Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts

Saturday, December 1, 2007

Time Shift (movie review)





You want to be the one who can control time ? Let play Time Shift ...
Released : October 30, 2007

For download
Blog Page

Be careful with your Time !!!


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Wednesday, November 28, 2007

Call of Duty 4: Modern Warfare




Tech info:

Publisher: Activision
Developer: Infinity Ward
Genre: First-Person Shooter
Release Date: Nov 5, 2007
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Intense Violence, Strong Language

System requirements:

Microsoft Windows XP/Vista.
2.4 GHz dual core or better is recommended
1024MB RAM (2048MB for Vista)
3.0 Shader Support recommended.
Nvidia Geforce 7800 or better or ATI Radeon X1800 or better

Overview:

It’s been two years since Infinity Ward dazzled us with their Xbox 360 launch title, Call of Duty 2. Last year Treyarch took over the franchise, at least from a historical WWII standpoint while Infinity Ward locked themselves away in some secluded military bunker and took their epic franchise into more modern times. The result of more than two years of intense game design and a next-gen vision of how online games should really be played has finally arrived. Welcome to Call of Duty 4: Modern Warfare.

With a story ripped straight from today’s headlines, gamers can finally get a small taste of what our boys over in Iraq are likely going through. This is the stuff they won’t be showing you on CNN and Fox News, but you know it’s happening. The single-player story takes place across multiple countries and follows the Marines as well as the British S.A.S. in parallel events that ultimately converge in a joint operation to save the United States from nuclear devastation.

Gameplay:

It would be easy to compare Modern Warfare to other similar games like Rainbow Six and Ghost Recon, and while those franchises share a few common threads, Call of Duty 4 is more of an action oriented title, so rather than focusing on squad tactics and issuing orders, you are merely part of a team, a virtually indestructible team, which means you are only required to kill as many enemies as you can and stay alive.

I was surprised at how little focus was put on the interpersonal story. I really didn’t come to care for my teammates. They were merely distractions to draw enemy fire so I could advance to the next checkpoint. There is even a quote during one of the load screens that says something like, “It’s good to be part of a team. It gives the enemy somebody else to shoot at”, which was exactly how I felt about my squad. Call me heartless, but knowing that they couldn’t die and that 2-4 well placed shots would have me restarting from the last checkpoint tends to negate any feelings of loyalty.

The game kicks off with the traditional training scenario where you learn how to target, fire, and even assassinate some fresh fruit. Then you get to run a short training simulation, a wooden mock-up of a cargo ship you will be invading shortly. This is a timed event where you rush to five waypoints and shoot pop-up targets, flash bang rooms, and sprint to the finish. Your performance on this simulation will result in the game "suggesting" a suitable difficulty level for the rest of the campaign mode. My advice, especially if you are a veteran of the previous Call of Duty games is to ignore their recommendation and play on Hardened. This will offer a challenge worthy of your skills without the frustration of dying every 20-30 seconds in Veteran mode.

The scene shifts to you, aboard a chopper as you fly in low and rappel down to the deck of a giant cargo vessel during a terrible storm. You and your team will move through the ship, taking down anyone and everyone, even a staggering drunk and crewmen asleep in their bunks. You’ll make
your way along the length of the swaying ship, trying to spot enemy lookouts through the blinding rain, taking cover in empty containers, and advancing to the rear section of the ship and down into the cargo hold. After a few enemy encounters in the cargo area your team will uncover a hidden nuclear warhead, but before you can do anything two bogies have been spotted headed to your location.

You grab the clipboard with some valuable intel and start to retreat back to the chopper when the ship is rocked with a fiery blast and you are knocked to the deck. The next 30 seconds is perhaps some of the most exciting cinematic moments of actual gameplay you’ve experience this year, as you rush along catwalks, through collapsing passages, and scramble across the slippery deck of the tilting ship, making a final daring leap to your chopper. Fade to black and roll credits. Yep, that all happens before the game even really starts - how James Bond is that?

The opening credit sequence is quite brilliant. You are put into the body of the deposed president, tossed in a car and driven to your execution. Along the way you have full control of looking around, and watching the citizens and militia running around shooting and looting is pretty awesome. It might take you several car rides to see everything that is going on during this lengthy sequence.

The single-player campaign in Call of Duty 4 could be considered short by some, but I found it to be the perfect length and offered an excellent progression of difficulty. Spread across three acts and 16 chapters, you’ll get to experience some extremely intense and exciting combat as both a Marine and S.A.S. operative. The battles really heat up when you get into the urban combat arenas where enemies are lurking on every rooftop and balcony, and sniping from the smallest hole in the wall.

