Showing posts with label PC Games. Show all posts
Showing posts with label PC Games. Show all posts
Driver Parallel Lines
Driver Parallel Lines isn't nearly as messed up as the last Driver game. Considering how completely jacked most of Driver 3 was, that's not really saying much, but it's still worth saying. Parallel Lines is a mostly competent game that's probably the most blatant Grand Theft Auto clone to date. Considering that GTAIII was, in many ways, picking up where the first two Driver games left off, maybe this is just a case of turnabout being fair play. Either way, Driver Parallel Lines isn't broken, but it's almost completely uninspired and devoid of the little things that make these sorts of games entertaining. The characters fall flat, the story is uninteresting, and the gameplay controls are often inadequate.
When you add to that some drab mission design, you've got a game that looks good on paper but simply can't add up to a game worth playing.
The action opens in 1978. You, as an 18 year old named TK, have moved to New York City in search of excitement. You're pretty good behind the wheel of a car and quickly catch on with a crew of criminals looking to make it big. Because this is the late '70s, "making it big" eventually turns out to mean "starting a cocaine empire." But, as these things normally go, stuff doesn't pan out quite so well for TK, and he gets locked up for 28 years. This fast-forwards the game to present day. TK gets out of the joint in 2006 with revenge on his mind, and the story picks up from there. It's a potentially interesting premise that falls apart because none of the individual characters are very compelling or likeable in either era.
The gameplay in Driver puts you in a big, open city that's broken up into three areas by bridges. There are a few side missions, such as races and repo man jobs, that you can use to earn money, which in turn can be spent on car upgrades. But considering the cars in the game are as disposable as you'd expect from a game like this, spending money on engine upgrades seems like a waste of time, so earning money usually isn't your goal. Instead, you'll follow the story path by taking on a variety of missions. Most of them are, as you might expect from a game called "Driver," focused on operating a motor vehicle. You'll get into races, collect packages, and even steal a car, which you'll fit with a bomb then drive back to where you found it so the owner can get an explosive surprise unless he played GTAIII.
If that's the case, he'll probably see this five year old mission design coming from a mile away. Some missions require you to do things on foot, which forces you to deal with the game's lackluster targeting system. It's often skittish and more difficult to manage than necessary. You can target and fire forward out of vehicles too, but this is only useful when you're chasing someone, which isn't all that often. Considering you get into some pretty hot spots with lots of bullets flying your way, and most of your enemies are crack shots, fumbling with the targeting gets very annoying.
At least if you fail, you won't have to retreat very far. When you die or otherwise fail on a mission, you can quickly hit a button to retry the mission. Many of the longer missions also have checkpoints, so you won't have to do the early parts again and again if you're having trouble with the final leg of a mission. It's handy and cuts down on repetition.
There are a few minor police-response systems in the game that stand out because the other games in this genre handle things a little differently. Police cars drive around the world, and you can see them on your minimap, complete with Metal Gear Solid style vision cones. Doing stuff like speeding, running a red light, or causing a collision while in a cop's vision cone activates the cops and raises your heat level. You actually have to deal with two different types of heat. Normally, cops just see your car, and the heat meter for your current vehicle rises as you speed away. But if the cops see you get out of that car, the heat is all on you, and they'll chase you regardless of which vehicle you're driving. But the cops really aren't very difficult to avoid, and they aren't very smart. Usually, turning down an alley in plain view is enough to completely confuse them and cause them to give up the chase.
And stopping off at one of your safe havens totally resets your personal heat level too. Cops occasionally turn up in missions to potentially give you a harder time, but just as often, it seems as though you simply can't find any cops on the streets when in a mission. Overall, the police presence is more of a hassle than anything else because it forces you to drive slowly, stop at stop signs, and do other "realistic" stuff that isn't entertaining in the least.
Visually, Driver's a lot better on the PC than it was on consoles, but that doesn't mean overall it looks good. It maintains a smooth frame rate and looks clean enough, but the models and textures were clearly designed for the previous generation of consoles. However, there are some interesting visual tricks here and there. For example, the entire heads up display will get redesigned and modernized when you switch from '78 to '06 and TK's walk animation will change from a ridiculous swaggering strut in '78 to a toned-down, more normal-looking walk in the present day. On the sound side, the game doesn't sound very good. There's a noticeable audio quality difference between the cutscenes and the in game action, with the in-game voices just sounding much lower in fidelity. Of course, it isn't really worth listening to most of the voice acting.
Music plays when you're in a vehicle, and there's a decent array of licensed tunes here. But as you might expect, the '70s music is a little more entertaining than the also ran and out of date sounding stuff you hear in the game's 2006 setting. As far as sound effects go, the only one that really stands out is the pick-up noise that's made when you grab things like health kits. It sounds awfully similar (though the pitch is different) to the pick-up noise in GTA: San Andreas.
Driver is a very by the numbers GTA clone. While stuff like having to obey speed laws and stop at red lights arguably makes the game more realistic, it certainly doesn't make it any more entertaining. With unexciting driving physics and lackluster on foot control, playing Driver: Parallel Lines isn't very satisfying. The game's monochromatic storyline isn't strong enough to make the trip worthwhile either. Sure, it's better than Driver 3, but that doesn't make it a success.
Publisher: Ubisoft
Developer: Reflections
System Requirements:
Minimum Requirements:
OS: Windows XP/Vista
Processor: Pentium 4 @ 2 GHz
Memory: 256 Mb
Hard Drive: 4.8 Gb free
Video Memory: 64 Mb
Video Card: Pixel Shader 1.1 Support
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard
Mouse
DVD Rom Drive
Recommended Requirements:
OS: Windows XP/Vista
Processor: Pentium 4 @ 3.4 GHz
Memory: 512 Mb
Hard Drive: 4.8 Gb free
Video Memory: 128 Mb
Video Card: Pixel Shader 2.0 Support
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard
Mouse
DVD Rom Drive
Size: 1.932 GB
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Part (10) Password: gx115
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Category:
PC Games
Mini Ninjas
Mini Ninjas is a decidedly different turn for developer IO Interactive, maker of the Hitman series. This action adventure is low on gruesome assassinations and high on lighthearted fun, but that doesn't mean fans of stealth-kill simulators, or anyone else for that matter, should skip over it. Mini Ninjas is an approachable and enjoyable game with a charming art style that brings its lively world to life. There are a few kinks that present some minor annoyances, but they don't detract too much from what is overall a delightfully plucky adventure.
The story is a straight up ninja road trip. It follows the young ninja Hiro and his portly friend Futo as they embark on a mission to find their four missing ninja pals and stop an evil samurai warlord from taking over the world. On their long journey to the warlord's headquarters, the two little ninjas will find their friends, learn new spells, and battle magic samurai. There's not much narrative, but what's there is entertaining and often humorous. The cinematics that are unlocked when you find each ninja aren't included in the campaign for some reason, but they're worth seeking out in the main menu and watching. They're extremely well produced, beautifully animated, and funny to boot.
Mini Ninjas is a linear adventure split up across sprawling levels. However, the journey is more than a simple waltz from point A to point B. The broad and inviting level design encourages exploration and creates the illusion of a lush, open world. Each level has a sprinkling of hidden paths that lead to shrines, enemy encampments, or collectibles, some of which are used to mix helpful potions. You'll also find shortcuts that can lead you around a confrontation, and scenic paths that are as treacherous as they are beautiful. The level design does a great job of making the game feel like one cohesive journey, a singular quest to rescue friends and defeat the bad guys.
There are a variety of ways for you to take down said bad guys. Each character has a strong attack and a weak attack as well as a special move inspired by his weapon or personality. Hidden shrines in many of the levels will unlock new spells, like the ability to control any of the animals you find hopping around or stuck in cages. It's fun to free a caged boar from an enemy encampment and then use that same boar to chase down enemies for some sweet swine vengeance. If you'd rather keep your ninja action traditional, you can purchase or find projectile weapons like shurikens and cherry bombs. Using them isn't as fun as sending flaming meteors down on your enemies, but they're effective nonetheless.
