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Kirby test and the forgotten world

Kirby and the forgotten world begins while a large part of the Kirby planet is sucked through a dimensional fault. If the first image of the planet on which the game takes place is a beach on which Kirby wakes up (which is a wink at the opening of Link’s Awakening, as free that pleasant), we are at a distance tutorial The real decor waiting for us: the ruins of a modern world with skyscrapers, cars, distributors of drinks, etc.

The DA is very successful. If in Mario Odyssey , I’ve always found that New Donk City was jurowdling with the world of Mario and did not drink, I never had such a feeling in Kirby and the forgotten world. They managed to propose a DA that the two universes get married very well, while preserving a more realistic aspect to this post-apocalyptic world that what Dreamland had us had. And this throughout the adventure and different regions (each with a clean atmosphere) crossed. There are even some moments when the proposed scene (decorations, light) made me make a small stop to contemplate.

Once past the tutorial, we discover that the waddle-dees, also transported in this world, are removed by the premises. We then jump on our faithful star and we leave all save them.

The selection of the level takes this time by an overworld in which one can walk around, closed on our star. Our exploration is limited to unlocked areas and there is not much to do apart from a mission, a challenge or, sometimes, search a place to find some pieces or unveil a hidden challenge. It is possible to go through a menu to select a destination on the map and teleports. But this one is accessible only from the map. Leaving the village, we necessarily arrive at the beginning of the last unlocked area.

Indeed, once the waddle-dees saved during a mission, they all head to a base camp they are building little by little, giving access to various mini-games, a arena, distributors of collection figurines, some services and especially a craftsman able to improve the powers, but we will talk again later. Some stages of construction are related to progression in history and others are related to the number of waddle-dees saved (the game is quite wide there and we save without forcing much more waddle-dees than necessary for everything unlock).

Contents

The waddle-dees to save are only in the missions: it must be saved 3 to simply end the mission, between 3 and 5 are hidden through the mission (the number is indicated at the beginning of the mission) and 3 others are released By fulfilling for everyone a secret goal undergoing mission. These secret goals vary not bad from one mission to another (find a hidden area, beat a mini-boss with a certain power, beat a boss without taking damage, etc.). For a goal asking to perform an action several times, it is enough to perform the action once for the objective to be unveiled. And if at least one objective has not been discovered at the end of the mission, the first unveiled Secret Objective is automatically unveiled to facilitate completion if you want to redo the mission.

Some mission passages with the car, the Deltaple or the Russian mountain wagon propose at the end of just starting this passage rather than imposing to redo all the mission.

If the missions are the content a little classic, the challenges are added to that. It is a relatively short content in which Kirby is tested on the use of power (allowing to discover unknown aspects of certain powers as this episode lacks a complete description of each power). There are different degrees of difficulty, but it’s usually quite feasible. The challenge occurs above all when you want to beat the proposed time goal. It must be generally necessary to regain several times to optimize its actions. However, achieving this additional goal does not have great interest: finishing the challenge reports, the first time, a rare star (necessary to improve its powers) and finish under this optional goal of time reports, the first time, 50 pieces, resource basic game that is found anywhere (for example, a mission with 2-300 pieces).

Précisons que le jeu propose de jouer dans deux difficultés, une plus facile et une plus difficile. La plus facile propose des ennemis légèrement plus faibles et donne plus d’objets de soin. La plus difficile propose des ennemis légèrement plus résistants et récompense de quelques pièces supplémentaires. La différence entre les deux est assez subtile et l’avantage apporté par le mode plus difficile n’est pas transcendant. Quelque soit le mode choisi, la difficulté est clairement surmontable (le contraire aurait été étonnant dans un Kirby). Avec une progression plus maîtrisée de celle-ci que dans d’autre opus.

Gameplay

Si Kirby évolue cette fois sur trois dimensions, le principe du jeu reste assez similaire : un bouton pour attaquer (aspirer ou utiliser le pouvoir), un pour sauter/flotter, un pour abandonner son pouvoir et deux (les gâchettes) pour parer (et faire un dash).