While Call of Duty 4 reinvents itself from a presentation and timeline standpoint it fails to truly bring anything new to the table in terms of gameplay. Vehicles, which were always a fun diversion in previous titles whether you were riding a jeep or moving from numerous gun stations on a bomber, are all but missing. There is one insane car chase at the very end of the game, one chopper flyover where you get to shoot at rooftop targets (a unabashed knockoff from GRAW), and an amazing ride in a Spectre AC-130 gunship, but that's it.

In the mission, Death from Above, you play the TV operator onboard an AC-130 in charge of targeting and issuing fire orders at ground targets. You get to pick from three powerful weapons, each with their own zoom level and range of devastation. The 150mm cannon is capable of taking out entire city blocks with a single blast, while the 40mm cannon is powerful enough to take out
cars and small buildings without too much collateral damage. The 25mm gatling gun zooms in close and lets you take out individual targets with extreme precision. The entire level is played in black and white, or you can invoke thermal vision and play in white and black (yes, there is a difference). This is easily my second favorite level in the game.

Which obviously leads to my first favorite level, All Ghillied Up, a flashback episode that takes you back 15 years allowing you to tag along with Captain MacMillan as you both head deep into enemy territory to assassinate Imran Zakhaev. The mission takes place in Pripyat, just outside of Chernobyl, and just after the nuclear accident that happened around that time. Expect a lot of abandoned cities and pockets of radiation you’ll need to avoid, so listen to your Geiger counter.

This mission is all about stealth and either avoiding enemy contact or taking out enemies in such a way that nobody is alerted. You are virtually undetectable in your ghillie suit, a full-body outfit that eliminates all straight and curved lines of your profile as you sneak through the underbrush. There is one butt-clinching moment where you and MacMillan are laying in a field of tall grass as tanks and soldiers march toward you and right past (if you are lucky). Perhaps even more tense than that is a makeshift enemy camp inside a maze of cargo containers. You must sneak in and avoid four soldiers clustered around a barrel with a laptop to get some enemy intel. One soldier is asleep, tipped back in a chair, one is on patrol, and two others are nearby enjoying a smoke.

Old staples like looking down the barrel for improved accuracy as well as tossing grenades back at the enemy have returned as well as a few new elements. Dogs join the cast of enemies, but they only appear 3-4 times in the game and they aren’t that hard to kill. If one does knock you down you simply have to push the melee attack to snap its neck before it rips your throat out. I think the dogs would have been better implemented as warnings rather than soldiers. It would have been extremely cool to have dogs in the All Ghillied Up mission and then have to worry about staying downwind of them.

The other major new feature that significantly “impacts” the gameplay is realistic ballistics. Bullets have now been granted their right to travel through wood, brick, and even thin metal, effectively reducing your ability to hide behind anything for too long. This feature alone keeps the game, as well as yourself, moving quickly through the levels, but it also gives you the advantage to take down enemies hiding behind a door or a wooden crate.

Weapons have been modernized, but other than the models and shapes changing, the way you play the game remains unchanged. You still have your shotgun for up-close spread damage, long-range weapons, flash, frag, and smoke (far fewer smoke grenades in this game), and the occasional mounted turret, the best of which is inside a crashed chopper. You actually have to
spin-up this weapon with the left trigger before you can fire with the right. The Javelin is by far the coolest weapon in the game, launching a tank-busting missile high into the sky before it streaks down to decimate its target.

Before I end up recounting the entire game and spoiling all the good parts lets move on to Arcade mode and multiplayer. Once you finish the campaign you’ll unlock Arcade mode, which allows you to play the game as an arcade experience with a fixed number of lives and scores for enemy kills. But multiplayer is where Call of Duty 4 really shines and ultimately destroys Halo 3 and any other multiplayer combat game currently out there.

The multiplayer experience is so massive that Infinity Ward had to lock most of it down and then trickle it back out as incremental rewards for ranking up through online play. Modern Warfare is a class-based experience. At first you’ll have to choose from the few pre-configured classes, but when you have ranked up enough you’ll be able to use the Create-a-Class to customize any of five unique classes, each with your own weapons, attachments, and perks. You can have a class for urban levels, one for outdoor woodsy levels, a Rambo class, a stealth/sniper class, or anything you want. You can select your class before a match and change classes during a match. This change will take effect when you respawn.

Perks are special abilities you will earn and you can assign up to three per class. These range
from anything from bonus weapons (RPG, C4, Claymore) to personal enhancements (increased health, faster reloads, invisible to radar), and combat enhancements (improved accuracy, steady aim, deep bullet penetration). There are some really fun perks like Last Stand where you get 15 seconds after being shot to use your knife or pistol to take down anyone nearby, or Martyrdom where you drop a live grenade when you die.

Perhaps the coolest perk is Eavesdrop that allows you to hear enemy conversations. Normally, during online play you only hear your own teammates, which allows you to coordinate and strategize. With Eavesdrop activated you are now privy to enemy tactics and can relay that info to your own guys. Of course this only works if you are playing with others sophisticated enough to be using team tactics in the first place.