Despite all the options, the relatively simple combat--which doesn't usually require much more thought than mashing the attack button--gets repetitive toward the end of the game. That's because some of the spells, weapons, and even ninjas, aren't worth using. With his magic abilities and homing-attack special move, Hiro is by far the most useful character. Unless you just like the looks of other ninjas, there's no compelling reason to use some of them. The developer went to the trouble of giving each of the six ninjas a different weapon, personality, and set of animations, so it's unfortunate that there aren't more reasons to use them all.
In addition to the ninjas' various combat techniques, Mini Ninjas features a simple stealth system that lets you hide in tall grass or on rooftops. You can sneak-attack an enemy for extra damage or skip a fight entirely by staying out of sight. Sometimes it's hard to tell what enemies can and can't see, even if the stealth icon is showing that you're hidden, especially when enemy archers are on the rooftops. The enemy AI follows the same pattern in every fight: they swarm you at first sight and then spread out (or run in fear) as you thin their ranks. If you'd rather run for the woods and skip the fighting, you can do that, and the enemies won't always follow, but you'll miss out on gaining experience, which is used to increase your health, your special-move capacity, and more. It would have been nice to receive experience rewards for stealth. If you sneak or run your way through most of the game, you'll end up with an underpowered group of ninjas.
The controls are silky smooth: wall runs, stealth kills, and special moves are easy to pull off and fun to watch, because each ninja does every action differently from the other five. For example, Suzume spins her flute in the water like a motor boat, while Futo uses his giant hammer as a paddle. When you're not pressing buttons to fight, your second thumb will be at work on the right analog stick, constantly adjusting the struggling camera. It does an OK job as you run through the countryside, but it has a tendency to hang back and lag behind once you start making sudden turns, which is a real pain when you're indoors.
It might not blow you away at first glance, but Mini Ninjas' consistent and attractive art style will win you over in time. The characters and environments are charmingly simple, like vector art or the 3D version of a 2D flash animation. Everything fits together perfectly, and not a single stone looks out of place in this world, making it a joy to explore every inch of every level. The time of day is different in each level, which helps create the illusion of a long journey. One level is bathed in a yellowish dusk and another in midnight blue. The difference between the three versions of the game are negligible, though if you have a PC that can run it at the highest settings, you'll get cleaner textures and crisper, more vibrant colors with that version.
The music sets the mood perfectly with authentic-sounding Japanese instruments--a lone flute accompanies your isolated exploration of a snowy mountaintop, while a chorus of drums plays as you descend during your frantic escape. The sound design balances the serious and somber tunes with silly screeches from the enemies and popping sound effects as they poof back into their original animal forms.
Mini Ninjas is a great start to what could well become a staple franchise for Eidos and IO. If you're hunting for collectibles, you'll easily spend eight to 10 hours on your journey. Even on the hardest setting, the game is never unbearably difficult. The bosses all follow predictable patterns, and fighting enemies is often optional, so most of your frustrations will come at the hands of the poor camera. But Mini Ninjas makes it easy to see past these issues and have a great time.
System Requirements:
· Intel Processor: Core 2 Duo E6400 2.13GHz
· AMD Processor: Athlon 64 X2 Dual Core 4000+
· Nvidia Graphics Card: GeForce 8600 GTS 512MB
· ATI Graphics Card: Radeon HD 2900 XT 512MB
· Memory RAM: 1.5 GB
· Hard Disk Space: 6 GB
· DirectX: DirectX 9
Size: 1.552 GB
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Category:
PC Games
Transformers 2 Revenge of The Fallen
Imagine what it would be like to become a Transformer. Walking, jumping, and climbing in your humanoid form would be pretty familiar, and you could easily get the hang of whipping out your guns to blast enemies. Driving yourself around might be a bit awkward at first, and flying would be significantly trickier, but the real problems would come when you tried to transform. Shifting your physical form would be disorienting, and it would take a while before you mastered it. That's actually a pretty accurate breakdown of what it's like to play Transformers Revenge of the Fallen. In the early going, the controls are uncomfortable but functional. As you play through either of the solid campaigns, you'll get better and better until you reach a point where you can fluidly move between different forms and dispatch your enemies with style. That is, you would, but an array of technical flaws and performance issues will probably keep you from getting that far. Whether you suffer an erratic frame rate, washed-out environments, or some other breed of problem depends on your particular computer, but it's very unlikely you'll be able to play unhindered. It's a real shame that Revenge of the Fallen, which is a fun game to play on other systems, fares so poorly in its PC incarnation.
One of the big issues is the frame rate. On modestly powerful PCs, it regularly drops to low levels, making the game look like a slide show for long, agonizing moments. Though this problem lessens on PCs that well exceed the system requirements, it is still there. Trying to get the hang of the tricky controls while dealing with an erratic frame rate is frustrating, to say the least. The other big issue involves environmental lighting. The contrast drops to very low levels, making it difficult to perceive depth or distinguish enemies from buildings. Certain objects occasionally light up correctly, giving you a glimpse of the proper lighting that you could be enjoying. It's still possible to play with this contrast issue, if you look at the screen intently and use the neon-bright heads-up display to guide you, but it's not very fun. The array of visual performance options is pretty flimsy, so you can't do much tweaking to improve your experience.
If you forge ahead despite these issues, you'll find that the two campaigns--Autobot and Decepticon--loosely follow the plot of the movie. Each one takes a solid amount of time to complete, and they are different enough that it is worth playing through both. The Transformer models are shiny and detailed (unless you suffer the contrast issue), capturing the look of the movie nicely. The voice acting is less impressive. While some Transformers, such as Megatron and Optimus Prime, sound great, others are almost unintelligible, thanks to poor volume matching or overzealous robotic effects. And the human characters (specifically Shia LeBeouf and Megan Fox) are so badly voiced that you'll be thankful only some of the missions parallel the movie. Other missions diversify the action with familiar mission archetypes: escort/kidnap, defend/destroy, checkpoint race, miniboss fight, and the like. Each mission plays out in an open area full of items you can destroy (cars, tankers, and light structures), though your wrecking power is so substantial you'll probably wish for a bit more environmental destructibility.
Between the mission types and the maps, there isn't a whole lot of variety. It's not quite tedious, but things can start to feel a bit too familiar as you progress. Fortunately, a healthy array of bonus challenges and unlockables do a good job of keeping things interesting. Accomplishing the two bonus objectives in each mission nets you a solid haul of attribute-boosting energon, and shooting the five targets in each area will earn you even more energon, as well as stall the clock so you can strive for a higher medal by finishing quickly. Overarching objectives challenge you to accomplish certain tasks with certain characters, and doing so unlocks episodes of the original Transformers cartoon, as well as vintage paint jobs and concept art. These goals help flesh out the experience and keep you engaged because they give you something else to do during missions besides focus on the primary objectives. Accomplishing all the bonus objectives and earning a gold or a platinum medal is a tough challenge, and you won't even come close until you've mastered the controls.
There are three different forms ("modes") that each Transformer can take: robot, weapon, and vehicle. In robot mode, you walk around in humanoid form and can jump, climb buildings, and melee attack. Holding the right mouse button changes you into weapon mode, allowing you to strafe and blast opponents with your primary and secondary weapons. These two modes are easy to master and switch between, but vehicle mode is a bit trickier. Holding the left mouse button will transform you into a vehicle, and you'll immediately start driving or flying, depending on your character. It's cool to watch, but figuring out how your momentum will (or won't) be preserved through the transformation is a bit tricky. Until you get the hang of it, you'll often find yourself on an unexpected vector, speeding off in the opposite direction or just plowing into a building.
