The Witcher Enhanced Edition Review (PC)
28 October, 2008
The Witcher has been one of the best role playing games released for the PC over the past few years, but it was marred with technical bugs, long load times and terrible voice overs and acting. With the release of The Witcher Enhanced Edition most of these issues have been fixed or tweaked. Also included are new missions, a making of DVD, audio soundtrack and much more. If you missed out on the original enhanced edition offers a great opportunity to pick up one of the best computer RPGs The overall storyline and game play from The Witcher has not changed in the The Witcher Enhanced Edition so rather than focusing on these areas, I'll just be reviewing what has changed and what is new with the new release. In my review of the original release of The Witcher, two of my biggest gripes were the long load times and the head-shaking voice overs and acting. Character animations didn't match with the dialogue and the translation of the story/dialogue from Polish to English left puzzled looks on my face when trying to decipher what a character was really trying to say. The Witcher Enhanced Edition does a good job addressing both of these issues; Load times have been signaficalty imporved and more than 5,000 lines of dialogue have been re-written and re-recorded. There are still some timing issues with character animations and while the dialogue is much improved there are still times when certain lines just don't seem to fit in.
From the weight of the box alone you can tell that The Witcher Enhanced Edition is packed with goodies other than just the game. Included on the bonus DVD are two new missions which add about five hours worth of game play, and an adventure toolkit that allows you to create your own missions and quests. While the two new missions offer some fresh non-linear content they are quire short. In the "The Price of Neutrality" mission Geralt returns to the Witcher stronghold of Kaer Morhen and must decide whether to defend a young woman or remain neutral. In the second "Side Effects" Geralt travels to the near by town of Vyzim and must collect money from various tasks to help get a friend out of trouble.The Adventure Toolkit/Editor allows players to create their own quests or epic adventures and share them online. The ability to share user created content has the potential to offer a near limitless supply of new and unique adventures in the fantasy world of The Witcher. In addition to the bonus DVD, the enhanced edition also includes the original The Witcher short, a map of The Witcher's world, a "Making Of" DVD, and two audio CDs with the game's soundtrack and music inspired by the game. While these items don't make or break the game they are worth mention.
Bottom Line
Labels: PC Games, PC Games Review, The Witcher Enhanced Edition
posted by admin @ 11:54,
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FIFA 09 Full Preview ( Updated )
12 September, 2008
We're running up the field, heading into the offensive zone of Chelsea. There's not a defender within 15 yards of us. Ahead, an Arsenal striker is making a deep cut toward the Chelsea goalkeeper and, to his left, renowned striker Emmanuel Adebayor is positioning himself to try to make something happen. Suddenly, our teammate behind us sends the ball our way, which we deftly receive at full gallop. Two Blues defenders are closing in on our striker, but we manage to sneak in a perfectly timed through pass, which he fields, passes to Adebayor, who manages to get the goalkeeper out of position and... GOOOOAL!Now, technically, our crucial through pass doesn't count as an assist on the scorecard, but it surely felt good to us, especially as an introduction to the new 10-versus-10 online play that looks to be one of the brightest features in EA Sports' upcoming FIFA 09. During a recent trip up to EA Canada we got the first look at 10-versus-10 play, playing a match with 19 developers and producers behind FIFA 09, and we can safely report that the new mode puts an entirely new spin on the virtual sport.
Other similarities between the online team play of FIFA and NHL are obvious. Take, for instance, the hockey game: When you enter a match with your friends, you'll be taken to a lobby where the team captains will be able to set team tactics. After that, you'll be taken to another screen where a mad scramble will result as players pick the position they wish to play on the pitch. As with NHL 09, with players rushing to take the forward position, you can expect to see most FIFA 09 players trying to get those coveted striker and midfield positions. However, it's important to note that regardless of the position you play (except for goalkeeper, which isn't playable in FIFA 09… look for that in next year's game), you always have a way to contribute to your team's success
A fundamental distinction between playing a regular match in FIFA 09 and playing a 10-versus-10 online match (or Be a Pro, for that matter) is that, for a good portion of the game, you're without the ball. That might sound obvious, but it's a crucial distinction, one that requires you to think a bit differently from how you might otherwise play a soccer game. In a regular match, you're looking to make passes, shoot goals, beat defenders, tackle a ball handler, and assume so many other responsibilities. The majority of the time in a 10-versus-10 match, you're looking to simply get in position to help make something happen, many times while the action on the pitch is happening 25 or more yards away from you
We had a fine time trying to position our player on the pitch to make things happen, and to its credit, FIFA 09 has a few camera angles to help you keep focused on the action. In addition to the vertical Be a Pro camera, which swoops in and out and even angles in on the action down the sidelines, there's a Tele camera option, which we like even more. Essentially a horizontal broadcast camera, the Tele option's big advantage is in letting you choose between focusing on either the ball or your player. With a press of the Select button, you can switch the camera's focus either on the ball or on your player. We found both camera options useful at certain times. Most of the time it pays to focus on the ball, even if you're player isn't directly involved in the play; however, you also want to be mindful of your player's spot on the pitch, always keeping him in position to get in on the action.
