Tuesday 30 December 2014

Dragon Age: Inquisition December Review

My game rating - 10 / 10...

 "Bioware has created another masterpiece to the games industry, outstanding performance and attention to detail through-out"

Images from Game-informer.










For those of you who are new to Dragon Age games, allow me to give you the simplified version of events. You are a customisable character situated in Thedas, a country where blights and mage/templar conflicts occur. In the first game, you were a Grey Warden whose purpose was to protect the world and innocent people from the evils in the world while defeating dark spawn and avenging the fallen king of Ferelden. Wardens are unique; when they drink the blood of the dark-spawn, this allows them to see the movements and visions from the dark-spawn, revealing who was responsible for creating the blight while making them immune from becoming something bizarre all together - these Wardens however are instruments of sacrifice and the visions they have, become steadily worse while they are alive. Mages are greatly feared and restricted in their movements (due to their connection to the fade, the place where good and evil spirits and demons roam) as many people believe they were the cause of the first blight. Their corruption led to the loss of many lives and the corruption soon spread, those desperate enough used blood magic - eventually turning themselves into abominations. From then on, Templars were assigned to police the mages behaviour and confined them to "the circle of magi" where they were heavily supervised and could practice their abilities in relative safety.

Dragon Age 2 events occurred in the city of kirkwall; where the situation between the Templars and the Mages become progressively worse and precarious. It is the end of the fifth blight. Instead, the Qunari are the quiet threat to the city, while dealing with conflicts within the Chantry.

The Current game places the player into a situation where they are a prisoner that rises through the ranks. Your objective is to seal the breaches/rifts in the sky that have allowed demons to pass through, attacking the population while uncovering who is responsible for these events. Here is where I shall not speak more about Inquisition's main storyline as I know there are those of you out there who have yet to play it.

One of the areas I wish to address is the graphic content on the consoles. This is game is out currently on: PC, Xbox 360, Xbox One, PS3 and Playstation 4. As an experiment, I played the beginning of the game on the Xbox 360 and the PS4: by far the graphics are in favour of the next generation of consoles. It's no surprise considering what affects are used i.e. environments, glacial ice, smoke, snow. Older consoles offer a more... let's say a disappointing basic colour which give next to no overlay. Character appearance is also affected - a more blocky and less well defined of features. As much as it would be expensive, I would highly reccommend that if you love graphics and believe they contribute towards story; buy the game for either the PS4 or the Xbox One.

(Dailymotion.com - image reference)

Through-out the game, you are given the choice to select either: Viviene (first enchanter and a member of the imperial court), Dorian (A mage seeking to right the mistakes of his people,) Solas (a knowledgable elven mage with experiences that dwell into the fade and spirits,) Iron Bull (a Qunari leader of a mercenary group and spy,) Cole (a spirit who wishes to help people,) Sera (a cheeky elven girl who embodies the values of Robin Hood) previous favourite Varric, Blackwall (a Grey Warden, haunted by the past,) and Cassandra (a brash warrior and member of the seekers.) Each one of these companions has their own area of expertise and skills. The approval system has also been improved to offer much better feedback to the player. The voice-acting provided extra feel, atmosphere, performance and story to the game swell - so much so that it feels ... real to some degree. Interaction among NPC'S and your character flow beautifully.

Players are also given the opportunity to pursue romances (mine was Cullen: advisor and leader of the Inquisition forces XD) You can romance all of your companions with the exception of Varric, Cole, Viviene, Morrigan and Leliana. Each romance has it's own special diversity and requirements. For example, take Cassandra: who is a traditional romantic - poetry, flowers, books and spontaneousness. Whereas; Iron Bull is attracted by braveness in combat and Blackwall... well - he's too modest!

