Game PC Review | Elex PC Review Game [ENG]

in #gaming7 years ago

Hello everyone, come back with me @muhammad23 which will discuss pc game games and not as usual, because this game is not in game android this game can be played on PC or laptop, this game is very fun to play with very good graphics and There an exciting adventure, which will make you familiar with this game and I immediately discuss the game.  

This game as a science fantasy game, Elex would rather eject every toy in the drawer and play with them at the same time. One figure is bigger than the other, one has a gun, the other is a knight, the other is a pirate. None of them fit together enough, and that means pretty much weird stuff, but for better or worse, we'll use every toy we have. And the more genetic genres of the post-apocalyptic genre, fantasy, and science fiction sci-fi fantasy of direct science, complex tropes and Elex genres are stunning metaphors for rocky systems and stories. After 54 hours with Elex, playing well into the endgame, I am still curious about the world and things in it, but in the process I am very frustrated with the actual game I doubt I will come back again.
Individual animations are seamless, but like very bad, make action scenes look careless and unclear. Frankly, this is no worse than the beloved PUBG, but because Elex lacks the speed of that game, it's much more striking. The characters are visually appealing and pretty good, but their writing and behavior are made of wood. With this pain and stiffness, Elex gives you a congenial, easy-to-reach open world. What you can not scale with animated climbing jerky and some jumps that you can achieve by using your jetpack, enabling the exploration of a satisfying open world where you can pick a point on the map and head straight there, no matter the height you have to climb to do.

In the Magalan world, there are four kinds of people: People who think technology is Jesus, people who think technology is evil, people are mutant without emotion, and people who want to be really wasted. To get ahead, you have to join one of the Clerics groups who love the Technology-Free People, barbaric magic-using Berserkers, or drugs and escapees who are obsessed with criminals. This is a redactive and transparent faction system, which should be one of the worst things about the game, but it actually brings fanciful stories and captivating fish from water interactions between characters. The main character in particular, once mutant Alb without emotion but now betrayed by his people and without his strength, has little interaction with the real world so his behavior is an entertaining parody of the stark and boring black videogame protagonist. The game plays this, not the normal bad moral compass the RPG uses, the spectrum of your character runs from cold and without emotion becomes passionate and explosive.


Instead of a poor normal moral compass used by RPG, your character's spectrum extends from the cold and without emotion to being passionate and explosive.

Narrative design and storytelling at Elex suffer from a lack of uniqueness and diversity. Friends, with one exception, quite a lot of stock-genre characters that have less interesting twists. Other characters in the world are white European stock characters (all of them) from fantasy or sci-fi ploys, and generally lack depth or motivation outside of their real situations. The whole plot is pretty well executed, though a bit discontinuous at the final stages, and although I find all the twists and turns that can be predicted, they remain a pleasant journey. His acting sounds are trying very hard even though the script is unremarkable, and in places-all comedy-rises above the limitations of the game on this scale. Every dramatic scene in the game falls completely flat.

Fight club 

Elex's major misery is that the world is not concerned with your character. It's designed to look like using standard tricks for open-world RPGs, like daytime cycles that give the character a routine to follow. The most effective way to communicate this independent nature is the lack of scaling mechanisms. The enemy has the same statistics from the first hour, which means that most of the world at the start-90% or more-is really, brutally inaccessible to you because of the pain of death. Playing this game, even on the easiest difficulty, you will continue saving and reloading as much as possible. The inability of the access can be frustrating because most of the searches you find will involve or need a fight. You will get a search and try to solve it just to find that this is something you have to do again in ten or fifteen hours. (Sorry about your urgent issue, meet you in three weeks when I can do something about it!) There is an interesting social and dialogue option so that any given character is accessible because they only ask you to have spending points in certain skill categories. You might be able to intimidate the guard because you have some points in combat skills, or fix a robot because you've drowned every point you have into the craft. As with anything else in the game, these requirements vary widely - one of the first characters in the first city has a dialog option that requires a whopping ten points in the skill category. Social choices, apparently designed for those who will play the game many times, consult wikis before opening any conversations to make sure they have the right skills to choose the dialog option they want. 

Conversely, world openness and search can be great. You can find some late-stage characters or arrange meetings from a search even before you know it exists-like myself, who finds a conspiracy in the making and is forced to face it before I know most people and situations involved Unfortunately, this is an exception and not the rule-it only happened to me several times.
In fact, most of the development of Elex leads to fights. It's called RPG action, and uses a general stamina system to limit attacks, but the game is much slower and more demanding than most modern interpretations of the genre. The attack builds a combo meter, which increases damage, with every progressive attack in the chain doing more damage. This makes it sound like this about knowing the animation and timing of your weapons, but you are not at all dependent on it. It's more about knowing when to fend or shy away from anything else, but the interaction between animation and strange hitbox means you hit it when you are expected to be absent and hit when you know that you hit the key just in time.


