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The artificial intelligence for Fut Coins

Le 11 October 2014, 05:34 dans Humeurs 0

The artificial intelligence for Fut Coins both your teammates and the enemy soldiers is poor. When you fire at an enemy soldier from afar and miss, and he doesn't even notice that you're taking shots at him, you can't help but feel disappointed in the game. And the only noticeable change in the AI at higher difficulty settings is that the soldiers have better aim.


Visually Tom Clancy's Ghost Recon isn't a very stellar-looking GameCube game, but it does manage to get the job done. The models and textures used for the soldiers and environments are fairly simple, but they have many of the details featured in the Xbox version. For instance, equipment dangles around the soldiers' waists, the snipers have their camouflaged netting wrapped around them, and buildings look realistically worn by weather.

The animation of the characters from a distance is terrible--the enemy soldiers look like they have two frames of animation--but it does get better as they approach. The game's frame rate is fairly constant, although it does hitch up often when there are multiple enemies and teammates onscreen at once. The game features some neat blurring effects that indicate when the soldier you're controlling has been struck by a bullet. The lighting and shadowing in the game definitely give you a sense of the terrain's depth and scope, which is a nice visual touch.

Setting waypoints is a Fut 15 Coins

Le 10 October 2014, 10:11 dans Humeurs 0

Setting waypoints is a Fut 15 Coins vital aspect of real-time strategy games, but Dogs of War botches it by assigning the shift key both for setting waypoints and for allowing camera rotation and tilting. Whether you use the mouse or keyboard for camera control, the net effect is that you can't scroll the main display and set waypoints at the same time. A workaround is to assign waypoints on the minimap, but it doesn't provide the level of detail you might prefer.


Many conventional real-time strategy games let you quickly switch your main display to any point on the map by left-clicking on the corresponding point in the minimap, and then let you order your selected units to the new location by right-clicking. But in Dogs of War, you have to double-click the right mouse button to switch the screen using the minimap. This creates a special problem: You can't select a new area on the minimap while a unit is selected, or it will start heading to this new area, because movement is also controlled with right mouseclicks. Just how cumbersome is the interface? In the climactic battle as either the Imperial Alliance or the WarMonkeys, you're allowed to control only a single unit. Apparently even the developers knew something wasn't quite right.


It's also worth mentioning that the missions in Dogs of War are mostly scripted, as the absence of a quick skirmish option proves there really isn't any enemy artificial intelligence to speak of. There's nothing particularly wrong with scripted missions - provided that the enemy units do not get stuck at the edge of the map or that your own units do not get jammed into narrow passages in a headlong rush to reach an objective. For example, in one mission an enemy unit was basically hidden from fire because my forces couldn't target it at the side of the map. On a separate occasion I spent nearly 30 minutes trying to lob an artillery shell onto a lone enemy vehicle in order to end the mission. I finally did it - only to realize there was apparently one other enemy somewhere on the map, and without a chopper there was no way to track it down. An option to save progress mid mission would have alleviated part of the problem, but unfortunately the developers didn't include it - perhaps to offset the campaigns' short lengths.

As 47, you have access to Fut 15 Coins

Le 9 October 2014, 08:21 dans Humeurs 0

As 47, you have access to Fut 15 Coins the sorts of moves and weaponry that you'd perhaps expect from a character of his nature. You'll get to see 47 ply his deadly trade from a default third-person perspective, though the developers added an optional first-person view as well. That's a nice touch, but still, it's hard to pass up the third-person option, since it gives you a clear look at all of 47's lifelike animations and gives you some good peripheral vision too. While 47 has no hand-to-hand combat moves, he can take out foes at close range by slashing their throats in one quick motion, strangling them with his trusty fiber wire, or knocking them out with chloroform--an uncharacteristically humane addition to 47's arsenal.

Melee weapons ranging from a golf club to a katana are also available, as well as a massive variety of real-world firearms. All manner of pistols, shotguns, submachine guns, assault rifles, and sniper rifles can be found and used, and as you scavenge new weapons from your missions, you'll find them lovingly displayed as new additions to your collection back at your inconspicuous base out of Sicily. While you can then select which weapons to bring with you on a new assignment, you can't just lug everything around. In particular, you can only carry a single rifle at a time, and these bulky weapons can't be concealed.


Concealment, of course, is critical to 47's success. As in the first Hitman, in the sequel you can relieve just about any killed (or unconscious) male character of his clothing and drag prone bodies out of sight. Donning disguises is handled as strangely as before, meaning one moment you'll be wearing your original outfit and then, moments after selecting the "change clothes" command, you're suddenly wearing a new one as the old one appears neatly folded on the ground.

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