM, a 2-in-1 directed energy light machine gun/shotgun, the OHM Werewolf custom variant and the all-new Exo Grapple ability and playlist delivering a faster way to reach strategic vantage points or a brutal secondary weapon to take down the competition, exclusively on Ascendance maps.

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  • Perplex: Get vertical in Sydney as you fight to dominate this five-story modular apartment complex. Take the high ground or blast through the close-quarters interior in this small to medium sized map. Adapt your strategy mid-match when construction drones shift apartment modules, creating new routes and cover positions.
  • Site 244: A spacecraft has crash landed, spilling its mysterious cargo under the shadow of Mt. Rushmore, USA. This medium to large three-lane map allows for any style of gameplay, focusing combat through the space ship’s fuselage and around the debris-littered landscape. Use the map-based scorestreak to crack open an alien spore and instantly enhance your perks and exo abilities.
  • Climate: Fight your way through a futuristic man-made utopia in this lush, climate-controlled enclosure. In this small to medium sized circular map, land and water routes channel frenetic combat around the central island structure. Watch your step when the river water changes from an asset into a deadly bubbling obstacle.
  • Chop Shop: Think fast as you make your way through the black market exoskeleton industrial complex and engage in fast-paced shootouts in this medium sized, symmetrical map. Activate the map-based scorestreak to take control of an Advanced Repulsion Turret that radiates a deadly microwave EMP to help lock down key areas.

The exo zombies saga continues in the all-new episode, Infection, as the four Atlas employees, portrayed by the returning celebrity cast of John Malkovich (In the Line of Fire, RED, Burn After Reading), Bill Paxton (Aliens, Titanic, Edge of Tomorrow), Rose McGowan (Planet Terror, Scream) and Jon Bernthal (Fury, The Wolf of Wall Street) fight tooth and nail through undead zombie hordes. Located on the outskirts of an Atlas facility, the new exo zombies episode introduces a slew of never-before-seen undead masses, a robust arsenal of new traps and armaments and everyone’s favourite fast food joint, Burgertown.

Get ready to fight!  Warner Bros. Interactive Entertainment today announced that Mortal Kombat X, the latest entry in the legendary fighting game franchise from NetherRealm Studios, is now available for the PlayStation 4, Xbox One and Steam on PC.  The PlayStation 3 and Xbox 360 versions will be available this summer.

Read the review of Mortal Kombat X,

Mortal Kombat X introduces a cinematic story filled with amazing graphics and all new gameplay features to deliver the most brutal Kombat experience ever. The competition is taken to another level with over-the-top fighting game action and a roster made up of legendary characters including Scorpion, Sub-Zero and Raiden and a new generation of fighters including Cassie Cage, Jacqui Briggs and Takeda Takahashi. Now, each character has three distinct variations for players to diversify their special abilities and add choice and customization as they play as their favourite combatant.  Players will have the freedom to conquer their opponents in a way that fits their play style best before finishing the match with dramatic, over-the-top Fatalities.

Mortal Kombat X

“NetherRealm Studios has an incredible track record of delivering engaging, fan favourite games, and Mortal Kombat X continues the tradition with great gameplay, expanding upon what has made the Mortal Kombat franchise popular for more than 20 years,” said David Haddad, Executive Vice President and General Manager, Warner Bros. Interactive Entertainment. “The Mortal Kombat franchise is a cornerstone for Warner Bros., and with more than 35 million units sold to date and a chart-topping mobile game, Mortal Kombat X is positioned for great success. In its first week, Mortal Kombat X for mobile is currently the #1 Top Free Games Download on both iPhone and iPad in the App Store.”

“We’ve been working tirelessly on Mortal Kombat X to give fans a new experience that is filled with features that both casual players and hardcore fighting players will enjoy,” said Ed Boon, Creative Director, NetherRealm Studios.  “It’s been an intense ride and we’re excited to see players finally get their hands on the game!”

Mortal Kombat X showcases the all new single player online mode, Living Towers. The Living Towers are regularly updated timed challenges for players to conquer. Mortal Kombat X also brings back Klassic modes including Test Your Might and Test Your Luck. Additionally, the Krypt returns for combatants to explore and unlock various items within the game, including new costumes, Fatalities, Brutalities and more.

