Category Archives: PS 4 & X-Box

Diablo II – The Happy 20 year old Devil !

Today we not only celebrate the start of 2016, but also a very important franchise in the era of the 90 has turned 20 today, we refer to Diablo . This action RPG from the hand of Blizzard North was in its time quite revolutionary by the interface point and click that it offered, versatility of classes and a quite high production budget that offered graphics and sound of another world.

Not only that, but it had a PlayStation 1 port that maybe several remember for its offline multiplayer that had the help of another player, an option for a storyteller to tell us the story instead of finding books, and probably the reason Most infamous of this version were its save times and the size it required (10 blocks at a time where the standard was 15 on a Memory Card).

It was so successful that four years later it had its sequel, Diablo II , which several remember that the disc of StarCraft brought a preview in video. Here the most notable was its variety of areas , which were divided into Acts. The randomness of the items here was much more complex than in the first game, and gave a lot of replay value thanks to this system along with tighter classes.

After this we did not hear much more of the series except some expansions until 2012, where the third part of the franchise, Diablo III was released. The first thing that caught everyone’s attention was the DRM system it had, which required us to always be online using to play , which led to an infamous first day of release where the servers could not stand the players mass.

Also the infamous Auction House was another point that divided the players, since they found that it reduced the exploration of the game and made certain parts were much easier if one spent money in the real life. This system allowed to sell equipment either with gold or spending real money, with very few exceptions to the rule with non-changeable items. It was so criticized the system (Until its director in that time Jay Wilson said that ” hurt much to the game “) that in 2014 was completely eliminated of the game.

In addition to this, the Reaper of Souls expansion made its leap to the consoles, where it was quite well received and made Blizzard see that there was a market in this area with these games (They were even re-released as Ultimate Evil Edition on PlayStation 4 and Xbox One, so much so that their next IP, Overwatch , was released simultaneously for the PlayStation 4, Xbox One and PC systems.

And now, this year, Blizzard celebrations do not stop. During the BlizzCon 2016, one of the things that caught the attention in addition to the implementation of the Necromancer class in a DLC planned in the future was the patch called The Darkening of Tristam , which as its name indicates makes us travel the creepy tower of the First delivery on the Diablo III engine . Along with other celebrations in other games, it is clear that Blizzard wants to celebrate this date, even if it did not mean to see Diablo IV.

FIFA 14 PC & Mobile – Sys reqs, Specs & review

Modern sports titles are debated between two streams. Should they be better titles or better simulators? The middle point is almost always the objective: that the simulation does not affect the game system and vice versa. FIFA has been concerned over the last decade in adding substantial improvements that contribute to this aspect.

The result is the introduction of an element of chance where it is required. Only the relevant should be addressed; A total simulation would not be fun and would not be a good game. The route taken by the game makes it virtually impossible for a system to control all players, so we must rely on the computer to perform certain tasks. This is one of the areas in which the team behind FIFA has spent more time on each iteration of the series, since adjusting the thin line between what the player controls and the work of artificial intelligence is delicate.

In a way, in FIFA 14 we must deal with the aspect of game simulation: now it is more similar to the real version of the sport, but the user must learn to perform tasks that were previously reserved for computer or artificial intelligence. The intention is clear: that the control of the ball is imperative to be able to realize a good strategy. With this they seek to eliminate “unreal” situations like that a player can dodge the whole opposing team. Minor automation also places an emphasis on the ability of users.

All of the above leads me to think to what extent a game should be a precise simulation. For example, I noticed how on one occasion a player stumbled upon another member of his team. Is it fair that artificial intelligence produces a situation disadvantageous for the player in a random way? For the short time I could play FIFA 14 , I noticed that getting used to will take some time, but it is a welcome change as it produces more interesting game situations.