Freeing yourself from environmental hang-ups is a hassle, especially when you're trying to escape the battle fray in order to lie low and regenerate health. Driving around the maps, you may find yourself getting stuck on low barriers or other objects that you were previously able to drive over or through. Flying can be even more finicky, especially if you get into a tight spot where you can't transform. Jet and helicopter controls may also present a problem for some because there aren't many customization options when it comes to the steering and altitude-adjustment controls. The keyboard and mouse controls also present some awkward dexterity challenges that take some practice to overcome. Expect to suffer some frustration and awkwardness throughout a good chunk of your first campaign. You'll be able to accomplish your objectives; you just won't look pretty doing it.
But once you've mastered the controls, you can really start to flex your metal muscles. You'll be better at avoiding awkward transformations and getting back on track should you get hung up. You'll get the hang of flying and driving skillfully, and you'll be tearing around each area with confidence (if the frame rate can keep up). Some of the coolest things you can do in the game are so-called "advanced" maneuvers that you execute in vehicle form. The advanced jump launches your Transformer out of car form and into a high jump (fliers are stuck with the strategically powerful yet unexciting hover ability). These jumps are great for leaping over low buildings and obstacles, but when you string a few together, you can drive/hop from rooftop to rooftop, traversing crowded areas in a speedy and exhilarating fashion. And let's say your enemies have appeared down the street and are heading your way. You transform into a vehicle and race to engage them, firing your vehicle weapon to soften them up. When you get close, you fluidly shift out of vehicle mode, throw your momentum into a deadly melee attack, and watch a slow-motion close-up of your Transformer obliterating your enemy. It's pretty awesome.
Not only is the advanced melee attack satisfying, but it and other stylish kills (like offing an enemy while jumping, scoring a headshot, and the like) will also fill up your overdrive meter. Overdrive makes you tougher, increases your weapon damage, and keeps you from overheating, allowing you to tear through groups of foot soldiers with ease or whittle down a boss's health quickly. Earning and using overdrive is a great way to exercise your formidable moveset, and it's essential to getting through levels quickly and earning a top medal. While it is very satisfying to earn a platinum medal, the real enjoyment comes from wielding your diverse abilities in a skillful way. You feel powerful and excited to be a Transformer, and that is Revenge of the Fallen's greatest success. It's too bad this satisfaction is subject to technical issues. The stuttering frame rate and visual problems can really take the wind out of your sails.
Online multiplayer offers a distinct new challenge that is best tackled once you've mastered the controls. The modes and maps are pretty standard fare, and they serve as a competent stage for battle. Each Transformer has a unique loadout that includes a primary weapon, secondary weapon, and special attack. In the single-player campaigns, these different abilities provide some welcome variety. In multiplayer, they add a whole new level of strategic depth, though you have to delve through performance problems to uncover it. Having Long Haul's combat healing ability can help a Decepticon team stay alive long enough to capture a control point, while a well-timed electromagnetic pulse attack from Bumblebee can give the Autobots a deadly window of opportunity. Teams have to strategize in order to make the best use of the complementary special attacks, though team-only chat doesn't kick in until the match begins, so be careful about how much you say in the game lobby. Coordinating your team roster and experimenting with different lineups yield a surprising number of possibilities. The interplay of abilities and weapons also makes the otherwise run-of-the-mill game types much more complex and engaging.
At its core, Revenge of the Fallen has a good amount of fun and satisfying gameplay. Unfortunately, the entertaining stuff is buried beneath sizable technical problems that make it hard to enjoy what the game has to offer. Other issues, like the tricky controls and unimpressive mission diversity, seem like comparatively small hurdles. It's a shame that the fun of being a Transformer gets so muddled in this problematic PC port.
Published by: Activision
Developed by: Beenox Studios
Release Date: June 23, 2009
Genre: Action
System Requirements:
· Microsoft Windows XP/Vista/Windows 7
· Intel CPU: Core 2 Duo E6400 2.13GHz
· AMD CPU: Athlon 64 X2 Dual Core 4800 +
· Memory: 1 GB XP (2 GB Vista and Win7)
· Hard Drive: 8 GB Free
· Video Memory: NVIDIA GeForce 512 MB/Intel & ATI Graphics Card: Radeon X1600 Series
· Sound Card: DirectX Compatible
· DirectX: 9.0
· Keyboard and Mouse
· DVD Rom Drive
Size: 8.649 GB
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CD KEY: 4VAH-5XX4-5175-29C4-3ZH6
Password: congtruongit.com
Password: congtruongit.com
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Category:
PC Games
Spider Man Web of Shadows
Last week in New Zealand, Activision Blizzard held its annual Activate Asia conference to give media from the region a look at the key games for the 2008 holiday season. Among the games on show was the latest Spider-Man adventure, Web of Shadows. We had a chance to get our hands on an Xbox 360 development build of the game and spent some time swinging and punching our way through a symbiote-infected New York City.
Web of Shadows' story is being written from scratch and will feature new and unique elements not found in the comic and film series. That said, during our demo it was apparent that a nod is also being given to longtime Marvel comic fans. Classic characters, including Luke Cage, Venom, and the Vulture, will be making appearances to fight with and against Spidey. Though we didn't come across Wolverine in our play time, a trailer for Web of Shadows clearly showed off both normal and symbiote infected Wolverine.
Activision reps at the event told us the game will feature branching storylines that will adapt based on the decisions you make, your behaviour in the gameworld, and subsequently the heroes and villains you associate with. We were told these decisions will also dictate the game's ending.
Both the red and black suits will be available from the outset, and you can switch between them on the fly by toggling the left thumbstick. Each suit has its own specialty moves and abilities. The red suit focuses on providing more traditional Spidey webbing and agility attacks, while black is designed for dealing out the heavy melee damage. You'll use the X button for the majority of your attacks, and depending on your suit colour, when you mash B you'll either perform a quick ranged web burst attack to cocoon enemies or grab enemies using your symbiote tentacles. Since you're considerably stronger in the black suit than in the red, you can pick up and throw objects within your range by hitting the B button. We had fun throwing cars around while SHIELD officers rallied against spot crimes taking place.
A hit combo system also means you'll be able to perform multiple attacks by weaving in and out of the two outfits to mix up the action as the situation dictates. In the red suit you'll be able to perform the webstrike attack, which is a move that fires a long web tether from you to your targets and then draws you to them quickly when you hit the Y button. By hitting Y again when you're within striking range, you'll perform a small hop, dealing damage and springing upright off the enemy. Tapping the left trigger will target the nearest enemy, and once you get the timing down, you'll be able to spring between groups of enemies and chain combos without hitting the ground.
Killing thugs and completing missions earns you experience points that can be spent on upgrading specific abilities and attacks in your repertoire. Each move includes button press instructions as well as a demo video so you know when you're performing it correctly. The limited number of experience points means you won't be able to max out all stats and abilities, so you'll need to plan your upgrade path.
In response to plenty of community feedback, the team at developer Shaba Games has put a lot of work into helping simplify the game's camera to keep you in the action. Tapping the left trigger will fire up Spidey sense to scout out action and evildoers, but if you hold it in during combat, you'll lock the camera to your nearest enemy; doing this will keep the enemy in the centre of the screen at all times regardless of the aerial acrobatics you're performing.
Since Spidey isn't the kind of guy to hop into a cab and since running is a slow way to go, swinging is the best way to get around the city, and from our hands-on time, the swing mechanics are fun and forgiving. Lifting off is as easy as pressing and holding the right trigger, and once you're in full swing, letting go and pressing the trigger again will keep you moving. Giving the trigger a quick tap (preferably while on the upswing) will perform a forward lunge move midair, which is useful for slowing down and changing direction quickly. We had no trouble finding anchor points in New York, and once we were moving, we were able to get a decent clip built up quite quickly. We were told this will vary by location, and when you're in more open areas you will need a little more precision and forethought for your next swing.
Spider-Man: Web of Shadows is looking solid and will begin swinging its way onto shelves for all platforms from October 22.
