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Saturday, June 4, 2011

Hunted The Demons Forge



Deep in Hunted's cobwebby catacombs, protruding from a pile of mouldering bones behind one of its chatty enchanted stone head portals, there's an enormously fun, startlingly forward-thinking action role-player. That's not the best choice of introductory metaphor in some ways, because it suggests that Hunted relinquishes the good stuff grudgingly, which is far from the case: with its shoulder button marksmanship, three or four hit melee combos and geysers of health juice, this is as pick-up-and-playable a game as one could hope for.

But it does, hopefully, convey something of why Hunted can be such stonking entertainment. For Hunted is indeed a game about hunting. Hunting for gold and jewels with which to nourish the Crucible level editor. Hunting for racks of brutal, fanged, randomly selected weapons with names like "Wargar's Bane" and "Eviscerator", names that crave the attentions of Mortal Kombat's thunderous match commentator.

Hunting for anything and everything that isn't nailed down, scraping the very bottom of each crumbling dungeon or weedy forest environment. InXile's latest may look like a Gears clone wearing Tolkein's pyjamas, but its true appeal - and most serious limitation - lies in how it melds Epic's locking, loading and rolling with the magpie commodity-lust of Diablo or Torchlight.

The campaign design thus treads carefully between direction and distraction. You'll have no trouble finding your way to the end of the corridor, a feat that can be managed in around 10 hours on normal difficulty, but there are some fairly substantial crannies to explore. Lumbering down a passage as Caddoc, Hunted's burly Winstone-esque hardman, we spot a telltale glimmer through slats in a wooden façade.

Our partner, the sparingly attired Elven archer E'lara, steps forward to backslash the barrier, revealing a mouldy spiral staircase. In the darkness below, we board the Dungeons & Dragons equivalent of a tram system, firing arrows at huge bells to grind over to new areas and, as it transpires, new skeletal foes. The puzzling's far from complex, hinging mainly on the use/misuse of pressure panels and a splash of Ye Olde Light The Torch, but sturdy enough to fill the breach between clashes with the toothy gremlin opposition.

Battle is where Hunted's local and online co-op credentials stick out most, not entirely convincingly. Caddoc and E'lara are joined at the hip by a magic system which, in addition to letting you char-grill mutant spiders with fiery otherworldly basketballs, can be used to buff or "battle charge" the other player.

Some spells also key into tag team takedowns, like Caddoc's whirlwind, which holds enemies up for E'lara to shoot at, and her ice arrows, which render their targets invitingly brittle. In practice, however, it's too easy to brush past these attempts at mechanical buddy-bonding, particularly given the long-distance revival system. Caddoc's slow but serviceable crossbow and E'lara's darting sword skills ensure that straying outside a character's comfort zone is seldom a recipe for self-destruction.

he combat system has much to be said for it regardless. Shields disintegrate under frenzied claw swipes, spurring you to counterattack quickly, timing is surprisingly crucial, and while the peek-shooting lacks the heft and brutishness you'd get from something more contemporary, sending an arrow right past your partner's ear into somebody's nostril is respectable high-five material. Caddoc and E'lara maintain a steady barrage of pseudo-accented banter throughout, most of it painfully contrived but palatable with the assistance of a can or two of lager.

Hunted's big failing stems less from what it brings to the table as what it leaves in Diablo's bat-infested cellar. The level editor packs each and every one of the campaign's big tricks into one tidy grid-based package, but it lacks the single player's beguiling sense of mystery. Though tricky to implement, some sort of random environment generator a la the roguelike would have taken up the slack nicely (you can, to be fair, randomise the content of Crucible levels, just not the precise terrain layout). In a game which derives such lingering thrills from the act of rounding a shadowy corner (and butchering whatever lies beyond), it's a shame to run out of things to discover.




Minimum System Requirements :

* OS: Windows XP, Vista or Windows 7
* CPU: Intel dual core 2 GHz or similar
* RAM: 2 GB
* HDD: 4 GB free disk space
* Graphics: 256 MB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9

Recommended System Requirements :

* OS: Windows XP, Vista or Windows 7
* CPU: Core 2 Duo 2.4GHz or Athlon 64 X2 Dual Core 5600+
* RAM: 3 GB
* HDD: 4 GB free disk space
* Graphics: 512 MB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9

Download link:

http://www.mediafire.com/?d1m3ru2htyyjg
Pass : tech24.vn

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