Category Archives: Xbox One

Super Time Force Review

By | Xbox 360, Xbox One | No Comments

Time: once thought to be a strictly deterministic and immutable path to which all men are confined, turns out to actually be pretty darn easy to rewind, thanks to the efforts of the brilliant Dr. Repeatski. By some crazy happenstance, history goes haywire immediately after his discovering time travel: an evil Dr. Infinity and his band of “Blounbots” terrorize time and space. Luckily, Dr. Repeatski’s future self, Commander Repeatski, assembles a force more powerful than Time itself… the SUPER Time Force.

Super Time Force is a 2D side-scrolling bullet hell. The levels are timed and objectively last only a minute, and firefights are fast and frenetic, though the tutorial is deceptively long-winded and tame. This is by necessity, however, as the mechanics of STF are daunting in their premise and execution. Bearing in mind that most gameplay revolves around three buttons and one thumbstick, it’s easy to forgive first-timers for some confusion.

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of robots, dinosaurs, and post-apocalyptic bandits of the 1990s, you’ll have the ability to play as any of the diverse team that is Super Time Force. Each character has their own standard attack and special ability that shapes their unique playstyle, with each appropriate for different situations. Jean Rambois has a machine-gun with rapid fire capabilities; Aimy McKillin has a sniper rifle that can shoot through walls; Shieldy Blockerson…well, he blocks stuff with his shield. You’ll also unlock many more to choose from as you discover possible additions to the STF throughout history. Touching an enemy, or getting hit by projectiles, or falling into an abyss, spells certain death…or it would, if you didn’t have the ability to Time Out. A single button press pauses time; from there, it’s a simple matter of rewinding to a moment of your choosing, even to the very beginning of the level if you so choose, and respawning as any character you like, even one currently engaged in the paradox party. Once you’ve spawned at your chosen time, you’re free to rewrite history; previous selves spawn at their predetermined times, attack exactly at the times they did before, and perish in pre-determined fashion, unless you can viagra vs cialis vs levitra side effects prevent their death by destroying whatever killed them before it comes to pass. Doing so allows you to pick them up as a power-up, layering their special ability onto your own, and adding a single otc viagra extra health point against projectiles and enemies. Thus you can revel in viagra how long to take effect the unique “single-player co-op” that is at the heart of Super Time Force. I found myself typically working with a team of three different selves, but five or more were sometimes necessary to defeat bosses in a timely manner.

The aesthetic style of Super Time Force is decidedly retro, definitely adding to the time-traveling theme. Graphically, all the art is painstakingly pixelated in detailed 16-bit glory. While some might be wary of such a step back from the photorealism most modern games strive to achieve, there’s no reason to fear that any artistry is lost in this representation. Indeed, with the blocky texture the art style offers, the cartoony action of the game seems grittier for it. Bullets are more brutal, shrapnel more chunky, and explosions more robust, all by dint of the hard edges that blossom with startling speed as you blast your way through enemies. Speaking of which, the music is also a blast from the past, a cheap viagra cialis uk sweet, crunchy confection of chocolate chiptune by artist 6955.

The narrative premise of STF is a bit over the top, to say the least, and its delivery definitely matches. If you’re looking for a rich and engrossing plot filled with subtly shifting intricacies influenced by a panorama of dynamic player decisions, then I would recommend you look elsewhere. However, if you want genuine laughter, clever satire, and mindless action, this is definitely a winner.

Capybara Games is a relatively new developer, founded in 2003. Capybara rose to prominence from the indie

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scene of Toronto’s IGDA, initially developing mobile games exclusively. However, since their PlayStation Network release of the critically well-received game, Critter Crunch, they have branched out considerably. Their previous two titles were jointly released for console-arcade and mobile platforms, but Super Time Force will be their first that will be exclusive to the non-mobile market, followed shortly by their upcoming title, Below. Super Time Force is aesthetically similar to previous titles, but really showcases a creativity and wit that I believe couldn’t really thrive in the mobile market. buy real cialis Thankfully, this risky venture, which sprang up from a three day game jam experiment, has cialis generic online borne sweet, addicting fruit.