Publisher: Activision
Developer: Shaba Games
System Requirements:
Minimum Requirements:
OS: Windows XP/Vista
Processor: Intel Pentium 4 @ 1.8 GHz / AMD Athlon XP 2000+
Memory: 1 Gb
Hard Drive: 3.5 Gb free
Video Memory: 128 Mb
Video Card: nVidia GeForce 6600 / ATI Radeon X1300
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard
Mouse
DVD Rom Drive
Recommended Requirements:
OS: Windows XP/Vista
Processor: Intel Core 2 DUO @ 2.2 GHz / AMD Athlon 64 X2 4400+
Memory: 2 Gb
Hard Drive: 3.5 Gb free
Video Memory: 256 Mb
Video Card: nVidia GeForce 7800 / ATI Radeon x1900
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard
Mouse
DVD Rom Drive
Size: 1.104 GB
Download from: Mediafire.com Part (1) - Part (2) - Part (3) - Part (4) - Part (5) - Part (6) - Part (7) - Part (8) - Part (9) - Part (10) - Part (11) - Part (12)
Part (6) Password: power
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Category:
PC Games
No One Lives Forever 2
No One Lives Forever 2: A Spy in H.A.R.M.'s Way the Action Game of the Year, The Operative: No One Lives Forever continues the surprising success Monolith has experienced in the last couple of years. It improves on almost everything that worked well in the first game, and it also fixes that game's problems. Thanks to this sequel, an already amazing year for action games just got even better.
Guess who's back?H.A.R.M. is back with only one obstacle to thwart their quest for domination: Cate Archer, the beautiful but deadly UNITY operative who foiled their last nefarious plot. The world's most deadly assassins are summoned with one simple objective: kill Cate Archer.
Meanwhile, the United States has uncovered a top secret Soviet project that, if successful, could bring about a third World War. Can Cate Archer avert a nuclear holocaust and simultaneously stay out of H.A.R.M.'s way?
Greater emphasis on stealth and evasion not only makes it easier to avoid enemies, but also to escape from them if you've been detected. Players can now lean around corners to see what lies up ahead, disappear into hiding places from which they can safely observe enemies, and lose pursuers by outsmarting them.
Diverse locales keep players jet setting across the globe from a feudal Japanese estate to a Soviet military installation in the Siberian tundra to the exotic streets of India.
A rich, interactive environment can work for you or against you. Casually knock over a bottle and you might bring enemies to investigate. Unscrew light bulbs to create hiding places in the shadows. Leave a door open and a guard may become suspicious and decide to search the area for intruders.
An advanced AI system allows enemies to recognize everyday items within the world. Each henchman has unique goals, such as guarding a safe or unloading a truck, but their own internal urges can be triggered by objects in the area, sending them off to get a cup of coffee or sneak away for a quick nap in their favorite chair.
Overcome obstacles and adversaries with an assortment of cunning gadgets and deadly weapons. Dispatch enemies quietly with Japanese throwing stars and the Vindicator Model 6 crossbow. Decipher encoded messages with the HR-4 Ladies' Compact Code Breaker. Snap incriminating pictures with a pocket size lipstick spy camera in Tulip, Cate's favorite shade.
Remarkably clever henchmen provide plenty of challenge. Square off against devious Ninjas, Tulwar-wielding Indian assassins, and machine gun toting Soviet soldiers.
Skill points can be used to raise eight different character stats.
Though the details have changed, the new game's story and setting are similar to those of the first game. It's still the swinging '60s, you're still UNITY agent Cate Archer, and you're still fighting the worldwide crime syndicate H.A.R.M. and its quirky henchmen. This time, you'll not only travel to predictable locations such as a remote military base, an undersea laboratory, and Japan, but you'll also visit the never-before-simulated world of Akron, Ohio, an environment that in video game terms qualifies as truly exotic.
If the story hasn't changed dramatically, the means of telling it certainly have. The expository cutscenes which were sometimes interminable in the original game--have been seriously streamlined for the sequel. Nearly all of them make their points quickly and effectively and then move on.
This skillful trimming results in scenes that are funnier and generally more entertaining than those in the original game. And from the unexpected visual gags, to the strange gadgets, to the overheard conversations of H.A.R.M.'s neurotic, chatty minions, all the other elements of the series' steadfast good humor remain intact as well.
The series' stealth elements, arguably the weakest aspect of the original's gameplay, have undergone a complete overhaul. Thankfully, a lean function has been added to Cate's repertoire of actions. Most of the game's 40 levels (spread across 15 long chapters) can be completed using stealth, brute force, or a combination of the two. And unlike in many games with a stealth element, guard alarms are usually localized if you trigger an alert in one section of a level and manage to escape, enemies in another area won't necessarily be alerted to your presence. The designers have also done away with all the aggravating missions in which you automatically lose if you're spotted.
Though triggering an alarm (especially on higher difficulty settings, where enemies pack a real wallop) will often result in a tough situation, you always have the option of fighting your way through, fleeing, or hiding until things cool down. In fact, several new gadgets, such as the bear trap and the banana peel, are specifically designed to help you escape from pursuers.
Excellent level design complements the game's improved sneaking element. Most of the environments include side passages that can be used to avoid guards. These side-passages, however, also give enemies a way to circle around you in a fight. The AI of your enemies, which was already excellent in the original, has been somewhat improved. Often, one henchman will hold his position while another one tries to work his way behind you. Meanwhile, the AI of characters who aren't actually engaged in combat has been improved dramatically.
Guards will become alerted by sounds, footprints in the snow, cries from other guards, and the bodies of their fallen comrades (which you can pick up and carry out of sight). Once alerted, they won't immediately pinpoint your location. They'll first check the area of the disturbance (taking a moment to investigate dead bodies).
They'll then start poking around, turning on lights and peeking into closets, in an attempt to find you. All these actions are accompanied by auditory feedback in the form of either the guard talking to his compatriots or muttering to himself. The stealth system is both intuitive enough and lenient enough to avoid the frustrating half-baked feel of similar systems implemented in other shooters, which often seem to be nothing more than an afterthought. With the possible exception of the Thief series, No One Lives Forever 2 features the most seamless and satisfying integration of first-person stealth to date.
As in the original, there are lots of bonus objects to find and extra tasks to undertake. But this time, there's an actual incentive for tackling these challenges. Skill points are awarded for completing objectives, and these points can be used to improve eight different character stats through five different levels. The effects of raised stats are noticeable without being unbalancing. For instance, improving your weapons skill will reduce the amount of time it takes to load a new clip. It's nice to have improved skills, but it's not necessary to complete a level.
The graphics are rendered using LithTech's next-generation Jupiter engine, and while they're somewhat trumped by the next-generation Unreal engine on display in the Unreal Tournament 2003 demo, they still look terrific. The Jupiter engine is capable of rendering large environments with a lot of detail, and it seems particularly suited to creating some striking water effects. But the characters in No One Lives Forever 2 are an especially notable triumph of imaginative design combined with excellent technology
Fluid animations and eyes that actually track objects permit the game's characters to truly act--a rare feat in gaming. The soundtrack is once again an endearing mix of an orchestral score and Ray Conniff style space age pop. Also, those who played the original may notice that a new actress has provided Cate's voice work for the sequel. It's a little jarring at first, but you'll quickly adjust to it.
The Jupiter engine does a good job with large outdoor environments.
Facing stiff competition from games whose sole purpose is multiplayer action, the developers have concentrated on the game's great single player experience and (possibly wisely) decided to not include any competitive online modes in No One Lives Forever 2. Instead, they've created a supplemental four chapter campaign that can be tackled cooperatively by up to four players. The campaign is composed of reworked environments from the single player game, and it's designed to be a true campaign experience in that you can actually save and resume online sessions. The levels do a good job of tailoring the action to a team of players. For instance, at one point you have to carry Cate's unconscious body to a safe zone, an act that requires one person to bear the load while the others to protect him or her, since you can't carry a readied weapon and a body simultaneously.