Another important aspect of the game was the weather systems and size of the maps - to see my character's armour covered in rain and blowing in the wind in deserts was breath taking. It may seem simple, but these simple factors offer story to story as well as feel, reality and demonstrate to us; the customers that small details such as these should have prominent place in the world. It's actions speak louder than words. The environments themselves were breathtaking! Sound effects complimented visuals very well, adding need overlay and an extra layer of intrigue and storytelling through seeing and sound.


Selecting a certain style of throne and judging prisoners of war was also a special feature where the player can exert their power and make use out of the prisoners. There were certain number of rooms that in appearance didn't seem to serve much use i.e. the old library near the kitchens, a gallery - I felt that these rooms could have had more practical use; such as housing the heads of defeated dragons, collecting certain objects/ books and displaying them in cases as well as works of art, offering information and cinematics to impressed lovers, visitors or companions. It would also have been nice if the player could have chosen the use of each room - particularly the Inquisitor's quarters i.e. you could convert the gallery into a private ballroom, dining room, display gallery and update the library so that people are seen to be using it and the player can gather continuous information, manage a diary of sorts and write letters or an area of reflection. So much potential for such a vast space!

Combat has been given a much needed make over; DA2's combat was criticised for being too hack and slash whereas in Origins's; combat was more strategic yet the animations were more slower and didn't meet the statures of genders. Alternatively; current combat is a lot more smoother, flowing, with the appropriate animations and body language to match. Inventory systems are much more easier to use - allowing the player to create special armours and weapons either for themselves or companions. Customisations have also played a huge enjoyable part in Inquisition - there are a few occasions where the player can customise the base (choosing either an infirmary or practise area or choosing from a templar tower to building your own circle of magi). For future improvements; I would love to see more customisable building features as well as quest options after the player chooses a specific upgrade. For example, if the player chooses to build a mage tower at Skyhold, the player could receive the opportunity to manage the guild itself while completing quests to rebuild the reputation of that specific group etc.

As I have adored the accomplishments of Dragon Age: Inquisition; there was very little if not, none that they could have been done to improve. My only criticism is that I wanted to learn and see more!

Architecture, lighting and composition firmly co-exists with many elements in Inquisition. It takes true master's of their craft to understand this and apply it to another format such as this. What we see is a work of art on our screens - with Inquisition features new areas of potential, and I hope Bioware continue to show their love and skill in future DragonAge games. Please get in touch if I have missed any areas in my review, or would simply like to share your opinions about the game, I would love to hear it!


All the best and Happy new year to you all!








Saturday 1 November 2014

Loot Crate "FEAR" Review


Loot crate "FEAR" Rating: 9.0 / 10


Hello all! I hope that you all enjoyed the Halloween festivities. As part of a new edition to my game review blog, I thought it would be interesting if I reviewed Loot Crate boxes every month. For those guys who aren't sure what Loot Crate is: it's a monthly subscription where the buyer will receive 8 items in relation to a randomly chosen theme within games and such! In my opinion, the service is value for money, items are of high quality and well thought of. I highly recommend this service to everyone, it's brilliant! And if your struggling what to get someone for a gift, this is perfect!

There are two types of boxes; one that is narrow but wider at the width means that you will mostly likely get a t-shirt and a graphic novel. The other type of box is thicker, so most likely, you will get a couple of rare figurines etc. This month's Loot Carte box is Narrow and wide. The inside of every box is custom according to the theme every month.

The box itself is durable, distinct, simple and surprising. The first item in the box is a black shirt with a collection of kittens that form a skull. I have to admit, the shirt gave me the giggles, good fun! The second item is a limited lithograph featuring a scene from the Walking Dead (Spoiler Alert!) Underneath the lithograph is a book called "How to Survive a Sharknado: And other natural Disasters" By Andrew Shaffer. The book is full of interesting tips, nice illustrations and on the whole a well made book of fun. On the right side of the box, is a Loot Crate exclusive: a DeadRising 3 limited edition pen. Well packaged- high quality, good colour and generally awesome. My only complaint, is that for my pen, it's abit tricky to separate the pen from the saw cover. Next we have the classic magazine with 3D glasses. If you put them on, the book becomes 3D and the box art comes to life!