Super Time Force cialis 2.5mg reviews is fun, clever, addicting, maddeningly complex, and achingly funny, with a potent dash of nostalgia thrown in with the mix. The controls are a relief in their simplicity, given the intricate core mechanic, the play is dynamic and persistently challenging, and the art is exceedingly well-crafted. Hidden collectibles in each level, and a plethora of playstyles and characters to choose from, ensures steady replayability. My only possible hang-up is the brevity of the levels—even accounting for time reversals and time-limit extensions, a long playthrough normal dosage cialis of a level will run about ten minutes, which doesn’t seem like much bang for your buck; however, seeing all the multiple timelines compressed into one seamless 60 second bonanza at the end of each level somehow makes brevity the spice of this games life. I’ve already told my personal friends to go out and buy this game when it’s released, and I’d be doing a disservice if I didn’t offer you the

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same advice: for an unforgettable experience of time-traveling, action-packed hilarity, I’m giving Super Time Force a 5 out of 5.

I’ve got to get back to the future and continue playing this awesome game, but I’d love for you to get back to me if you have any questions, comments, concerns, or any other feedback! Just leave them in the comments section below, and I’ll be sure to reply when time allows. Like, share, subscribe, buy the commemorative t-shirt, and otherwise spread the word you heard it here on DvelopTV!

+ Hilarious Writing
+ Brilliant Mechanic
+ Variety of Characters & Levels
– Levels Feel Short
– No Multiplayer Support

PC Xbox PS3 PS4 Review of Child of Light

Review: Child of Light

By | PC, PS3, PS4, Reviews, Wii U, Xbox 360, Xbox One | No Comments

Child of Light
Developer: Ubisoft Montreal
Platform(s): Wii U, 360, Xbox One, PS3, PS4 PC

Face down the forces of Darkness as Aurora, a lost girl fighting through the magical world of Lemuria to rejoin her father, the Duke. This is “Child of Light” the whimsically refreshing new role-playing game from Ubisoft Montreal. Boasting Ubisoft’s new UbiArt engine, Child of Light delivers a lushly animated artistic world straight out of a fairy-tale.

Child of Light’s gameplay is in the style of an old-school JRPG, a mix between basic puzzle-platforming and turn-based battles. Both of these key elements of play work wonders with the art and environment, with the platforming promoting exploration of dreamy Lemuria, and the turn-based combat offering players plenty of opportunities to appreciate the design of characters, enemies, and levels.
One of the more interesting and unique features of Child of Light is the use of Igniculus, a small firefly-like creature who serves as your constant companion. Igniculus assists Aurora both in platforming (activating switches, blinding enemies to avoid battles, opening chests) and combat (healing allies, slowing down enemies). Though it is perfectly possible to control both Aurora and Igniculus at the same time in one-player mode, there remains the option to have a second player control Igniculus, which relieves some of the first player’s responsibility and allows for a more relaxed experience.
Combat and characters’ abilities rely on an extremely streamlined mix of skill trees, consumable items, and tailoring tactics to suit particular enemies; some are weak to one damage type, or may be resistant to others. During combat, all parties and their progress towards their next action are represented by icons on a single timer; while waiting for the next action, Igniculus can fly about to help or hinder as needed, so there’s always something to do between turns besides just gawking at the art.

That being said, one could easily be forgiven for simply staring every now and then (though combat probably isn’t the best time to suffer from art-induced paralysis). From the very first moments of the game, I was struck with a sense of wonder by the beautiful art of Child of Light. Using deep, vibrant colors laid on highly detailed and wonderfully designed environments and characters, Child of Light delivers an experience halfway between Chrono Trigger and Limbo, with a persistent dream-like quality, from which you won’t want to wake. The soundtrack is suitably fantastical, relying mostly on simple chamber-music arrangements, with song styles ranging from high-energy battle themes to more relaxed folksy tunes to explore to. Where the music really shines are in those areas dripping with drama, particular narrative moments where the music is downright haunting, or intense boss-battles featuring full orchestra and choir. In such moments, it’s easy to get swept up in the moment and really feel for Aurora and her roving band of adventurers.