Since it's not a review until someone starts complaining, here you go: The multiplayer doesn't have a lot of replay value. Also, there might be a few too many tasks that require you to scour a level for a key object. Those criticisms might seem half hearted in truth, there isn't really a lot to complain about. No One Lives Forever 2 is a rousing success on every level. In an era when grim, humorless realism appears to be the sensibility of choice among shooters, a game as genuinely funny and good-natured as No One Lives Forever 2 is a welcome relief. That it's also a genuinely excellent game makes it almost too good to be true.
System Requirements:
CPU: Pentium III 933Mhz and Higher
RAM: 256 MB (512 MB for Windows XP)
VGA: 32MB Direct3D Compatible Video Card With 32-bit Color Support
DirectX: DirectX 8.1 and Higher
OS: Windows 2000/XP/Vista/Win7
HDD: 1.4 GB Free Hard Drive Space for Installation
Sound: DirectSound Compatible 16-bit Sound Card
ODD: 4x CD ROM
Network: 56k Modem and LAN for Multiplay
Mouse and Keyboard
Compressed Size: 492.93 MB
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Category:
PC Games
Grand Theft Auto San Andreas
The PC version comes on DVD only and is packaged with a fully bound book that serves as the manual. It's definitely some of the coolest PC game packaging around. This version also has the potential to be the best looking version of the game by a long shot. Support for higher resolutions makes the textures and characters look sharper and much better than either of the console versions. There's a draw distance slider that, when turned all the way up, almost totally eliminates the draw in and fogging that's become synonymous with the series. Your Grove Street home looks much more like a run down South Central neighborhood when you can see more of its surroundings. But all this graphical quality is offset by some serious problems with the sound. Testing on three different machines that exceed the recommended system specs got us three results. On one machine, we didn't experience any audio glitches. On another, the audio simply cut out a lot, leaving you to drive around with only music to keep you company. It's tough to play when you can't hear your mission descriptions. On the third machine, loading up a save game caused a loud grating noise which sounded like the bike riding audio mixed with a helicopter to scream out from the middle of the Grove. We had to hop in a car and drive away from the area to make the noises stop. Also, the cutscenes occasionally desynched from the audio, making the lip movement appear to be way off.
Control in the PC version is full of options. You can decide to hook up a dual analog gamepad so that you can play it just like the console versions, or you can instead opt for mouse and keyboard control. Either method works, though we had several cases where the game would simply stop responding to any mouse input until we alt tabbed out of the game, moved the mouse, and then jumped back in. This isn't exactly the sort of thing you want to have happen in the middle of a shoot out. Mouse control also removes the lock on aspect of the targeting, giving you easy access to manual targeting. The refined control the mouse gives you seems like an unfair advantage at times, because it's very easy to rack up one shot kills by aiming for the head. If you have a smooth mouse hand, even the roughest firefights are really basic provided the mouse doesn't die on you.
This latest installment takes place in 1992 in the West Coast themed state of Grand Theft Auto San Andreas. GTA San Andreas is an island containing three cities. You'll begin the game in the city of Los Santos, which is based roughly on Los Angeles and consists of a mixture of ritzy downtown areas and the gangland ghettos of South Central. San Fierro is based on San Francisco, reproducing the real city's hilly terrain and ever present fog. The game's third city is Las Venturas, which is a great take on early '90s Las Vegas, complete with a strip full of casinos and the surrounding desert. While one to one measurements against previous games in the series are difficult in practice, San Andreas definitely feels like a much, much larger place than Vice City ever did. But at the same time, the growth is handled intelligently. There are plenty of things to do both in and out of the cities, which makes all this real estate matter. Carl Johnson is going (going) back (back) to Cali (Cali).
While Grand Theft Auto III was inspired by movies like The Godfather and Vice City took several pages from the Scarface playbook, San Andreas draws its inspiration from the ghetto and gangsta struggle films of the early '90s. Movies like Menace II Society and Boyz N the Hood are the clear influences here. In San Andreas, you play the role of Carl "CJ" Johnson. The game opens with Carl returning to Los Santos after spending the last five years in GTA III's Liberty City. But his homecoming isn't a happy one: He's returning home because his mother has been killed. Carl isn't on the ground for more than an hour before he's picked up by a pair of crooked cops and thrown right back into the middle of the street life he left Los Santos to avoid.
Just when you think you're getting used to gang warfare, everything goes sour. We're certainly not interested in spoiling the game's many interesting plot twists, so we'll leave out the details. But suffice it to say you'll eventually need to get the heck out of Los Santos. You wind up in the country outside the city, where you'll encounter many more great characters and officially embark on your quest to put right what's gone wrong. Once you get out of Los Santos, you won't really have to worry about gang warfare for a while, and here the game settles down to present a more GTA-like feel.
Like the previous entries in the series, San Andreas features a fairly linear story that takes you through the game's areas. You'll start off restricted to Los Santos something the story justifies by claiming that an earthquake has taken out the bridges and roads that link Los Santos to the surrounding areas but it doesn't take long to unlock the other two areas. The game also throws in some pretty great surprises in the form of characters from earlier GTAs. These characters tie the GTA games together really nicely, so while San Andreas feels pretty different from the other offerings in the series, it still feels like you're playing in the same universe.
The Grand Theft Auto series has always been rather stylish, visually speaking. Vice City did an amazing job of capturing both the look of Miami and the feel of the mid '80s. San Andreas has to live up to that standard while creating four unique landscapes: one for each city and one for the countryside between cities. Fortunately, the game does this very, very well. The parts of Los Santos that you call home have a very realistic ghetto look that fits perfectly. The other cities also look a lot like the towns they're modeled after, but the most dramatic difference occurs when you leave town. The countryside is unlike anything you've seen in previous GTA games. The winding country roads, the small towns that pepper the landscape, the plethora of off road action, and the abundance of nice looking foliage make these areas look pretty amazing. Outside of Las Venturas, the area is much more desertlike, which also looks really great.
The architecture looks great, and the game has some new effects to match. The old "trails effect" from Vice City and GTA III is history. Now, you'll see everything pretty clearly, and when you're in warm areas, the game even has a nice heat shimmer effect. When you're moving at or near top speed in a car, the screen blurs a bit, which does a fantastic job of conveying an extreme sense of speed. Also, the game takes on a grainy, filtered look when it rains, which also looks really good. The character models throughout San Andreas look great as well, though some aspects, like the characters' blocky hands, look a little weird at times. A widescreen display really helps you see more of the action, which is handy in a shoot out.
The sounds of San Andreas are, as you'd expect, many and varied. The game does a really strong job with things like engine noises. Vehicles like jets, fast cars, and motorcycles all deliver deep, throaty tones that make them sound as fast and powerful as they really are. Gunfire sounds about like you'd expect, and the surround support does a fine job of positioning the audio properly. Additionally, you'll surely notice how the quality of the voice work has improved since Vice City.
One neat thing is that the radio sounds differently depending on which vehicle you're in. So, for example, the radio will sound appropriately tinny on a dirt bike. You can even go purchase a bass boost for your car at the mod shop, but considering the disposable nature of vehicles in the Grand Theft Auto games, we recommend you save your money. Also, it's worth noting that the radio stations are the same, regardless of where in the gameworld you are. It would have been neat to have seen some of your station selections change as you drive from one city to the next. You'll hear some familiar voices on the radio, including Chuck D as the Forth Right MC.
The DJs on the radio do a good job, and the radio commercials feature the same style of tongue-in cheek humor you've come to expect from the series. Some celebrities even make appearances as DJs. For instance, Public Enemy's Chuck D plays the DJ of the classic rap station, George Clinton mans the funk station, and Axl Rose turns in a low-key but appropriate performance as the DJ of the classic rock station. The talk radio is, for the most part, pretty good. The most impressive thing about the talk station is that the news breaks update as you play the game. So you'll hear updates about, for example, a "mysterious" ship full of dead bodies found floating out at sea shortly after that swimming mission of yours. Lazlow returns with some great "celebrity" interviews, but you'll also hear a sports show, a matchmaking program, and a gardening show, whose host is played by the never subtle Andy Dick.