One of the more innovative concepts in multiplayer are the Kill Streak bonuses awarded for consecutive kills. If you can kill 3 enemies you can call in a UAV for a radar sweep that will reveal enemy locations (for anyone not using the UAV Jammer perk). Killing 5 enemies will bring in an airstrike allowing you to pick the target on an overhead map of the level and obliterate it. And killing 7 enemies summons the attack chopper that will swoop in and send enemies running for cover and their rocket launchers.

There are 55 levels you can rank-up through and then you have the option to enter Prestige mode, which basically restarts you back at the first level with a clean slate and a special icon to indicate just how badass you really are. There are 10 levels of prestige, effectively giving you 550 levels of ranking. When the guys at Infinity Ward told me there was more than 300 hours of multiplayer gameplay in Call of Duty 4 I was skeptical, but now I think that estimate may be too low.

To keep you motivated during those 300+ hours of gameplay are numerous weapons and skill challenges – ten sets in all. There are only a few at first but as you acquire more weapons and rank up, more will unlock. For instance, the Assault Rifle challenge is broken down into all four assault rifle classes with six challenges per weapons. Now mirror that for SMG, LMG, Shotgun, and Sniper then tack on Boot Camp, Operations, Killer, and Humiliation challenges and you have hundreds of objectives that will take you months to complete.

There are numerous multiplayer modes, but even these are limited until you earn a high enough rank. Newcomers will head for Team DM or standard Deathmatch games, but there is great fun to be had in Domination, Ground War, Sabotage, Headquarters, Search and Destroy, Team Objective, Team Hardcore, Old School, and Oldcore. The “core” games eliminate the HUD and activate friendly fire, while the “old” games remove the classes and put everyone on the same level.

Regardless of the type of game you are playing, Call of Duty 4 is a fantastic experience with support for up to 18 soldiers over the PlayStation Network and your broadband connection. The game does a good job of matching you with similarly skilled players. Stages are pre-selected and rotated but you can always vote to skip a level you don’t like – majority rules.

To wrap up this section, I’m compelled to complain about the weak 7-page manual (or should I say “insert”) that came with the game. Obviously, somebody is trying to force you to buy the strategy guide, and you should, if you want to have any type of competitive edge in the online arena, not to mention any chance in hell of finding the hidden intel in the solo campaign.

I must also complain about the Mature rating. Personally, I don’t care because I’m old enough, but I think I speak for a few million pre-17 gamers out there with strict parents who won’t be allowed to play this game when I say, “why is this game rated M”? There is virtually no blood (or gore) to speak of, and the death and carnage is no worse than any of the WWII Call of Duty games that have come before this. And with the exception of a few “shits, hells” and “wankers” there is no bad language to speak of. I can only assume that the ESRB is more forgiving when it comes to historical war shooters than those set in modern times. It’s a sad commentary considering a lot of those pre-17 gamers will likely be enlisting in a year or two to do this for real.

The PC is virtually identical to the 360 and PS3 versions of the game. The obvious exception
would be the arguably improved controls, but after playing this game on console I found the mouse and keyboard were almost "too precise" and made the game too easy a lot of the time. Multiplayer offers the added support for up to 32 players creating the opportunity for much larger battles than the 18-player cap on console.

Graphics:

Call of Duty has always impressed me with its amazing visuals but nothing could really prepare me for the absolute photo-realism of what I was seeing while playing Modern Warfare. Sure, there are moments where the game sinks into videogame land, but for the most part you’d be hard pressed to tell you aren’t watching footage from some CNN guy embedded with the troops.

The animations and character modeling are ultra-realistic, and you’ll see your team executing coordinated CQB moves right from the military handbook. They breach doors, cover corners, and provide cover fire for advancement and even reloads. The details on the models goes right down to individual gear; grenades on the belt, extra ammo, and some of the best weapon models you’re likely to see without enlisting.

There are day and night missions, providing ample opportunity to break out the night vision goggles. These not only turn the view into monochromatic green, but also reveals the laser targeting sights of any weapons in view. It also amplifies the negative effects of an enemy flash bang grenade - gotta love that retina burn.

The urban levels were easily the highlights of the game with multi-tiered structures, narrow alleys, balconies, rooftops, basements, and all sorts of places to take cover. There is one mission where you are escorting a tank down a street lined with enemies on both sides on multiple levels. This level really showcases the visuals and the level design. There is fantastic use of lighting, real-time shadows (even from the light of a TV), weather effects, smoke, fire, and particles for dust and debris. The graphics are quite literally, explosive.

