Sunday, September 30, 2007

The Settlers VI Rise Of An Empire

Publisher: Ubisoft
Developer: Blue Byte
Genre: Strategy
Release Date: Sep 25, 2007 (more)
ESRB: EVERYONE 10+
Number of Players: 1-4

In The Settlers VI: Rise Of An Empire, the player builds lively, bustling towns in a medieval world. Everything is visible, lovingly animated and realistic. Each settler has his or her own daily routine, with a range of different actions and behaviours that can be observed by the player at all times. This enables him to get the best out of his Settlers, build up a flourishing economy, tend to his settlers' needs, and protect his empire against danger from the outside. By expanding his empire, the player can aspire to becoming a legendary king or queen.

The most popular features of the predecessors in the series have been retained, and many of the fans desires and wishes were incorporated into the new game to create a very special Settlers atmosphere. The result is a realistic medieval world, captured in intricate detail. The game features an immersive, yet transparent economic system based on the resources, wares and goods produced by the settlers in their various trades and occupations.

The Settlers: Rise of an Empire combines the most successful elements of its predecessors to make it the best Settlers game of all time!

Minimum System Requirement
Operating system: Windows XP, Windows Vista
DirectX 9.0c
Pentium 4 1.8 GHz, Athlon XP 1800+ CPU
512 MB RAM
100% DirectX 9.0c compatible graphics card with 64 MB RAM,
Vertex Shader 1.1 and Pixel Shader 1.3 support
NVIDIA GeForce4 Ti or better
ATI RADEON 9500 or better




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Friday, September 28, 2007

Moto Racer 3

Publisher: Atari
Developer: Delphine Soft.
Genre: Motocross Racing
Release Date: Jan 31, 2002
ESRB: EVERYONE
Number of Players: 1-8

Released six years ago by Electronic Arts, the original Moto Racer capably blended the two distinct disciplines of superbike and motocross into one explosive package and proved to be one of the first truly satisfying PC motorcycle racing games ever produced. 1999's Moto Racer 2 offered numerous new perks and even more options, yet it failed to deliver an appreciably better ride at a time when motorcycle racing was really beginning to take off with the likes of Microsoft's Motocross Madness. Now, with Moto Racer 3, returning developer Delphine Software and new publisher Infogrames have upped the ante considerably by somehow squeezing almost every conceivable form of two-wheeled competition on a single disc. From speed-drenched blacktop racing to dirt-encrusted supercross and motocross, trick-crazy freestyle, painstaking trials, and even a certifiably suicidal "traffic" mode, the game seemingly covers all the bases. Unfortunately, it also feels awkward and incomplete. In attempting to be all things to all PC motorcycle enthusiasts, Moto Racer 3 isn't quite as enjoyable or as polished as it could have been.

That's not to say it is not without its charms, the foremost of which is its stunningly diverse selection of racing alternatives. In speed mode, you'll hurtle through long and accommodating paved racecourses at breakneck speed, the wind buffeting your helmeted head as you negotiate wide straightaways and huge sweeping corners. In supercross/motocross mode, you'll bounce and be bounced over a series of sadistically undulating dirt tracks, thrilling to the inevitable air time you'll experience yet struggling to keep your tires on the ground, where they can translate the power you so dearly want to apply. As a freestyle rider, you'll use ramps, knolls, moguls, and whatever other launching devices you'll find strewn about the vicinity to grab the biggest air and perform the most death-defying stunts before the constantly ticking timer counts down to zero. In the trials mode, you'll slowly and meticulously balance and maneuver your steed over an obstacle course designed to topple you to the ground at just the slightest miscue, and in traffic mode you'll blitz through the virtual streets of downtown Paris, trying to outride your single opponent to the finish line without first being beaten into escargot by a frenzied Parisian rush-hour motorist.

