SAMURAI II: VENGEANCE Free Donwload With Life time Key
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IN THE STRUGGLE AGAINST EVIL
The reference model for style games God of War on the iPhone can only be Hero of Sparta , Game loft, but Samurai II: Vengeance can detach so convinced, thanks to some different choices of game design (no Quick Time Event for example) and a beautifully designed graphic layout. The style tries to merge traditional Japanese illustrations with a fictional comic book, composed of clear outlines and strong colors, and succeed beautifully. If there is one aspect under which the game Mad finger Games has nothing to envy to others is no doubt that the impact graph, which harnesses the very latest generation of terminals.
Obviously, the same stylistic choice is applied to 's narrative, the protagonist of the story of revenge, intent on punishing a demonic figure for the death of his family, told through the comic book panels that occur between one level to another. On this front, however, the game is pretty disappointing, not because of the apparent banality of the story, as for the splash of style comic book panels, very hasty and not up to the splendor of vision put on display during the game.
AVALANCHE COMBO
Beyond the installation of vision, the strength of the game is the combat system, simple, immediate, but far from simplistic. The virtual pad provides a lever for moving, a dedicated button to dodge as many attacks and two buttons, weak and strong. In the early stages, inevitably, they are simply alternate the two types of attack with a savory use of avoidance, but continuing in the game, and exploiting the internal economic system to unlock new combos, here are several new techniques become available for other necessary to better face the enemies, especially if you opt for the two highest levels of difficulty among the three available.
The control system, despite the inevitable limitations of a touch-screen feedback, responds in exemplary fashion, fast and clean. The concatenation of the attacks is almost perfect and you can combine several moves with each other, passing from one to another and integrating them with timely dodges in a totally smooth, without ever breaking the combo by accident or force to assist the way down to a ' animation is too long. Everything is perfectly under control of the player and gives great satisfaction, also the child's little need to press "buttons" like madmen: ringed combo is mostly a matter of putting his right sequence of buttons with good timing.
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