The one thing I didn’t like was my inability to tell friend from foe, but then I realized, that’s probably the way it is in real life which makes me wonder why there isn’t a lot more friendly fire. Not everyone who is an enemy is wearing a turban or a bandana or has a “shoot me” sign on their back. Sometimes the differences are very subtle and really require your utmost attention and reflexes to identify and shoot the proper person. There are a few hints like names and ranks over friendlies and red crosshairs on enemies when firing from the hip.

As far as visual differences between PC and console, they are too few and minimal to even
mention and what few variances there are could be considered subjective and easily tweaked with your monitor or in-game brightness and contrast settings. Texture for texture and model for model, the PC and console versions are identical if your PC supports the recommended hardware requirements. You can probably squeak some higher resolutions out of your PC but why risk potential framerate issues when the game looks and performs great 1280x960.

Sound:

When you combine the gorgeous visuals with the epic original score by Stephen Barton and the main theme and music production provided by award-winning composer Harry Gregson-Williams you have something that is not only emotionally immersive, but also incredibly cinematic. While major parts of the game are played in musical silence, there are key parts where music plays a pivotal role in fueling your adrenaline for the battle at hand.

The voice acting goes above and beyond anything we’ve heard in a Call of Duty game. Battle Chatter is back and far more effective than it was before. Your team will call out enemy locations as well as letting you know when they are reloading or advancing to a new area. You’ll also get continual radio updates on where to go and what to do.

The sound effects are what really sell the war experience. Each and every weapon was digitally sampled and sounds just like its real-life counterpart. They even got the sound of heavy guns and tanks recorded as well as engine noises and explosions and all sorts of environmental sounds like weather, rain, wind, and the sounds of footsteps on a wide variety of surfaces.

The 3D surround mix not only immerses you in the world but also offers its own tactical returns by allowing you to hear enemies sneaking up on your position. This is huge in multiplayer where there is far more sneaking than the solo game. And while the visuals between console and PC are virtually identical, I have to give the nod to the consoles for slightly superior sound. I have an Audigy and a THX 7.1 surround system on my PC, but it can't compete with the Onkyo surround system in the big game room.

Value:

If you are in this for the solo game you’ll likely feel a bit cheated. On Normal mode you can blast your way through the single-player game in 8-10 hours. Hardened bumps that to 12-16 hours and Veteran will likely hit the 18-20 hour mark with a lot of death and checkpoint restarts.

Multiplayer is the obvious focus for this fourth installment of Call of Duty, and to fully exploit every last challenge and rank you can expect to spend anywhere from 200-300 hours, or more. Much like you, the game only gets better the more you play it.

Final:

Call of Duty 4: Modern Combat is easily the best game in the history of the franchise, at least from a technical standpoint. I didn’t find it nearly as immersive or personally rewarding as I did the previous WWII games where I actually came away having learned something, but that is the risk you take when you abandon history and delve into fiction. Perhaps, someday, when the current events in Iraq are declassified, Infinity Ward can do something a bit more relevant with the genre.

Even so, Modern Combat is just about as perfect a game as you can get. It falls short of total perfection only because it really doesn’t evolve the FPS genre in any significant way – not that I know what that might be, but I’d know it if I saw it. It’s a must-own, must-play game for anyone (screw the ESRB) who owns a next-gen console or high-end PC.

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Friday, November 16, 2007

Dynasty Warriors: Gundam


Tech Info


Publisher: Namco/Bandai Games , Koei
Developer: Koei
Genre: Action
Release Date: Aug 28, 2007
ESRB: TEEN

Graphics & Sound:
Even after spending extensive time with Dynasty Warriors Gundam, the combination still seems odd. However, the end result of this pairing is actually incredibly fun - at least if you're Gundam fan.

As far as presentation goes DW Gundam has its high and low points. On one side you get gorgeously modeled, hi-res versions of mobile suits from multiple series. The main suits' look get the most attention, but even the armies of fodder suits look great. At the same time, maps are incredibly dull. There are a few stand-outs, though even the best maps have little issues. Some are too dark while others aren't all that well designed. There are attempts to make them look a little better by adding swirling dust or fog, though these don't go nearly as far as they could.

Another positive when it comes to presentation is the voicework. As far as I can tell, most of the English voice actors from the various Gundam series reprise their roles for the game. There's a sizeable amount of chatter in the game, whether it be during story sequences, mission briefings or battlefield chats. Some of the more entertaining sound moments come in Original Mode, where you get to see pilots from different series interact with each other. One of the best comes when Puru and Domon team up and Puru finishes Domon's, "This hand..." line.

Music is generally good. I couldn't tell if any of the songs come from the series, though they aren't that far off from what does appear in the shows. At random times, the music will cut off for no reason. This seemed to happen after having to restart missions multiple times and not so often that it becomes a problem. In fact, the lack of music helped me to focus on the game and tactics a little better... so it wasn't a bad thing as far as I am concerned.