Simply because you spend a relatively minimal amount of time with the ball (depending on your position), the most telling part of the action in FIFA 09's 10-versus-10 play is how much of a thrill it was to actually have possession. It happened only a handful of times in the 20-minute match we played, but each time it was a heightened experience from your typical online FIFA match. You can't help but feel a tinge of extra responsibility with the ball at your feet, knowing that a great pass could end up in a scoring chance (as in the recollection that begins this preview), while a botched possession could end up in a score for the opposing team (which we also experienced). Get too aggressive on the pitch, and you might even get red-carded out of the game--which also happened to an opponent player during our match. In that case, the offending player is simply removed from the game (though he or she can watch the rest of the game if desired). Considering the FIFA team has long spoken of the ultimate goal for the series as fielding teams comprised of a country's best online players at each position for a virtual World Cup, it's fair to say that the current iteration of online 10-versus-10 play and its associated Be a Pro mode are just previews of where these features will head between now and the next few years. We look forward to closely following this evolution. FIFA 09 is set for release on October 14.
Labels: Amazon Products, Electronic-Arts, Fifa 09, PC Games, PC Games Review
posted by admin @ 22:24,
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Spore Full Reviews (PC)
08 September, 2008
There's a strong case to be made that Maxis excels at making software toys rather than games. And there's a not so insignificant difference there, because a toy is something that you tinker with, whereas a game is something with a narrative, goals, or a way to win. That may be why Maxis titles have so much appeal. SimCity lets you indulge your inner mayor. Meanwhile, The Sims is the ultimate virtual dollhouse, letting you create your dream house and, by extension, your dream family. But now we come to Spore, the most ambitious Maxis product to date, and one that's as much as a game as it is a toy. Sure, you can tinker with Spore, but there's also a game here, one that involves the long struggle of life as it evolves and advances from a tiny cellular organism to intergalactic space travel. In fact, Spore is essentially five distinct games woven together. And here, Maxis demonstrates a weakness, as a number of these games come off as lightweight or limited. However, Spore is a prime example of something that is much more than the sum of its many parts.
I like to think of Spore as astrobiology in a box. Astrobiology is the field of science dedicated to thinking about what life on other planets might look like. To do that, it has to draw upon a wide range of scientific fields. Astronomy helps ascertain what sort of galactic conditions are needed to find a planet that will support life. Chemistry helps figure out where that life might have come from, while biology helps explain how it might evolve. Even societal studies, such as civics, might explain how advanced life might organize. Like classic Maxis games such as SimCity and SimEarth, Spore tackles complex subjects and makes them relatable to the player in an engaging way. Basically, Will Wright is the science teacher you wish you had in school.The easiest way to look at Spore is take it apart stage by stage. So we kick off with the Cell Stage. Spore begins with a comet crashing to a planet's surface, seeding it with bacteria that evolve to become tiny cellular organisms, and you are one of them. This is an old fashioned, top-down arcade game, but one with bright, eye-catching graphics. You swim about the primordial oceans, eating as a carnivore, herbivore, or ominvore. Eating gives you DNA points that you can use to evolve your creature in the cell editor. There are also six different "parts" that you can discover, and these parts can give you different abilities. Water jets let you squirt faster through the water, fins let you maneuver better, spikes give you armor against predators, and so on.
There's something to be said about life in the ooze; it's easy, you swim around trying to eat but not be eaten. It's saying something of the game's design that even these tiny creatures are capable of conveying so much expression, particularly in their eyes. You see them panic and flee when chased, or a slight gleam when they see something they want to eat. Even the little chirps and noises they utter are grin inducing. Alas, all good things must come to an end, because as you eat and evolve, your creature becomes larger and larger until you finally fill up the evolution meter at the bottom of the screen, meaning that you're ready to sprout legs and move on to the next stage of Spore. Unfortunately, I found myself wanting to stay a bit longer in the ooze to evolve even further. There are bigger, meaner creatures to be found, and it'd be great if you could evolve to take them down.Let's detour to Spore's user-created content for a moment. When you encounter another creature, vehicle, or building in spore, click on it and it's added to the built-in Sporepedia catalog. The Sporepedia is an incredible resource, since it keeps track of not only the content that you encounter in your current game, but it lets you access an entire universe of content created by Maxis and Spore players from around the world. Just witness the wild success of the Spore Creature Creator, one of the editors in the game that was released separately earlier this year. By molding and flexing the many different parts, users from around the world created more than three million creatures with an astonishing amount of variety. And it's very impressive how well it works. No matter how bizarre the creature, you still get a sense of emotions from them, from sad, to happy, to scared, to angry. They animate properly, and they move like you imagine they should. It's just an incredible technical accomplishment.
