Miscellaneous Rambling Blog:

The Witcher Enhanced Edition Review (PC)

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
The Witcher Enhanced Edition offers a fun and story rich computer role playing game experience and earns high marks by fixing many of the annoyances from the orignal, adding new content and including an adventure editor. If you own the orinial you're in luck as well, all of the Enhanced Edition content is available for free by downloading The Witcher Enhanced Edition Patch.
Online Video Games Store
http://astore.amazon.com/new.release.pc.games-20
http://astore.amazon.com/where.to.buy.cheap.wii-20
http://astore.amazon.com/electronic-arts-games-20
http://astore.amazon.com/command.and.conquer.red.alert3-20

Labels: , ,

posted by admin @ 11:54, ,

Crysis Warhead Complete review

Crysis Warhead Complete Review


All of the claims you may have heard that Crysis
could only run on nuclear-powered supermachines were greatly exaggerated. But if for some reason you worry that this stand-alone companion to the ultragorgeous first-person shooter will bring your PC to its knees, you should know that it's highly scalable and ran smoothly on a number of machines during our testing. It also looks better, with clear attention given to the game's artistic sensibilities and the lusher, denser environments. But rest assured, developer Crytek has enhanced more than just the graphics engine. Vehicles are more fun to drive, firefights are more intense and focused, and aliens do more than just float around you. More emphasis on the open-ended environments would have been welcome, but a more exciting (though shorter) campaign, a new multiplayer mode, and a whole bunch of new maps make Crysis Warhead an excellent expansion to one of last year's best shooters

If you didn't play Crysis, Warhead's story may be initially confusing, given that you hit the ground running with little exposition. You play as Sergeant "Psycho" Sykes, the brash Brit who was a bit player in the original game. Psycho tends to play by his own rules, always willing to ignore orders and jump into the fray if that's what the situation requires. The story runs parallel to the events of Crysis, though his strident attitude--and a dramatic cutscene near the end of the game--definitely make this Psycho's tale, even if the actual plot remains the same. In any case, you and your US Special Forces team are investigating a tropical island besieged by North Korean invaders. However, your greatest menace comes in the form of aggressive aliens that turn the luxuriant jungles and glowing beaches into a frozen wasteland. You and your teammates, clad in nanosuits that grant you special abilities such as super strength, temporary cloaking, super speed, and additional armor, confront both threats across a variety of large environments.

Psycho's brazen confidence does more than just establish a gutsy protagonist: It sets the stage for a more focused and intense series of battles that keep the pace moving more smoothly than before. Warhead still offers some of the same kind of sandbox levels, but thoughtful enemy placement and map bottlenecks keep downtime to a minimum. You can approach assaults on beachfronts and Korean encampments in a number of ways, so if you're a stealth enthusiast, you can employ your suit's cloak setting and sneak in, or attach a silencer to your sniper rifle and take out your human foes from a distance. If you would rather employ hit-and-run tactics, you can jump into the heat of battle, cause a ruckus, and use your suit's speed function to zoom away. However, Warhead is clearly focused on the guns-blazing approach, gently nudging you into full-on encounters with its mission objectives, character dialogue, and level design. When you reach primary and secondary destinations, you'll get besieged by large numbers of enemies, both human and (later on) alien. Given that human foes also don nanosuits, they're not necessarily quick to fall; as a result, these sequences are exciting and challenging, and you'll need to use your suit abilities and cover opportunities to your advantage. The easily triggered explosions of enemy vehicles and hazardous barrels further intensify these pockets of activity.

A number of set-piece battles confirm this slight shift toward action-packed mayhem. Your first encounter with a hulking alien war machine may not have the same impact as a similar one in Crysis, but it happens earlier than you'd expect, and it establishes the alien presence with adrenaline-fueled drama. That battle is a wonder, as is a later defensive mission that has you fending off a series of aliens, and requires you to shift focus frequently and use every weapon in your inventory. Another great sequence is a train level that, at first, seems much like similar sequences in a number of other shooters. You can stay on the train and use turrets to gun down the opposition, as expected--but you can also jump off and engage the opposition at any time, giving even this near-cliche sequence plenty of replay value. A linear journey through an underground mine is the obvious misstep in regard to level design, given that it never so much as hints at the open-ended action that makes Warhead a superb shooter.