Gameplay:
If you have ever played a Dynasty Warriors game, then you probably know exactly what to expect from Dynasty Warriors Gundam. You enter a battlefield and defeat large armies of enemies and commanders in order to capture points on the map. The only difference is that you're playing as a giant robot, fighting other robots and the closest thing you get to anything remotely resembling something from the feudal age is Musha Gundam.
Gameplay is split between three main modes: Official, Original and Multiplayer. Official Mode follows the plotlines of the first three Gundam series: Gundam 0079, Mobile Suit Zeta Gundam and Mobile Suit Gundam ZZ. At the start of the game, you are limited to playing as the show's main protagonists, though completing each scenario unlocks other mission lines for other characters. These missions are usually retellings of the missions from the perspective of enemies like Char and Haman. Completing missions also unlocks pilots for use in Original Mode.

Original Mode is basically playable fan fiction. A planet appears in Earth's orbit and threatens to slam into Earth. Somehow or another, pilots from different series team up with each other in order to investigate the planet. Much like Official Mode, you are limited to mobile suits from two series; Domon (G Gundam) and Heero (Gundam Wing).

From the very start, DW Gundam is something that was made more for fans than the general public. If you haven't a clue about the show's plots, Official Mode probably won't make any sense, despite how hard missions attempt to fill you in. Fans of earlier Gundam series (those appearing in Official Mode) will probably enjoy DW Gundam just a little more than those who enjoy the later two. While nearly every pilot/suit of any significance from the first three shows make an appearance, the later two shows are represented by two (playable) pilots/ suits each. As for SEED fans, well... sorry. It probably won't be enough to totally dissuade Gundam fans, but at the same time it sucks to not see better representation since the suits from both shows were, at least in my opinion, some of the better-looking ones.

Difficulty:
Dynasty Warriors Gundam falls into the same difficulty pattern as most Dynasty Warriors games. Even though you are sometimes facing upwards of a hundred enemies at a time, most go down with a few hits and little resistance. You'll soon realize that these enemies are really just fodder to get you through to the commanders, who put up more of a fight. With the exception of a few commanders (Haman comes to mind), most are pretty easy to cut through provided you don't end up being double-teamed. Even then, commanders will only chase you so far, giving you an opportunity to retreat and find health.

As mindless as missions are, most feature a bit of strategy. Some missions require that you quickly rush to specific points on the map, sometimes leaving others to be taken over. You'll also have to decide if you can spare a few minutes to clear areas, lowering enemy resistance in adjacent areas. The only times missions become too much to handle is when you have to protect a specific area while also keeping an eye on another character who is always on the other side of the field.

Game Mechanics:
Dynasty Warriors Gundam sticks to the series' hack n' slash gameplay. Combat is about as basic as it can get. Most of your time is spent mashing down on one attack button while occasionally hitting another for a combo. Although basic attacks are usually a good way to get things done, it is worth it to learn some of the more advanced combos since they can really help out - especially when trying to land that last blow on a commander. Some of the combos also look really cool. Combos also help to fill your special meter, which in turn lets you unleash powerful special attacks that can usually take down small armies with one blast.

Every enemy you kill also earns experience for both your pilot and mobile suit. As pilots level up, they can learn special passive abilities that improve their suit's performance. Some increase the amount of experience you get per kill, while others make certain attacks more powerful or even quickly fill up your special meter. Leveling up Mobile Suits increases their stats as well as unlocking new special attacks (up to 3). Suits can also be equipped with parts that are won by defeating commander mechs during the game.

As previously stated, Dynasty Warriors Gundam is a game that is really more for Gundam fans. Missions are pretty repetitive and the story is impenetrable for anyone who hasn't seen the show. At the same time, sometimes a little mindless, repetitive fun is necessary - something that Dynasty Warriors Gundam provides.

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Need for Speed ProStreet



Need for Speed , one of most hottest Racing game series ,the newest of this series ProStreet is available ,good or bad ? Let's watch and feel .
Released : Nov/13-15

Follow this link for download
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Your car is now ready !

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Thursday, November 15, 2007

Kane & Lynch: Dead Men



This is a movie review for Kane & Lynch: Dead Men ,look so interesting , but i thinks it's not for some one under 16 years old to view (and playing ;) )
Released : Nov/13

Follow this link for download it
Blog Page

Let be a Dead man as well !!!

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Wednesday, November 14, 2007

Alone in the Dark on Wii, PS2

Atari may be on the canvas and facing the 9-count, but that fact alone isn't going to stop it from releasing ported versions of upcoming New York based survival-horror Alone in The Dark on both PS2 and Wii.

The two new Alone in the Dark titles will stand beside their next-gen counterparts on PlayStation 3, Xbox 360 and PC. Unlike the previous versions which were developed by Eden Studios, the new ports will be handled by Hydravision -- a French developer best known for the (obscure) Obscure series of survival horror games.

