Zorro The Chronicles test: an Assassin's Creed for children under 12, but is it enough?

    Zorro The Chronicles test: an Assassin's Creed for children under 12, but is it enough?The scenario of this adventure does not really bother with many details and convolutions: you play as Zorro, you have to make life difficult for Commander Monasterio, and that's about it! The objectives of the eighteen missions available revolve more or less around the same principles: recover stolen property, free prisoners or sabotage facilities. But what could be considered a defect elsewhere sticks here rather well to the spirit of the game, light and without the fuss. The missions are not, however, devoid of any subtlety, since the masked vigilante can each time be embodied by Diego De La Vega or his twin sister Ines. In the first case the player will benefit from an additional charge of ultimate blows, while in the second he will be entitled to an additional heart of life. Most levels can also be approached in two different places, and therefore in two ways. "Forced entry" places us close to troops to fight, while "discreet entry" favors a calmer insertion, generally in height.

    Zorro The Chronicles test: an Assassin's Creed for children under 12, but is it enough?

    Fighting and infiltration are indeed the two essential components of the game. Lovers of stealth can thus use the whip to climb to certain heights in order to carry out aerial attacks, crouch to escape the gaze of sentries, attract guards with a stone throw, mark the different soldiers and points of interest with a spyglass, or even perform stealth knockouts by approaching a guard who is not yet alerted from behind. Direct confrontations are very accessible (no difficult combo to pull out), but, fortunately, not too basic either. Parrying at the right time fills the ultimate blow gauge, the whip is used to stun and therefore temporarily neutralize enemies, a small skill tree is present, and if it is enough to hammer a key to defeat the lower-ranking guards, it is however necessary to jump over the carriers of shields, to reach the snipers located in height or to avoid the dynamites of the sergeants Garcia.


    Zorro The Chronicles test: an Assassin's Creed for children under 12, but is it enough?





     

    RENARD, SACRIPANT !

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    Zorro The Chronicles test: an Assassin's Creed for children under 12, but is it enough?

    Intended for the youngest, this Zorro also avoids any too violent damage. Guards never die but pass out or lie groggy on the ground, and that's fine. The general difficulty is obviously not very high, but more experienced players can always choose the second difficulty mode or seek to complete all the secondary objectives. Each mission thus gives the possibility of finding locations where to stick posters (it's not very exciting because you just have to go around in circles in the levels until you come across them) and complete challenges assigned to certain areas, such as "achieving five aerial attacks", "counter five times", "do not get spotted", "neutralize three guards using the environment" and other similar incentives (which is already much more interesting).

    Zorro The Chronicles test: an Assassin's Creed for children under 12, but is it enough?


     

    A SERIES Z GAME

    Zorro The Chronicles test: an Assassin's Creed for children under 12, but is it enough?If the atmosphere is generally good and the artistic direction consistent with that of the animated series, the technical realization sins on the other hand on several points. With desperately flat textures, sketchily modeled enemies, and haciendas that all look the same, the graphics look like they're from another era. If you are looking to be amazed, go look elsewhere immediately! If you are looking for a decent artificial intelligence, you can also leave the room. Enemies are totally deaf and exaggeratedly visually impaired. You can walk crouched a few meters from them without too many problems, and even make a victim very close to another guard without the latter reacting. We could put all this down to maximum accessibility relative to the young target audience, but other clues mainly suggest that the developers lacked means. So, as funny as they are, the environmental kills seem way too "phoned", in the sense that we see the guards rushing towards the trap on their own if they are ever a little too far from it at the base, as bad stuntmen would do in a Z movie. Maneuverability also suffers from approximations when it comes to stepping over railings, and the camera has two flaws that we thought were definitely a thing of the past: poor placement automatic which prevents you from seeing the action well at times and, above all, annoying controls since moving the right stick to observe the surroundings while walking also rotates the hero (but to a lesser extent). The balance sheet is therefore far from glorious, but it totally avoids the qualifier shameful, thanks to its good general spirit.



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