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Mortal Kombat X introduces Faction Wars, an all new persistent meta-game that connects players around the world. Everything that online connected players do in the console, PC and mobile games contributes to their Faction War effort, with points being tallied on a weekly basis driving awards such as a variety of unlocks and custom rewards being given to the winning Faction.

Also available is the Mortal Kombat X Kombat Pack, the ultimate pass providing access to four playable characters including horror icon from the Friday the 13th films, Jason Voorhees, two Klassic Mortal Kombat Kombatants, Tanya and Tremor, and Predator from the film of the same name.  Purchasers will receive the Samurai Pack containing three new character skins, Ronin Kenshi, Samurai Shinnok and Jingu Kitana, as well as an accompanying skin pack with each playable character.  As an added bonus, Kombat Pack owners will gain early access to the DLC content before it is available for sale individually.  In the UK  the Kombat Pack is included in the Mortal Kombat X Premium Edition, and is also available for purchase separately for £24.99.

Players can also experience  Mortal Kombat X  for mobile, which delivers a unique play experience built from the ground up for on-the-go battles and is available now as a free download on the  App Store for iPhone, iPad and iPod touch.  Mortal Kombat X  for mobile is coming soon to Google Play.  Mortal Kombat X  for mobile blends fighting and card collection for a whole new way to experience the legendary  Mortal Kombat franchise and engage in the seamless cross-platform play ecosystem. Players who own the console or PC versions of the game will be able to unlock content in the mobile game and vice versa by signing up for a WB Play account and completing tasks and achievements within each version.

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Rockstar has released a new video for the PC version of GTA V, showing off the game’s editor mode.
The Rockstar Editor lets you record, edit and share videos made in GTA 5 and GTA Online, although you can also take control of characters, wildlife and dialogue to create your own scenes.

Finally, it also comes with gameplay mods such as low gravity and explosive punches.

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Saint Seiya: Soldiers’ Soul is coming to PlayStation 3, PlayStation 4 and Steam.

The new game will be featuring characters from the all-new animated series broadcasted worldwide. In this brand new anime and game, the legendary Gold Saints are back from the dead with their new God Cloths!

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The fabled fight against Hades was not the end of everything for Athena’s heroes: blessed by heavenly powers, Seiya and his friends still have to accomplish something bigger!

“As an entertainment provider, we are very proud with the activity around Saint Seiya, a legendary licence! On one hand, we have a new Anime on our very own Daisuki.net, on the other hand Saint Seiya will hit PC and PlayStation 4 for the first time ever with this Soldiers’ Soul opus. Our collaboration with Dimps has always been successful and our latest collaboration, Dragon Ball Xenoverse, proved that our duo is working perfectly well! We all are excited to see this game coming out in Autumn 2015!” said Herve Hoerdt, Vice President of IP Strategy, Marketing & PR at Bandai Namco.

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Saint Seiya: Soldiers Soul will be release later this year.

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Deus Ex: Mankind Divided, is the next chapter in the legendary Deus Ex franchise, coming out for the Xbox One,  PS4 and the PC.

The action role-playing game brings one of the most well-known, immersive and discussed worlds to the newest generation of consoles.

Deus Ex ManKind Divided

Deus Ex: Mankind Divided takes place in 2029, two years after the events of Human Revolution and the infamous ‘Aug Incident’ in Panchaea that resulted in the death of millions at the hands of those who had installed augmentations. This event has created a huge divide between those who have augmentations, and those who do not. Amongst this emotional turmoil are various factions looking to manipulate the public by twisting public opinion of augmentation to further their own agenda and hide the truth of what really happened.

Deus Ex: Mankind Divided also continues the story of Adam Jensen, a former biotech company security chief turned super-augmented, anti-terrorist agent playing by his own rules. Jensen has been empowered with all new augmentations, enabling him and the player a greater sense of self-control as they explore all new locations in-game. As social and political tensions reach a major turning point, Jensen and conspiracies surrounding the Illuminati continue toward an inevitable crossroads … and possibly, an epic showdown.

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NetherRealm Studios has released a new gameplay trailer starring everyone’s favourite lovable half-human, half-dragon Goro, over the weekend.

