The circle pad control works well for normal driving conditions, but really shines when used with the glider, a new addition to the Mario Kart franchise. Another way to travel that occurs when a course is under water, so it was a propeller to help your kart navigate the sea floor.
The transitions between normal driving under the water and smooth flight. The tracks we've seen so far are normal Nintendo brand creation. That is well planned and offer variety and an advantage for anyone who has crossed more than once.
The usual cast of playable characters are available, as well as power-ups tried and true. Players also have the option to drive as your Mii on this occasion. Players can compete online with up to seven locations with WiFi, but you can also choose to play more of a connection to broadband Internet as well.
The three themes that we saw at Comic-Con showed a variety of environments and stressed most of the new features. This feels very much like the original version of Mario Kart DS all the way right. The AI is solid, without resorting to cheap tricks when you're in the lead or be a pushover when you're behind. Overall, the game is ready to hit store shelves.New maps, upgradeable gliders, wheels and trucks and some surprises to come will make the purchase of this title for any DS owner Mario Kart fans alike obvious .
2011年10月14日星期五
2011年9月22日星期四
Last night's party was a stunning Tera Gold Cheap success
Last night's party was a stunning Tera Gold Cheap success--we loved hanging out with our community members, showing off some new details about TERA, and partying in one of the best cities in the US at one of the best conventions in the world. We don't want to steal any thunder from people who attended, so check the SDCC party thread for updates from those who were there. We'll post our own video recap next week!
He's too great to be contained in a single interview -- this week, TheGameNet published a pair of video interviews featuring David Noonan, En Masse's Lead Writer. The first is a nine-minute discussion of everything TERA and the second is short "personality" piece.You will explore three continents, you will be double-crossed, you will do some double crossing and you will end in a Stalingrad-like battle with the Argons, these metallic creatures that want to terraform the entire planet... and your job is to stop them.
Though developed in Seoul, Lee says that the Tera Items game is "absolutely" targeted at the Western market, thanks to the vision of angel investor and Neowiz founder Byung-Gyu Chang. "His vision behind starting Bluehole and making Tera was to have a global success, so they really studied a lot of what Western gamers' preferences were, what successful Western games that they had seen in the marketplace did before deciding on the approach that Tera would take," says Lee.
Related articles: http://courtgame.huarenblog.com/uUOoI-b1/Millennia-ago-two-titans-of-Cheap-RS-Gold-unimaginable-power-b1-p11.htm
http://ourgame.blogge.rs/2011/09/17/slayers-use-mighty-greatswords-to-sweep-rs-gold-their-enemies-from-the-field/
He's too great to be contained in a single interview -- this week, TheGameNet published a pair of video interviews featuring David Noonan, En Masse's Lead Writer. The first is a nine-minute discussion of everything TERA and the second is short "personality" piece.You will explore three continents, you will be double-crossed, you will do some double crossing and you will end in a Stalingrad-like battle with the Argons, these metallic creatures that want to terraform the entire planet... and your job is to stop them.
Though developed in Seoul, Lee says that the Tera Items game is "absolutely" targeted at the Western market, thanks to the vision of angel investor and Neowiz founder Byung-Gyu Chang. "His vision behind starting Bluehole and making Tera was to have a global success, so they really studied a lot of what Western gamers' preferences were, what successful Western games that they had seen in the marketplace did before deciding on the approach that Tera would take," says Lee.
Related articles: http://courtgame.huarenblog.com/uUOoI-b1/Millennia-ago-two-titans-of-Cheap-RS-Gold-unimaginable-power-b1-p11.htm
http://ourgame.blogge.rs/2011/09/17/slayers-use-mighty-greatswords-to-sweep-rs-gold-their-enemies-from-the-field/
2011年9月6日星期二
Perhaps holding back on the heals
Early this morning, the Community Play Event came to a close. After a weekend of fun, it was time for us all to pack our weapons and say goodbye to the world of TERA :( The CPE served as a first TERA test for some and a fifth for others, but either way it was the largest test the NA/EU community has seen and thusly, the most fun!
Crafting is a feature that the community has been fairly vocal about. In the level range we were able to test, crafted gear was as good as or worse than gear earned from questing, yet it was costly to make and based heavily around RNG. The community would also really like the ability to re-bind the combo key to something other than spacebar.
This might sound weird, but it's just a thought. Perhaps holding back on the heals and tanking skills early on might force the other classes to learn their class more thoroughly, especially when it comes to survivability, rather than completely rely on the healer and the tank to keep them alive? I think this action/aim-oriented combat is going to be a bit more "messy" in groups than the usual target-based gameplay most of us are used to, so it's probably a good thing that players are forced to be more self-sufficient earlier on. It's true that Priest and Lancer won't be as familiar with the core of their class as early as others will, but if the others have also learned to survive better in the meantime, it might balance out just fine.
Crafting is a feature that the community has been fairly vocal about. In the level range we were able to test, crafted gear was as good as or worse than gear earned from questing, yet it was costly to make and based heavily around RNG. The community would also really like the ability to re-bind the combo key to something other than spacebar.
This might sound weird, but it's just a thought. Perhaps holding back on the heals and tanking skills early on might force the other classes to learn their class more thoroughly, especially when it comes to survivability, rather than completely rely on the healer and the tank to keep them alive? I think this action/aim-oriented combat is going to be a bit more "messy" in groups than the usual target-based gameplay most of us are used to, so it's probably a good thing that players are forced to be more self-sufficient earlier on. It's true that Priest and Lancer won't be as familiar with the core of their class as early as others will, but if the others have also learned to survive better in the meantime, it might balance out just fine.
订阅:
博文 (Atom)