If you played only that level, you also wouldn't see the host of improvements that power the action, particularly the improvements to alien artificial intelligence. The general design means that these robotic rivals will occasionally still be floating around above you, but they have more obvious smarts now, and they find ways to pummel you with ice pellets while remaining just out of sight, staying on the move, and using cover more often. Human enemies also seem more aware of their surroundings, flank you more often, and activate their nanosuits' armor to minimize damage. They also use the limited visibility that the jungle affords them quite well, hiding in brush to stay just out of sight. There are some remaining problems, particularly if you take potshots from a distance. Occasionally, the AI won't react when you snipe at an enemy, and foes using turrets will sometimes let you walk right up behind them. On the whole, however, Warhead makes clear improvements over the original in this regard, which in turn makes for better combat overall.
Vehicles feel sturdy, which is just as well, because you'll be driving them often, either to cover ground more quickly, or just to take pleasure in mowing down enemies with your mounted weapons. You can have a good deal of fun blazing a trail through the jungle while showering your foes with steel death, and the destructible environments further exaggerate the devastation. A scene in which you speed across the tundra in a hovercraft is done particularly well, offering a good sense of speed but pushing you into enemy hotbeds, giving you the chance to stop and fight or zip away with a quick glimpse of Koreans riddling aliens with bullets.


The improved vehicle handling is also noticeable on one of the new multiplayer maps, on which two teams battle in--and out of--the tanks and helicopters scattered about. This is good stuff, and it showcases Warhead's new Team Instant Action mode, a mode noticeably missing from the original Crysis. It's just good old Team Deathmatch, but it's done well, and the maps are improvements on those of the original. Snipers are still a threat, but the size of the maps are better suited to deathmatch battles, and more thought and care seem to have gone into small but important factors, such as weapon-cache placements and player spawns. The Instant Action and Power Struggle modes are still accounted for, and many of the original maps return, offering a large suite of online options that make online Warhead combat more appealing than its predecessor. Note that unlike Crysis, the expansion requires the online component to be installed separately, and isn't accessible from the single-player game.

Both online and off, Warhead is a beauty. As mentioned before, the game looks better than Crysis, and it runs better too. A test machine that struggled a bit to run the original at high settings ran Warhead smoothly with the same settings. Yet as much as you may have heard about Crysis' technical prowess, you'll still be impressed when you feast your eyes on the swaying vegetation, surging water, and expressive animations. Don't overlook the improved art design, though, which surpasses the original's oft-sterile look thanks to several striking vistas, such as one featuring an icy naval vessel stranded in the frozen tundra. The audio is almost as terrific. Various creaks and groans make heading down a narrow glacial pathway all the more harrowing, and weapons sound appropriately powerful. The voice acting is strong, and the understated soundtrack sets the right tone without ever getting in the way.

Warhead's single-player campaign should take you no more than six hours or so to complete, but not only does it invite multiple play-throughs, it costs only $30--and doesn't require you to own the original. In other words, there is no reason why anyone with a capable PC shouldn't play Crysis Warhead. It's more focused, it's more intense, and though it doesn't provide as much of the sandbox feel as Crysis veterans would wish for, it still delivers on every other front.

Review by: Kevin VanOrd, GameSpot

Labels: , ,

posted by admin @ 00:53, ,

FIFA 09 Full Preview ( Updated )

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.

For those familiar with another EA Canada-developed sports game, NHL 09, FIFA 09's 10-versus-10 play is remarkably similar. As with the hockey title, you'll be able to form a club with your friends (a club can have as many as 50 members). Club members can take on other clubs in team matches, with the individual and team performances all counting toward that club's rankings in the overall standings. As for the FIFA league, it still seems to be in its organizational infancy in that there aren't set fixtures between clubs--instead it's a matter of ad hoc matchmaking between clubs and letting the results happen as games are completed. Still, as a first step, it's an exciting beginning for a feature that is destined to grow in the years ahead.

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

For our 10-versus-10 match, we chose right midfielder, a position that offers a chance to see a bit of offensive and defensive play (and, due to our relative lack of experience, little chance of screwing the pooch for our Arsenal teammates). One crucial difference between FIFA 09 and NHL 09's Be a Pro mode is that you can only play as a real-life player in 10-versus-10 matches--no using a created player in his stead. So, for Arsenal we were decked out as Tomas Rosicky, and we hit the pitch, hoping to cause as little trouble as possible and maybe even make a play or two in the process.
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

Developers told us that the first instinct for soccer novices, when heading online in FIFA 09 for the first time, is to simply crowd around the ball, with everyone--even those on the same team--fighting for possession. Defenders play well into the offensive zone, while midfielders and strikers basically play side by side. That's sure to be a recipe for disaster once the skilled teams start getting online in FIFA 09, the folks who know how (and, more importantly, where) to play their position. Playing 10-versus-10 like Little Johnny's First AYSO Game is sure to put you and your team in the loss column time and again

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).


It's in that amplification of the soccer experience--that feeling of ownership over the moment with the ball in your possession--that strikes us as the best aspect of 10-versus-10 play in FIFA 09. Of course, network performance will play a large role in the mode's success. We played it in a relatively controlled environment, with no lag to speak of. We're very curious to see how the mode performs after the teeming hordes of FIFA fans take their clubs online.
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: , , , ,

posted by admin @ 22:24, ,

Spore Full Reviews (PC)

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 here


And 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 Comments





I 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.