Goro’s trailer shows off some of his four-handed attacks as he mercilessly pummels his opponents, and burns them to a crisp using his fire-based attacks. And what would a gameplay trailer be without a taste of one of Goro’s fatalities. And, boy – it does not disappoint.

Mortal Kombat X will be released on PC, PlayStation 4, and Xbox One on 14th April.

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The wait is over here is the Grand Theft Auto V trailer for the PC, with the trailer running at 60fps get ready to drool big time. Whe it was announced last June, with the game having seen a few delays over the time. Get ready as the PC version is out on the 14th April are you ready.

The Grand Theft Auto V trailer shows a number of iconic scenes from the single-player campaign. You’ll see guns, cars, explosions, and mayhem all within the beautiful backdrop that is Los Santos.
With the Current gen hardware versions of the GTA V are running at 1080p, at 30 fps, on both Xbox One and PS4, which means the PC version will run at a 100% greater framerate,

With a track record like Obsidian’s it’s difficult not to have the highest of expectations when it comes to RPGs. KOTOR II and Fall Out: New Vegas to name only two of a successful RPG packed history. But there are very few original titles in this list. So for Pillars of Eternity the company became one of the ever-increasing group of games successfully funded by Kickstarter. It’s becoming more apparent as time goes on that Kickstarter isn’t just for small projects to gain funding but has enough power to fund even huge projects like Pillars of Eternity. The fans have spoken and Obsidian has no shortage of fans. And so with an insanely successful Kickstarter behind them Pillars of Eternity was born.

There’s only one place to start with any respectably in depth RPG and that’s character creation. I remember the team being particularly proud of its efforts in this regard back when I saw the game in development in 2014. It was difficult in that short session to really grasp just how intricate the character creation was. Well I can confidently say now it is nothing short of mind blowing. If there is a class, ability or race that you want it absolutely will be here.

For example it’s not enough to ask yourself if you want to be a mage or wizard without a series of follow up questions. Sure there is a ‘standard’ mage with conventional spell based attacks but there’s also a mage who starts with all the spells he can have and has the ability to turn into a beast to attack enemies. And there’s a priest that works as a support role who has literally no offensive spells. And there’s a FFX-2 songstress like class who uses phrases of music to create ‘spells’.

In fact there are 11 classes in Pillars of Eternity. There are also 6 race types each with at least 2 sub options and some with more. Then there are 7 home regions for your character and then there are around 10 backgrounds to choose from depending on your other choices. On top of deciding between one of the two starting abilities and allocating your ability points. Needless to say it took me a huge amount of time to decide I would be a female, wood elf, ranger with wounding shot and a bear companion who hails from the Deadfire Archipelago and was previously a hunter.

The options available are ridiculous and given this freedom I wager there are very few instances of a character being the same. In fact the only choice that doesn’t effect your stats is your gender. Everything else matters.

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Getting stuck into the game after spending far too long on creating my plucky elf hunter I was presented with my first disappointment – a great big wall of text. Despite my years as an RPG enthusiast these days my heart sinks a little when I find I have god knows how many hours of text to read. But to my surprise the narrator kindly starting to dramatically set the scene and work his way through the script. And then I actually started to read everything.

I have to admit I often pay little mind to anything outside of the main quests and do as little reading as possible when involving characters like ‘lady with dog’ or whatever. But Pillars of Eternity is beautifully written throughout. The descriptive texts are at least on par with any quality novel. Suddenly I forgot all my reservations and even looked forward to reading on about the world’s intricate lore. To my surprise most of the main characters have well recorded speech anyway. Given that the writing is so good I had no problems reading but it’s still nice to have the recorded voices.

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To put it simply – the combat is tough. Pillars of Eternity has already made a name for itself as difficult and it’s well deserved. I knew this before I started and so I paid particular attention to the descriptions given to the difficulties. Airing on the side of caution I went for normal and enjoyed the challenges that I encountered. Even easy isn’t easy and I certainly wouldn’t have been overconfident. For anyone who is successful at the top difficulty, and there aren’t going to be many, there’s always Iron Man mode with the added punishment that your save is deleted if you die – which is not a rare occurrence. Ouch.