Usually, when a game tries to do a million different things, it's an overambitious hodgepodge that can't manage to get its different parts down cold. Grand Theft Auto San Andreas has you doing many, many more things than any previous GTA game, and while some of them do work a little better than others, the strength of all these different elements too many to count makes for a powerful package that doesn't disappoint, despite the extremely high standards that Grand Theft Auto established and that San Andreas needed to live up to. With its strong story, well written dialogue, terrific voice cast, impressive graphics, and extremely entertaining and varied gameplay, Grand Theft Auto San Andreas is a stupendous thrill ride that shouldn't be missed.
City Lights, the GTA version:
The first thing GTA San Andreas amazes you with is the impressive size of the universe where Carl Johnson aka CJ will have to struggle with the perils of a gangster's life. If you thought that GTA San Andreas will be just a sequel to GTA III or to Vice City, after the first moments spent in the game, you will think the previous titles were more like beta versions compared to Rockstar is offering now.
Each of the cities that make the GTA San Andreas universe: Los Santos, Las Ventura and San Fierro are larger than the famous Liberty City and this is just one of the concepts employed by Rockstar to make San Andreas a better game than its predecessors. Obviously, the larger the universe the more missions and challenges you will have.
Moreover, if you thought GTA Vice City had a wide variety of vehicles, know that in GTA San Andreas you will be able to take even bicycles, or any others means of transportation which will ensure you the supremacy of the city.
Although the graphics is a little bit old-fashioned, and actually this one of the reproaches that can be brought to this game, my opinion is that is preferable to have continuity rather than wait endlessly for bits of the game to load.
But don't get me wrong, the graphics might not be state of the art, but Rockstar did an excellent job in offering breath taking landscapes, preferring to go for more subtle colors and a satirical presentation of famous locations from Los Angeles, Las Vegas or San Francisco rather than a high accuracy of the details.
If you were accustomed to play HL2 or WoW at humongous resolutions, where every detail was carefully depicted, then GTA San Andreas might be a disappointment to you. But look on the bright side, you don't need the last hardware configurations to make CJ run from point A to point B.
Ladies and gentlemen, meet Carl Johnson:
Another important change is related to the main character. If up until now, the GTA series employed Caucasian ferocious males with some Italian influences, San Andreas proposes something completely new: an Afro-American hero, CJ.
This change has a lot of consequences related to gang members and their censorship free language. After a few hours of playing, the coarse language and the idiosyncrasies of the black people, not to mention the Spanish bits which are delightful, will certainly get into your system.
CJ can be customized in every way: from the type of cloths to the number of tattoos and bling blings. And our hero is not some sort of super villain, he's you ordinary gangster who has to be fed and taken to the gym to stay in shape.
Rockstar has decided that the times of superheroes is over and that only practice makes perfect, so if you want have a hero that is able to take down every enemy, to drive like a race pilot, and to shoot as well as a trained assassin, then you have to practice.
And things are even more complex, because CJ will evolve in the same way as a RPG hero does. If you complete a mission, you get your buddies out of a mess, you go to the gym and you shoot some enemies, you gain some respect, some stamina and all sorts of things.
The missions CJ will have to accomplish are divided in two categories: those that are connected to the main story and those that aren't. Given the huge of the city, you will always find things to do, making GTA San Andreas a game you will be able to play for days. The biggest novelty is that CJ has learned to swim and this gives the game a whole new perspective.
Another important thing to notice is that unlike previous titles from the GTA franchise, in GTA San Andreas your objectives are much more detailed, which greatly simplifies missions.
But this doesn't mean GTA San Andreas is an easy game and as things evolve, the missions will become more and more difficult. Some of them will be similar to the ones from previous titles and you'll even encounter familiar characters.
The radio's worth all the bucks:
I can't imagine GTA without music, and I don't even want to because Rockstar has fitted San Andreas with the best radio stations ever. They are much more varied and numerous compared to Vice City and they fully contribute to recreating the atmosphere of the '90s.
Aside from the radio stations which cover a wide variety of music genres, San Andreas will also let you create your own radio station where you will be able to listen to your MP3s.
And the radio's not the only thing sending you back to the '90s because the characters' clothes and city views are also playing an important part in recreating that special feeling.
The truth is that even if there are nothing but great things to be said about the game's storyline, what really tops it all is Rockstar's effort to create a city in which you feel a rather compelling desire just to wonder about, and, truth be told, I've spent the first 3 or 4 hours of the game just walking around and admiring the landscape.
And GTA San Andreas is as authentic as it gets. I don't know if there are many games in which you stumble upon characters moving around with a joint in there hand and whose speech consists mostly of expressions as "motherfucker" and others of the kind.
Out of the games which can be included in the same category, only Mafia has succeeded in recreating a certain period and a universe to such a level of accuracy that you actually feel like having been there.
A game not to be missed:
Whether you're a GTA fan or not, GTA San Andreas is a game you cannot afford to miss. And although the game is not perfect, in the end, you'll end up being addicted to it.
I don't know if Rockstar will be able to come up with something better than GTA San Andreas, but this game will surely make history. One thing is for sure, GTA III's record of best selling game is seriously threatened by the new San Andreas.
System Requirements:
Minimum Requirements:
CPU: 1GHz Pentuim III or AMD Athlon
Memory: 256MB RAM
Drive: 8x Speed DVD Drive
Hard Drive: 3.6 GB Hard Disk Space
Graphics Card: 64MB Video Card
DirectX 9 Compatable Sound & Video Drivers
Keyboard, Mouse
Recommended Requirements:
CPU: Intel Pentuim 4 or AMD XP Processor (or better)
Memory: 512MB RAM
Drive: 16x Speed DVD Drive
Hard Drive: 4.7GB Hard Drive Space
Graphics Card: 128MB Video Card
DirectX 9 Compatible Sound & Video Drivers
Keyboard, Mouse or Game Pad
Size: 4.05 GB
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Category:
PC Games
Dead To Rights 2
Dead to Rights was an ambitious game made by Namco to bring the Hong Kong styled action thriller to the small screen. Dead to Rights 2 takes the original's formula and distills it, removing any sort of mini game challenges, coherent and memorable plot, interesting characters and piles on waves and waves of bad guys to shoot in the face until your left and right mouse buttons break.
Story:
The plot is about as throwaway as it gets, fully embracing the action movie's cheesy cliches. Judge McGuffin (how clever) has been kidnapped after he revealed publicly he had incriminating evidence against high society in Grant City, so he got himself kidnapped. Since old McGuffin was a friend of Jack's family, Jack feels obligated to shoot every scumbag in Grant City until he finds him. The rest of the story follows Jack as he runs around town crashing his police car into various gang hideouts, shooting the out of everyone while yelling corny one liners like "You call this valet parking?" or "You're gonna pay for that", occasionally broken up by random fist fights. Seeing as this game is a prequel, it's kind of hard to imagine that Jack Slate went from a roided-up meathead with a serious attitude problem to the character that we see him as in the original game.
Graphics:
Dead to Rights II has a very bare bones look. Levels are usually composed of long hallways followed by square rooms filled with some objects for you to take cover behind. Character models are decent, but they are very lacking in detail. Some of the levels, such as the one in the nightclub, have some good lighting effects, and the various exploding objects (barrels, vehicles and, strangely, vending machines) blow up nicely. Just like in the first game, the animations are the star of the show. Jack Slate's new disarm moves are even more brutal than before, and all of the character motions animate with more fluidity than the original. Most of the major cutscenes in the game are handled through prerendered video, and the few that are done with the in-game engine look horrible. Once again, Namco half-assed the PC port for this game so there's nothing remarkable about it graphically.
