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GAME REVIEWS

MotoGP 21: New Generation Racing Game

MotoGP 21 is an officially licensed two-wheel racing simulation video game of the Motorcycle World Championship that seeks for another year to offer the most realistic and authentic MotoGP experience possible with several playable additions, different improvements, and of course the possibility of getting on the bike of the greatest riders of the great disciplines of the competition.

Among its bets, Milestone is committed to including in MotoGP 21 a progressive and strategic Career Manager mode, a more intelligent and advanced Neural AI as well as different improvements in the real gameplay that will expand the simulation vibrations and the feeling of immersion of the players in the game. play. Added to these additions is the presence of new motorcycle recovery sequences. Brake temperature monitoring, “Long Lap” penalties, and a revised motorcycle suspension system, seeking to increase the level of realism in this new installment.

PlatformPC, PS4, Xbox Series, Xbox One, Nintendo Switch
DeveloperMilestone
EditorMilestone
GenreDriving, Motorcycle
Players1-12 (Competitive: Local and Online)
DurationIncalculable
LaunchApril 22, 2021

It may not be one of those games with a barrier to entry access to all users due to its clear approach to simulation, but once you internalize the handling of motorcycles you will discover that MotoGP 21 is undoubtedly a delight for all. followers of the sport of two wheels. We take a look at the latest iteration of the Milestone saga.

It is said of many games that are easy to handle but difficult to master and, without a doubt, MotoGP 21 can clearly fit within this definition. If you are a fan of the sport of two wheels, surely the first thing you want to do is put on your virtual jumpsuit, fit the helmet, and hit the asphalt. But soon you will realize that, as happens in real life, mastering a motorcycle is not something innate and that not only is it worth accelerating to the maximum but, in this case, you have to know the machine well. mounted and the] effect we have on her and her driving.

Because yes, an undeniable characteristic of this MotoGP 21 is that it faithfully represents the behavior of the athlete on the motorcycle thanks to a system of physics that will make us have to put all our senses to balance on the two wheels, especially when we take or exit a curve. The title indeed offers different levels of assistance in this regard, but none of them in any way comes close to what would be a more purely arcade experience.

Concerning what was seen in previous deliveries, this year they wanted to give more emphasis to everything related to tires and braking. Let me explain: not only will we have to choose wisely which one to use in the race, but we will also have to be aware of its wear (in the case of the tires) or the level of warm-up. In addition, an additional effort has been made to better represent the suspension of the bikes on the asphalt, which is especially noticeable when our future in the race takes us away from the path we should follow.

As you can see, there are many aspects to consider to master the motorcycle and, therefore, we cannot recommend you enough that, first of all, you go through the extensive tutorial where we will be taught not only how to handle it, which in itself does not it is excessively difficult since it is based on the proper use of the triggers and analog sticks but rather on considering aspects that may displace more than one such as the selection of an automatic braking system or other factors that have already debuted in past releases such as the control of the fuel we carry on our motorcycle. Because yes, again we can be thrown millimeters from victory if we were not proactive when filling our tank.

In addition to our rider, in MotoGP 21 we can customize our helmet or motorcycle, even designing our stickers.

However, I do not want to scare anyone here: MotoGP 21 is a title that knows how to reward the user’s effort to try to master it and, based on patience and not letting ourselves be carried away by that innate impulse to reach maximum speed, we will be entering the path and we will start to gain positions in the final leaderboard of each race. As we have commented previously, the game strives to give you help mechanisms so that the experience is somewhat lighter (which, fortunately, can be disconnected if you are looking for purer sensations). Before starting each race (or training session) we will be able to adjust details of our motorcycle such as the braking system or, as we have mentioned before, the amount of fuel that we will carry. If we are not very clear about which option to choose, MotoGP 21 asks us if we have noticed any type of problem (for example, that we do not take the curves well) and suggests certain modifications to solve it.