Battles are handled via a great little UI bar that takes up the usual spot a the bottom centre of the screen. It’s small but there are a surprising amount of functions available. There’s a nice big, easy to hit, pause/play button which will likely become your best friend. Pillars of Eternity uses a real time system so pausing almost all the time is a must. It’s not excessive to pause before issuing every command and arguably is the ‘right’ way to play.

Given that you can end up with quite a large group of companions pausing and managing abilities is a must, especially for the tougher fights. Leaving the AI to handle things for you might get you by for the small stuff but almost everything in Pillars of Eternity should be considered dangerous and given at least a little respect. It feels like the UI is actually there to help which stops the complex combat from becoming tedious or awkward.

What doesn’t shine is the way Pillars of Eternity looks. It’s too glaringly obvious to ignore much though I wish I could. I know it doesn’t matter as much as all the great things on offer but it really doesn’t help. Paying homage to old classics is one thing but there is no attempt at all to inject any modern effects or elements. Animations are stiff and characters don’t hold up at all. I also found the camera a little limiting and too close like the old 1024 x 768 days. I like the top down look and I’m so glad Obsidian prioritised quests, speech and in depth levelling over visuals. But rather than mimicking those titles of old Pillars of Eternity just looks exactly like them. Side by side you wouldn’t tell the difference which means Pillars looks very very old and low res.

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Pillars of Eternity is the best RPG I’ve played since Wasteland 2 and another great addition to my pile of top down RPGs. The character creation and skill trees are absolutely way beyond anything most games offer. If you want to make a fantasy RPG character you can do it here without compromise. Questing is fun and creative with backing from the best writing I’ve seen in as long as I can remember. The difficulty is tough but fare and rewarding. And there’s a good 60 hours or so of content.

Obsidian knew which boxes to tick to keep fans happy and they’ve yet again created an RPG that will be one of the greats because of it. The only thing that really lets Pillars of Eternity down are its visuals. An artistic take on the genre or some higher resolution character models would have gone a long way to making Pillars of Eternity look like something from 2015. Look past the surface and an expansive and immersive world awaits – and Pillars of Eternity does make it oh so easy to forget the looks and lose yourself in its world.

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The Kingdom of Drangleic with DARK SOULS II: Scholar of the First Sin, now available across the Europe, Middle-East and Australasia for the PlayStation 4, PlayStation 3, Xbox One, Xbox 360, and STEAM for PC.

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DARK SOULS II: Scholar of the First Sin, the new vision for DARK SOULS II on the PlayStation 4, Xbox One and DirectX 11 PCs will include updated graphics and performance, new enemy placement, the new Forlorn invader, increased online multiplayer count, and additional gameplay enhancements. All three DLCs released for DARK SOULS II (Crown of the Sunken King, Crown of the Old Iron King, and Crown of the Ivory King) will be included in the package as well as new story elements and a new NPC found in the latest content update available for current DARK SOULS II players.

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“With DARK SOULS II: Scholar of the First Sin, our DARK SOULS franchise jumps to the latest generation of consoles. With upgraded graphics, new enemy locations, new NPCs and other enhancements; this is the perfect time to get into the DARK SOULS universe and experience the uniqueness and depth of this acclaimed series.” Herve Hoerdt, Vice President of IP Strategy, Marketing & PR at BANDAI NAMCO Entertainment Europe.

DARK SOULS II: Scholar of the First Sin is also available for Xbox 360, PlayStation 3, and digitally for PC DirectX 9 systems. This new version of DARK SOULS II will include a new content update for current DARK SOULS II players, enriching the player’s journey through Drangleic, as well as all three DLC released for DARK SOULS II.

Just when you thought you’d had enough Total War Creative Assembly are back with some not-quite-full-game but more than ‘just’ DLC add on content. This time you’ll have the choice of various barbarians and scoundrels keen on taking land along with a healthy dose of pillaging and general property damage. The Romans will be shacking in their togas.