Minimum System Requirements
System: PIII 450 or equivalent
RAM: 64 MB
Video Memory: 16 MB
Hard Drive Space: 650 MB

Recommended System Requirements
System: PIII 600 or equivalent
RAM: 128 MB
Video Memory: 32 MB



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Thursday, September 27, 2007

World In Conflict

Publisher: Sierra Entertainment
Developer: Massive Ent
Genre: Real-Time Strategy
Release Date: Sep 18, 2007 (more)
ESRB: TEEN
Connectivity: Online, Broadband Only
Resolution: Widescreen
Online Modes: Team Oriented
Number of Players: 1 Player
Number of Online Players: 16 Online

It goes without saying that it's a good thing World War III didn't erupt between the United States and the now-defunct Soviet Union. For many of us who were children during the Cold War, the fear of being annihilated in a nuclear conflict was very real. So it's a bit strange now that we can look back at that era and have the luxury of imagining what could have been. Or we can play World in Conflict, Sierra and Massive Entertainment's incredible new real-time strategy game. This isn't your standard RTS game, as World in Conflict doesn't follow the familiar model of resource gathering, base building, and swarming armies. Instead, it feels almost like an action game masquerading as a strategy game, and it offers up a relentlessly fun and amazing new approach to the genre, one that works in single-player and even more so in multiplayer.

World in Conflict is set in an alternate-history version of 1989. Instead of the Berlin Wall falling and communism collapsing, the Soviet Union launches an assault on Western Europe, and the United States rushes its forces in to aid its Western allies. Four months into the conflict, after the US Navy has been attrited down, the USSR launches a surprise invasion in Seattle and pushes inland. In the 14-mission single-player campaign, you play as a company commander who is part of the meager US defense; there is no campaign from the Soviet perspective, though you can play as the Red Army in multiplayer. However, the campaign twists and weaves, letting you experience a sample of the European conflict, battle in remote areas of the Soviet Union, and bring the fight to New York City.

Yes, the story is a bit far-fetched, but World in Conflict does a great job of making the implausible seem believable. That's partly due to the excellent storytelling, which is spearheaded by pitch-perfect narrator Alec Baldwin. He's backed up by a great voice acting cast that brings the principle and secondary characters to life, along with a story that offers up emotional and sometimes humorous vignettes from a world at war. For instance, you'll hear a soldier's futile battle against Army bureaucracy, the phone conversation of a husband and wife, and the deliberations of the president and his top military advisors. While there's a small misstep or two, such as a gospel song in the weirdest of places, the game effectively tugs at your heartstrings, which is rare for a strategy game, especially when it concerns the fate of one character whom you presume to be entirely one-dimensional but isn't. Some of these vignettes are conveyed through in-game cutscenes, while others are delivered through graphic-novel-style drawings. World in Conflict also features some incredible prerendered cutscenes that are so good you actually wish there were more of them.

Minimum System Requirements
System: 2.2GHz single-core or any double-core process or equivalent
RAM: 512 MB
Video Memory: 128 MB
Hard Drive Space: 8000 MB
Other: 1GB RAM required for Windows Vista

Recommended System Requirements
System: Intel Core 2 Duo or equivalent
RAM: 1024 MB
Video Memory: 256 MB

Screen Shots

Wednesday, September 26, 2007

Marine Sharpshooter II - Jungle Warfare

Publisher: Groove Games
Developer: Jarhead Games
Genre: Modern First-Person Shooter
Release Date: Jun 24, 2004
ESRB: MATURE
ESRB Descriptors: Blood, Strong Language, Violence
Number of Players: 1 Player

Marine Sharpshooter II: Jungle Warfare is better than Marine Sharpshooter. It's also the best of the five budget-priced shooters that developer Jarhead Games has churned out over the last two years, which is mostly a testament to how bad those earlier games were, because Marine Sharpshooter II still isn't very good.