Next we have bite stickers, one toxic waste sweet, the custom badge and lastly, possibly one of my favourite items: A Walking dead Comic book. Number: 132 Happiness. Pretty cool front cover with the Loot Crate sign on the zombie's T-shirt.

All in all my favourite item(s) were: the Cat/skull T-shirt, the survival book, the Walking Dead lithograph and the Walking Dead Comic book. They are stunning items, each has a distinct humour about them. It's a shame that the DeadRising 3 pen didn't work so well with me. If I could change or add anything to this month's Loot Crate, it would be to either a spooky lolly pop instead of Toxic Waste or maybe a spooky accessory or necklace.

Having said that, this is one of my favourite Loot Crates, the Crate has given us very well considered items, that invoke imaginativeness, laughter and spookiness what with Halloween and that. Please let me know what you think of this month's Crate! I hope you guys enjoyed this review, if you have any questions or if I have missed something out please let me know!

                         

                    I have subscribed to Loot Crate for 3/4 months now, and I don't regret it!





Friday 19 September 2014

Infamous: Second Son Review

                                                    My game rating: 9 . 2 out of 10 ...


                                   
WARNING: Review may contain spoilers.

Sucker Punches previous game titles: Infamous and Infamous 2 proved so successful from not only experience, to combat and the colourful characters amount surroundings. Within these previous game titles, you played as the fan favourite, Cole McGrath. In the first game, the story was heavily focused upon the discovery and development of your powers and the consequential decisions you have to make along your journey within the heavily populated and apocoliptical city. Infamous 2 differed greatly from it's predesessor: for the first time in the Infamous franchise, players had to opportunity to  traverse swamps, small forests, converse with much more colourful and constrasting characters, use new elemental abilities and a much more colourful and less concrete city to play in, New Orleans. The second game title heavily influenced the player to focus on their decision making and gaining power. Character types and voice acting, new enemy types and collapsable building were amoung the much needed new features and visual effects.

From there, Second Son brought together what made the previous games so enjoyable to play. Without further ado, let's get into the review for Infamous: Second Son!

Set in the tribal village, you play as Delsin Rowe, a care free young man with an eye for art and holds the attitude of a typical teenage boy. After obtaining the smoke power from an escaped convict, Delsin learns that he is one of the 'freaks' now and begins his long journey. His attitude may come from the difficult relationship he has with his brother, who is a police officer and firmly believes that conduits are the ills of the world and therefore deserve everything they get coming to them. Upon discovering his powers, Delsin shows his excitement towards his brother, telling him of the things he could achieve .... The ending to which only provokes his brothers dis-approval and anguish.

After the sibling disagreements, Delsin realises in order to save his tribe, he must leave home and venture into the heart of the DUP forces and to the area of Austustine's headquarters.

For the player, Second Son proves to be a welcome edition from Sucker Punch studios. Instead of the lore and characters being set in a typical superhero comic book or movie, Second Son has been given a much needed face life, an upgraded, fresh look - stepping foot into the modern world.

Much of the good points surrounding Second Son relate to character performance, game graphics, lip sinc via actor and their character, sound, light affects, weather affects, graffiti side missions, secondary character profiles, storyline, combat, enemy types, facial animations and lastly the choice system. My favourite mission sequence was identifying the murderer - full of surprises along with great attention to detail and displays a welcome change of creativity.


The only areas I feel should have occurred more often, were the choice options and more interaction with Fetch and other friends to Delsin. The option to either corrupt or aid an alley was an enjoyable feature, one that could have played more of a role.

If you guys have any questions, or noticed anything I missed, please get let me know and I shall try to answer. I hope you enjoyed the review.

Friday 11 July 2014

Murdered Soul Suspect Review

My Game Rating… 6.5 / 10 
The concept was there, but missed out critical areas that made similar games, such as La Noire a masterpiece.