Consider that Spore features more than a dozen editors that let you create buildings, land vehicles, naval vessels, aircraft, and spacecraft. If you love creating things, then Spore is going to provide an incredible amount of joy. I, on the other hand, suck at making things. While I had fun creating my mosquito-like humanoid creatures, I lack the patience and the skill to really go wild. Some users can take the creature editor and make Viking longboats with oars. I'm nowhere near that good, so I accessed the built-in Sporepedia to select buildings and vehicles others made that I liked. Since you can access the Sporepedia at any moment in the game, it's easy to do. I could then tweak their color patterns and import them into my game. And, for the most part, I had the pick of mainly Maxis-made content since we'll need weeks and months for Spore users create millions of pieces of content.Now onto Creature Stage, which is the "action" stage of Spore. You're now on land but you're still evolving. However, you're also learning how to interact with your own species and others. These interactions can either be friendly or hostile, and they generally consist of doing a social minigame or getting in a fight. However, you end repeating the same social interaction or attacks dozens of times, and it's a very simple system so it feels a bit like a chore after a while. And you have to do it, because allying with or exterminating other creatures gives you points that you can use toward evolving, as well as valuable parts that you can evolve your creature with.
The Tribal Stage plays out like a real-time strategy game, albeit a basic one. There's only one resource that your tribe members gather (food), and that's used to support a larger population as well as construct buildings that offer various upgrades. Like in Creature Stage, there are only two options: be nice with neighboring tribes and ally with them or crush them. To be nice, you have to serenade them; this time by playing one of four instruments when the tribal members request it. The war route means outfitting your tribe with weapons like stone axes that let you take down the opposition easier. Each tribe you eliminate adds a totem head to the totem poll; once there are five heads on the poll, you've done enough to advance to Civilization Stage. There's not a lot of challenge here for an experienced RTS gamer, and it doesn't take long to get through it at all. It doesn't help that this stage doesn't allow you to create anything in an editor, though you can outfit your creatures with accessories that can boost their social or combat abilities.
Next is Civilization Stage, which feels a bit like a scaled-up version of the Tribal Stage. This time you're struggling for domination of an entire planet, and the key is to capture cities through force, conversion, or buying them. You start with a single city and a single land unit, and you capture spice nodes to generate revenue that's used to purchase more units and upgrade cities with defenses and different building types. Housing boosts population, which supports a larger military; factories generate revenue but also cause unhappiness; and entertainment complexes boost happiness. Capture a city, and you can have it specialize in military units, religious units, or economic units. However, all you pretty much have to do is crank out units and swamp the enemy; the AI will send units your way, but not enough to mount a major push. Any real-time strategy vet won't be too hard pressed hereAnd then there's Space Stage, which is by far the largest stage in the game, and the stage that is the widest open in terms of gameplay. Space is, as crazy as it sounds, a single-player massively multiplayer game. You can start flying around the galaxy, visiting a crazy number of stars and planets, some of which are barren but others supporting life in different stages. You can establish colonies on other worlds, extending the size of your empire. You can terraform planets to support life, or mold them like a giant piece of clay. You can get missions to pursue from neighboring empires. You can get into space battles, or you can crush a primitive species. You can abduct creatures from one planet and transplant them to another. In other words, you can basically play as a god, and that's always a nice rush. The space stage is the deepest part of Spore, which makes sense considering that it's also longer than all the other stages combined.
The entire campaign makes for a dizzying trip through millions of years of evolution. Thankfully, once you play through the game you can start on a new planet at any stage that you wish, so if you liked the Space Stage, just go ahead and start there. What you will miss is the timeline of your creature's evolution, as well as the ability to mold and shape your creature through the decisions that you make. Whether you choose a peaceful or a warlike path, the game rewards you with special abilities that you can use. Playing through the game does give you a sense of working your way through the ages. I got a thrill watching my little Poker creatures (named for their primitive, mosquito-like snout) crush their opposition and launch into the stars after a long struggle out of the muck. It's worth noting just how easy it is to play Spore. Save for using the keyboard to type in the names of the things that you build in the many editors or searching for content in the Sporepedia, you can play almost the entirety of Spore just using the mouse. It's an incredibly accessible game to pick up and play, and the hefty manual that comes in the box as well as the helpful hints will get even a novice up and running quickly.