Once on the asphalt, the game indicates to us utilizing a series of arrows superimposed on the road the ideal path that we should follow to leave our rivals behind. A color code gives us clues about how fast we should be at all times: blue indicates that we accelerate, orange indicates brake; red is a clear indication that either we slow down, or we will see the ground closer than we would like. That said, even in this case all would not be lost since MotoGP 21 once again makes use of the rewind option through which we can go back in time and return to that moment when things were still going well for us. Yes, I am not going to deny that this takes away realism from what the race itself is but, since its use is completely optional and limited to the experience of a player, it does not hurt. And, on a personal basis, it may ease the frustration of some in those early races where they have yet to dominate the title, giving them a second chance to continue their chances of victory.

Of course, even if we manage to master the bike, with time and skill, do not think that winning the races is going to be a walk in the field at all. We are not alone on the track (we can have up to 22 rivals) and our adversaries are once again governed by that artificial intelligence system based on neural networks called ANNA. And at this point I want to confess that the rivals have seemed quite competitive to me, why deny it. They do not shy away from contact and on occasion, we have both ended up on the ground trying to find that millimeter in the curve that would allow us to get ahead.

They do not give up and, like us, they will take risks that, at times, will take them off the track and hitting the ground. And this is where another of the novelties of this MotoGP 21 comes: those magical reappearances are over, which respawn in a typical FPS. Here we will have to get up, get on the bike and rejoin the track on our own (and, of course, having lost previous time).

Following the look of the latest installments of the saga and other sports titles from other specialties, MotoGP 21 incorporates a career mode (here called trajectory) that will undoubtedly be the one that will star in the most intense and long-lived gaming sessions. Similar to last year, it is not simply a succession of races but offers us the possibility to manage all aspects of our team and the motorcyclist that we embody. As soon as we start our first game, we are asked to create the character that we can configure in a similar way to what we do in an RPG through a short editor.

The first thing we will have to do is choose a manager and team and we will begin to realize that, as in life, nothing comes for free. Having better wages and, therefore, more resources will only be possible by achieving certain results on the track. At this point, I want to emphasize that we will not only have to worry about the salary of our character but that MotoGP 21 puts us in charge of our team and that, therefore, we will have a whole team of professionals at our disposal (Data Analyst, Chief Engineer or Team Manager) who, of course, will have to be fed with the fruit of our efforts. The title offers as a novelty the power to have a Junior team from which we will train those promises that in the future will cover the covers and podiums. Unfortunately, the Career mode does not have any kind of narrative which, without a doubt, would have been interesting to better illustrate the progression of our rider.

It really amazes me for the better the synergy between different game genres and how a sports title can seamlessly and seamlessly integrate RPG mechanics. At this point, the title indeed requires that we have some prior knowledge of mechanics since, although it explains more or less briefly the impact of each of the changes we propose, perhaps most laypeople in this aspect can go blindly and make wrong decisions.

It is the race mode that has taken up most of the hours that I have dedicated to this MotoGP 21 and, honestly, I am unable to estimate its duration. By way of estimation, completing the first category (the one that is supposed to be the simplest) has taken me about five hours; yes, at the beginning I suffered a lot but little by little I have been taking the title and I have really noticed a progression in terms of my skills, which speaks very well of how Milestone has raised the playability of his work. In addition to the aforementioned career mode and the possibility of running a championship, the title offers the option of racing against the clock. Except for the first one, in the rest of the modalities, we can also choose some of the classic riders such as Mick Doohan, Valentino Rossi, or Álex Crivillé, although the possibility of carrying out certain events under their skin has disappeared.

Speaking of championships, MotoGP 21 has, of course, the official Dorna license and we will have access to all the official riders and we will race on the championship circuits, counting on the novelty of Portimao but with the absence of Brno. At this point, and due to the sanitary circumstances that we are experiencing, it has been chosen to offer the user the possibility of competing in both the original championship planned for this year, in which the Austin and Termas del Río races would have to be played (being the which would be held in Finland still pending the homologation of the circuit), as in the one that is being carried out and which has had two competitions already held in Qatar.

MotoGP 21 multiplayer

The video game also has an online multiplayer that lets us choose between three options: create a room, join an existing one or enter the race director mode where we can set certain options (weather, number of laps, circuit) for the races that we will run. The great novelty of this year comes in that the number of motorcyclists on the track has been increased to 22 and that we are allowed to complete the list of participants with rivals managed by the AI.