Murdered Soul Suspect marks a very similar resemblance to that of La Noire where facial animations and crucial detective evidence gathering was the main objective to be had. Set in a dark, gothic small settlement, you play as detective Ronan: a man whose past was clouded by years of law breaking who ends up being over powered and shot several times in the chest by a immensely strong male known as the "Bell Killer."

After failing to apprehend the Bell Killer, the transformation began from living to dying. Ronan is horrified upon seeing his own body being brutally attacked with the killer walking away, scott free. Eventually, you get acquainted with a ghost girl (named, Abigail Williams) whose been wandering the streets as a ghost for a very long time making Ronan believe she knows "the way things work around here."

The overall concept of the game was pretty well thought of, if not too short in game duration. I say this because you can't interact with weapons or use a gun whereas most games nowadays seems to copy the same old objective. So instead on relying on weaponry, you use your head and skills as a former detective to find out who murdered you. Refereeing to the conversation you have with Abigail William previously; she states that the talents you have had in life, become powers in death. Graphics were a stunning feature, especially the ghost drawings featured on walls scattered across the city and the transparency of the main character. Yet there was the occasional glitch on the Xbox 360 (I wanted to compare next generation graphics to an older console to which the next generation console won in this experiment.)


Combat was a fresh air but lacked that spark that could have made it a pleasure to play. As previously
  mentioned earlier in the review, the player cannot touch or pick up objects. Instead you can inspect and search for clues. Guns aren't a playable feature, so combat mainly consists of hiding in ghost memory spots, avoiding demon sight lines and eventually creeping up behind demons, destroying them in the process. By adding more creative ways of killing demons, I believe most uncertainties 
about MSS would be solved. The historical and mythological research that went into the game was a brilliant experience, the theories of the killer were quite philosophical yet haunting to read and take in. And Let's not forget the cinematics! Character facial expressions and body language really added to the haunting atmosphere practically when you solve a murder. One of the features I found very enjoyable was the chance to solve other ghosts deaths, sending them to heaven after success. To improve the game, I would like to have had more interaction with ghosts, solving more aspects of their troubled lives and generally comforting them. 


As a ghost, you can possess, peek, influence, read minds, walk through walls and teleport short distances etc. While I believe these abilities gave you the upper hand in detective situations, there wasn't much of a fun factor. I believe that making objects move or smash, adopting the characteristics of a poltergeist character would have added more pleasurable game experience and would have created a more in depth sense of power to the main character.

From the list of character's which featured, I particually enjoy Joy's character. A reluctant medium who commits petty crimes in search of her mother, both of which are targeted by the killer and have been hiding separately to avoid detection. As a medium, joy can hear and see other entities and is able to decode her mother's cryptic journal. Her transformation from solely wanting to work alone and answer back to Ronan becomes more of an intelligent thinker and team player. 

Should a sequal be in mind, as a player, I would like the game which allows us to get to know the character's individually as well as adding more puzzles to solve, more items to collect, a game which has a pro longed storyline, larger explorable areas, and more interesting and unconventional ways to complete objectives. 

If I have at any point missed areas during the review, this is because I do not wish to spoil what happens for those players who have yet to play the game. 


Saturday 17 May 2014

AVATAR: The Game Review

… My game rating: 7 / 10 ...

First of all, It's awesome to get into game reviews once again where occasional illnesses and university won't bother me for five months! So to get back in the swing of things; I would like to start things off by reviewing a game that's one of my favourites yet has great room for future improvements.


The game was released around the same time as the movie. This review is a means of which we can make find out if game's based off a movie are good or are they a way for companies to gain more profit via other forms of media. Here you play as Ryder: a signal specialist who works for the RDA corp on Pandora. As a soldier; you execute orders to the letter… mending gates, interacting with your fellow soldiers, defending base camps, intercepting a mole. Eventually, you learn that what you have done at the beginning of the game brought devastation onto the Na'vai people. As you progress, you will face the ultimate choice: will you join the Na'vai or remain with the NDA and kill the mole?


