Wooden Desk
File size 3819 Kb
Date added: 18 Aug 2013
Price: Free
Operating system: Windows XP/Vista/7/8
Total downloads: 1685
Downloads last week: 845
Product ranking: 91/100

Entire quests, conversations, and characters shift as a result of your actions in previous games (not to mention, your decisions in this one). As a result, you might be delighted by characters other players never meet, share intimate talks with crewmates other players never interact with, and deal with decisions other players never make. And as in previous Mass Effect games, your entire attitude when choosing dialogue options (paragon or renegade) can drive you to conclusions other players could never consider. The story is excellent, filled with drama, tension, and interesting characters that you form a strong attachment to over the course of many hours of play. While the original Devil Survivor took place strictly in central Tokyo, Devil Survivor 2 has you traveling across the whole of Japan to many of the country's famous locales, adding some variety and local flavor to your team's ongoing quest for the truth behind the madness. This expansion of the game's world helps establish the scope of the calamity that has taken place. It's more than just a localized disaster; it's something that has worldwide repercussions. It isn't a linear tale, either: you often have choices about where to go and what to do. These choices can have a variety of effects, from simply strengthening your relationship with a companion character (and thus increasing his or her combat ability), to altering story sequences that can affect the game's ending. Perhaps the neatest aspect of Unlimited Cruise's combat is the Break Rush ability. Whenever you enter combat, lists of button commands appear on the bottom screen. Performing all of these without being knocked down rewards you with a Break Rush. This lets you attack with more power and causes each enemy defeated with a Break Rush attack to drop an item, health, and stamina pickups. While collecting items is pretty much par for the course by now, building up your combo to reach Break Rush adds a little bit of variation to the combat, which is otherwise quite basic. The downside to Break Rush is that it can often cause a severe drop in the game's frame rate if too many enemies are present, and while the frame rate drops are short-lived, they can still be annoying. Further, the lock-on function doesn't come in handy often and is rather erratic, being prone to snapping out of lock-on even a short distance away from the enemy. You won't mind spending so much time with Noel and Serah. The actors deliver their lines in earnest, though other characters aren't so uniformly excellent. Final Fantasy XIII's Hope and Snow both reappear; Snow as stubborn as ever and Hope less whiny than before. You could even call him strong and likeable. Hope's assistant Alyssa, on the other hand, is insufferably precious, while feathered shopkeeper Chocolina's soprano screech might have you shoving chocobo feathers in your ears. Inconsistent acting aside, Final Fantasy XIII-2's production values are impressive, the occasional frame rate dips notwithstanding. But the sequel is more visually diverse. In Augusta Tower, neon yellow and orange accents provide a striking contrast to the blue checkerboard walls. That area couldn't be more different from the Archlyte Steppe, where the grassy plains harbor grazing sheep and a machine allows you to control the wind and weather. Combat also doesn't quite mesh with the busy backgrounds. This is a smooth, fast-flowing game where you run and shoot with (mostly) reckless abandon as mindless techno music thumps away. Much of the game is a roller-coaster ride of blasting scabs and blowing away dumb bad guys who either openly shoot you or duck behind cover and crouch there until killed. It mostly works as pure dumb fun, but sometimes the scenery gets in the way. Enemies blend into the landscape like chameleons. Mobile foes tend to blast you numerous times before you lock into where they're shooting from, and the gun turrets on each level are often so well camouflaged that they are nearly impossible to spot (especially the red lanterns that look like scabs and the volcano-like thingies that launch explosive robot bugs). As a result, some levels have a puzzle vibe where the challenge is as much about finding all of the enemies as it is about killing them. Once you've come to grips with the stilted gameplay, it's time to learn the limitations of the AI. Allies and enemies behave similarly; they meander unevenly around the conflict zone, stopping to shoot the nearest enemy or simply standing around while the fight rages around them. A single headshot from any gun decapitates your foe instantly, so it's possible to run through dozens of foes with point-and-click ease. But playing as a straight shooter is dull, so you may want to experiment with your large arsenal to spice up things. Molotov cocktails, psychotic cats, a pepper spray flamethrower, and a fart gun are just some of the options, but the more creative you try to get, the more likely it is that you suffer an untimely death. Accidentally killing an ally will double your enemies instantly, and setting yourself on fire is practically a death sentence until you realize that peeing straight up into the sky will save you. Some of that forced repetition is likely intentional. Blackwater's campaign is short, and certain elements of the game seem specifically designed to pad its length. Worthless checkpoints are one such measure. Alternate routes are another. As you work through each stage, you can choose from two directions at key points. Differences are usually slight. You might circle left around a building instead of traveling right, for instance. The game keeps track of which routes you've taken and rewards you for exploring everything. There are also collectible items that you gather by shooting them. About half of them aren't noticeable until you're moving past them, forcing you to replay each stage a second or third time if you want to gather everything. Finally, you gain experience each time you play through a stage, and that experience unlocks automatic upgrades so that your characters can aim better or recover energy more quickly. In addition to including a more compelling single-player mode, Just Accusync Lcd52v Driver 3 lets you get up to four players together for a simultaneous dance-off--a first for a Kinect game. Multiplayer requires no setup either, with the Kinect automatically sensing when there are extra players present. While any song can be played with four players, there are specific songs that have been designed with more dancers in mind. These include a bouncy duet to Girls Aloud's "Jump" and a rock-and-roll duet to Queen's "Crazy Little Thing Called Love." It's the four-player dances that are the most fun, though, with choreography that's clearly designed to cause as much embarrassment from the participants as possible. Highlights include the Power Rangers-inspired "Spectronizer," complete with multiple superhero poses, and Kiss' "I Was Made for Loving You," which features a full four-piece air band and the most unexpected dancing twist in the game. You start by guiding the contents of a cup of coffee into a drain, which is easy enough. But soon, you're moving a chemical solution through a lush forest, trying to avoid absorbent plants and speed past the snapping jaws of Venus flytraps. You must a