Once on the asphalt, and perhaps because there are still no really expert players in this MotoGP 21, I had the feeling of being immersed in a kind of Battle Royale. Let me explain: to get good positions in online racing it is almost more important to survive than to go very fast. Human rivals are more aggressive even if it is possible than artificial intelligence and during the first curves, we will see various mounds that we will have to avoid if we want to prosper. At this point, it is true that, due to the penalty associated with hitting the bones on the asphalt, I have seen how many of the competitors left the game when they had no chance of victory. Something that overshadows the taste for competition that makes me not think of online as an option for the future if this does not improve.

It is not that online multiplayer is the panacea in terms of options, but it seemed quite straightforward and easy to find a room in which to beat the copper against other competitors; With whom, by the way, we can talk through voice chat.

 MotoGP 21 delivers on what it promises and I have been able to enjoy it on PlayStation 5 at brand-new 4K (dynamic, yes) and a robust 60 fps but I have not noticed a great improvement over what was seen in the previous generation beyond these figures. And it is not because a good job has not been done, it is that perhaps it is not the title in which the new generation can get muscle given the limited content of the scenes shown to us.

Yes, motorcyclists look realistic and move completely smoothly. During the race we will witness good lighting effects; in fact, I would like to highlight how well the effect of rain has been represented on the asphalt. But the truth is that once at the controls of our bike I have not noticed much difference compared to other previous titles except regarding the handling itself. Because this is one of the titles that begin to take advantage of the exclusive features that incorporate the controls of the new consoles. In addition to good use of haptic vibration, MotoGP 21 excels in the use of adaptive triggers in the case of the DualSense, they will be good companions when making the critical decision to continue accelerating or not and, therefore, avoid the dreaded asphalt. Where the muscle of the new generation is also noticeable is in the practically instantaneous loading times, preventing the rhythm of the game from breaking.

One of the negative points of the title, which is repeated concerning the delivery of the previous course, is related to what the competition itself involves. It is true that the scenes before and after each race correctly represent all the paraphernalia of the official competition but I have not stopped having the feeling that everything that surrounded the race was quite empty. Yes, I have seen a grandstand here and a monument there, but nothing that makes me feel that I am in a high-level competition where I am risking something. The few fans are located in very specific areas of the circuit and, the truth is if you blink you will miss them. The artistic setting is complemented by a compliant sound aspect: during the races, we will only hear the roars of our engine while the previous moments will be seasoned by comments in fairly generic Spanish that inform us about the circuit or the next stages of the championship. The rest of the time we will spend navigating between menus where we are accompanied by a melody as pleasant as forgettable.

Conclusion!

MotoGP 21 is, without a doubt, the simulator of the two-wheel sport par excellence. It has the official license that gives it access to all the official bikers and circuits but, above all, with a great job behind it that allows it to offer a pure and demanding simulation experience but that knows how to reward the player’s effort. The package is surrounded by a technical section that gives lukewarm progress for the new generation and, above all, by the presence of that career mode that can become a real sink of hours. If you are a follower of the genre and, above all, if it has been years since you approached the saga, it is a title to consider.

5 things you should know:

  • It has the official license of the world motorcycle championship with 20 circuits and more than 40 available riders.
  • Expanded career mode with the ability to create a junior team and configure the bike to your liking
  • Adequate next-gen performance, smoothly reaching 4K and 60 fps
  • Good use of DualSense especially in terms of adaptive triggers
  • Everything that surrounds the race is still at a very precarious level.
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GAME REVIEWS

Little Nightmares 2 Review: Shorter, Prettier, Scarier

If there’s a video game that can effectively paint nightmares, that can shape them; it’s Little Nightmares. After an excellent first chapter, Tarsier Studios launches another: here is our review of Little Nightmares 2.

PROSCONS
Exceptional atmosphereInaccurate fights
Surprising from start to finishBlurs in animations
Visually disarming

Product Information

PublisherBandai Namco Entertainment
$CHECK PRICE
ReleasedFebruary 11, 2021
DeveloperTarsier Studios
PlatformsPS5
TypeAdventure, Horror
RatedTeen
Game modeSingle player

Despite being a direct sequel, Little Nightmares 2 can be faced without playing or completing the first episode, although it is highly recommended. The protagonist is no longer Six: the new “hero” is called Mono and is a boy who wakes up lost in a forest: he has a paper bag on his head and is attracted to television screens. These attract him, and every time he touches them, he is catapulted into a strange corridor at the center of the story.

