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Mobile operators get fixed price spectrum renewal in $3b Government windfall

The Government has offered Australia's three mobile operators, and vividwireless, renewal of their existing spectrum allocated on 15 year licences in the late 90s and early 2000s at set prices, while the Government expects to rake in $3 billion.

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Review: X-Men Origins: Wolverine

Entertainment



So while we are on the subject, the important aspect of the combat controls should be covered.  Whilst the game draws from elsewhere for much of this, with heavy and light blows, plus a rage metre that builds with enemy kills and can be unleashed via a variety of deadly attacks, a large proportion of the system feels fresh.

There is a derivative levelling up system, providing Wolverine with extra health as well as skill points to spend on his special attacks, standard claw attacks and so on. 

There is also a mutation system, compromising of the occasional Mutagen that inexplicably litter the maps.  Here players can – at least behind the scenes – adjust attributes such as damage inflicted or experienced gained.  Finally there is a reflex system that improves efficiency against different enemies simply by fighting more of them.

Generally these RPG elements are a little light-on, don’t take much thought, and therefore a huge investment in time, which to be honest suits the game-play zone we are in with this type of game.

The real kicker is the lunge attacks and combos.  The furry faced one can lock-on to an enemy, and then ferociously leap into combat.  Combine this with other attack buttons and the action feels fluid with cinematic appeal.  The lunge ability is crucial to solving the smattering of environmental puzzles that pepper the game.  Without a target enemy to lunge towards, some areas of the map are simply inaccessible.

Speaking of enemies, there are plenty to be discovered during the course of the game.  As the action shifts between jungle, snowy forests and various military establishments, Wolverine will be frenetically battling a variety of foes all requiring differing tactics.

There are grunts, soldiers, cloaked shotgun wielders, mystical martial sword fighters, shifters and many more.  Then there are the giant semi-boss foes, such as the cumbersome lava-beast and experimental super soldier, which require a further set of tactics.

Then there are the set boss and other special battle sequences which, to be blunt, are not as enjoyable as I hoped.  Most require a specific button mashing regime, which is not an intuitive process, and while there is a great satisfaction in completing each set piece, there is quite often bewilderment at the lack of control as mini-cut scenes are interspersed with the player controlled action.xmowolv1.jpg

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