Showing posts with label Xbox 360. Show all posts
Showing posts with label Xbox 360. 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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Friday, November 30, 2007

World in Conflict




Tech Info

Publisher: Sierra Entertainment
Developer: Massive Ent
Genre: Real-Time Strategy
Release Date: Sep 18, 2007
ESRB: TEEN

System requirements:

OS: Microsoft Windows XP/Vista.
CPU: 2.0GHz Or Higher, 2.2GHz For Vista, if dual-core: Any Intel or AMD
RAM: 512MB, 1GB for Vista.
Disc drive: DVD-drive
Hard drive: 8GB or more.
Video: 128MB video RAM Direct X 9.0c Compatible. Note: ATI Radeon 8500, 9200 & Nvidia GeForce 4 MX Not Supported.
Sound: Direct X 9.0c Compatible.
Multiplayer: Cable, DSL or Better.

Tom Clancy wouldn't approve. In 1989 there would be no way the Soviets could launch an invasion of the United States of America. After all, Soviet Communism was a bankrupt political philosophy, meaning that nothing it created could succeed. Its architecture of aggression – tanks, aircraft and so on were no match to the true blue white heat of technology created by the free peoples of North America. And Soviet troops, in full knowledge of their satanic political pact were not as motivated or as well trained as the forces of Uncle Sam.

Which makes seeing tanks roll onto the streets of Seattle seem all the more shocking really. Here is a tale told as well as any in gaming today – for crying out loud they hired a Baldwin, the top one, the one that can act, to provide the narration to this historic conflict.

Close Air Support

While the story may be grand, you're not one of the minds that is controlling a nations strategic nuclear stockpile. World in Conflict places you right on the firing line. It's a corporal's life for you my son, defending town squares, fighting street to street and for each hill.

That's what makes World in Conflict such a glorious treat in these days of grand strategy titles like Supreme Commander. The action here is down and dirty – where a well placed air strike provided by your close support aircraft can turn the tide of a skirmish.

You'll fight through an engaging campaign, with major objectives split into smaller ones as you advance to your final goals. Forget division sized engagements – your small platoon or company sized groups always be in your reach and always keep you on your toes.

Daisy Cutter

With the action coming thick and fast its just as well World in Conflict offers simple and intuitive controls. Moving the camera and units is simplicity itself as is placing troops inside buildings. Only very rarely will the interface get in the way of your enjoyment of the game.

Resource management is on the light side – you won't be tasked with collecting some baloney beans or some such nonsense. You'll earn reinforcement points and tactical aid points by success on the battlefield – killing the enemy or completing objectives.

Tactical aids are great fun and come in the form of rewarding slices of militaristic showing off. Learning how best to use these is one of the most fun aspects of the game. How best to clear infantry from a wooded area? Is it a napalm strike, how about a daisy cutter bomb? The choice is yours.

To get the best out of the game it's worth upping the difficulty level as the default is a little on the easy side. You'll be glad you did when facing enemies online.

It's the Only Way to be Sure

By the time you get your hands of the top tactical aid, a nuke, you'll be itching to deploy it on enemy forces. And it really doesn't disappoint. World in Conflict is a damn pretty game and the nuclear carnage you can unleash on of the highlights of its visual splendour.


Everything looks fantastic in World of Conflict. If you can see it, you can probable make a complete mess of it. Explosions are fantastic, smoke even more so. Units and maps are extremely detailed and more attractive than most other strategy games I've played.

I've not played the game on DX10 hardware, but via DX9 it looks splendid anyway and ran extremely well at high settings on my GeForce 7600 powered notebook.

Online War

Good as the single player campaign is, World in Conflict really comes into its own as a base for skirmish battles. Playing online is a real joy due to the ability to drop into battles already being played out.

At first I struggled when playing online, many of us who signed up for the beta took a while to get to grips with things. But by the time the final retail game came along we'd started to specialise. Playing with friends is a joy, teamwork is needed to get the best out of the game and World in Conflict then becomes one of the finest multiplayer strategy games around.

Brilliant

World in Conflict proves you don't have to reinvent the wheel to provide top quality entertainment. The tactical play on offer is certainly nothing new. But the combination of quality presentation, a focus on close action and really top notch multiplayer and skirmishes means that World in Conflict really is one of the best PC games released this year.

It might have seemed that the action packed nature of the game would make for a dumb experience but really this isn't so. Smart and thrill a minute really can go hand in hand and strategy fans used to more hardcore options should try World in Conflict out.