While the PS2 conversion looks to be fairly standard issue, Atari has confirmed the Wii version will sport a "control system specially adapted to make full use of the Remote and Nunchuck to manipulate objects in real-time." So perhaps there's an incentive there for players to consider one of these new packs alongside their prettier cousins. The huge install base of both the Wii and PS2 sure isn't going to hurt the company's bottom line any either.

Announcement of the PS2, Wii release was made today by Atari Executive Vice President of publishing and production Mathias Hautefort. "Realizing the enormous ambition of Alone in the Dark is a huge technological challenge, which becomes even more demanding on Wii and PlayStation." he said. "However, we're certain players will be impressed with what Hydravision have achieved on the two consoles, not least with the Wii game which is perfectly adapted to the gameplay thanks to the console's unique controllers."

Considering how much the survival horror genre owes to its father-figure franchise, it'd be a real shame to see the series' resurgence be best remembered for a blaze of ill-advised and hurriedly executed 11th hour ports -- especially considering the trouble they must have had getting NYT bestselling author Lorenzo Carcaterra on board to do all the writing. Guess we'll just have to wait and see what the future holds for Alone in the Dark.

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Tuesday, November 13, 2007

Ninja Gaiden Sigma


Tech Info

Publisher: Tecmo
Developer: Team Ninja
Genre: Action Adventure
Release Date: Jul 3, 2007
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Intense Violence, Suggestive Themes

Ninja Gaiden for the Xbox was a true modern classic. It featured smooth, challenging gameplay and amazing production values. It was, in short, one of the finest games of its generation. In 2005, its gameplay was reworked and expanded for a second release, Ninja Gaiden Black. And incredibly enough, the third time's the charm. No, Ninja Gaiden Sigma isn't a true next-gen sequel, nor is it a simple port of the Xbox release. But it does add a good deal of new content, both subtle and obvious. If you're a Ninja Gaiden enthusiast, you'll want to see the new chapters, reworked levels, and slicker graphics. And if for some reason you missed it before, this is a must-play game. The action is intense, focused, and certainly not for the faint of heart. It's also among the most satisfying in all of gaming and remains as awe-inspiring as ever, three years after its original release.

So what's changed? The biggest addition is that Rachel the fiend hunter is a new playable character. She's a badass buxom babe who gets three chapters of her own, and a few levels in mission mode, too. She may be top-heavy, but she still manages a good number of terrific moves. Her minicampaign isn't as expansive as Ryu's: She's limited to using the warhammer and has only a single magic attack (called sorcery, rather than ninpo). The chapters are remarkably refreshing though, particularly because Rachel isn't as agile as Ryu--though a swing of her hammer does a huge amount of damage. Playing her requires you to adjust because her levels are interspersed among the others, so as the game's groove shifts, so must yours. Along with her chapters come new cutscenes, new bosses, and even a few feminine touches that humanize a story that was (and still is) more summer blockbuster than art house drama.

Her chapters aren't just disconnected additions, however. Ryu's chapters are shifted and reworked to give greater context to Rachel's. In fact, every level offers unexpected surprises, both big and small. In some cases, it's as simple as different items found in treasure chests. In others, the significance of the adjustments will catch you off guard, but pleasantly so. For example, one of the central chapters of the original Ninja Gaiden featured a straightforward puzzle to end the sequence. Now, a replica of an earlier boss returns, complete with a few new attacks to round out the surprise. Throughout the game, you'll find new enemies to uncover, such as glowing spirits and soldiers on motorcycles. You'll even get to play with a new set of weapons: Dual swords called Dragon's Claw and Tiger's Fang.

The changes are great, and they do more than throw in stuff for the sake of stuff. In some cases, they refine the pace and address frustrations of the original to make for an even tighter, more centered experience. One such change is the addition of a shop near the final save point before a major, difficult boss fight. It sounds insignificant, but it soothes a large frustration from the original and keeps the difficulty level steady without removing any real challenge from the boss encounter itself. Needless to say, there are countless additions, subtractions, and modifications, and they run the gamut from superficial to substantial. For the most part, all of them are for the better. The only questionable one is the ability to shake the Sixaxis controller to give more power to your ninpo skills. It feels needlessly tacked on, and shaking the controller doesn't really jibe with the general slickness of the other controls. Thankfully, it's the only element that stands out as unneeded among legions of improvements.

And if you haven't played Ninja Gaiden? Well, there's no better time than the present, and you won't need any previous experience with the series to understand what makes it excellent. Ninja extraordinaire Ryu Hyabusa is on a quest to recover the legendary Dark Dragon Blade and avenge the destruction of his peaceful village. Along the way, he meets Rachel, who is on a vision quest of her own. Their two stories mesh nicely in a single-player campaign that may take you 25 or more hours the first time through, depending on your skill level and prior experience with Ninja Gaiden Xbox.