Sound:
Dead to Rights II's audio is a throwback to the old days, with vaguely interesting rock beats pulsating in the background as guns and explosives go off. Weapons sound beefy, as they should, and every shot fired or punch landed is satisfying to hear. The voice acting is laughable, as Jack Slate's VA hams it up to the point of no return. Other characters deliver similarly cheesy lines with terrible voices.
Gameplay:
Dead to Rights II, from start to finish, is a test of your reflexes. While on the surface, it looks like a Max Payne clone, it plays nothing like it. Each level generally consists of you versus a virtual army of gangsters. Just like in the first game, you don't aim - you just target lock and let the game do the rest. Jack Slate's defensive maneuvers are back, too. You can grab hostages (although this seems much less effective now) and performing slow mo, 1 hit kill disarming moves. You can also send out your dog to attack enemies or retrieve ammo for you, although he tends to get stuck in walls a lot. To facilitate the act of shooting people in the face, you get an absolute **** load of guns, although they're all mostly the same and fall into the standard videogame categories: you have your rapid fire pistols and SMGs which do low accuracy and damage, shotguns with high power and broad range, and assault rifles which lie in the middle ground, plus some explosive weapons like grenades and rocket launchers. The shooting action is solid, but a huge flaw in this game is the total lack of ammunition. You'll be gunning people down non stop and constantly be running low on ammo - a real pain in the butt during bossfights.
To give you a break from the constant shooting, a few levels have you inexplicably fighting bad guys in hand to hand combat. There's much less to talk about here. It's far less difficult than it was in the first game, and all sense of strategy has been removed. Run up to a guy, pummel him to death with your punches and kicks. Rinse and repeat. You can do disarming moves and use your dog, but it's not necessary. Melee weapons have been added this time around, but they're not necessary for defeating your enemies either.
Conclusion:
If you liked the first game, you might like this game too. Smart, different or varied, this game ain't. The shooting is mildly interesting at best and infuriatingly difficult at worst as the game throws hordes of faceless mooks at you while you scramble for ammo. The only replay factor comes from beating the game on harder difficulties to unlock new guns.
System Requirements:
Windows 2000/XP/Vista/Win7
Processor: Pentium 4 @ 1 GHz
Memory RAM: 512 MB
Hard Drive: 1.5 GB Free
Video Memory: 64 MB
Sound Card: DirectX Compatible
DirectX: 9.0
Keyboard
Mouse
DVD-Rom Drive
Size: 1.29 GB
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Category:
PC Games
Project IGI I'm Going In
The awkwardly named Project IGI I'm Going In follows in the trend of the Rainbow Six series, the Delta Force series, and SWAT 3. It eschews the outlandish futuristic weapons and imaginary settings of many traditional shooters and focuses instead on contemporary realism. In the game, you play as David Llewelyn Jones, a former Special Air Service member who now works as a freelance operative for both the British and American governments. The game features a blend of stealth, covert surveillance, and high powered firefights at secret military bases, and it has much of the thrill and daring of the James Bond films of the late Cold War era. But it also has several significant shortcomings.
In Project IGI, your mission is to help retrieve a stolen nuclear warhead and prevent an act of nuclear terrorism. The action begins in the former Soviet Union, and your first goal is to rescue a contact who has vital information about the nuke and who is being held and tortured at a military airfield in Estonia. The narrative is primarily told through in engine cutscenes at the beginning or end of each mission, and they're visually stylish - their dramatic camera angles and lighting effects approach film quality at times, though the flat dialogue can be a bit tedious and the cast of characters isn't very interesting. The tone of the missions tends to be realistic: While you're a skilled agent, you're just one man - not a one-man army. As such, you'll need to do a lot of creeping through the shadows, sneaking around security cameras, hacking computers to deactivate surveillance systems, and using binoculars to scout the area. When you run into the inevitable confrontation with guards, fast and furious firefights ensue. The game's general emphasis on realism means you'll need quick reflexes: Even if he's wearing body armor, a few shots can still put a painful end to the hero's career. You can restore health only by grabbing a medical kit from an infirmary - if there even is one in the area.
Project IGI is a strictly single player game with 14 missions that are often large and complex, but they're divided into smaller, more manageable objectives. Unfortunately, there's no way to save your game during a mission, and even on the lowest difficulty setting, some missions can be quite hard, and they will inevitably require you to restart from scratch a number of times before you achieve success. Since you'll typically be infiltrating military installations, you'll run into swarms of guards, many of whom stand waiting in towers with their sniper rifles. Death awaits at every corner. The abundance of guards is necessary because the game's enemy artificial intelligence is spotty if not downright poor, as enemies sometimes stand obliviously when you kill one of their comrades, who is only a few feet in front of them. Also, the game sometimes cheats by making guards appear out of thin air or from buildings that you've already cleared.
During missions, you'll have access to a large arsenal of weapons, some of which you're equipped with at the start of the missions, and many of which you pick up from dead guards. They run the gamut from a combat knife for silent kills to antitank weapons for the occasional armored fighting vehicle. Other real world weapons in the game include the Glock 17, Desert Eagle, MP5, M16 A2, Minimi, Spas 12, Uzi, Pancor Jackhammer automatic shotgun, Dragunov sniper rifle, and others, along with flashbang and fragmentation grenades. Weapon physics are generally believable: Automatic weapons have a noticeable kick that hinders your aim, and bullets will penetrate walls and doors of varying material and thickness depending on the caliber or muzzle velocity of the gun.
Since much of the game is about stealth and careful observation, you'll get to use some clever gadgets in addition to your weapons. Your binoculars have night vision and a digital compass, and they smoothly zoom out to very long ranges. You also have a PDA that lists your mission objectives and visually keys them with numbers to a live satellite video reconnaissance feed. You can zoom and pan the readout, and since it's shown in real time, you can actually watch guards advance and attack you if you neglect to turn off the PDA map at an inopportune time. The PDA also logs your communications, which include both status reports and tips from Anya, your advisor back at headquarters who's watching your progress. Frequently, reports from Anya, including those that advance the game's plot, appear when you're busy avoiding or fighting guards, so the ability to read them later on your PDA helps make up for that flaw.
Another flaw in the game is the way you manipulate or interact with certain objects. When you stand next to an object you can use, you'll see an icon light up at the bottom of the screen. During time consuming actions like hacking a computer or climbing a ladder, the game switches from first to third person view, which can seem awkward initially. However, this lets you retain situational awareness during these times since you can pan the camera in all directions with the mouse. You do need to precisely line yourself up with an object to manipulate it in the first place, which can result in your death if you need to make a quick escape.
Despite the odd perspective switching, the graphics overall are very good. Textures are highly detailed (albeit dully colored), varied ambient lighting depicts different times of day and atmospheric conditions vividly, and weapon models and skins are convincing. Weapons interact visually with the environment too, and they will shatter glass and leave bullet holes in walls for the duration of a mission. When you fire at wood or other light materials, shards and splinters fly. Some of the weapon effects are also quite graphic: You'll see blood spatter on walls during close quarters firefights, and sometimes even pieces of cranium fly when you snipe someone in the head. Oddly, the bodies of dead guards simply vanish after a few seconds. Some of the effects are less gruesome but still memorable, such as the occasional static on your PDA as you watch the live satellite imagery and the dynamic displays on your binoculars.
The vast outdoor environments really steal the show in Project IGI. Some design concepts for the proprietary 3D engine came from Innerloop's flight simulator, Joint Strike Fighter - and it shows. Early in the game, you'll infiltrate a military airbase with a seemingly endless runway, a geodesic radar dome, huge hangars with parked fighter jets, troop barracks, and so on, all of which are surrounded by realistically scaled and subtly textured hills and mountains. This huge visual scope is really immersive and memorable, especially since the outdoor terrain is so well textured. By contrast, the indoor environments in the game tend to be repetitive and forgettable. Also, because of the huge areas, you'll have to do lots of laborious running.