Naturally, if you choose the Na'vai you will come across some stunning environments, ride the dangerous creatures on Pandora while revolting against the RDA, killing it's leaders on the battlefield, ambushing few soldiers and being knee deep in Na,via culture. Meanwhile, if you choose the RDA… let's face it, it's the evil badass choice to make so gameplay will be extermination on larger scales, while taking on their leaders single hand-idly. This being an evil path to take, means you get several opportunities to redeem yourself and change sides. However; you cannot change your human form. This will make combat with your now enemy, RDA a tad more challenging.

Combat on both sides are very over balanced. Naturally the Na'vai are not soldiers, these are hunters who know the way of their lands like the back of their hands. The Na'vai are mostly up close and attack  and yet their bows match greatly out weighs the RDA ranged weaponry. While RDA, are mostly orientated on range, making them weak up close but they have armour whereas the other side has bone and ceremonial armour. Overall, combat is on the RDA's advantage especially if they attack in groups.


Let's take a look at the environments… Let's face it, the use of colour and light as well as texture and depth real adds to the general atmosphere of being in this very surreal and potentially hostile environment. The environments at night are jaw dropping to say the least and the ability to right banshees; is also a brilliant idea yet at  times fiddly to control. As a Na'vai, these lands are sacred whereas the RDA see them as gold mines to benefit themselves. Character animations are also a highlight: the way the tail moves, the bags attached to your waist while running, and general character behaviour when your character action remains motionless. The weapons are also a well done feature: each has it's own uniqueness, especially the AVATAR weaponry where curves are prominent and colour gives a more ceremonial appearance. The use of lighting has been very impressive, especially the lighting to which surrounds hometree and night time surroundings. Another enjoyable factor, was seeing sprits floating in the air as the player walks past, this make the environment appear more in-depth and pure.

There is a deep and a beautiful sense of culture as well as history which surrounds Pandora and it's people which is part of the reason why I am so absorbed and in love with it! And while the game offers a breath of fresh air in terms of atmospheric environments, moral choices, the chance to revive yourself and collect samples, colourful weaponry, the ability to ride banshees, dire horses and thanators and strong NPC character's... Unfortunately; this wasn't enough in my opinion to rank it higher out of ten.

As this is an eccentric and dangerous world, I would have liked to have seen more effort placed on creating alot more side missions that link with the main storyline. For example, as a Na'vai you will come across a few AVATAR NPC's who insult and threaten to kill you, claiming that you will never be one of the people and as you level up you will gain new armours, powers and skills, there is a very brief description and story of each item. I feel as though this process was meaningless: considering that you betrayed your human, race you should have to win the people's trust by proving you are their friend. I believe side quests would have been really useful here, it would have offered the player a greater reward and appreciation towards the Na'vai customs.

Another aspect I felt needed changing was certain parts of populated environments. There are huts and buildings which sit there and offer no sense of purpose or interaction with the surroundings, player and NPC's in mind. These parts you will
need to pay attention to noticing. However; I can present an example as to the huts I am referring to. In the first Na'vai settlement you are positioned in after you choose the Na'vai side, you will be surrounded by climbable structures that offer little to no reward for climbing them in the first place. In the corners of these settlements, is often where you will take note of the structures I speak of. There was even a cave full of water and crystals located nearby but was offered no intel or background information as to what's it's purposes was.

Player voices were quite tiresome at times. I would have hope voice overs and the scripts were softer in accent plus I wanted to player to properly interact with the natives instead of the occasional typical and unnecessary remarks.

