By Ernest Cline
Zack Lightman has spent his existence dreaming. Dreaming that the true international can be a little extra just like the numerous science-fiction books, video clips, and videogames he's spent his existence eating. Dreaming that in the future, a few wonderful, world-altering occasion will shatter the monotony of his humdrum lifestyles and whisk him off on a few grand space-faring experience.
But howdy, there's not anything mistaken with a bit escapism, correct? finally, Zack tells himself, he understands the adaptation among myth and truth. He is familiar with that right here within the genuine international, aimless teenage players with anger matters don't get selected to avoid wasting the universe.
And then he sees the flying saucer.
Even stranger, the unidentified flying object he's watching is immediately out of the videogame he performs each evening, a highly renowned on-line flight simulator referred to as Armada--in which players simply take place to be holding the earth from alien invaders.
No, Zack hasn't misplaced his brain. As very unlikely because it turns out, what he's seeing is all too actual. And his skills--as good as these of thousands of avid gamers around the world--are going to be had to retailer the earth from what's approximately to befall it.
It's Zack's likelihood, ultimately, to play the hero. yet even throughout the terror and excitement, he can't support pondering again to all these science-fiction tales he grew up with, and considering: Doesn't anything approximately this situation appear a little...familiar?
At as soon as gleefully embracing and brilliantly subverting science-fiction conventions as purely Ernest Cline may, Armada is a rollicking, astounding mystery, a vintage coming of age event, and an alien invasion story like not anything you've ever learn before--one whose each web page is infused with the pop-culture savvy that has helped make Ready participant One a phenomenon.
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Extra info for Armada
Mais force est d'admettre que mon estimé collègue a vu juste sur un bon nombre de points. Le drame familial, forcément odieux, qui conduit Aiden Pearce à se 38 transformer en justicier, ou plus précisément en ce que les Anglo-Saxons appellent "vigilante", ce qui est pareil, mais en vachement badass et pas nécessairement respectueux de l'autorité en place. Les combats à mi-chemin entre GTA pour la distance et des contres à la Assassin's Creed pour le corps-à-corps. Les gimmicks d'Ubisoft avec les innombrables trucs et machins à collectionner, les mini-jeux, le craft pour tout et n’importe quoi et la progression par zone.
Je dirais que ça ressemble à du Total War minimaliste au tour par tour. Et encore. Contrairement à Heroes, on n’envoie pas au front des stacks de 20 000 unités. On sélectionne, au maximum, six troupes par héros, des troupes archétypales et dont la fonction est très similaire d’une race à l’autre (corps à corps blindés, archers, engins de siège, etc). Age of Wonders met l’accent sur la tactique et l’exploitation du terrain plutôt que sur le nombre. A. ne s’en prive pas), ce qui provoque souvent des combats avec plus d’une quarantaine d’unités).
Clair, inventif et intelligent sans jamais être trop complexe, il fait un boulot fantastique. On commencera parfois un niveau effrayé par son architecture pour très vite comprendre que la solution n’est pas si compliquée. En revanche, son exécution posera parfois quelques soucis, Escape Goat 2 proposant aussi bien des phases de réflexion que de plateforme. Vous devrez correctement assimiler le double saut et l’inertie du jeu pour vous en sortir, parfois au prix de quelques crises de rage. On sent clairement que le moindre stage a été agencé avec amour et minutie, permettant parfois au joueur de s’en sortir de plusieurs manières et lui donnant constamment l’impression d’être un génie (on ne galère jamais vraiment longtemps).