Astro Boy - Omega Factor

mardi 8 juillet 2014









Gameplay

Omega Factor is a beat 'em up game starring Astro Boy, the main character of the Astro Boy media franchise. Astro attacks enemies using high-powered punches and kicks, which can also knock enemies into other ones and destroy them as well. Using attack moves slowly fills a gauge at the top of the screen. Once the gauge is filled, Astro is able to perform a special attack; rather than simply helping the player, these are required in some situations. Astro is also able to fly using rocket power, which is also sometimes necessary.
Astro's physical performance improves throughout the game. Every non-player character the player meets scores a point that can be used to improve one of Astro's stats, such as strength or flight speed. This is generally not necessary to beat the game, but the incremental stat increases can make the game easier, as well as allowing the player to find hidden areas in levels.
The game features two difficulty levels in the Japanese version, and three in the North American and European versions. Critics have remarked that the Japanese version is comparatively easier.

 

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Alien Hominid

mardi 8 juillet 2014






Gameplay

The game is a side-scrolling shooter in a similar vein to games like Metal Slug, where one hit instantly kills, and can be played simultaneously with one or two players. Players play as the titular hominid who has to fend off waves of secret agents. His main arsenal is a blaster, while players can also melee close-up enemies and use a limited number of grenades. Advanced moves include rolling under shots, jumping on and biting off enemies' heads, temporarily scaring other enemies, and digging underground and dragging enemies down with them.
Players can collect a variety of power-ups which simultaneously give players extra grenades, a shield and unique ammo. Players can also drive vehicles, ride on top of a monster and pilot a UFO. Completing certain tasks will unlock hats the players can dress their Hominid in. The main game features sixteen stages spread across three areas, Urban, Russia and Area-51.
Outside of the main game, there are three multiplayer modes; Challenge, Neutron Ball and Pinata Boss, a PDA game, featuring around 200 levels and a level editor, and a retro minigame, Super Soviet Missile Mastar. The PAL version contains an extra mode, All You Can Eat, while the PDA level editor is absent from the XBLA version.

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Advance Wars

mardi 8 juillet 2014






Gameplay

The objective is to defeat the enemy army. There are two ways to defeat an opponent: destroy every one of the opponent's units on the map or capture the opponent's headquarters. However, some maps have specific objectives, such as capturing a certain number of cities to claim victory. The available modes of play include "Field Training" which is a tutorial mode, a campaign mode which carries the game's storyline, the "War Room" which is a collection of maps on which the player strives for high scores, as well as multiplayer modes and a map design mode. The "Campaign" and "War Room" modes both help to rank the player up (from Rank #100 to Rank #1) and to earn coins to unlock COs and maps in the "Battle Maps" shop. The modes also gives the player a rank for effort after winning a battle on that map, which assesses by the speed, power and technique in that battle, speed being the number of days spent trying to win the battle, power being how many enemy units you defeated, and technique is the number of your units that survived (in percentage).

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Advance Guardian Heroes

mardi 8 juillet 2014













Advance Guardian Heroes is a side-scrolling beat 'em up in which the playable characters can perform physical and magic attacks. Physical moves include countering and mid-air dashes. Magic attacks, which drain the MP meter, include element spells and protective barriers. It's also possible to go into "Hyper Mode", a faster, more powerful version of the playable character.
The game is separated in various stages and sub-stages with their own boss-fights, enemies, and puzzles. Gameplay modes include "Story" for up to two players, "Versus" and "Training".
Unlike its predecessor, Advance Guardian Heroes allows players to move smoothly towards and away from the screen, as opposed to switching between 3 planes. Some platforming elements have been added to break up the combat, and two new jumping manoeuvres, the air-dash and the homing jump, have been implemented. Some sequences in which these moves are used seem to be references to various 8-bit and arcade games, and some wire-fu films.
A large part of the game relies on a revised "barrier spell." All playable characters (and enemies on higher difficulty settings) have the barrier spell available, and at the cost of magic-over-time, it renders a character invincible. Properly timed use of the barrier spell allows a player to reflect projectiles and magic (in a visual effect reminiscent of Mischief Makers' Marina Liteyears throwing a laser or lightning bolt back at its source), or stun enemies who attack in melee.
An green gauge is used to represent the character's (and speculatively, the player's) anger. At any point that the player's character is rendered immobile or out of the player's control, the player can rapidly press buttons to increase the anger gauge. Points allocated to the character's MOB[ility] grant bonuses to how quickly this gauge increases. When it flashes, the character can press A+B simultaneously to activate "Hyper Mode" or "Anger Mode," starting a timer in which the anger gauge decreases, the magic gauge increases, the character is given a burst of speed, and the player is returned control of his character.
If the player's character dies during the course of the game, a sinister figure appears and offers to give the character invincibility in exchange for his soul. If the player refuses, the princess appears and reassures the player that there will be another chance, before the game transitions to a game over screen. If the player agrees to the sinister figure's conditions, then the character is brought back to life in a state referred to as, "Devil Mode" that is unable to take damage (although still able to be knocked down and flung around) for the next 6 minutes, before the sinister figure reappears and destroys him, resulting in a game over screen. Regardless of the player's choice, he is able to continue the game from the last checkpoint reached before going into "Devil Mode."
Also, unlike the first game, the player is allowed to use most every character that he unlocks, in the main story as well as in the other modes.
Throughout the game, defeated enemies will drop crystals of varying sizes and colour, that act as the experience points. Between stages, players can allocate these crystals towards one or more of their character's attributes: Vitality, Mind, Attack, Defence, Magical Attack, Magical Defence, and Mobility. At certain points, you will have to fight the heroes of the previous game, and upon defeating them, they will give you their souls, which will increase one of your attributes by 10. Increasing an attribute with soul crystals will raise the character's level, no matter how high that attribute was to begin with. The higher the character's level, the more soul crystals will be needed to reach the next level, so players have to allocate their points carefully. Anything left over after allocation, can be donated towards unlocking further playable characters.






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