The story never takes center stage, though it has the proper over-the-top sensibilities to frame what the game is really about: kick-ass action in the form of throws, slashes, wall-running, and acrobatic tumbling. If you think a ninja should be able to do it, you can do it in Ninja Gaiden Sigma. The controls for doing so are smooth and seamless, and aside from a few camera angle issues, at no point will you feel you have to struggle with the controller to pull any of these moves off. They result in astounding sequences of somersaulting, swordplay, offensive magic (called ninpo), and countermoves that are as gratifying as anything found in gaming. And as you progress through the game, you can upgrade your weapons, add new attacks, and earn other enhancements.

As you may have heard, Ninja Gaiden on the Xbox was a difficult game, and it's no different here. That isn't to say it's as tough as Ninja Gaiden Black, nor does it ever reach punishing levels. But it is no walk in the park, and newcomers may find it initially intimidating. If you've already cut your teeth on the series, you may be inclined to think that Sigma is a little easier, though that is due more to certain level design tweaks than it is to a reduction in challenge. In particular, Rachel's first chapter may strike fans as a little too easy thanks to a nice smattering of health potions, but the impression won't last once you reach her later appearances. As it is, you'll encounter armies of strong, agile opponents of all sorts, both human and, well, not so human--and you'll fight them in a variety of environments, from winding city streets to subterranean caverns.

Some of the most touted improvements in Ninja Gaiden Sigma over the original release are in the visual department. That isn't to say that it looks exactly next-gen, because there are signs of porting in the form of some bland textures and a few other blemishes. But it looks great, and a side-by-side comparison reveals a lot of nice enhancements in elements like shadows and color saturation. Animations are particularly spectacular, and Rachel's movements are as sleek as any of Ryu's. The sound effects and soundtrack remain the same as before. Still, as with the visuals, the audio additions are beautifully woven into the rest of the design, so nothing seems out of place or glued on.

And once you're done with the tour de force the first time around, you've got new difficulty levels to try out, stand-alone combat missions to play, and in-game leaderboards to peruse. There's simply a lot of game here, and the fact that this is a retooling of a three-year-old title for a new audience shouldn't dissuade you from playing it. Whether you're a series veteran or a newcomer, the in-your-face action of Ninja Gaiden Sigma is as exhilarating now as it ever was, and the new, slickly embedded content is surprisingly meaty. Play this game.

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Resistance: Fall of Man


Tech Info :


Publisher: SCEA
Developer: Insomniac Games
Release Date: Nov 14, 2006
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Intense Violence, Strong Language

Graphics & Sound:
Because of all the hype surrounding the PlayStation 3’s graphics, Resistance: Fall of Man is a sure target for visual scrutiny. True, the game doesn’t do much more than other first-person shooters, but it does everything a first generation title should do. It gives you just enough to show what the new hardware is capable of. At the same time, it doesn’t show everything the hardware can do and leaves room for growth.

The sense of scale and clarity of the visuals are what impressed me the most about Resistance. Even on a standard definition set, the game looks good. On a HD set, it looks great as long as it is viewed at its native 720p resolution. My impressions of the game upscaled to 1080i weren’t good. There isn’t much variety among the different Chimera you face, but the designs are neat to look at. Nathan Hale, the main character, is one of the better looking player models I’ve seen in a game. You don’t seem him much, but the model (as well as other character models) is devoid of the fake, plastic look found in many next-generation character models.

One of my few visual nit-picks was the lack of consistent lighting and shadow. Some light sources showed off great lighting while others didn’t. Chalk this up to the visual scrutiny I mentioned earlier.

Resistance’s soundtrack is the loud, booming orchestral stuff you’d expect to hear in epic war movies. There are times where it is barely noticeable, only to flourish when the action picks up. There isn’t much voicework in the game, but what is there is pretty good compared to the standards set by other games. I was really happy with weapon report, which have the impact other games lack.


Gameplay:
Resistance: Fall of Man takes place in an alternate universe where, much to the chagrin of many game developers, WWII never took place. In the absence of one big world throwdown, political tensions are running high, allowing a virus-infected race known as the Chimera to slowly take over the world. At the start of the game, the Chimera’s influence has spread from their origin in Russia across to England. You play as Nathan Hale, a solider with the United States Army that is just now getting into the war.

It is really easy to want to compare Resistance to Halo, the current “standard” when it comes to console first-person shooters. And, while Resistance does stack up well to Halo, it actually shares more in common with another Insomniac game, Ratchet & Clank.