Like all Maxis games, Spore is infused with charm. The colors in the game are vibrant and warm, and even the most sinister monster ends up looking a bit cute thanks to the art design. The game ran smoothly on my admittedly high-end system, and it was rock-solid stable, never crashing. I can't even think of a single bug. Meanwhile, humor and wit are deeply embedded in Maxis' DNA, and it shows. I stumbled upon two tribe members having a Sims-style discussion, with thought bubbles over their heads and icons representing what they were talking about. They seemed intent on discussing the universe and god, and in this case, god is apparently Will Wright's head. Another hilarious and surreal moment came during the Creature Stage, when in the midst of doing the friendly dance a UFO appeared overhead and began kidnapping the panicked creatures below with its abduction beam. The sounds and music are also classic Maxis. Every chirp and warble that your creatures make seems authentic, and the dialogue sounds like alien versions of the Simlish that we've come to love. The music seems minimalist at times. When combat kicks in, the drums pound and get your blood pressure up. Yet at other times, the music takes a back seat to the sounds of your creatures' feet pounding on fresh grass and other sounds of nature.
Closing CommentsI think that Maxis has made an impressive product that does so many incredible things. Spore will serve as an introduction to gaming for many; it's clear that many nontraditional gamers will check it out. As such, this feels sort of like a sampler plate to gaming, introducing newcomers to the different types of gameplay out there. But much more than that, Spore will make you think about science, and when was the last time you could say that about a game? It'll inspire people to learn more about the universe and imagine what's possible out there. Spore also pushes the idea of user-generated content to incredible new heights; this is a game where users will make the vast majority of things that you encounter, and this creation and sharing is done seamlessly.Yet, while Spore is an amazing product, it's just not quite an amazing game. I can't help but feel that Spore is ambitious and memorable, but I also admit that, save for the cool Space Stage, there's not a lot of depth here. Rookie gamers are going to feel at home here, but veteran gamers may feel like they need more. Still, Spore proves to be one of the most unique products in recent memory, one that reaches for the stars and ends up giving us a universe in a box.
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Labels: PC Games, PC Games Review, Reviews, Spore
posted by admin @ 22:02,
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Dead Space facing international bans
07 September, 2008

Dead Space
In a posting on the official Dead Space Web site, EA community manager Ben Swanson announced that the Xbox 360, PlayStation 3, and PC game "will be banned in Germany, China, and Japan." Swanson did not say what indications the team has received to suggest the imminent banning of the sci-fi survival horror game.
While China's government has a lengthy history of monitoring the media its citizens consume, the prospect of German and Japanese bans are somewhat more surprising. Capcom ran afoul of Germany's ratings board with Dead Rising, but even when denied a classification, the game wasn't outright banned. Instead, Capcom had to deal with severe limitations on the ways it could be sold and advertised.
Microsoft had a pair of its own Xbox 360 titles--Gears of War and Crackdown--denied classification in Germany. However, it opted not to release the games in the country after the denial, citing a company policy against releasing unrated products.
As for Japan, the country's Computer Entertainment Suppliers' Association (CESA) tops out with a Z-rating, which the board has found suitable for titles like Assassin's Creed and Grand Theft Auto: San Andreas.
Dead Space is set for an October 14 console release in North America (October 20 for the PC version), with a European launch set for October 24. As of press time, EA representatives had not returned requests for clarification on the nature of the bans or why they are expected to come.
Labels: News, PC Games, PC Games News
posted by admin @ 11:31,
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STALKER Clear Sky Preview
Life is not easy for a S.T.A.L.K.E.R. Besides the excessive punctuation between the letters of your job title (making a complete muck of stalker business cards), you inhabit the Chernobyl exclusion zone inhabited by angry militants, well-armed bandits, and irradiated boar--all of whom would take pleasure in guttin' you, boy. We hit the zone running this week and are here to offer our final thoughts on S.T.A.L.K.E.R.: Clear Sky, the prequel to the acclaimed Shadow of Chernobyl, before its release on September 15.Clear Sky is a shooter, pure and simple, but also throws in elements of role-playing and survival horror games. Weapons are rated in strength, accuracy, rate of fire, and overall condition, which all deteriorate over time. Luckily for you, enemies tend to drop their own weapons when they, you know, die, and you can grab low-level replacements at any time. There are also a number of parts like scopes and larger ammunition clips that can be combined with firearms to increase their respective attributes. Early on we can already say how fun it is to pimp out your gun with items earned in the heat of battle. Although there is no custom creation tool for your looks, the combinations of weapons and armor at your disposal are endless.