BUY FROM AMAZON CLICK HERE

Source: IGN (http://pc.ign.com/articles/907/907454p3.html)

Labels: , , ,

posted by admin @ 22:02, ,

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

For more video game click here

Labels: , , ,

posted by admin @ 10:03, ,

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

For more video game click here

Labels: , ,

posted by admin @ 09:50, ,

Diablo 3 Preview ( First look)

Diablo 3 Preview

In the middle of the opening ceremony for Blizzard's 2008 Worldwide Invitational, an unmistakable refrain of guitar-and-flute notes began to play. A few string plucks were enough to send the entire audience into a frenzy. It was the aural confirmation of what everyone was hoping for: Blizzard is, indeed, working on Diablo III. And while it still looks the same in many ways (it's still isometric, and it's still mouse-driven), Diablo III also showed off some new features. In lead designer Jay Wilson's gameplay demonstration, the first playable class shown was the returning Barbarian. Pretty much everything you remember from the Barbarian remains: a lightly clothed melee badass who can wield two weapons at once. He still spins around with his weapons for the Whirlwind attack, and he can still jump up and land with the mighty Ground Stomp. He remains the most immediately accessible character class. Blizzard senior vice president of game design Rob Pardo admits that the Barbarian is their way of showing the newness of Diablo III through the familiar lens of a Diablo II character class.

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.


After a few minutes of the Barbarian smashing up zombies and ghouls, Wilson debuted a new class for Diablo III: the Witch Doctor. If you like to use the language of previous games, he seems to resemble the Necromancer but has some additional skills. There even was a bit of the Sorceress' flavor. Like the Necromancer, the Witch Doctor specializes in pets and disease-based spells. Locust Swarm is one early spell that Wilson demonstrated. It basically conjures up little plague pockets that tear apart whatever enemies they encounter. Then he summoned the mongrel, a beast that performs the pretty typical "go claw at things and also be my meat shield on occasion" task. The Witch Doctor can also combine these two disciplines by casting Locust Swarm on his mongrels for a nasty effect -- instead of being torn apart, his mongrels gain additional disease-based damage for their attacks.

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: , , ,

posted by admin @ 23:16, ,

Killzone 2 Multiplayer Hands-On Review


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.

In addition to being able to tweak match settings, you'll have the choice of five different mission types: assassination, bodycount, capture and hold, search and destroy, and search and retrieve. You can also combine mission types when playing; for example, you might play one round of assassination, followed by search and destroy, culminating in a tiebreaking round of search and retrieve. Boltjes revealed a new multiplayer feature at Leipzig including AI bots. They'll look like and mimic the behaviour of regular competitors and will be available in offline and online matches. In addition to standard run and gun duties, bots will also be able to complete mission objectives, and have access to the same abilities and weapons as regular players. We got some hands-on time with the game but unfortunately didn't get a chance to see any AI participants in action.

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.

We then moved on to a much larger map, designed for up to 32 players, and the level featured a prominent, central outdoor courtyard. This time around we chose a Helghast engineer but combined his abilities with another class to be able to deploy sentry guns and call in AI-controlled air support. Depending on your class you'll have access to other abilities such as being able to heal others (medics) or repair equipment (engineers). Throwing a beacon directs air support in, and the airship will hover over the beacon's coordinates for a short time, attacking any enemies in the immediate vicinity. Because it needs line of sight it's only useful in maps with outdoor areas. Sentry guns, on the other hand, can be deployed in any part of the map and will keep watch until being destroyed by enemy troops. The objective in this map was to assassinate an enemy soldier, chosen seemingly at random by the game. The target's name and health will be displayed on every player's HUD, which makes the pace of each round a bit more hectic. After each round, the game will randomly select another assassination victim. There were a further six maps that we didn't get a chance to look at but expect those to offer a healthy range of variety and size. If eight maps doesn't sound like a whole lot to you, Guerrilla told us that more are being planned for distribution over the PlayStation Network postlaunch. If you can't wait that long to get your hands on Sony's upcoming off-world shooter, a public beta program is also planned before launch.


FOR MORE VIDEO GAMES CLICK HERE
By Luke Anderson, GameSpot

Labels: , , ,

posted by admin @ 23:05, ,

The Sims 2 Apartment Life PC First look

The Sims 2 Apartment Life PC First Look


Your 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 suburbs 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: , , ,

posted by admin @ 22:53, ,


Web This Blog

About me

Archives

Previous Posts

Links

Powered By

Powered by Blogger
make money online blogger templates

eXTReMe Tracker