The sound compares favorably with the graphics - it is sometimes even better. The musical score, while hardly outstanding, is nevertheless well crafted, and its tense mood complements the action of the game well. Voiceovers are competent but bland, and Russian or Estonian guards will shout at you in English instead of their native tongues. The sound effects suffer none of the weaknesses of the dialogue; in fact, they're often spectacular. Each weapon has a convincing and vivid set of sounds, and explosions are suitably loud. Footsteps alter according to the surface on which you're walking and whether or not you're running or padding softly. The environmental sounds are superb - gates grind, motors hum, security cameras beep, and elevators chime as they reach a new floor. Intermittent thunder will boom during a rainstorm, and depending on what type of roof you're under, the rain alters from muffled tapping on wood to loud drumming on a sheet metal overhang. The sound is especially well done during cutscenes - for instance, helicopter rotors nearly drown out characters' radio communications, and you can hear details like the canopy lowering on a Russian fighter as you make off with it.
While none of the individual elements of Project IGI are particularly original, they're meshed together very well. The missions feature a finely paced balance between tense stealth and dramatic combat. By mixing military firefights with careful sneaking, the game manages to be entertaining overall, and the environments are very convincing. Still, the game has problems that can't be overlooked, such as the lack of midmission saves, the weak artificial intelligence, and a general lack of interesting or memorable characters, including the one you play. Also, while you can approach each mission slightly differently, there's only so much variety that each affords, and there are no multiplayer modes or level editor. So, despite the long and complex missions, the game's replay value is really limited. Still, as a single player shooter with a traditional progressive mission structure set in realistic and memorable environments, Project IGI is a fun, if flawed, action game.
System Requirements:
Minimum:
IBM PC or 100% compatible
Microsoft Windows 95/98
Pentium II 300 MHz
64 MB System RAM
100% DirectX 7.0a-compatible 3d Accelerated Card with 8MB VRAM
100% DirectX 7.0a-compatible Sound Card
Quad Speed (4X) CD-ROM drive
500MB free uncompressed hard drive space
100% Windows 95/98 compatible mouse and keyboard
Recommended:
Pentium III equivalent or greater
128 MB System RAM
100% DirectX 7.0a-compatible 3d Accelerated Card with 16 MB VRAM
100% DirectX 7.0a-compatible Sound Card
Eight-speed (8x) CD-ROM drive or faster
500 MB free uncompressed hard drive space
Size: 263 MB
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Category:
PC Games
Commandos Strike Force
Though based on a great series of innovative tactical action/puzzle games, Commandos Strike Force comes off as just another middling World War II shooter, despite some good ideas.
The Commandos series dates back to 1998, and it was always a whole lot easier to like than it was to describe. While the Commandos trilogy looked and played like real time strategy games, they combined tactical action and puzzlelike situations from an isometric perspective. The result was some tense, open ended, and highly challenging scenarios. Now Commandos is back in wait for it a World War II themed first person shooter. This latest entry in the series attempts to integrate some of the distinguishing features of the previous Commandos into a fast paced WWII action game, but it just doesn't execute on its ideas as well as a lot of other similar games do.
The strategy roots of Commandos Strike Force are well hidden beneath the guise of a generic WWII shooter.
The transition from strategy game to shooter has also served to limit the scope of Commandos Strike Force. In the previous games, you'd get to control a squad of specialized soldiers who could spread out to assault and sabotage huge Nazi compounds. In Strike Force, there are just three characters forming the squad (and they're nobody Commandos fans will recognize): a Green Beret, a sniper, and a spy. These guys combine some of the abilities of the other Commandos characters. For example, the sniper is also an expert with deadly throwing knives and happens to be a great swimmer, so he's like a cross between a sniper and a Marine. However, the game loses its predecessors' sense of you having to coordinate a complex invasion. Here you just tend to control one or two of these soldiers in a given mission, sneaking your way past Nazis or killing them in droves. The missions themselves still sometimes have an open-ended feel, such that you may have multiple objectives you can tackle in any order. But larger missions are divided up into multiple smaller zones, which diminishes the sense that you're deep behind enemy lines. The presentation isn't particularly compelling either, especially on the console versions, which look really bland. These missions feel like your average first person shooter levels.
Commandos Strike Force isn't particularly successful at telling you a compelling story, either, though it seems to try. The three soldiers have their own distinct personalities, from the wisecracking Lieutenant Hawkins (the sniper) to the slightly aloof Colonel Brown (the spy). But their interactions during between mission cutscenes often seem disjointed and awkward (not to mention surprisingly filled with profanity for a T-rated game), and the missions themselves aren't always clearly related, so you really aren't drawn in from any of these respects. At least the characters play fairly distinctly. The Green Beret is a pretty generic gunner, the sniper's long-range rifle and throwing knives make him quite different, and the spy is able to take uniforms from dead enemies and infiltrate their ranks he just needs to watch out for the piercing gaze of high-ranking enemy officers.
This stuff may be conceptually interesting, but the quality of the underlying action isn't particularly impressive. The game's modeling of stealth is fairly simplistic, as you can just walk right up to an unsuspecting enemy as long as he's not looking your way. Keep a low profile by crouching, and even enemies looking straight at you will have a hard time seeing you. Enemies may be alarmed to find the dead bodies of their comrades, but since bodies simply disappear after a little while, this isn't much of a concern just another knock against its sense of realism. Meanwhile, a highly convenient radar reveals all foes in the vicinity and often the direction they're looking in. This is useful while sneaking, but it feels almost like cheating when you're running and gunning, since you'll always know when there's an enemy around the next corner. Combine that with lousy, slow-on the draw enemy artificial intelligence, and you'll find that brute force rather than tactical prowess tends to be the path of least resistance through Commandos Strike Force. However, some missions force you to avoid detection, requiring you to slowly inch your way through a level you know you could probably just blast your way through if only the game let you. You can save anywhere, which will compel you to take a trial and error approach in each new situation.
In addition to the single player campaign, Commandos Strike Force offers an online multiplayer mode that's roughly the same on the PC, Xbox, and the PlayStation 2. You can theoretically get up to 16 players going on the PC or in a system link match on the Xbox, though the console versions are normally limited to an eight player limit. But good luck finding people to play with. During a week's worth of attempts, we found only small handfuls of players on any of the given versions of the game. The matches we did get into felt laggy, meandering, and unfocused, lending themselves to lots of sniping. Playable modes include the typical deathmatch and team deathmatch, as well as a mode called sabotage, in which spies may attempt to interrogate fallen foes for a code to sabotage the enemy base. Of the small numbers of people that were playing Commandos Strike Force online, next to no one seemed to be bothering to try to get a grip on this team-based mode.
Commandos Strike Force isn't a bad game it's just similar to but worse than a large number of other World War II shooters. Its main distinguishing features the ability to control a couple of soldiers through open ended levels aren't all that remarkable, and the core action doesn't cut it either. Consider this one a casualty.
System Requirements:
Microsoft Windows 2000/XP/Vista/Win7
MINIMUM:
Pentium 4 1.8GHz Processor
512MB RAM
DirectX 9.0
64MB GeForce 4Ti or Radeon 9 Class Video Card with Pixel Shader v1.1 and Hardware T&L
DirectX Compatible Sound Card
4X DVD-ROM Drive
2.4GB Hard Disk Space
Keyboard
Mouse
RECOMMENDED:
Pentium 4 2.4 or Athlon XP 2.4GHz Processor
512MB RAM
128MB GeForce 6000 or Radeon X Class Video Card with Pixel Shader v1.1 and Hardware T&L
DirectX Compatible Sound Card
8X DVD-ROM Drive
3.4GB Hard Disk Space
MULTIPLAYER SYSTEM REQUIREMENTS
2MB Broadband Internet Connection
Size: 3.891 GB
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Category:
PC Games
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