Right...I'm back to flinging nukes.

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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
Blog Page

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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Halo 3


Tech Info :

Developer: Bungie Software
Release Date: Sep 25, 2007
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Mild Language, Violence

What the Game's About
Six years ago, Bungie Studios defined Microsoft's new-kid-on-the-block platform, Xbox, with one game: Halo: Combat Evolved. It can be argued that without Halo, the Xbox would have been a miserable failure, and there certainly wouldn't be an Xbox 360 today. After the tremendous success of Halo, Microsoft put Bungie to work on Halo 2, which released to see even more impressive sales. And now there's Halo 3, which will undoubtedly sell through the roof. The title is the third and final installment in the Halo trilogy, which means it offers closure to the arcing storyline. In addition to its campaign mode, the game also supports Xbox Live multiplayer. Some will argue that Halo 3 is essentially "Halo 2 Plus," but few would disagree that it's superior to its predecessor in nearly every way possible.

What's Hot
It all starts with campaign – at least it did for us. True Halo fans will immediately sink their teeth into the campaign mode, as it brings to an end the Halo trilogy's storyline. Bungie's third installment is roughly the same length as its predecessors and has diverse level design. You'll explore a satisfying amount of areas as you progress into the game's depths. Like both its predecessors, Halo 3 is pure action. There are no puzzles to slow you down. You'll have to blast your way through level after level, employing different weapons for different situations. In this sense, the game can very easily be picked up and played without having to think a lot. You get to shoot stuff. And it's fun.

It's hard not to compare Halo 3 to Halo 2, as we'll be honest: we were disappointed with Halo 2's campaign mode. The reason we bring this up is because Halo 3's is an absolutely huge step in the right direction. Indeed, Halo 3 is a blast to play for many of the same reasons the original Halo was years ago. The level design is compelling, the story interesting and the action non-stop.

Playing alone is fun, but playing with friends is more fun. Whether it's in two-player co-op or four-player co-op via Xbox Live, Halo 3 provides an excellent co-operative experience. The new "points" system, which challenges you to compete as well as cooperate, adds a whole new reason to replay through the campaign mode. If you love playing co-op, you're going to love Halo 3.

Halo 3's greatest single strength is – no surprise – its multiplayer. This is true for co-op, but it's even truer when it comes to the game's main multiplayer mode. In many ways, it is a more refined version of what we got in Halo 2. Bungie has tweaked, polished and re-tweaked the different facets of the Halo 2 multiplayer experience, the end result being Halo 3.

What's more, Halo 3 has the most interesting variety of weapons in the entire franchise. There are more weapons to choose from than ever before, and many of them are purely awesome. Take, for instance, the gravity hammer. It feels like pure power when you use it to literally pound your enemies to smithereens. What's more, not only is the spartan laser an excellent option for dealing with vehicles, it's just as satisfying to get a kill with it against someone on foot. Oh, and what about the needler? It took Bungie three games to do it, but finally, at last, the needler is a serious option for those looking to do some serious damage.
If you've ever played Halo 2 on Xbox Live, you know all about the annoyance that is push-to-talk. Well, apparently Bungie listened to all of our complaints – it's gone. Well, sort of. If you have four people on your team or less, you don't have to press the D-pad to talk to your friends. Hallelujah.

Perhaps the number-one thing that sets Halo 3 apart from both its predecessors is The Forge. With it, Bungie has ensured that the online community can reinvent Halo 3 as time goes on. You're able to customize almost anything you want. Whether it's modifying weapon placement, adding vehicles to a map, changing spawn points or creating power ups, you can do it in The Forge.

Bungie has also included the long coveted Saved Films feature in Halo 3, which lets you save and edit your own game videos. What's particularly impressive about this is that the game automatically keeps in memory the last few games you've played. So, if you decide that you want to find and send a game you played an hour ago to a friend, Halo 3 will most likely have kept the real-time replay of the match in a list of previously played matches. This even works for campaign mode.

Finally, Halo 3 could have the very best soundtrack we've heard all year. The music is responsible for the different kinds of energy that surge through you as you play through the game. Bungie always queues the music at just the right time. When exploring dark, unknown corners of a Flood-invaded compound, sinisterly moody music plays. But the switch flips when you face a crowd of Covenant warriors; the game blasts you with some of the most epic music in any video game ever. Our hats go off to Martin O'Donnell and his team. Nobody does "epic" better than you guys.