For example--and this may be a spoiler for anyone still planning to buy the game and then play it all the way to the end--the final boss is a Hutu strongman you've been chasing all over the impoverished sub-Saharan nation of Burundi. He's introduced in a cutscene that makes it appear that he has run off somewhere, at which point an unending stream of rebel soldiers begins attacking you from a few hundred meters away on the far side of an impassable gorge. Rather than having some sort of distinguishing feature or behavior, the rebel boss acts and looks almost exactly like the surrounding grunts. Worse, the fight takes place in a downpour at night, meaning you'll probably be using night vision, which turns everyone into an even more indistinguishable green blob. The boss also exhibits absolutely no reaction to being shot. Because he's hiding behind a pile of crates and because you've had eight hours to become acclimated to the spotty collision detection--sometimes a tuft of grass will act as a bulletproof barrier--you'll assume that he's a minion inadvertently protected by the gameworld's haphazard physics and move on to other targets. Finally, you'll need to shoot the guy--who doesn't look like a boss and doesn't react to being shot--11 or 12 times before he'll die, a level of superhuman endurance completely unprecedented in the game's otherwise realistic damage model, all of which adds up to one of the most confusing boss encounters ever created. You expect a certain level of corner cutting in a budget game, but a small budget can't excuse what is, in this case, purely a failure of design. This boss battle isn't just poorly implemented; it's terrible from inception.

Minimum System Requirements
System: Pentium III/750 MHz or equivalent
RAM: 128 MB
Video Memory: 32 MB
Hard Drive Space: 500 MB

Recommended System Requirements
System: Pentium IV/1 GHz. CPU or higher or equivalent
RAM: 512 MB
Video Memory: 128 MB


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Tuesday, September 25, 2007

Desperados: Wanted Dead or Alive

Publisher: Atari
Developer: Spellbound
Genre: Strategy
Release Date: Jul 23, 2001
ESRB: TEEN
Number of Players: 1 Player

If Desperados: Wanted Dead or Alive looks a lot like the Wild West version of Pyro Studios' Commandos: Behind Enemy Lines, it's a case of where appearances aren't deceiving. Instead of being set in World War II, this character-based real-time strategy game puts you on the old American frontier. You'll gather up a group of desperados to recover money stolen from a railroad, and then you progress through a series of clichéd plot twists centering on dirty dealing, double crossing, and lots of Mexican banditos led by a villain named El Diablo. Familiarity doesn't always breed contempt, though, and the game's atmosphere is engaging and even charming, precisely because it plays so well on our Hollywood vision of the West. Unfortunately, the vivid and inviting setting can't make up for some substantial gameplay flaws.

In your adventures, you'll control the main hero, John Cooper, plus his gang of five desperados, each with around six unique abilities. For instance, Cooper can climb sheer rock faces or perform a quick triple shot with his Colt revolver to take down three opponents at once. Explosives expert Sam Williams tosses dynamite at enemies or startles them with a snake he keeps in a sack. One-eyed Civil War veteran Doc McCoy heals other characters and knocks enemies out with sleeping gas. Kate O'Hara, an expert poker player, seduces villains by sliding her skirt up to reveal her garter, and she can temporarily blind opponents by reflecting the sun in her mirror. A nimble Chinese girl, Mia Yung, fires a blowpipe dart at enemies to make them hallucinate or can distract them with her pet monkey, Mr. Leone. The hulking, clumsy Sanchez entices villains into a drunken stupor with his tequila bottle and clears buildings by throwing people out the windows.

Minimum System Requirements
System: PII 266 or equivalent
RAM: 64 MB

Screen Shot

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credit : Guy_kid

Monday, September 24, 2007

Spiderman 2

Publisher: Activision
Developer: Fizz Factor
Genre: Sci-Fi Action Adventure
Release Date: Jun 28, 2004
ESRB: EVERYONE
ESRB Descriptors: Violence
Number of Players: 1 Player

In this day and age, most third-party games are released across multiple platforms. When the game in question is a major licensed property, like Spider-Man 2, it's almost guaranteed that you're going to get the same game on several different systems. Activision did this, in part, by releasing a Treyarch-developed Spider-Man 2 game on the Xbox, PlayStation 2, and GameCube. But for some reason that game didn't make its way to the PC. Instead, PC owners are getting a completely different game. Between the game's overly simplified gameplay mechanics and its weak presentation, this is definitely a case where "different" doesn't mean "better."

