Wednesday, May 23, 2012

PS3/Xbox 360/PC

, £ 39.99, £ 49.99, 15 + Certified, Red Storm / Ubisoft

The only thing you would expect from a game with Tom Clancy in the title and gadgets, and the second in the popular squad is fully charged. Of course, there's the usual cast of monosyllabic fighting machines, satellite technology soft and realistic for selecting individual favorites of deep space.

GR. FS takes a close third-person perspective, but it plays like an FPS, action-packed in-your-face right of compensation, something that may surprise fans of the series

With four events - to Africa, Pakistan, Russia and Norway - GR: FS fits both your generic 14-mission campaign you may feel a bit rushed . There are obvious debts to Crysis 2 and Deus Ex, especially futuristic equipment, such as camouflage which offers protection provided phantasmagoric not go too fast or a gun.

However, some ideas are original and superbly realized. Synchronization shoot, where you can paint four goals for his teammates to set up the line of sight of a massacre coordinated. This is a great idea that is intended to be copied by others, as some of the gadgets.

From the platform of mobile artillery mortars Warhound bright or Sidewinder missiles launched based on remote commands to the laptop drone flying over the battlefield, selecting targets, GR: FS has the type of gadget James Bond would kill for. And while we're used to seeing these days smart HUD, GR: FS has one of the best - including a fashion Clear View High Magnetic Field, which includes armed enemies and other metal objects such as landmines

GR: FS also manages the happy shooting club with a great selection of over 50 weapons - each of which can be personalized - in seven categories with over 600 separate components. Since the fields sniper for armor piercing, custom actions and retractable landing gear, there are so many options it's tempting to keep the levels of re-reading until you find your final combo.

's fun to play with them, with a learning curve to tempt you with new appliances all levels and a little squad decent AI to support you. And although progress is very much geared to research and take cover, making it easier with a control board that allows Sprint now including X.

However, there are some problems. For starters, the engine is much better to represent the features environments with flat textures largely crowded places and occasional defects graphics everywhere - even in the cutscenes. It is also ironic that the most striking moments - sandstorms and snowstorms or the way the screen shakes when under fire suppression - are also those that reduce visibility to almost zero

has two teams competing to see who can achieve the most in 15 minutes. Saboteur is a race to achieve a bomb explosion near the rival team. Decoy and seat are the best in three ways: the first a little confusing which implies a real goal and two bait traps, the second, no regeneration, players from both teams against the clock to claim or defend a base. Finally, Guerrilla is a variant of the Horde, where his team must support 50 waves of enemies increasingly hostile.

With character classes that you must pay a battlefield in net debt 3, you get a choice of three starters, and two other unlocked at level 50. Scouts are basically snipers, the fleet left and supported by camouflage. Engineers can hack enemy scanners for Intel, but are also useful in the fight. Finally, the gun, you can set the fire suppression and absorb more damage.



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