You can find some final stage characters or define search results before you know them.

 

In fact, most of the development of Elex leads to fights. It's called RPG action, and uses a general stamina system to limit attacks, but the game is much slower and more demanding than most modern interpretations of the genre. The attack builds a combo meter, which increases damage, with every progressive attack in the chain doing more damage. This makes it sound like this about knowing the animation and timing of your weapons, but you are not at all dependent on it. It's more about knowing when to fend or shy away from anything else, but the interaction between animation and strange hitbox means you hit it when you are expected to be absent and hit when you know that you hit the key just in time.
The enemies have diverse and interesting designs, such as giant mushroom trolls, advanced combat robots, and mutant Cronenberg-esque tweets, but generally do not have unique or creative behaviors and fall into some obvious types that use the same attacks. Many of the long range weapons and magical powers are hard to impossible to use-I became so frustrated with them early on that I picked up a club and a shield and rarely looked back.
The strongest fights when they are fighting against a great enemy, but Elex throws you indiscriminately into big fights instead of punching more difficult opponents with more interesting attacks. Fighting this big number requires that you run at full speed with drinking potion in between attacks, exploiting the geometry of the world to ensure you are not exposed to guerrilla warfare with game design.

 
A flawed development 

The issue of enlarged core gameplay is Elex and UI opaque combat system that has not been perfect. Statistics such as "attack power" are mentioned by the item but are never defined or given a clear scale. You can not see the total health of your character, only a bar that never changes in size. You can not even see how many experience points you need to level up, just a gray bar. As you level up, you quickly learn that your statistical points have few goals other than opening a threshold that allows you to use new weapons and gain new skills. This is the illusion of strategy and complexity rather than the true depth. The majority of your ability to do things actually comes from the equipment, and each new equipment has higher requirements, this means progress is on and off which does not match the level of achievement. A new weapon means the ability to fight enemies that you can only tickle even though the stats and skills are almost identical. Ten hours and ten levels then little has changed-but then you upgrade your weapon and suddenly reach a new level of strength. -Maybe this will not be bad, but the acquisition of equipment and skill is very designed. They are trained behind a craft and training system that requires you to collect and spend very hard money to collect. It's not worth getting into details, but you'll grind kills and sell everything you find to get the equipment at the end of the game. In addition, weapons have stat requirements, so if you're not careful about the weapons you've upgraded, you can not use them. The whole system is an affront to the player's time and attention.  

The acquisition of equipment and skills is highly designed. 

The only thing that makes grinding bearable is the world and the design of the Elex region, which is its heaviest strength. The place is beautiful, filled with handmade angles. It emphasizes quality beyond size. (Although quite large.) Although the building model is repeated, I never noticed it in the same setting twice. Nooks and crannies contain goods, enemies, and people. Almost always kills, yes, but there are quite a number of competent environmental stories to keep you interested. A lot of effort goes into the bandit camps and robbers you find: Wrap a cigarette near a guard stand, or a toy that is secreted under the bed. Much of this detail has never been enabled by story or by search, only by player-driven explorations. I find new places and stuff, even characters and quests, for hours into the post-game. 

Elex is an ambitious game. Like all open world RPGs, this is full of weird little bugs, though I never find anything that prevents me from completing a search or forwarding the story. Otherwise, it goes very smoothly, with a bit of a hiccup other than pop texture and nary frames falling on a five year old machine. Lack of Elex does not really come from insects, but from how it's lacking. The designs of the world and its visuals are top class, and this is a game with a wide scope and eclectic vision-it's fun for the forgiving-but in the end makes a lot of retarded games. His RPG system in particular, what to rely on for core, fun gameplay, less. Fighting is difficult because of numbers, not because of gameplay. Building cool characters is not about customization or uniqueness, it's about setting up new equipment. The system becomes a weak link that fails to hold it all together.

Specification : 

Expect to pay: $50/£50 

Developer: Piranha Bytes 

Publisher: THQ Nordic 

Reviewed on: GTX 660, Intel i5-3330, 8GB RAM, Windows 10 

Multiplayer: None   

so can i just review for this Elex pc game, and for you who want to wait for continuation of game review from me, can follow my steemit account @muhammad23 

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