At its core, the PC version of Spider-Man 2 is attempting to do the same thing that the console game does. It takes only the most basic shreds of story from the movie of the same name and inserts them into an action game. In an attempt to liven things up a bit, the game does more than merely pit Spider-Man against Dr. Octopus. You'll also face other villains, like Mysterio, the Puma, and on multiple occasions you'll square off against Rhino. When you aren't doing that, you're stopping bank robberies and beating up on other, lesser thugs. Generally speaking, the game doesn't go out of its way to tell any story at all. You'll get a cutscene here and there, but most of these cutscenes are ugly. A few of them come from the console versions of the game, and these look just fine. But the cutscenes that were created specifically for this version of the game are awful. They run at a choppy frame rate, and the scenes would probably look better if they were just rendered in-engine.

Minimum System Requirements
System: Pentium 600Mhz processor or equivalent
RAM: 128 MB
Video Memory: 16 MB
Hard Drive Space: 827 MB


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Paparazzii: The Million Dollar Shot

Publisher: Activision
Developer: Activision
Genre: Adventure
Release Date: Oct 6, 2006
ESRB: EVERYONE
Number of Players: 1 Player

Taking the role of an aspiring photographer, you must begin as a Paparazzi and work your way through ten assignments while trying to locate and shoot all sorts of subjects including Hollywood stars, Big Foot, and aliens. Complete the final task of catching a subject in 30 seconds or less to gain the title of "The Greatest Photographer Ever to Click a Shot."

Get a glimpse into the bizarre world of the tabloids with Paparazzi!Travel the country to build your reputation as a hotshot, dirt-diggingphotojournalist through 10 diverse and humorous Photo Assignments! Useyour eyes and your reflexes to capture photos of strange subjects tosell for cash! Search for and photograph challenging, hidden clues in avariety of interesting and bizarre locations! Succeed and you'll risethrough the ranks of the newspaper staff to become an Ace Photographer!

OS : Windows 98, Windows 2000, Windows XP, Windows Me
Ram : 128 MB
CPU : P800

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Sunday, September 23, 2007

The Sim2

Publisher: EA Games
Developer: Maxis
Genre: Virtual Life
Release Date: Sep 14, 2004 (more)
ESRB: TEEN
ESRB Descriptors: Crude Humor, Mature Sexual Themes, Violence
Number of Players: 1 Player

If you were wondering, The Sims 2 is a great sequel and a great game in its own right, and it's recommendable to just about anyone. For some, especially the devoted fans that have enjoyed the first game's open-ended gameplay, which was all about controlling the lives of autonomous little computer people, this is all that really needs to be said. But considering that The Sims 2 is the sequel to what is reportedly the most successful computer game ever (and that's not even counting its many expansion packs), the new game almost seems like a victim of its own success. Yes, it introduces plenty of new features that enhance the gameplay that was so popular in the original game, but it doesn't drastically refresh it. It also features plenty of options to play with, but it seems like it could've used even more content. Then again, you could simply say that EA and Maxis are making sure the game has room to grow with future updates--and there's no denying that The Sims 2's additions will give dedicated fans of the series plenty of stuff to do.

In the most basic terms, The Sims 2, like The Sims before it, lets you create one or more "sims"--autonomous characters with distinct personalities and needs. You then create a virtual household of one or more sims (you get to decide whether they're roommates, spouses, or parents) and move them into a house and a neighborhood that is either prebuilt or built from scratch. Your sims interact with each other and with their neighbors, children leave the house for school each day, and employed adults head out for work to earn a living in one of a number of different career paths. However, the sequel has several new options, including an enhanced neighborhood editor that lets you import custom cities from Maxis' own SimCity 4, if you have that game installed. Plus, there are expanded building options that let you build a much bigger house.