Though the narrative of the game is a timeless classic of a child seeking to reunite with her parent, it is delivered in a fresh and striking package that dispels any notions of “cliche”. Story is delivered through speech bubbles and conversation panels, and occasional narrated animated sequences. One of the more interesting writing choices that really lends character to Child of Light is that all dialogue is written in rhymed verse. Even characters conversing with one another effortlessly engage in rhymed repartee, to the point that when one character struggles with improvising rhymed conversation, others express confusion.
Unfortunately, I found myself expressing confusion at every other character’s strict adherence to the rhyming style. As a poet myself, I was initially ecstatic to see the prevalence of poetic dialogue in this game. However, I also know how difficult it can be at the best of times to write an engaging, clear, concise bit of verse, and unfortunately, Child of Light too often falls flat. The choice to have all characters speak in rhyme reinforces the fairy-tale style, but robs the characters of most of their voice and individuality. What’s more, the writing is well done, but sadly, not well enough that it isn’t distracting, and fails to avoid seeming like a gimmick soon enough. Some dialogue is shoehorned in to force a rhyme, some rhymes are slanted, meter is too varied, and the whole idea, while incredibly bold, is simply too bloated to work well here.

Ubisoft Montreal, the Canadian subsidiary of French parent developer Ubisoft, is one of the largest developers in the industry today, and they boast an arsenal of widely-recognized franchises. Child of Light comes hot on the heels of the latest game of perhaps Ubisoft Montreal’s hottest series, Assassin’s Creed. Assassin’s Creed, like many of Ubisoft’s titles, has been delivered in a dozen different games, and is a steady source of revenue for the developer. With that said, it is extremely pleasantly surprising to see Ubisoft Montreal taking the risk of developing a brand new game without the foundation of a franchise to support it.
Child of Light is a novel approach that isn’t really reflected in any of Ubisoft Montreal’s pre-existing library, which have recently focused largely on 3D stealth and action-adventure games (Assassin’s Creed, Far Cry, Prince of Persia, Splinter Cell). However, Child of Light does fit snugly with the style of Ubisoft Montpellier, whose focus has been 2D puzzle platformers like Rayman. Rayman Origins was in fact the first title to use the UbiArt engine, an innovative framework whose merit has been beautifully proven in its latest iteration. Hopefully, with the success of Child of Light and other new upcoming IP’s (Watch Dogs, Valiant Hearts: The Great War), Ubisoft will see that there is still plenty of room in the market for AAA innovation.

Child of Light is rated E for Everyone, and can honestly appeal to a very wide audience, child and adult alike. It combines stunning environments, an enchanting soundtrack, an engaging story, and clever gameplay, in a simple and easy to digest package. Aside from some issues with the difficulty in writing rhymed dialogue for every character, every aspect of the game is of superior quality. For these reasons, I would highly recommend playing it to anyone looking for a fun, wondrous RPG; I’m giving Child of Light a 4 out of 5.

I look forward to playing more of Child of Light, and seeing more like it in the future, but for now, that’s all I have to say on it! If you’ve got any questions or comments, please leave them in the comments section below and I’ll get back to you as soon as I can. Be sure to like, share, subscribe, and tell everybody who’s anybody, and check back soon for more of the same!

Metal Gear Solid 5 Ground Zeroes Review for Xbox One and PS4

Review: MGS V: Ground Zeroes

By | PS3, PS4, Reviews, Xbox 360, Xbox One | No Comments

This is Skull Face, the mysterious leader of an organization known as the XOF. When Pah-z Ortega and Chico Valenciano go missing, it is up to Big Boss to infiltrate Camp Omega and investigate their whereabouts. Stealth and patience are key in Kojima Productions’ latest release.