To summarise, my game rating would have been much higher had there have been more interactive and rewarding environments, better voice acting, larger maps,  a larger and in-depth encyclopaedia, ceremonies after reaching levelling up instead of the items magically appearing out of no where, improved conversation scripts, a great deal of side missions that offer you the chance to get to know your new allies, train to hunt, ambush the RDA patrols, create arty objects for home-tree, create your own weapons, learn the basic of the language, interact with families, craft and build your own lands and houses that steadily come to life with Na'vai and plant life the more you prove yourself and become a member etc. There was a great deal of potential here, and I feel there have been large parts that have been missed out, much to our mis-benefit.

Having said that; this is a good time. And if the changes I have enlisted are applied to the next game title in the AVATAR franchise, I think we will have a great game. This would offer players a deeper and rewarding sense of a different world that has different rules and cultures and more importantly… how we learn and fit into these places to find our own identities and make and break fate.







Sunday 6 April 2014

THIEF Review

My game rating 8 out of 10 …

http://dominus.ttlg.com/wp-content/uploads/2013/03/t4w3.jpg

THIEF's  release has been long awaited for the past year or so. Looking from the trailers, we were promised a aesthetically pleasing, dark genre fun stealth packed game available to the current consoles and next generation. Fortunately to say, we were not disappointed.

Lets get the bad stuff out of the way! The biggest killer for me was the jagged colour glitches which occurred everywhere across the screen. As I have been working on this review, readers and friends from my blog and university have admitted that they suffered the same problem. These glitches got so bad that they had to stop playing immediately. Another issue was the audio overlapping other NPC's while in conversation with Garett.  During cutscenes, Garett's lines cut every know and again, leaving only his lip sinc to stare at.

 http://www.primagames.com/games/thief/guides/thief-eguide/introduction - Character Profiles

The brash but deadly Erin, a nice change in character where an equally strong character leads her self astray and a return of the anti hero becoming one. Costume design has really taken shape here. Erin here (pictured above) comes across between a biker chick, assassin and thief. Her use of jewellery and the rustic manner of which she wears her clothing is quite unique. 

While these issues may have been arduous at times, that's not to say that THIEF wasn't a success. For those who aren't familiar with previous games and such: you currently play as master thief Garett, whose a rather anti-social character, preferring his own company compared with everyone else. He is intelligent and cat like in stature, climbing and combat. In this game title, you have an apprentice named Erin who is rather similar in character to Garett but she is alot more careless ad over confident. After losing your protege during a failed heist, you have no recollection as to what happened you and Erin. After spending one year away from the city, you return to find it in the rather corrupt hands of the Baron who believes industrial progress is the number one priority above anything else. Upon your arrival thanks to some discreet allies, you find yourself in the middle of the city where sickness, anger and riots plague the streets while the rich live comfortably in their homes while the poor struggle and starve in poverty. This is where the gameplay begins … Will you be a stealthy cat or an aggressor? Your call.


file://localhost/Users/sophiestelfox/Desktop/Thief-4-Game-Wallpaper.jpg

Favourite levels? Well mine would be the Madam Xao Xao's brothel and the mental asylum. Between the two levels, you will see and experience warm and exotic environments to cold, tenuous, potentially heart wrenching ones. For artists and game developers to go from one style and feel of environment to another is greatly admirable and I believe it truly adds more worth and depth to any game. Sound track takes less of a priority but maintains the overall theme and feeling of each scene. There are elements of rustic, classical and mixed elements which if you consider refer to similar patterns to Tomb Raider: Reboot and Bioshock: Infinite.