At its core Attila is very much Rome II – albeit heavily altered. The unit bar at the bottom of the screen is largely the same and most of the elements on the world map are at least the same in style. There is a slight return of menus and boxes that open and almost fill the screen which can make managing some elements much easier. Some games just won’t fit into neat little UI elements around the borders of the screen. Total War is one of them. It’s grand strategy and it needs menus and windows. Grand strategy players like menus with numbers and stats, I know I do. Rome II forgot this a little but luckily Attila has at least partially reinstated the old ways. It’s at least promising that Creative Assembly are moving in the right direction.

Unfortunately organizing political influences and internal family politics is still a confusing chore. It’s very difficult to see the benefits and changing anything meaningful is difficult. Rather than feeling in control of a government you feel much more like an observer watching various power struggles within a powerful family you have little control over. I’d wager a lot of players never even see this menu. Granted it can provide some nifty bonuses but it’s just no fun to use. A deeper and more full representation of a government and transparent UI features would be welcome to Total War and I think eventually the franchise will get there, but Attila isn’t the one. However, for me at least it is an improvement over Rome II.

Managing settlements is largely the same as Rome II although with Attila’s flavour painted over everything. The new, more manageable, numbers and a heavier reliance on global elements allow your legacy settlements to carry and improve captured ones. Playing as one of the barbarian nations has a much more temporary feel that I found surprisingly welcome. You even have the ability to pack everything up and travel as a mobile band of thugs searching for a new place to call home. This ability to abandon your settlement and move on is a welcome new layer to the world map even though I rarely used it. To be honest I don’t have a problem with the progressively taking over the world style of Total War.

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Building armies still follows Rome II’s idea that an army is an entity in its own right and units must be assigned to that army. While it does offer some benefits and it’s cool when army gets a well deserved reputation I’d still rather just build units and move them into an army by joining then with a general, that general could always carry an army’s upgrades. Unfortunately I do like it when an army becomes powerful because of its successes and losses. Or when they are destroyed and you actually feel the loss of connection. It also makes the game feel closer to other grand strategies that allow you to name specific forces. What I don’t like is when I just need a single unit for repression and have to go through army creation to get one. Or when a general gets negative attributes for being stood still for 10 seconds.

New units are as well made and in depth as one would expect from Creative Assembly. The precedent set out by Rome II for available factions is still upheld and there is enough choice in Attila that no one could be disappointed. There is clearly some space made for DLC factions but there are more than enough factions included in the main game. It is still a little annoying though that some very important factions are left out just for DLC purposes.

Also following Total War’s current trend each faction feels like more than just the same units with ‘Hun’ or ‘Saxon’ written in front of it and a different coloured hat. Attila more than comfortably carries the torch and the different factions are particularly impressive. The amount of content Attila offers really would make it difficult to see everything; which is very much a good thing. Attila feels like more than an expansion and certainly isn’t just DLC churned out for the sake of it, although ironically the DLC for Attila is a little bit unjustified in this respect.

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In Battles the classic Total War idiocy still looms. I was reminded of it only a few weeks ago when I delved back into Rome II when I had the ludicrous show of my toughened Spartan warriors running around the map chasing a unit that just kept changing direction and running while I marched into their city. To my dismay when I returned my units had given up taking over the unguarded gates and decided instead to just stand on the walls.

Unsurprisingly Attila doesn’t break free of all the AI woes Total War offers but it does do a good job of trying. I would say this has definitely been the least ridiculous AI experience I’ve had from total war in a long time. But expect the usual inability of the AI to move away from your ranged units as they are relentlessly pelted with whatever your units have at hand. And on occasion I still had to chase a unit to every corner of the map for literally 10 minutes or more.

Another important change is longer route times and the tendency for units to regroup rather than flee. It means that more battles end in combat rather than thousands of enemies simply fleeing. And even then it’s possible to regroup and mount a counter attack if those units stop routing and regroup. It’s nice to see Total War take steps away from entire units running and battles ending without the satisfaction of an arduous and well fought victory or a valiant defeat.

Attila is an expansive and complete take on Rome II. It has almost enough new units to be considered a new game in its own right. Given the amount of changes and new features it’s very close to being considered as one. But at its heart Attila somehow just doesn’t push far enough away from Rome II, it is after all the same game underneath. The changes to the AI, although not a complete victory, are welcome. The UI seems to have found a better balance between function and style. And the new units are just as well designed as any other Total War title. Every change made in Attila is made in the right direction but none of them feel like enough to give Attila the authority of a full title. But Attila does provide a new way to play Rome II with enough new flavour to bring back players even if they have already spent massive amounts of time on Rome II.