Minimum System Requirements
System: 800 MHz processor or equivalent
RAM: 256 MB
Video Memory: 32 MB
Hard Drive Space: 3500 MB
Other: A T&L-capable video card


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Saturday, September 22, 2007

Gladiator: Sword of Vengeance

Publisher: Acclaim
Developer: Acclaim
Genre: Beat-'Em-Up
Release Date: Nov 18, 2003
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Intense Violence
Number of Players: 1 Player

Ancient Rome and, more specifically, Roman gladiators have always made interesting subject matter for various mediums of entertainment. Throughout the years, numerous films, including the Academy Award-winning classics Ben Hur and Gladiator, featured some of the most epic gladiatorial action sequences every created and made heroes out of these enslaved Roman warriors. Strangely enough, however, there haven't been many good action games to feature Roman gladiators in any really serious capacity. Recently, this has all come to change, thanks to Acclaim's Gladiator: Sword of Vengeance, an action adventure game rooted deeply in a style that combines Ridley Scott's Gladiator with some of the more mythical aspects of Roman history. Gladiator does have some shortcomings, as its simplistic and frequently flawed gameplay can prove to be problematic. However, some excellent production values and an intriguing plot ultimately make the game most certainly worth checking out.

Sword of Vengeance focuses on the life of one Invictus Thrax, a Roman born into slavery, who eventually rose through the ranks of gladiator battle to become the champion of all gladiators. He was also once favored by the Roman emperor, who promised him his eventual freedom. However, at the beginning of the game, we learn that the emperor was mysteriously killed and replaced by Arruntius, a sinful, vice-driven madman who has plunged Rome into its darkest times. Arruntius has decided to demolish the city of Rome in favor of a new capital city named Arruntium, to further commemorate its unholy leader. To celebrate the demolition, Arruntius stages a grand gladiatorial event, with Thrax at its epicenter. Thrax fights valiantly but is inevitably killed at the hands of an unseen and seemingly inhuman opponent.

Upon his entry into the afterlife, Thrax is accosted by a pair of twin boys dressed in theater masks. They are revealed to be the sons of the Roman god Jupiter: Romulus and Remus. They explain to him that the gods are greatly displeased with Arruntius' ascension to power and reveal that all of this is largely due to assistance from Phobos and Deimos, the gods of fear and terror, respectively, who are also the sons of Mars, the god of war. Thrax is charged with the task of restoring Rome to its past glory and eliminating Arruntius--a task that Thrax is only too happy to accept.

Gladiator is, essentially, a beat-'em-up game with swords. At your disposal, you have two basic attack buttons, which can initially be strung together into some rudimentary combos. You also have a magic button and an all-purpose action button. The action button comes into play in any number of different ways. Some examples include situations where Thrax must jump across a ledge, glide down a rope, use a key in a lock, pull a lever, and so on. Any time one of these actions is performed, it is done through an in-engine cutscene, so the action itself doesn't actually require any skill on your part. The game's basic attacks and magic attacks can be upgraded and earned through challenges. Challenge points are scattered pretty much throughout the game and usually entail slicing up a specific number of enemies or breaking a number of different objects in a set time frame. Through these challenges, you'll earn new magic attacks, like Herculean battle magic, which makes you much stronger and faster. You can also earn the power of Pluto, which brings up spirits from the underworld to assist you in battle. Other items, like new axes, better swords, and the like, can also be earned, in addition to improved combo attacks.

Minimum System Requirements
System: 1 GHz Intel Pentium III or equivalent
RAM: 256 MB
Hard Drive Space: 1300 MB

Screen Shots

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part1,part2,part3,part4

Thursday, September 20, 2007

Cold Fear

Publisher: Ubisoft
Developer: Darkworks
Genre: Horror Action Adventure
Release Date: May 17, 2005 (more)
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Intense Violence, Language

