The new gameplay mechanics as explained by the creative producer of PES 2014.
O Igarashi, where art thou?
As a game critic, it can be extremely difficult to set your expectations aside when playing a game for review. At this point in my “career,” I’ve become quite adept at seeing a game for what it’s worth and reviewing it without allowing my expectations to impact my assessment. I found this extremely tough to do with Castlevania: Lords of Shadow – Mirror of Fate. I, like many others, expected something similar to a post-Symphony of the Night 2D Castlevania, but Mirror of Fate only resembles these titles on the surface. Digging deeper, it’s clear that Mercurysteam has merely converted the Lords of Shadow experience into 2D, placing the larger focus on combat, with only a minor emphasis on puzzles and exploration.
War transforms us, Snake. Into beasts.
A certain inability to walk into a normal life pervades the player’s thirst for playful violence after taking down the Patriots in the Metal Gear series. The Winds of Destruction will have to fill that void. Some, like Sundowner, claim we surround the Self with violence, because of the feeling instilled when you kill your enemies and liberate the less fortunate and able. Others maintain that we argue philosophy as a way of waking up the beast inside of the Self. Regardless of the means, these musings have persisted through the Metal Gear franchise from the beginning. With Metal Gear Rising, they mesh high and low culture together in allusions that complicate our reason for loving to play.