 

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Codemasters has just announced F1 2015 will release on Xbox One, PS4 and PC this June.

The new game will mark the series’ debut on current-gen platforms, with Codemasters promising to deliver a “significant step forward in the game’s visuals and physics-based handling model”.

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Also new a broadcast-style presentation and voice integration with Kinect and the PlayStation Camera so you can ask for updates on race information, weather and request tyre changes.

The new model delivers enhancements and additions in over 20 areas including engine and transmission, aero dynamics, fuel tank, force feedback, suspension and most notably a brand new tyre physics model – creating a truly breathtaking and realistic representation of how these cars handle on the track.

HD remakes can be a great thing. There’s nothing quite like knowing that game you’ve always loved is going to get an HD facelift and make one last effort to show you what it’s got. On the other side of this however if you don’t have those fond memories of days and weeks lost it’s going to pretty difficult to get excited about a remake, depending on how deep the remake has gone. My knowledge of Heroes of Might & Magic is far less than most would expect. It never really managed to captivate me and that is large part due to my late arrival to the series.

Fans will be glad to hear that not much has changed from the original to this HD remake apart from the obvious alterations in resolution. The menus and interfaces are all ripped from the original and although there’s lots of lovely knew pixels on screen there is a sense of age to the game that just can’t be brushed off by forcing a higher resolution. Icons and symbols have changed considerably since the original so things look very dated. It would have been nice to see an updated UI and maybe even some new interaction features. Even just changing the aesthetics of the menus and toolbars would make this feel more like a fully fledged remake and not just the same game in 1080.

Aside from the resolution the game remains the same. There’s a feeling of a simplified Civilisation at work beneath the ageing exterior. Battles are turn based and use a hex grid and everything has a very progressive feel. Managing castles is pretty basic but fun and gives you enough reason to keep playing just a little longer. Once a town is upgraded you can move on, take another and begin upgrading that one. It’s this ‘just one more turn’ style that makes Civ so addictive and HOMM has the same habit although with the added appeal of character stats and abilities to upgrade too.

Even way back when HOMM III first came out there was likely nothing to astonish in the class builds but they are varied enough to offer meaningful tactics to the turn based battles. Grinding out to get your soldiers, in whatever form they are, buffed up and ready for war is a grind, but a satisfying one. When combined with the simple city building there is an amazing sense of progression to HOMM and the feeling that there is always at least one thing you can achieve.

Another thing HOMM bring you is content. It is fully loaded with stuff to do and the exploration maps are as notoriously dense as ever. There’s always something else to fight, explore or build. Even for those who’ve played extensively before there will be something else to do. Or just starting again is always an option. In this respect at least HOMM offers great value.

Where HOMM III falls short is introducing relatively new players like myself. Your introduction will be an aged tutorial which is about as useful as you would expect. Sometimes I wonder how we ever figured games out with tutorials like this and no internet. And you may say to yourself that it’s a good thing – that modern games are too simple or pandering. Maybe so, but the giant metaphoric stone wall that HOMM puts up in front of new players is worse. To be greeted into a game and one of your first thoughts is ‘I hope this will be worth it’ is not good. I can’t deny my heart sank a little and I had to really push myself to keep playing. I’d rather be pandered just a little to make those first few hours go by smoothly.

HOMM III HD is definitely just that; HOMM III in HD. There hasn’t really been much of an attempt to alter the game or make it appeal more to a modern audience. Fair enough that may not be the aim but in a game 16 years old a few updated interfaces wouldn’t have hurt. I would also have liked a much better tutorial to ease new players in but again if you aim only at previous veterans this isn’t a problem.

For veterans this is the same game and a chance to enjoy it in 1080. But don’t expect anything new. New players will likely struggle to find much enjoyment early on although pushing through does bring out some entertainment. Honestly though, there are just better alternatives available at this price point so unless you are looking for a nostalgia fix I would give this one a miss.

 

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