As for combat, it was enjoyable but not perfect. Dodging is a little fiddly and the only way to gain a real advantage in fighting a group of enemies is to invest in focus points. Despite this, the bow is an incredibly useful and powerful tool to use. And the variety of arrows made it all the better! Pickpocketing is an awkward and also a fun little thing to do that is further improved by focusing your points on this skills set. Another loveable factor is the abstract story… I like it because situations like this are not mean't to understand quickly. I tire of how most games spoon feed their gamers with a simple, unimaginative stories to which I find insulting. The gamers are not stupid, we crave for intelligent plots that give us inspiration and encourage us to ask questions.


http://www.therpf.com/attachments/f9/thief-4-costume-wip-first-post-theif-arrows.jpg-180593d1367812518

The side mission were very enjoyable. In some way it made feels as though I was getting to know someone through their house … plus their valuables of course! Exploring houses and solving their owners traps while listening to the cracks and spitting fires reflects the attention the developers displayed towards the project. Earlier I discussed the negatives of the game, I believe the game could be further improved if the player had more secret areas to explore, more interaction with the clock tower hideout, more collectables, and increased length of story or game hours. Also, I was troubled by how little the Queen of the Beggars had in the game. I believe there should have been some exploration and further interaction with this character alot more.

Overall, THIEF offers great voice acting, stunning graphical environments, a great array of character personalities, good combat and so on. I just wish that the game was longer so that the issues listed can be addressed and the character's throughly explored via side missions or extended main levels. Having said that however; after what I have seen and played so far, I can tell that this studio deeply cared about this project. That and fine artists have been a great source of help and visionary here. If only other studios could follow their example and standard of art produced.


http://titanbooks.com/the-art-of-thief-limited-edition-7594/

Before I conclude this review, I would like to recommend the art book for THIEF 4. There is a great amount of stunning conceptual images. If you are interested in modelling, they have pages in there too! If your a fine artist such as myself, then the book will be a valuable asset to any book reference collection. In the conceptual studies, you can see how the artists added animal characteristics i.e. how Garett looked cat like in combat and stature. You can buy this book from Ebay, amazon and Waterstones.


Thursday 13 February 2014

Thief 4 Trailer Review


Hello all! I hope your new year is going well. I thought it would be best to start of this years game reviews by looking at some trailers from Thief 4. Thief 4 will be released on new generation consoles, PS3, Xbox 360 and PC in Europe by 28th February. No collectors edition has been announced. However; I do hear that if you pre- order the game now, you will receive extra missions. Should I hear anything else, I will post the news on my Thief 4 game review later in the month.


                                                      My Trailer Rating - 9 . 9 out of 10 …

For me; this is one of the best trailers I have seen this year so far. Garrett's narration is very warm yet sharp through out the trailer. This is deeply complimented by the hair raising music and crisp sound effects. Music ranges from electric guitar to choir, drums and other orchestral elements. The atmosphere is further enhanced through the acting skills and narration of the rebel leader. The animation shown is … incredible. If we look closer to the man's features of his face, they interoperate the anger incredibly well. Indeed, there is much passion to his facial expression. Mist or fog plays a huge factor here swell. This is to emphasise to the upcoming player that the darkness is your alley and the sickness that roams the streets has gravelly spread. All of what I have seen so far has given me great expectations to the game's release. the studios have certainly paid close attention to making it's reboot a much needed make over that compliments new technologies, art styles and such. Further strengths grants players to interact with highly standard voice actors. The character that will feature appear to convey actual unique personalities e.g. Erin and Garett's contact. Should all of these factors come together successfully and compliment one another with ease, then I believe this might just kick start another series, following in the footsteps of Garret once again.
                                         








Wednesday 29 January 2014

Animations I made from University (1st December 2013 - 23rd January 2014)



Hello all! Apologise once again! From the date mentioned above; I have completed two animation for my university assignments. The animation shown above is about a Celtic warrior who hands down an item of great importance to a descendant in the future; present day. I hope you guys enjoy the video! During this time I am working on the reviews for the upcoming titles: Thief 4, dying light and Elder Scrolls online. In the mean while; my reviewing efforts are being focused on RAGE from Bethesda. 

Let me know what you guys think of the animation. I understand if there are areas that are incomplete, this is due to the in depth-ness of the assignment given. But I'm determined to perfect my craft further. This is the first animation I have produced… using Flash software.