Malheureusement, le jeu ne laisse le choix qu’entre deux configurations de touches plutôt que de laisser les modifier librement. Et, étrangement, si tout le long du jeu les interactions se font avec un appui de bouton ou un maintien de bouton, il y a un moment à la fin du jeu où il est demandé de masher les boutons, ce qui n’est pas idéal en terme d’accessibilité.

Entre la 3D et l’environnement de ruines de monde moderne, on a le droit à des niveaux assez intéressants, avec une construction de ceux-ci qui change pas mal des opus précédents. Et ce de façon plutôt positive. Avec notamment des secrets suffisamment cachés pour qu’on voit que c’est sensé être caché (et qu’on puisse parfois en rater), mais suffisamment visibles pour qu’on puisse les détecter en faisant un peu attention et sans avoir à se reposer sur un guide pour compléter le jeu.

Les espaces sont également plus larges, plus ouverts. Une solution assez élégante pour éviter de casser le jeu est de limiter l’altitude maximale du vol de Kirby en fonction de celle de son point de départ : il peut atteindre un endroit en sautant du haut d’une caisse, mais ne vole pas assez haut pour l’atteindre en partant du sol par exemple. Par contre, on a également régulièrement des murs invisibles, modélisés par des obstacles que Kirby pourrait aisément passer, mais qu’il ne peut pas surmonter.

Avec des zones plus ouvertes, le risque de chute est plus présent. Notamment lorsqu’on utilise le transmorphisme, pendant lequel on ne saute pas de la même façon et surtout pendant lequel on perd le vol. Heureusement, le jeu se contente de nous remettre sur le dernier endroit solide sur lequel on s’est tenu et de nous faire perdre un peu de vie (mécanique classique dans pas mal de jeu, mais dans les Kirby, la chute est généralement fatale). La mort n’arrive que lorsqu’on perd tous ses points de vie. Là encore, le jeu n’est pas très punitif puisqu’il nous fait perdre 100 pièces et ne nous fait pas recommencer depuis le tout début du niveau, mais au début de l’endroit où on est mort.

Là où le bat blesse avec cette évolution en 3D est qu’il n’est pas toujours évident de se rendre compte de la profondeur. Il faut prendre l’habitude de regarder l’ombre (si elle est présente). Mais il n’est pas toujours simple d’utiliser certains pouvoirs.

Passé le tutoriel, il est possible de jouer à deux en coop locale. Le second joueur est cependant limité à l’utilisation de Bandana Waddle-Dee qui ne peut pas avaler d’ennemis et donc utiliser les divers pouvoirs que propose le jeu ; il est à la place limité à l’utilisation de sa lance. Je n’ai pas eu l’occasion de tester ce mode de jeu et je ne peux donc malheureusement pas m’exprimer sur la gestion de la caméra à deux joueurs.

Powers

Kirby and the Forgotten Land - Full Game 100% Walkthrough
Là où tout le monde attend un Kirby, c’est sur les pouvoirs. Kirby et le Monde Oublié nous propose les pouvoirs habituels (Kirby avale un ennemi pour récupérer le pouvoir associé), le transmorphisme (Kirby met un objet dans sa bouche et débloque ainsi de nouvelles capacités) et un système d’amélioration de pouvoirs. Bref, une proposition qui fait rêver sur le papier. Mais qui n’est pas si riche que ça dans les faits.

On the side of the powers, there are two new power improvements (the hammer simply after the end of the game, the sword after the new missions) and the possibility of strengthening the powers. Each version of a power can be strengthened independently. Each reinforcement increases the power of power. Each reinforcement costs parts and rare stones (at this stage of the game, it implies Farmer the arena in a loop to be able to do) for a cost that seems indexed to the power of power. Which implies that I have not experienced enough with this new mechanics.

Conclusion

On one side, Kirby and the forgotten world does not fill all my expectations. I would have liked to find more powers and that they are a little more involved (a more advanced adventure dimension). As a result, I have trouble being convinced by this transmorphism that takes the place of powers that I would have liked to use. Even if, honestly, the phases with the car, the distributor and the ring are fun.

