The Lord of the Rings Conquest
The Lord of the Rings faces one of the last genres that haven’t been tackled yet, forming an interesting multiplayer with the purest battlefront style. Electronic Arts and the pandemic will join forces again to give us ups and downs titles, which will delight Saga fans.
Rethinking the Common Place And here again, we are ready to save / ruin Middle-earth. This time, we will make a rewarding prism change with gratitude. This makes the new Lord of the Rings video game a battlefront to use, away from the traditional strategic cuts, actions and adventures we’ve seen so far. Experience the massive and enormous battle in the first person, the slogan of the franchise created by John Ronald Riel Tolkien over 50 years ago.
Especially in this La Conquista, the playable offers are divided into two very clear parts. One is a separate campaign and the other is a multiplayer competitive modality. Story mode is exactly the mode to start this analysis, and despite the outstanding online orientation of video games, this aspect has also received a lot of attention from pandemic studios.
The title has two campaigns, good and evil, each consisting of eight levels. The second and weirdest ones have to be unlocked by defeating the first one, but both have very similar foundations and assumptions, and changes are mostly in character appearance and general. It will be reduced to a plot. Specifically, Sauron takes us into a very different context than the literary work in which Frodo and his Fellowship of the Rings failed in an attempt to destroy a precious gem.
The entire story in single-player mode is told through cutscenes, including images from Peter Jackson’s films, enhancing the more cinematic side of the game. However, this evil campaign suffers from certain cohesion due to this aesthetic decision, as its approach is inadequate when presenting a situation where there is no film expression because it did not occur in a feature film. ..
The playable levels at which these films spin are brilliantly selected on paper and bring us to the best moments of the film, with all the prominent presence of the amazing battles you can see in the theater. I will go.
Therefore, video games have memorable moments for wickers like Isengard, Osgiliath, and Minas Tirith. Missions, on the other hand, are less diverse in purpose, but they are different and will be formulated as the game progresses, moving from one point on the battlefield to another.
With these powerful wickers and the dangerous and intelligent approach presented, what went wrong so that you couldn’t find the banner title? Basically, the playable side is right and satisfying for many users, but it’s too flat and repetitive, diluting the fascinating suggestions for a fireworks show that could be too monochrome in the medium term. I will.
The Importance of Combat
When a company launches a video game with a single campaign and multiplayer focused on large-scale close quarters combat, the combat is satisfying, deep and provides ample options to keep users from getting bored. You need to make sure that. Long-term users. But that’s just a matter of Conquest. Conquest relied primarily on this aspect to transcend and become an essential gem, not an interesting game, but ultimately to results.
However, it is difficult to know if the problem is due to an inadequate approach to the idea or an inadequate implementation. But the truth is that it sacrifices God and helps the character reproduce the blows, manipulations or spells we want them to perform. It’s time for users to get used to the slight delay between submitting an order and executing an order with an on-screen character, but given that it’s an action game, the answer is basic and these The fact that interruptions occur only occasionally is a bit confusing overall.
But the titles at hand are plentiful, so those who enjoy chaos are lucky. In La Conquista, the first attacker attacks twice, so combat is often just a race to see who will hit the enemy first. Therefore, the game emphasizes the most ignorant and desperate button mashing, rather than leaning towards options that could add more variety to the program in this regard.
In the field of diversity, if you have several options to choose from. For example, there are four character classes, Warrior, Archer, Spy, and Wizard, all cut from the same pattern in terms of control and processing. Therefore, the difference is obvious and does not exceed it, so sorcerers specialize in ranged attacks with spells, warriors are brutal to melee attacks, shooters are vulnerable at short range but deadly at long range, and Finally, the spy specializes in rapid claws, thanks to technology that allows him to go unnoticed on the battlefield until the moment he attacks.
Frenzy and disorder are further fueled by the presence of a special energy bar that recharges and kills enemies. This little interface frees up the possibility of making special attacks that consume it, but they are performed in much the same way as regular interfaces and feel boring and monotonous.
All of these playable dynamics are the same in both individual campaigns with a mode in which two players work together, and in multiplayer mode, which is the true claim of video games. Story mode isn’t ignored at all, but the cover letter for such a long-awaited video game is poor. It’s multiplayer that Conquest holds the best moments, leaving only some of the clumsy AI of individual modality.
Also, the battles in the video game are not only carried out by the 16 human players supported by the title, but also partly because the remaining soldiers displayed on the screen are dictated by artificial intelligence. I only say. Rivals controlled by “machines” have a real persistence in the player, and while other virtual soldiers pose a greater threat to them than we do, they always target our character. Allies also show a lot of ridiculous behavior, and their decisions are always controversial when it comes to choosing routes and enemies to face.
On the other hand, in order to save the positiveness of multiplayer, we need to emphasize the existence of three game modes. Classic Deathmatch, Conquest Mode, Capture the Ring. The first of them is not worth further explanation and has two aspects: hero and team. One Ring Capture, on the other hand, is a revised version of Capturing a Moving Flag, while Conquest holds the best moments of a video game.
This is where you get the most out of working with your teammates and where you get the most out of your tactics. In this modality, there are four control zones at different points on the stage, and each team will earn points exponentially according to the number of teams under its control. This is the best alternative offered by this release of The Lord of the Rings at all levels, and it’s here that the different classes and strategies really make sense.
Regarding the online operation of this entire section, lag issues have occurred in both two-player collaboration (also available in split screens on the same console) and large-scale battles involving up to 16 users. not. One point that supports La Conquistador.
Disputable Visual Appearance
That the video game in question is not a visual waste is something that, at this point, is not lost on anyone. The set is so disappointing that there are some elements worthy of PlayStation 2 and the first Xbox, and only the set is redeemed by its multiplayer status and the excellent result that has been obtained with these sacrifices in its optimized network code
As if that were not enough, an unpleasant imbalance is created between settings and characters , with the former presenting a fairly good appearance, and the latter urgently requiring more polishing work behind their backs. The textures, in general, are frankly weak in both elements, and the animations of the soldiers and beasts are very poor.
The effects on a visual level are also anachronistic, and some effects such as fire or smoke create strange consequences on the elements they surround. We could fill paragraphs and paragraphs about disappointing visuals, but it would certainly be a fruitless endeavor. Suffice it to say that, without being deserving of a suspense, it is a facet that does not live up to what can be expected from a Next-Gen title of these pretensions.
After recounting the disappointing graphic and technological section, it is convenient to rave about the sound side of the title, a true triumph. Howard Shore’s soundtrack once again proves its supremacy in epic terms, the game benefiting from having picked it up point by point from the movies.
The sound effects are also fantastic, always bordering on an excellent level. The only element that is out of tune in the audio aspect in La Conquista is the unbalanced dubbing, some of the voices of the main protagonists carry out an extraordinary job, while others that we will hear in combat are very improvable.
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