The game enjoys telling a story again without ever using the word through effective representations of nightmares as fantastic as they are terrifying. It is once again a visual experience of Little Nightmares 2, where it is the environment that silently rattles off its plot full of mysteries, many wanted and never found answers. The themes dealt with retrace some of the best known human fears, including school, often underestimated but which Little Nightmares 2 translates with care and meticulousness. We appreciated both the choice of the change of protagonist and the new setting, much more varied than the Maw seen in the original.

Gameplay

Little Nightmares 2 faithfully follows its predecessor, providing a horizontal scrolling platform video game in which you can move even depth. Alternate puzzles in stages where you have to hide from the eyes of the enemy on duty, often huge and unstoppable. However, he deepens the formula through two substantial additions:  Six, the protagonist of the first chapter, returns as a practically omnipresent companion, driven by artificial intelligence. She will be the one to help you solve the puzzles, make you reach otherwise inaccessible places, and, at times, sporadically, she will also try to defend you from enemies. Despite not talking to each other, the bond created between the two through interactions is beautiful.

In addition, some shy combat mechanics have been implemented, which serve more like a deepening of the puzzles. The weapons are hefty and must be used only in specific situations, which unfortunately are frustrating due to the inaccuracies in the rules of the fights. Everything is exclusively based on pressing a button with timing as soon as the opponent tries to grab you. The gap is small, but the enemies are often positioned in a bit strange points, farther from the arc of action of the blow, which makes it difficult to read the animation.

The interactivity, however, boasts a greater depth, not only due to the presence of Six as a companion. In detail, there are more objects to interact with, the torch has a more central role, and the solving of puzzles is never taken for granted. Unfortunately, the “trial and error”, that is, death seen as an integral part of a solution, sometimes turns out to be cumbersome due to a handful of situations that seem to presuppose it: the reaction times required are short when the controls respond slightly later than to what action demands.

Technology

Although many similarities with the original, Little Nightmares 2 continues to surprise in realizing the drawing of the levels. Each room results in obsessive attention to detail: there are many objects to interact with, and the backdrops always tell a story without opening your mouth. Six’s behavior is also notable: her reactions are natural, and she seems to be moved by her will, not by cold lines of code. She is very responsive and knows what to do, with some small animations that will make you smile for the attention to detail.

Progression & Contents

The adventure can be completed in about 6 hours, longevity that can even reach 8 or 10 hours depending on the time it takes you to solve the puzzles. The duration is good, but we felt the need for an additional piece between the central and the final part, which could give a pinch of extra strength to the experience. This does not mean that the pace is swift and even more varied than its predecessor, even if the “trial and error” could generate frustration. There is no shortage of collectibles, including hats with which to customize Mono.

Graphics

Little Nightmares 2 is a champion of atmosphere. It is one of those titles to be played in silence, with headphones on the ears and without the chaos around, because the aesthetics enjoy a top-class artistic direction, which does not feel the need to scare, but to illustrate the nightmares with great competence and “realism”, extrapolating them from the collective imagination. The artists of Tarsier Studios have surpassed themselves, giving a sometimes even photorealistic rendering, which we would love to experience in virtual reality. The smudges in the animations should be reproached, more than we expected to tell the truth, of the loss of connecting frames that spoil the yield a little, but all in all, the work is absolutely promoted. We played it on the PS5 in backward-compatible mode, so it’s as if we had played it on the PS4 Pro: it runs at 30 frames per second, enjoys low loadings, and doesn’t feature any grain. A next-generation console version is in development and will be released later this year.

Sound

The sound sector contains the classic sounds coming from the horror vein to increase the tension. They work and do their duty very well, accompanied by an unobtrusive soundtrack that knows when to enter the scene, so much so that it has a more decisive role than the original.

Price

Little Nightmares 2 is available in digital and physical stores for $31, a price commensurate with the type of production. The last generation version also includes those for PS5 and Xbox Series X | S, which will be released in 2021 at no additional cost.