There's also somewhat of an economy at work in the zone, and you'll pick up rubles along the way that can be spent at trading posts throughout the area. After a few hours of capping bandits and stealing their loot, we stopped by a trader in hopes of purchasing a shiny new American shotgun. We had more than a dozen basic Russian shotguns along with a number of pistols, worth thousands of rubles. But no. Blame it on the radiation, the sinking dollar, whatever--the trader would only offer pennies on the ruble for our weapons, a total of about 300 RU. Of course, he wanted nearly 3,000 RU for his shotgun, so we casually tipped our hat and left his humble shack. There's hope that different traders will offer better prices for your wares, but we decided to take our economic frustrations out on the enemy instead of haggling with miserly shopkeepers.
The opening portion of Clear Sky takes place in the Great Swamp. There reside enemy factions, bandits, and the friendly faction by the name of--you guessed it--Clear Sky. Clear Sky claims it's doing research on the zone to discover the reason behind the sudden increase in explosive radioactive bursts that kill everyone in their paths. Something about an intruder had gotten past the Brain Scorcher to reach the center of the zone, and the zone isn't happy at all about it. (The writing and dialogue aren't going to win any awards, if you were wondering.)
To guide you through the swamp, you have a handy PDA. The map showcases friendly, neutral, and enemy locations, and also exactly how big the area is. While it remains to be seen how much of the zone is cut off by fields of deadly radiation early in the game, if you zoom out of the map, you can see that the exclusion zone is huge. That's good, because it's also filled with valuable artifacts that can boost your abilities and resistance to radiation, or be sold for heaps of rubles. Your PDA also has a list of primary and secondary objectives, and a handy button that will highlight their locations. Because the factions are fighting a dynamic war that developer Deep Silver claims is different every time, there is also a faction page that gives details on each group's combat strengths and resources. After we took out several enemy strongholds, it was admittedly a blast to see Clear Sky's borders and resources expand.Combat is basic first-person shooter fare, with a few twists. Particularly nasty bullet wounds will bleed, and you'll need to access your inventory for a bandage to stop the bleeding or else your health will continue to deplete. There are basic squad commands later in the game, but at this early stage we fought alongside Clear Sky soldiers. The health system is unforgiving, and you'll need to take lots of cover--this is not a run-and-gun shooter.
Clear Sky guides will escort you through the zone to previously unreachable locations. One such location was a stalker outpost located right next to a military base. Unfortunately for you, that particular military base is not friendly, and a soldier immediately opened fire with a mounted machine gun, forcing you to take cover behind boulders and trees--wait, not trees. Bullets slice right through the wood. After many deaths, we gave up trying to single-handedly take down the base and absconded to the stalker outpost for our next mission.Source: Gamespot.com
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Labels: PC Games, PC Games Review, PRODUCT REVIEWS, Reviews
posted by admin @ 10:03,
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Diablo 3 Preview ( First look)
27 August, 2008
Diablo 3 Preview
For instance, the Barbarian serves as the perfect example of the tweaks made to Diablo II's health system -- adjustments that encourage the player to engage in conflict instead of just running away or repeatedly pressing the health-potion button. "A lot of battles in Diablo II were ones of attrition. Sometimes you can beat a boss simply by repeatedly drinking potions during battle," says Wilson. Many types of health systems were tested (in fact, even Halo's regenerative shields and WOW's "sit down and eat 'n' drink" system came up), but they almost all had a degree of nonaggression. The new system adds red orbs that heal you on contact as common drops from slain enemies. "With the red orbs, players are encouraged to fight, because now the best way to heal is to engage in conflict," says Wilson.
Two new gameplay systems -- destructible environments and scripted encounters -- also made their debut through the Barbarian. Since he's such a tough and burly dude, the Barbarian can straight-up smash walls apart. In Wilson's demonstration, the Barbarian smacked a wall hard enough to collapse it onto a hapless group of zombies. Environmental destruction can also be used against you, though, since monsters can grab you through a wall or you can accidentally trigger a trap with your cave-ins. Scripted events where walls are knocked down raised the concern that this might mean the end of randomized dungeons. Not so. Wilson says that much of the game, from dungeons and monster types to loot drops, is still random. Pardo adds that in general, the dungeons remain randomly generated while the outdoor areas have a bit more of a "sculpted feel." In fact, not only are dungeons, loot, and items still randomized -- but with this new system, even quests and events can be randomized as well.
Besides his use of disease and pets, the Witch Doctor also has some nice crowd-control spells. Horrify conjures up an ooky-spooky ghost above his head that will scare the bejesus out of most enemies, and Mass Confusion creates a spirit that drives the baddies crazy enough to attack each other. Firebomb brings a heavy-damage option to the Witch Doctor's arsenal with a straightforward fire-based ranged-attack spell that seems to be influenced by Diablo II's Sorceress. Finally, the Witch Doctor's ability to create a wall of zombies is easily one of his most impressive skills; there's nothing like propping up a mass of flailing zombies as a defensive obstacle.