Metal Gear Solid V: Ground Zeroes

The gameplay in Ground Zeroes operates in the same fashion that Metal Gear fans have come to know and love. Big Boss is equipped with weapons that aid him in taking out the enemies that inhabit Camp Omega, while still remaining hidden. However, you’re bound to run into trouble as you crawl through the grassy knolls and sneak past security cameras. My first inclination was to whip out my machine gun and take out

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possible. The ability to permanently mark soldiers as they walk around is a nice way of showing the player what’s to come. And slowly creeping up behind guards and taking their lives into your own hands feels great. Do you interrogate an enemy, execute him, or simply knock him unconscious? Whatever you choose, remember you’ll need a safe place to hide the body. The Spec Ops missions highlight a few different gameplay scenarios that we can expect to see in Phantom Pain when it releases. The VIP mission in particular does a great job of creating suspense, as you race loss of hearing cialis to extract a target and make pharmacy technician of texas a getaway to the helicopter.

Though it takes place prior to it on the Metal Gear timeline, this game builds upon the realistic art seen in Metal Gear Solid 4. The design of Big Boss is definitely influenced by another stealth series. The power of the PS4 and the FOX Engine allow for some truly stunning visuals. Seeing the compound at night time for so long and then being reintroduced to it during daytime shows contrast and use of the real-time system. Things like water and lighting are small touches that stand out while playing. It’s hard to believe what we were originally shown is exactly how Ground Zeroes turned out.

Technically, Kojima Productions is the developer responsible for every title in the Metal Gear franchise. However, Hideo Kojima himself also helped produce the Zone of Enders series on PS2. After playing Ground Zeroes, my interest in Phantom Pain has increased quite a bit. Hopefully we get to play it sooner rather than later.

As the lines between retail and mobile titles continue to blur, gamers are often left wondering: what exactly defines what is and isn’t a game? The same line of thinking has been applied to the newest entry in the Metal Gear Solid series. Is it a game or just a glorified demo? To me, it’s an experience. My biggest complaint of Ground Zeroes isn’t what you think. No, it’s not the length of the main mission that bothers me, it’s the level of difficulty. Admittedly, I am a relative newcomer to the Metal Gear franchise. While I’ve always loved the character, villains, and gameplay.. this is the first entry I’ve played since the PS2. So take that for what it’s worth, but some of the missions in this game are unusually hard. And without spoiling anything, the unnecessary and over the top violence that occurs towards the end of the game is completely out of place. At times, Ground Zeroes is harder and more graphic than it really needs to be. Another minor thing that bugged me were the vehicle controls.. it’s a completely optional mechanic, but this game falls flat on delivering a good driving experience.

The good news it that the solid execution found throughout the game outweighs any of its flaws. While the world is part of something that will undoubtedly be expanded upon in Phantom Pain, the island in Ground Zeroes is still pretty huge. The player is given freedom to travel wherever they’d like, which allows you to approach missions from any direction. Creeping past enemies and otherwise being forced to act on your feet is an excellent way to create tension. Combat feels nice and fluid, while snapping a soldier’s neck or shooting them in the face is satisfying. More to the point, Ground Zeroes has great balance. Exploration is fun in its own right, and finding all of miss viagra the XOF patches only adds more incentive for doing so. Beyond the main missions there is a ton of fan service that even I thought was pretty cool to come across. It’s also worth pointing out how amazingly cinematic the game feels due to its high quality of direction and voice acting. The story has a great sense of humor and the writers constantly wink at the camera.

Metal Gear Solid V: Ground Zeroes is a game worthy of your attention if you’re willing to overlook the negativity that its length has brought to it. The truth is, there’s a lot more to do after you’ve completed the main mission. The Spec Ops missions that are unlocked put you into fun scenarios that test everything you’ve learned. Besides being visually stunning, Ground Zeroes encourages the player to think outside the box and explore the open world. The balance and tension within create a sense of urgency that requires you to really think of the best way to go about doing things. Where Ground Zeroes falters is the increased difficulty in some missions and strange twist of violence towards the finale. It feels out of place and just added for shock value.

I’m giving Metal Gear Solid V: Ground Zeroes a 4 out of 5.

Based on fan reactions, this game is creating quite the stir. But I want to know what you think. Leave a comment below – and be sure to check out our Facebook and Twitter pages if you liked this video.

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