Cold Fear is the first action-horror title under the Ubisoft brand. The game is set in a dynamic environment on a stormy sea, including intense combat, intelligent enemies, and a high element of the shockingly unexpected. Your life jacket won't be sufficient. Players step into the role of Tom Hansen, a U.S. Coast Guard who is sent to board a drifting Russian whaling ship in the middle of a howling storm on the Bering Sea, who will discover there is no safe place here. On this constantly rocking and shifting ship and a mysterious oil rig, players must turn their interactive surroundings to their advantage to take down human enemies and enemies that aren't human any more - and save their own life. [Ubisoft]

Minimum System Requirements
System: 1 GHz or equivalent
RAM: 256 MB
Video Memory: 64 MB
Hard Drive Space: 2200 MB
Other: 2000 / XP ONLY

Recommended System Requirements
System: 2 GHz or equivalent
RAM: 512 MB
Video Memory: 128 MB
Hard Drive Space: 2200 MB
Other: 2000 / XP ONLY

Screen Shots



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part1,part2,part3

Wednesday, September 19, 2007

The I of the Dragon

Publisher: Strategy First
Developer: Primal Software
Genre: Role-Playing
Release Date: Nov 2, 2004
ESRB: MATURE
ESRB Descriptors: Blood, Violence
Number of Players: 1 Player

I of the Dragon is an action RPG with a couple of things in its favor. Instead of letting you play as the typical barbarian or mage, this fantasy game lets you take to the skies as a dragon. It also requires you to do some tactical thinking instead of relying solely on brute force. Beyond that, it's generic fare marred by numbing missions and repetitive combat, not to mention a wholly forgettable gameworld. I of the Dragon isn't actually a bad game, just a strikingly unimaginative one. In short bursts it can be fun, but over the long haul it becomes a real snoozer.

The game serves up a disposable story. Once upon a time, a generic fantasy world was beset by evil monsters. Humans and their dragon allies managed to destroy the wicked monsters infesting the land and banish their Sauron-style leader. After their victory, some shortsighted humans suspiciously turned on the dragons and drove them away, too. Naturally, the great evil of former times returns, and suddenly a dragon--that would be you--is needed to fight the forces of darkness.

Cutscenes fill you in on this limp tale. If you're expecting cinematic drama akin to the astounding cutscenes in Diablo II--or even something half as good--you'll be sorely disappointed. Instead you get lame in-engine scenes in which some little low-polygon guy appears (sometimes with his head cropped out of the picture) and tells you to go kill a bunch of monsters.

In fact, bare-bones monster killing is the core of I of the Dragon--kill all the monsters here, then kill all the monsters there, defend this town from monsters, then defend that town from monsters. Not exactly inspiring or imaginative. When the missions do differ, it might entail building a town, but that basically means flying to a preset site on a map and pressing a particular key. The missions that don't involve merely killing everything on a map can be unclear, since they often give you no idea where to look for the specific monster or building you need to find.

A few woefully ill-conceived missions have you playing as a human. These stink, not only because they're just plain boring, but also because the movement interface and camera were designed for airborne dragons and prove frustratingly inadequate when used for a creature stuck on the ground. You can hardly see where you're going, and evading enemies can be nearly impossible, as your character gets stuck on scenery.

Thank goodness you mostly fight as one of three different types of dragons, each of which has a different combat emphasis and a different selection of potential spells. The basics of movement and combat apply to all three. To move, you just click a spot on the landscape, and away your dragon flies. With the keyboard, you can vary its altitude and speed. However, even with the game-speed slider cranked up to the maximum 200 percent and your dragon's speed stat boosted through leveling up, your character's movement still feels slow and ponderous. Forget any dreams of soaring on the winds and performing stunning feats of aerial acrobatics. These dragons have all the grace and agility of a school bus.

As far as combat goes, you just right-click your target to attack it. The trick is in coordinating your attacks and flight pattern. You can avoid attacks more easily by soaring high above your enemies, but the farther you are from a target, the more likely it is that your ranged attacks will miss. Swooping down low makes it easier to blast your prey, but it also increases the likelihood that you'll get caught in a hail of projectiles. You can use terrain to your advantage, letting an intervening stand of trees absorb attacks from land-based monsters while you destroy the lair that generates them. Some of the terrain is destructible, though, so those trees won't hold out for long.