Diablo III looks to have the same visual philosophy of StarCraft II (it looks modern and better but not radically different) when down in the dungeon, but when the two players step outside, the look changes more significantly. Once out of the cave and into the jungle, the outdoors suddenly look much brighter and more vibrant than we remember. Pardo says, "We're aiming for the art to be somewhere between WOW and Diablo, where there's color but still that dark edge. We actually went through two art passes with the original look of the previous Diablos, but it just didn't work for us. Adding the colors, like you see in the outdoor environment, was a big decision that I think will pay off."
One color that that frequently shows up during gameplay is red. From the way zombies get torn apart to how virgins (well, I'm assuming they're virgins, because don't all demonic sacrifices call for virgins?) are sacrificed to form a boss monster, there is quite a lot of blood and guts. "We want it to feel more visceral. We actually took a lot of influence from God of War in having intense, visceral, action-heavy combat," says Pardo. Hence, you get moments such as when the Siegebreaker Assault Beast picks up one of the barbarian players and takes a big bloody (and crunchy) bite out of him à la the rancor eating the Gamorrean Guard in Return of the Jedi.
In fact, the two bosses shown not only demonstrated the abundance of blood and gore but also the larger-than-life battles that you'd expect from God of War. The dungeon boss, a grotesque, dual-mace-wielding fatty, is simply called the Thousand Pounder (with the descriptor "Gluttony Incarnate"). He somewhat echoes the Butcher from the first Diablo in that he's a big intimidating dude that chases you around a dungeon. The second boss (the aforementioned Siegebreaker) reinforces the epic-combat feel by virtue of being freakin' huge. Taking up most of the screen, he charges around or attempts to grab and maim the party (Wilson conjured two additional party members for this bout), killing one party member before finally being put down. Even his death is an epic moment -- the hulking corpse sizzles, bubbles, and then splits open to ooze heated, glowing blood before disintegrating into a nice pile of loot. One nice touch: The loot will be somewhat individualized; each party member sees a pile of loot that only they can take -- no more putting up with one player who clicks fast enough to grab everything before the rest of the party.
Even with all the visceral combat, the new/tweaked classes, and the spiffy looking graphics, there was one moment that instantly made me want to play through the previous Diablos as preparation: a cut-scene where Deckard Cain attempts to say "stay awhile, and listen?" before being cut off by the player, who quips that there's no time to listen to idle tales. Little nostalgia-based jokes like that, along with modern aesthetics and combat, make me want Diablo a whole damn lot -- and leaves me even more bummed out because, knowing Blizzard, it could take a while before Diablo III actually gets released.
Source: www.1up.com
Labels: Diablo 3, Diablo 3 review, PC Games, PC Games Review
posted by admin @ 23:16,
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Killzone 2 Multiplayer Hands-On Review
26 August, 2008

Killzone 2 Multiplayer Hands-On
Killzone 2 was one of Sony's key titles at E3 2008, and at the show details on the multiplayer mode were revealed by the game's senior online designer, Eric Boltjes. Killzone 2 has some interesting options available for multiplayer, including customisable character classes, match settings, squads, and community integration with the game's official Web site at killzone.com.
Killzone 2 supports up to 32 players, and has eight maps that are
designed for between either 2 to 16 players, or 16 to 32 players. You'll be able to have any combination of players on any map, but be prepared for some fast-paced, close-quarters battles if playing on smaller maps with large teams. There are several spawn points available in each map, depending on the size and once you've captured them they'll be available for your team to spawn to. You'll also be able to spawn directly to your leader's position and straight into the heart of battle (if he's doing his job properly). The first map we tried was one of the smaller ones, and we joined one of the two five-man sides. The level fit the look and feel of what we've already seen of Killzone 2 with the action taking place in a battle-scarred warehouse. There were several levels in the stage with gantries above us and staircases leading down to several underground basements. We started off as a standard ISA soldier, equipped with an assault rifle and sidearm. The rifle worked effectively at short range and we were able to snipe a few enemies across the way using the gun's sights.FOR MORE VIDEO GAMES CLICK HERE
Labels: Computer Games, Killzone 2, PC Games, PC Games Review
posted by admin @ 23:05,
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The Sims 2 Apartment Life PC First look
21 August, 2008
The Sims 2 Apartment Life PC First LookYour Sims are moving into a brand-new
apartment, and their lives will never be the same! Adventure, fun, and drama await them as they meet new people and explore their new neighborhood. Will they take their kids to the local playground, mingle in coffee shops, or hit the park to learn from the breakdancers? Close quarters mean new opportunities-move in with compatible roomies for a thriving social life, advance your career with the right social network, or find true love just down the hall. Whether they live in artsy converted lofts, the ultimate studio bachelor pads, or luxury apartments with their own butler, your Sims will experience all of the excitement of apartment life!