Conclusion!

Little Nightmares 2 is an excellent sequel to that little video game that excited us so much a few years ago. It doesn’t want to scare you; it doesn’t want to terrify you; it just wants to shape nightmares and make them fascinating. Once again, Tarsier Studios succeeds, illustrating more mature fears, net of some doubts related to fights.

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GAME REVIEWS

Werewolf: The Apocalypse – Earthblood Not PS5 Worthy

It is called Werewolf: The Apocalypse – Earthblood and is the new video game from Maximum Games, the French developers behind the stealth series of Styx who passed under the aegis of Nacon, come up with a different title than usual: here is the review.

PROSCONS
Intuitive, hilarious fightsNot well exploited
Good pace, all in allOutdated in many respects
Three different shapes

Product Information

PublisherNacon
$CHECK PRICE
ReleasedFebruary 4, 2021
DeveloperMaximum Games
PlatformsPS5, PS4, Xbox Series X | S,
Xbox One, Windows PC
TypeAction RPG
RatedMature
Game modeSingle Player

Werewolf: The Apocalypse – Earthblood is based on a board game of the same name and tells the story of a universe split in half, where Gaia represents Mother Earth. At the same time, the Wyrm is a destructive spirit that is ravaging the planet. The latter is revered by Endron, a huge oil company whose only goal is profit and total control.

The Garou protect Gaia, i.e., humans capable of mutating into wolves: they are few, gathered in small communities in which humans also play their part in the silent war against Endron to dismantle society’s energy systems.

The player plays the role of Cahal, a Garou who, after a catalyst event, decides to exile to meditate on the counterattack against Endron. Unfortunately, the narrative turns out to be cold, supported by characters with a weak charisma with whom it is difficult to become attached. While calling itself an action RPG, it lacks the depth expected from an experience of that kind.

Even a short dialogic system implemented, with choices that do not change the flow of events but allow you to discover some more details about the universe, together with a timid portion of environmental narrative scattered here and there, present in short documents. The intermission sequences also leave something desired, with icy and very robotic animations, out of time.

Gameplay

The gameplay of Werewolf: The Apocalypse – Earthblood revolves around the possibility, for the protagonist, of being able to transform into a wolf and a Crinos, which is a highly ferocious werewolf. The interaction, therefore, foresees three different forms, along with a linear structure practically in missions. We, therefore, appreciated the absence of a forced open-world scaffolding, which manages to maintain a more sustained pace.

The human form is the stealth approach, the only one that allows you to perform silent kills and interact with the environment and characters. That of a simple wolf, on the other hand, will enable you to run faster and sneak away without attracting attention, taking advantage of the smallest of the tunnels as shortcuts and thus avoiding well-defended places.

The idea is to thin out the ranks of enemies in stealth, deactivating the cameras and automatic turrets from the terminals, to collect the Fury, that is the resource through which you can perform special moves in the form of Crinos or the werewolf.

When you transform into the beast, the game changes its face and becomes a rough scrolling fighting game, but very fun, and where the destructible objects, with highly light physics, give strength to the visual impact. There are soft, heavy attacks, a handful of combos, and active skills that can be performed by consuming Fury, which also charges over time: two stances also peek out , the aggressive and the agile, interchangeable on the fly, which modify the intensity of the blows.

Technology

Although Werewolf: The Apocalypse – Earthblood has intuitions that make it distinguishable from other exponents, especially in the presence of the three forms, there is no doubt that it is technologically too far behind: summary collisions, little detailed environments, obsolete animations, and an aesthetic realization of the characters outside. Time highlight a project that, except for reduced loads,  uses practically nothing of the PS5, not even its DualSense.

This is a Double-A cross-platform title, so it doesn’t aim for huge ambitions, but nothing is surprising on a technical level. However, it takes the simplicity of the experience to make it unique, driven by linearity that is rare in today’s productions.

Contents & Progression

The campaign can be completed in about 10 hours. Despite being linear and with a reduced variety, sometimes there are choices (often illusory) that allow you to face a particular situation in two different ways, which constantly and willingly lead to aggression. There are very few side missions related to talking with secondary characters and a not-exaggerated number of collectibles. Net of everything, we appreciated the contained longevity and, as already mentioned, the pace, practically devoid of dead moments. Unfortunately, it is impossible to replay the levels once the story is complete, and the adventure will necessarily have to be restarted.