It is an odd comparison, but hear me out. Although the two are completely different genre-wise, Resistance features the same smart level design and attention to craft as Ratchet & Clank. Levels are very linear, but give the illusion that they are bigger than they really are. The effect doesn’t come off quite as good as it does in R&C, but levels still follow something of a progressive story from start to finish. Early on, this translates into lots of empty hallways connecting enemy-filled rooms, but later on things begin to open up a bit.

Layout and pacing is also similar. Health and ammo are placed in areas that just make logical sense. It is rare that you’ll go long without seeing at least one of either, yet there isn’t an overabundance of them. Early on, you gain the ability to heal one health bar, so you’re never left completely desperate. Instead, the regenerating bar simply gives you that little bit of lifeline you need to hopefully make it through to the next area. This also adds a small level of strategy to what would otherwise be a standard shooter. You’ll have to decide when to retreat and heal up during fights. It also makes cover a little more important since you’ll want to duck down and heal a bar before popping back up and shooting.

Although most of the game is played as a first-person shooter, there are also a few vehicle levels scattered around. These include tanks, Jeeps and a Chimeran walker that a lot like Deadlocked’s Landstalker. All handle really well and feel right. The Jeep is fast while the tank is slow. The only downside is that vehicle levels aren’t that common and, with the exception of a Jeep ride a third of the way through the game, aren’t that long.

As you progress through the single-player campaign, you can uncover files that offer backstory on the Chimera as well as completing a number of challenges that earn you skill points. These can later be spent on unlockables, like art galleries. The single-player game can be played through as a co-op campaign, completely changing the game’s dynamic. Unfortunately online co-op isn’t available, so not as many people will have a chance to experience it.

Resistance’s multiplayer side contains six different online game types. A variety of maps are available that support anywhere from 8 to 40 players. Game types include standards like Capture the Flag and Deathmatch, as well as a survival mode called Conversion, and Breach and Meltdown, where you defend points on a map. The online games I played were lag-free, though I was unable to find a 40-man game. This should pick up once more consoles are off eBay and available to players. Resistance offers clan support, as well as an in-game Friend List. You’ll also earn medals based on your performance during matches.

One of the neat things about multiplayer games is that you can choose to play as either the humans or Chimera. Each plays differently. Humans have access to an in-game radar and sprint ability while the Chimera can enter a “rage” mode where they become stronger, faster and gain the ability to see through walls. Both races seem balanced and teams switch sides between rounds, so if one does have an advantage, both teams have it.

Difficulty:
Again, Resistance’s pacing is handled well and lends itself to different play styles. There is lots of cover for more cautious players and plenty of fighting room for anyone who just likes to run in and shoot. The best way to tackle Resistance is by staying balanced and using both styles. During large-scale battles, you’ll find yourself at the end of several gun barrels, so caution is the preferred method. During closed-quarter fights, it is better to take the fight to the small groups of enemies. The game’s pacing promotes having to change tactics on the fly. You could clear out a room only to have a swarm of bugs suddenly bum rush you or face a surprise Chimera attack.

As you progress through the campaign, your progress is saved through checkpoints. Checkpoints aren’t all that common, but like health and ammo, are evenly spaced. You never feel like you’re being severely punished for dying. You’ll be thankful for this later in the game when it becomes much, much harder.

Game Mechanics:
Weapon design is what helps to separate Resistance from other first-person shooters. Your arsenal consists of a variety of weapons and includes both fictional real-world weapons, as well as an array of fantastic weapons. You begin with a standard machine gun with a grenade launcher attached and soon uncover the Bullseye, a rifle that lets you tag enemies, turning your bullets into homing rounds. Over the course of the game, your arsenal will expand to include a sniper rifle, a gun with ricocheting rounds and a gun that shoots through walls. Each weapon also has alternate firing modes. For example, one gun lets you deploy energy shields and another lets you eject the clip into the air and unload it on several enemies.

Once again drawing parallels with Ratchet & Clank, weapons are balanced. Weapons earned earlier in the game are just as useful as ones found later in the game and there are several times in the game where you’ll find yourself falling back on your machine gun not because you have to, but because it is the best weapon for the job.

Resistance follows the same basic control scheme as other console first-person shooters. The overall response is excellent, though once or twice I had the controller cut out on me. At one point, I kept moving even though I wasn’t pushing the analog stick and another time it shut down and gave me a “Please Connect Controller” message. This seems to be more of a hardware problem since I experienced the same thing while playing Untold Legends: Dark Kingdom.

It is also worth noting how Resistance uses the Sixaxis’ motion sensor. At points in the game, enemies will run up to you and grab you. If this happens, you can shake him off by shaking the controller.

Resistance: Fall of Man is something every first-person shooter fan should check out. It may not do many things differently, but what it does differently helps to make it stand out. If you’re still undecided on a launch title to go along with your PS3, Resistance: Fall of Man is your best bet.


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Assassin's Creed (Movie Review)

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