This expansion pack for The Sims 2 takes your Sims out of the su
burbs and into a brand new busy apartment building! Adventure, fun, and drama await them as they explore their new neighborhood, mingle in coffee shops, visit a playground, meet new friends, and much more. Because there is now the ability to control multiple households in The Sims 2 Apartment Life, your Sims can live in happy harmony, or comical conflict.New social networks and character types, including artsy bohemians, sports fans, gadget-loving techies,spice up your Sims life. And, with a new reputation meter, your Sims can build up the respect they deserve from other Sims to be the most admired – or least-desired -Sim in the neighborhood. The better the reputation, the easier for your Sims to find the right friends to help them achieve their goals.Make your Sims’ space look great in The Sims 2 Apartment Life! Five new building types that range from converted lofts to roomy and posh studios or luxury apartments with their own butler add to the creative and customized adventure. Enjoy a myriad of new decor options, including spiral staircases and lofty, high ceilings. Your Sims will get a whole new kind of experience through the drama of close quarters living!At a Glance:
Your life will never be the same once you move into a new apartment. With The Sims 2 Apartment Life, you will meet new people as you explore your new neighborhood. Adventure, fun, and drama await you. Will you take your kids to the local playground, mingle in coffee shops, or hit the park to learn from the breakdancers? Close quarters mean new opportunities. Move in with compatible roomies for a thriving social life, advance your career with the right social network, or find true love just down the hall. Whether you live in an artsy converted loft, the ultimate studio bachelor pad, or a luxury apartment with your own butler, you will experience all of the excitement of apartment life
Features:
- Move into the perfect apartment: a spacious loft, a cozy place for a young couple, or a multi-bedroom flat-share with friends.
- Mingle with Sims from all-new social groups: stylish socialites, artsy bohemians, sports jocks, gadget-collecting techies, or edgy gearheads.
- Take advantage of apartment life: form social networks to make new friends, advance their careers, or look for love.
- Build your Sim's new reputation meter: with a good reputation, your Sim can find the right friends to help them achieve their goals!
- Control multiple households: will you make your Sims live in happy harmony or comical conflict?
FOR MORE SIMS 2 GAMES VISIT SIMS STORE HERE
Labels: PC Games, PC Games Review, The Sims 2, The Sims 2 Apartment life
posted by admin @ 22:53,
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Far Cry 2 Exclusive Impressions
20 August, 2008
Far Cry 2 Exclusive Impressions - Dynamic Environments and Savannah Battles
Far Cry 2 won't take place on a beach with palm trees, but rather, in the heart of a war-torn Africa, meaning you'll fight your way through deserts, savannahs, jungles, and border towns rather than sunning yourself on the beach. In addition, the sequel won't be in as developed a setting as in the original game--your character will carry a paper map and a compass to guide him. And, you'll be using mostly conventional weapons and vehicles (rather than experimental, sci-fi stuff). The level of technology available shouldn't hurt the game experience one bit because the vehicle handling we saw seemed realistic enough while still seeming easy enough to handle, and the guns we saw in action were hefty weapons that discharged with loud, sharp reports. Interestingly, weapons and vehicles will experience progressive damage over time. Damaged guns will actually rattle disturbingly while becoming scratched up, and damaged vehicles will suffer progressive damage to specific areas until they stop running, or until you can repair them.In fact, the entire world will show off this sort of attention to detail because much of the game's environments can be deformed. Grassy fields can be burnt to the ground with a flamethrower, and trees can be blasted out of the ground with grenades. This damage is all rendered procedurally on the fly and will remain in the world until it actually gradually grows back. The team at Ubisoft hasn't quite determined exactly how quickly in-game time will pass with respect to real time, but the game will have full day-and-night cycles, which will affect the behavior of your enemies (who will have general schedules themselves). You'll even be able to find sleeping areas to sleep for the evening, or until the morning, and toggle the world from day to night. This can come in handy in some cases because darkness provides additional cover, and some areas may be more lightly guarded at night.
After seeing some of the impressive world technology in action, we had a chance to see more of the impressive artificial intelligence we'd covered previously. In addition to fighting your way through various mercenary encampments throughout Africa, along with the occasional help of mercenary companions who will join you, you'll find yourself exploring larger towns where the game's two warring mercenary factions hold sway. In these larger areas, an uneasy peace exists where patrolling mercs openly carry weapons, but prefer not to use them to avoid drawing the ire of enemy factions. You'll actually be able to raise or lower your standing with one or more of the game's mercenary groups, depending on which camps you raid and which missions you choose to take. But unless you've made a very powerful enemy extremely angry, you may be able to walk right into one of these larger towns.