What's Not
While Halo 3 is bigger and better than Halo 2 in possibly every regard, it's incredibly easy for us to nitpick the game. Perhaps this is because the game feels like nothing more than "Halo 2 HD." The uninformed gamer, in fact, might see someone running around with the battle rifle in Last Resort and think its Halo 2. An important question must be asked: how wrong would they be? After all, the underlying skeleton of Halo 3 is awfully similar to that of Bungie's last game. At times, it feels like Halo 3 is simply the team's attempt at a "redo" of Halo 2.

While the campaign mode is a huge improvement over Halo 2's, it's not without flaws. The formula is unchanged from the original Halo, which released in 2001: shoot stuff, progress. It can feel repetitive and devoid of the kind of depth other shooters, like Half-Life 2, bring to the genre. Some areas in the campaign mode are immediately memorable, but others are less so. One level, towards the end of the game, comes to mind. Unfortunately, while we wish we could forget about the level, we can't. When you play through Halo 3, you'll know what level we're talking about. It's a notable low point for the game's campaign mode.

Bungie has retooled the difficulty system in an attempt to make Halo 3 accessible to the millions of newcomers who will undoubtedly buy into the Mountain Dew-powered hype. This means that Normal difficulty has been translated into baby mode, with permanently defunct enemy AI. Both Heroic and Legendary difficulties will provide you with more challenge if you're playing campaign alone, but if you're in a group of four people via Xbox Live co-op, you'll be disappointed to find that you're blowing your way through hordes of Covenant with little to no trouble.

On the subject of Xbox Live co-op, many of our attempts at playing co-operatively online have been ruined by noticeable lag problems. The problem seems to come and go, and while we aren't docking points because of it (it'll likely be fixed via a patch in the future), at this point in time, the lag is an issue.

Despite that both The Forge and Saved Films on paper sound like the second coming, in reality, neither functions quite the way Bungie would have you believe. With The Forge, you actually can't change "anything and everything" you want. Certain maps don't let you place certain weapons on them. What's more, weapons like the Fuel Rod Canon are entirely missing from not only The Forge but multiplayer as a whole, which is incredibly disappointing. Meanwhile, Saved Films lacks no-brainer features, like active rewind, and can be more difficult to play around in than it should be.

Perhaps our single largest complaint with Halo 3 is that it still doesn't allow you to browse and join other people's custom games. This is a feature that was even available in Halo PC years ago, and no console version of Halo has included it. This means you're limited to only playing with people on your friend's list and random people in matchmaking. Matchmaking is great if you're looking to get in on a quick game of some kind, but in its current form, it suffers from the identical problem Halo 2 did at launch: there's a very limited number of playlists and if you don't like any of them, you're out of luck. Thankfully, chances are Bungie will add more play lists in the future. But the lack of a custom games list is quite simply inexcusable.Confusingly, Halo 3's load times seem to be some of the worst in the franchise. Whether you're playing in campaign or over Xbox Live, you'll have to wait for the game to load each level or map when you're in the menu. Then you'll have to wait again for it to actually load the level in-game. The load times just feel so long.

And, at last, our last complaint: while Bungie has ditched the push-to-talk system for smaller parties, for some reason you still have to press the D-pad to talk if there are more than four people on your team. What's up with that?

Final Word
Halo 3 is an excellent first-person shooter, and with it, Bungie ends its trilogy on a strong note. The campaign mode never amazes, but it is still thoroughly enjoyable. Meanwhile, multiplayer is, as expected, the best part about the game. Ironically enough, Halo 3's biggest weakness is also its most powerful strength. The game is, essentially, a super refined and polished version of Halo 2. This is true in regards to the campaign mode, the multiplayer, the weapons, the maps – everything. As an entirety, Halo 3 feels just like Halo 2. Is that a good thing or a bad thing, though? The answer to this question will likely differ depending on the person answering it.

Ultimately, Halo 3 is in fact just more of the same. However, it's always been more of the same. Bungie once said that what makes Halo so entertaining is it's the same 30 seconds of fun over and over. Just like Halo and Halo 2 illustrated this theory, Halo 3 does too.

Even with its many shortcomings, Halo 3 is an absolute must-purchase for anyone with an Xbox 360. At last, Bungie's finished the fight.

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Tuesday, November 13, 2007

Assassin's Creed (Movie Review)

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