Then, although this 3D game area falls out quite well, it is not perfect and could be improved. As a result, for a new opus, I do not know if I would like a return to a 2D evolution or a new attempt in this direction that could achieve a more successful experience. We are not going to lie, although I wish this game more likes to have previous opus in some aspects, it’s not a good thing that a license stagnates too much and tubing habits to try new things is always Something to encourage (as long as they do not get lost).

On the other side, Kirby and the forgotten world offers a very complete and especially pleasant game experience, thanks to its universe and construction. The different objectives in the missions and challenges in parallel (sometimes frustrating if you want to do a good time) are particularly positive points.

Finally, the possibility of improving powers has a big potential. I wanted more powers so the fact that the improvement is as shyly disappointed me. But I also admit that it’s been a long time since I thought it would be interesting to have a more advanced customization for a gradual unlocking of new capacities for each power. So, a dream cut in his momentum. In addition, I am not a fan of being limited in its activities to strengthen the powers (but it is certain that this aspect is intended for the most enthusiastic players and especially very optional).

In short, even if it was not exactly the game I wanted, I could not help but spend a good time on it. I can not deny the obvious qualities of the title and can only recommend it.

_Test made on Switch by pertur from a version provided by the publisher.

Dawn of Ragnarok Minimum Level: What is the performance requirement for the Assassins Creed Valhalla

Assassin’s Creed: Valhalla Dawn of Ragnarok requires that players have achieved a certain level of performance before they start their quest with ODIN. But do not worry, Ubisoft is also generous and wants all, both newcomers and veterans to have immediate access to their brand new DLC. Here’s all you need to know about what Power Level you have for Assassin’s Creed: Valhalla Dawn of Ragnarok.

Which power level is needed for Dawn of Ragnarok?

For The Dawn of Ragnarok DLC, players Power Level have 340 or higher. Before starting the Dawn of Ragnarok extension, you will be asked to return to Power Level 340. The current maximum Power Level in Assassin’s Creed: Valhalla is 430. In view of this, players have to have fallen into play for many hours to be ready for Dawn of Ragnarok. But do not worry if you are new in the game or are not quite on Power Level 340, There is a solution .

Of course, Ubisoft wants everyone to enjoy his new extension immediately. To ensure that everyone can do this, there is a progress boost option offered to each player under Power Level 340. The progression of Boost brings all participants to Power Level 340 and makes them ready for Dawn of Ragnarok.

Is the progress boost worth the progress?

Here everything is what the progress boost will offer:

  • Your PowerLevel and your statistics are raised on Power 340
  • An equipment set of mythical quality will be borrowed
  • A series of level 2 skills are borrowed

Players who decide for the progress boost will do this All XP, skill points, booty and upgrades they have received in Dawn of Ragnarok, retain after their return to England. Everything they were borrowed with the progress boost, however, is returned and is only available in Dawn of Ragnarok.

Of course, If you want to defy Ragnarok alone without the progress boost, you have the opportunity to do this. Svartalfheim is a dangerous place, but if you feel capable without the progress boost, you can master it alone.

And that’s everything you need to know about the PowerLevel needed for Dawn of Ragnarok. If you are interested in more help with your quests by Ragnarok, read our Assassin’s Creed: Valhalla Dawn of Ragnarok Guides.

Assassin’s Creed: Valhalla Dawn of Ragnarok is now available for Xbox One, Xbox Series X / S, PlayStation 4 and PlayStation 5, Google Stadia and PC.

Assassin's Creed Valhalla Dawn Of Ragnarok - Power Level Boost, Tips & More (AC Valhalla DLC)
Home / Player / Dawn of Ragnarok Minimum Level: What is the performance requirement for the Assassin’s Creed Valhalla extension?

Assassins Creed Valhalla: How to update the HUG

There are a few new tools that you can use Assassin’s Creed: Valhalla Dawn of Ragnarok , but the most exciting is the HUGR-RIP. The HUGR-RIP is a mythical dwarf device that you get very early in the game. In the Dawn of Ragnarok extension, players can use the power of HUGR-RIP to steal the forces of enemies from other rich. Although all forces are available from the beginning, each force has upgrades. Here is everything you need to know about the upgrade of the HuGR-RIP in Dawn of Ragnarok.