The town areas we saw were highly detailed and looked a lot like the kind of larger settlements you'd expect to see in a war-torn nation. There was a mix of older masonry and hastily thrown-together shacks, with chain-link fences, as well as barbed wire to keep nosy wanderers out of priority areas. You'll at least be able to walk up to patrolling mercenaries and press a general "use" key to interact with them, though they may react poorly if you're walking around with weapons drawn. You can also make them extremely uneasy if you decide to be a jerk and shove them by repeatedly bumping into them. However, they probably won't open fire on you unless you commit an open act of hostility, such as opening fire or stealing a key object, like the town's only jeep. We watched a demonstration of this very sort of theft, which caused all nearby mercs to immediately open fire while calling for help, though fortunately for us, there were no other vehicles around to give chase. Some of Far Cry 2's characters will use a "leash system" for their artificial intelligence; they'll be assigned to guard certain areas and will give chase for a certain distance. But if they don't have a good chance of catching you (such as if they're on foot and you've got a set of wheels), they'll eventually return to base.
The battle we watched was fast-paced and brutal, involving a number of severe wounds, which, in the early version of the game we saw, were indicated by a bright red flash on the screen. In the current version of the game, smaller wounds can be recovered from in time, but being severely wounded will require you to get to safety so that you can perform a medical treatment on yourself. Currently, these are random animations that may consist of anything from strapping yourself with a bandage to searing your own thigh with a lit cigar to digging out a bullet with a bayonet blade. The last enemy--the village's sniper--was holed up at the top of the village and was the last enemy to be flushed out. For good measure, we turned around and burnt the rope bridge we'd used to climb to the village's highest point to make sure we weren't pursued. After clearing out the village, we departed it in true Far Cry fashion by commandeering a nearby hang glider and launching ourselves off of the roofs back into the vast African savannah.
It's hard to say which aspect of Far Cry 2 is most impressive--the game's powerful tech and excellent audiovisual effects help create a beautiful-looking, constantly changing world full of clever enemies, as well as weapons and vehicles with realistic damage models. However, its fast-paced gameplay looks extremely challenging and should offer plenty of opportunities to use very different strategies in how you want to approach your missions--whether using brute force, sniping enemies from a distance, or even using hit-and-run tactics by keeping a fast vehicle nearby. One thing's for sure: Far Cry 2 is one of the most impressive games we've seen in a long time. The game is scheduled for release later this year on the PC and was recently confirmed for the Xbox 360 and PlayStation 3 as well. We're told that the console versions are being developed with the PC version and will feature all the content of the PC versions. The console versions will ship some time after the PC version hits store shelves. Source: Andrew Park, GameSpot
Labels: Far Cry 2, PC Games, PC Games Review, Reviews
posted by admin @ 23:21,
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Fallout 3 unbanned in Australia (Gamespot)
19 August, 2008
Australia's ratings body, the Classification Board, has now reclassified Fallout 3 as MA 15+, with consumer advice that the game has strong violence, drug references, and coarse language. This means that the game will definitely be on sale in Australia, and several local retailers are pegging mid-October 2008 as the release window.
Unlike films or DVDs, the highest rating allowable for a game in Australia is MA 15+, which means that any game that has content deemed unsuitable for a 15-year-old is illegal to sell or promote in this country. In the past, for a game to be reclassified after initially being refused classification, publishers or distributors have had to resubmit an amended version of the game to the Classification Board with the original offending material taken out. This was the case with shooter Dark Sector. After being refused classification at the start of 2008, the game's local distributors resubmitted a version with toned-down violence for the Australian market. This version passed, and Dark Sector is now set for release in September.
Red Ant, the local distributors of Fallout 3, responded with a terse "no comment" when contacted by GameSpot AU about what changes the Australian version of the game would have. Stay tuned to GameSpot for more updates on this story as it develops.
UPDATE: GameSpot AU has contacted the Classification Board, with a spokeswoman saying Fallout 3's resubmitted version was passed by the board because "the reward and incentive" for in-game drug use had been significantly toned down. No further detail was available, however, on what exactly had been changed in the game.
In the Classification Board's original ruling on Fallout 3, the board stated that "the game contains the option to take a variety of drugs known as chems using a device which is connected to the character's arm. These chems have postive and some negative effects (lowering of intelligence, or the character may become addicted to the chem). The positive effects include increase in strength, stamina, resistance to damage, agility, and hit points. Corresponding with the list of various chems are small visual representations of the drugs; these include syringes, tablets, pill bottles, a crack-type pipe, and blister packs. In the Board's view, these realistic visual representation of drugs and their delivery method bring the 'science-fiction' drugs in line with 'real-world' drugs. The player can also select and use Morphine (a proscribed drug) which has the positive effect of enabling the character to ignore limb pain when the character's extremities are targeted by the enemy." Labels: Fallout 3, PC Games, Video Games
posted by admin @ 01:22,
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