Graphics

We had the opportunity to try Werewolf: The Apocalypse – Earthblood on PS5, on which the game does not enjoy any substantial improvement, in addition to the fluidity at sixty frames per second, which should now be the basis. The image is quite clean but not rich in details, with anonymous settings and flat materials: there are few, very few glimpses that have remained impressed on us, as the level design is often embedded in labyrinthine and industrial structures, with few exceptions. It disappoints the expressiveness of the characters and their animations, obsolete even for a product of the previous generation. The best part of the aesthetics is reserved for the design and characterization of the spirits, truly original (you can see one in the gallery at the end): it is a pity they have a very marginal role.

Sound

The musical sector is composed of generic environmental music during the exploratory and stealth phases, which contrast with the metallic and dynamic notes of the sections in the guise of the werewolf. The sound effects work, especially during hand-to-hand fights, although they are a bit repetitive. The dubbing in English is discreet, with a well-chosen choice of voices.

Price

Werewolf: The Apocalypse – Earthblood arrives in digital and physical stores for $49.99. It is the classic price of the Double-A and many productions such as Nacon. The PS4 / Xbox One digital edition includes the PS5 / Xbox Series X | S edition, and both have the same list price, but we would have preferred an even lower figure: it’s worth waiting for a discount.

Conclusion!

We are happy that there are still titles like Werewolf: The Apocalypse – Earthblood, new video games that can provide an experience that is not necessarily ambitious, yet fun, and not bulky. Cyanide’s latest effort certainly is, but it is also a minimal adventure, with a cold story, a very bland scenario, and playability that is certainly concrete and straight to the point but tightened by the grip of old technology.

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GAME REVIEWS

Aliens: Fireteam Elite: Fun Game for Aliens Fans

The brand of Aliens has enjoyed fortunes, and misfortunes suffered in the video game world. The latest addition, namely Aliens: Fireteam Elite, can be placed in the first category, but not without some reservations. Let’s see why in our review!

PROSCONS
Essential but well-balanced gameplayDerivative and repetitive
Good management of weapons and classesFew surprises in the levels
Interesting development systemUndertone animations

Product Information

PublisherFocus Home Interactive
$CHECK PRICE
ReleasedAugust 24, 2021
DeveloperCold Iron Studios
PlatformsPS5, Xbox Series X | S, PS4,
Xbox One, Windows PC
TypeShooter
RatedMature
Game modeSingle Player, Multiplayer (Online)

Aliens: Fireteam Elite is a 3 player cooperative shooter dedicated to the famous universe born from Ridley Scott’s film. You can play it without even touching the original work because the story is just a pretext to immerse yourself in the context. In the shoes of a specialized team, you will have to investigate the request for help from a person hunted by xenomorphs. This event will set off a sequence of unpleasant events, which will bring you ever closer to the origin of the threat. The story is not essential or intrusive; it is consumed in very few dialogues and is suitable, given the game’s online nature. Of course, it is also possible to tackle it solo, but we will explain shortly why you shouldn’t do it.

Gameplay

The gameplay of Aliens: Fireteam Elite harks back to the stylistic features of cover-based shooters. Everything is a little reminiscent of Gear of War, especially in the movements and ballistics, which deprives itself of the active recharge in favor of a more classic one with the button pressed. The dodge is also very useful if done with the right timing but can only be done a few times, after which the stamina bar will have to recharge.

Also interesting is the use of medkits (you can carry a maximum of one at a time, and you can also use it on your companions), ammunition (they are not abundant and must be supplied at the control points), and consumables. The latter can be purchased from the shop or found in the crates on a mission: explosive mines, defensive turrets, and elemental bullets help thin out the horde, especially when it is necessary to defend a point from the wave.

Despite the apparent derivation, the game has its own identity. It works very well, with well-diversified weapons, well-designed classes, and a good set of skills for each: Machine gunnerDemomanMedic, and Technician do not differ too much in the armamentarium, but in the endowment of active skills certainly yes. The pace never drops, and the enemies know how to put you in the corner, especially the xenomorphs, as they emerge from the walls, emerge from the ceilings and leap to overcome immense obstacles.