All HUGR-RIP forces in Dawn of Ragnarok

As already mentioned, the HUGR RIP is an extremely powerful tool that steals the forces of your enemies. There are a total of five forces and each force has two upgrades . The upgrades can be selected by opening your menu and selecting HUGR-RIP. Here are the upgrades for each force:

  • Power of Rebirth – Your weapon is set on fire and can ignite enemies. Deceased enemies are revived to fight by your side. This does not apply to boss opponents. Duration: 40 seconds.
      • Shield of the drug – suffered damage is reduced by 20%. Enemy attacks do not interrupt you, but still harm damage.
    • Instant Horde – The activation of the force automatically occupies corpses within a 10-meter radius to fight for you. This does not apply to boss opponents.
  • Power of Muspelheim – Lava and fire do not cause damage. Giants take you as a muspel until they are provoked. Duration: 25 seconds.
      • Muspelheimer endurance – Duration increased to 35 seconds.
    • Muspelheim Fury – Perform a heavy attack to trigger an explosion in a radius of 5 meters. This interrupts the cladding aspect of power.
  • Power of the raven – Turn into a raven, raise yourself into the air and reach new heights. They can land on each planar, solid surface. Duration: 30 seconds or until landing.

* * ** Rabine expensive ** - Duration increased to 50 seconds. The landing will still deactivate the force.
 * ** Raven Assassine ** - While Power of the Raven is active, you can ensure enemies from the air. This is considered landing and therefore disables the power.
  • Power of Jotunheim – Target your arch and shoot at World Knots to teleport. Giants take you as Jotun until they are provoked. Dodges and Rolls teleport yourself. Duration: 25 seconds.
      • Incarnation of Jotunheim – As long as the Jotun panel is not broken, each successful undiscovered assassination extends the duration of the force by 15 seconds.
    • Jotunheim Attessat – enemies become teleportation goals as long as they are active. Target with your bow and shoot on enemies to teleport them. This consumes a full endurance strip.
  • Kraft of Winter – Pussy risers 30% more damage. The attacking of enemies is gradually freezing them. Fested-frozen enemies can be shattered in pieces at their next attack. Duration: 20 seconds.
      • The winter’s anger – The frozen enemy shatter causes a frost explosion that affects enemies within reach.
    • pungent cold – damage increased by 10%. The freezing of enemies happens faster.

The best power upgrades are the Power of Muspelheim and the Power of the Raven upgrades as they both often navigate and use for puzzles. One of the most useful upgrades for the HUGR-RIP is the HUG Reaver, which unlocks a second HUGR bar, so you can store additional HUG or use two forces simultaneously .

How to update the HUGR-RIP

Now that you know what every power is, you need to know how to improve it. Upgrades are obtained by various special materials that can be found around the world. Upgrades can only be applied to a blacksmith in a shelter . Here are the materials you need to equip upgrades:

  • Silica – can be found on Mylna RAID locations.
  • Huge spring – can be found by killing a huge raven.
  • Magma blood – can be found by killing anyone, but Brann and Ash Bringer always drop.

Обзор Assassin's Creed Valhalla — Он вам не Ведьмак | ПРЕЖДЕ ЧЕМ КУПИТЬ
* Jotun Cider – can be found by killing any Jotun, but Jotnar Djevelen always leaves which fall.
* Frozen blood – can be found by killing any Jotun, but Jotnar Guld always leaves which fall.
* Living spark – can be found by killing the muspel, but Flame-Keeper always leaves which fall

A huge rabe is located on the right side of the way, if you can move freely Svartalfheim, but you are mostly at the foot of the high point mountains. Muspel Giants and Jotun Giants can be found in Raids and in almost every city. Silica can only be found in RAIDS. Each upgrade costs 20 of its specific material and 5 silica . Further information can be found in our Dawn of Ragnarok Guides. Assassin’s Creed: Valhalla Dawn of Ragnarok is now available on Xbox One, Xbox Series X / S, PlayStation 4, PlayStation 5, Google Stadia and PC. Home / Player / Assassin’s Creed Valhalla: How to update the HUGR-RIP in Dawn of Ragnarok

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