the bikes-est
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it really was a woof-woof panic, wasn't it?
http://i-am-boss.orgConfusion, intrigue, and fury spring to mind when I think of this game - and that was just for the first few rooms. Antichamber is something beyond most modern puzzle games, forcing you to discard notions like "walking in a straight line will take you to the next room." The game itself offers little in the way of explanation or tutorial, replacing exposition and glitz with short chalkboard platitudes and a minimalistic but hugely effective presentation - subtle graphical clues lead you from room to room and ambient sounds act as landmarks. The description is quite accurate - this game will mess with your head.
Going with the obvious comparison to its predecessor, Darksiders 2 takes several grand steps forward compared to the first game. Combat is much more free-flowing and rapid, with a heavy emphasis on dodging instead of tanking. The RPG elements are more prominent, with a skill tree based leveling system and actual equipment to manage. Precision platforming joins the puzzle solving in dungeon runs, though in many instances the path is cleanly laid out and offers little incentive for exploration. The story seems looser and less defined, with Death's overarching goal quickly replaced with several others during the first half of the game. The controls work well in combat but fall a bit flat during the platforming sections, with Death often randomly leaping in unintended directions or not leaping at all. Many elements of the UI also flat-out do not work. Overall, a solid sequel marred by a handful of technical problems which will hopefully be patched out soon.