To diversify the action, we think of a variety of enemies. If the xenomorphs provide a frenetic and spontaneous approach, the synthetics lead to more excellent static, as they are humanoids able to hide behind the covers. The alternation creates a beautiful amalgam, which breathes gameplay that otherwise would have already been seen. The rankings at the end of the game are also very welcome, which show exciting values ​​such as the damage inflicted or suffered by each group member.

Technology

The design of the levels adopts the corridor approach and is very static: it leaves very little room for exploration, yet it makes a good war theater, especially for xenomorphs, when they move in packs and come out of nowhere. Too bad it does not reserve any technical surprises, not even in the number of enemies, which is good but not surprising and is limited to providing arenas and moments in which it is mandatory to defend points. The lack of support for the DualSense features also leaves something to be desired: a wasted opportunity, considering the valid construction of the weapons.

On the other hand, matchmaking does its job, but we did not like the presence of a 60-second timer in the pre-game, which, once expired, pairs you with two synthetics animated by artificial intelligence, which prove to be unreliable to starting from the fifth mission onwards: playing solo means having to face everything at an easy challenge level. Otherwise it will be challenging to survive.

Contents

The content offer consists of 4 campaigns, characterized by 3 missions each, for a total of 12 levels lasting about 25/30 minutes for each. It took about 8 hours to complete it, and to get us the right equipment, so much so that each scheme is replayable under different difficulty levels, which, however, require to be unlocked by ending the adventure. This operation allows you also to access a horde mode.

The presence of challenge cards further fuels replayability: obtained in various ways, by completing daily / weekly missions or by purchasing them from the shop, they apply modifiers to the current game, to add malus or bonuses, and to increase the greediness of the rewards. They range from the slower reloading to the modification of the interface to then move on to the impossibility of using certain weapons.

Progression

The hero’s growth, whose appearance is fully customizable whenever desired, is a rather neat element. As anticipated, there are four classes at the start, and each can be customized in weapons, active and passive skills, consumables, and even costumes. The customization of the guns is also good, with optics, chargers, adhesives, and paints to collect and apply.

The Demoman is the only one who can wield heavy weapons, such as the submachine gun or the powerful flamethrower. At the same time, the Machine Gunner can increase the rate of fire of his companions drastically. On the other hand, the Technician always has a turret at his side, as does the Doctor, who can put a healing station on the field. The game stimulates the use of all classes because the passive skills unlocked with one can be embedded in another.

The combat score briefly sums up your character’s power and is influenced by the hero’s experience level, class, and even weapons. 

Graphics

Our tests were carried out on PS5, where Aliens: Fireteam Elite runs at 60 fps and a resolution to 4K. The image is spotless, the materials and the fluidity never miss a beat, but we are faced with a polygonal mass at the most discreet. It’s not so much the treddì modeling that disappoints, but the animations, many of which are crude and basic. There are some well-painted glimpses, especially in the second campaign.

Sound

The sound effects do their job of recreating the film’s atmosphere, including the iconic pulse rifle sound and the clear lines of xenomorphs, while the music goes a little beyond accompaniment. 

The dubbing in English is disappointing: English-speaking language to notice some obvious intonation errors, which, however, do not affect the overall sound evaluation too much, given that the dialogues are often outclassed by the action (and by the voices of your friends).

Price

Aliens: Fireteam Elite arrives in digital and physical stores for $34. The PS4 / Xbox One version also includes the PS5 / Xbox Series X version at no additional cost. A Pass gives access to new aesthetic content, while a new class, weapons, and cosmetics will arrive for free starting from 8 September 2021.

Conclusion!

Aliens: Fireteam Elite is an excellent cooperative shooter but the son of a derivative and repetitive structure, especially in diversifying missions. However, the effective weapons, the perfect class system, and his wanting to be straight to the point contribute to making this experience truly enjoyable, not only in the eyes of the fans of the work it inspires. Play it with friends or mates in matchmaking because artificial intelligence can unfortunately not support you as it should.

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