Your core dragon attacks include close-range breath weapons (fire, frost, and so on) that you can charge up for a lengthy, full-power blast or let loose more quickly but with less power. There are also single-shot breath-weapon attacks and a special attack that lets you dive down, snatch a monster with your talons, and then eat the squealing beast to sate your hunger. You'll need to stop and hover when you feed, so getting to safe ground first is vital.

Minimum System Requirements
System: 600MHz Intel or AMD or equivalent
RAM: 128 MB
Video Memory: 16 MB
Hard Drive Space: 1500 MB
Other: Direct3D-compatible video card (GeForce-level or higher)

Recommended System Requirements
System: 1GHz or equivalent
RAM: 256 MB
Video Memory: 32 MB
Other: Direct3D-compatible video card (GeForce2-level or higher)



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Tuesday, September 18, 2007

MegaMan X8

Publisher: Capcom
Developer: Capcom
Genre: 3D Platformer

In the aftermath of the terrible war started by Sigma in the previous game, the human race has constructed a new line of Reploids to help them expand beyond Earth's shattered remains and colonize the untouched Moon. Unfortunately, Sigma has corrupted these Reploids with his sinister DNA and its up to X, Zero, and Axl to stop him before it's too late. And so begins Mega Man X8, a PlayStation 2 exclusive that mixes the 3D aspects of X7 and the old-school gameplay of X6. Boasting twelve stages in all, X8 offers three completely different playable characters, a more flexible tag team mechanic, upgradeable weaponry, vehicle-based missions, and multiple cinematic endings.

Monday, September 17, 2007

The Sim 2 10 in 1

Publisher: EA Games
Developer: Maxis
Genre: Virtual Life
Release Date: Sep 14, 2004 (more)
ESRB: TEEN
ESRB Descriptors: Crude Humor, Mature Sexual Themes, Violence
Number of Players: 1 Player

If you were wondering, The Sims 2 is a great sequel and a great game in its own right, and it's recommendable to just about anyone. For some, especially the devoted fans that have enjoyed the first game's open-ended gameplay, which was all about controlling the lives of autonomous little computer people, this is all that really needs to be said. But considering that The Sims 2 is the sequel to what is reportedly the most successful computer game ever (and that's not even counting its many expansion packs), the new game almost seems like a victim of its own success. Yes, it introduces plenty of new features that enhance the gameplay that was so popular in the original game, but it doesn't drastically refresh it. It also features plenty of options to play with, but it seems like it could've used even more content. Then again, you could simply say that EA and Maxis are making sure the game has room to grow with future updates--and there's no denying that The Sims 2's additions will give dedicated fans of the series plenty of stuff to do.

Minimum System Requirements
Windows XP, Windows ME, Windows 98, or Windows 2000
2.0 GHz processor or better
RAM: 512 MB
At least 5 GB of hard drive space
VGA RAM256MB ATI 9550+ or GF-FX5800+


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The Sims 2 Bon Voyage

Publisher: Electronic Arts
Developer: Maxis
Genre: Virtual Life
Release Date: Sep 4, 2007 (more)
ESRB: TEEN

The Sims series' unique formula of simulating the lives of little computer people as they live, love, and go to the bathroom has been successful more or less from the start. Both the original game and the solid sequel, The Sims 2, have consistently stayed interesting, thanks to a never-ending stream of expansion packs. And Bon Voyage, the latest expansion for The Sims 2, adds a good amount of variety and some handy new options that make managing your computerized families' lives even easier.

The focus of this expansion is vacations--specifically, moving your family of "sims" out of the house and checking them into a fabulous resort hotel, then hitting one of three different vacation spots: sunny beaches, tea gardens, or ancient ruins. At these vacation spots, your sims try out leisure activities, collect souvenirs, and interact with the locals, who may teach your sims new "social" gestures specific to the area.

Even through three vacation venues may not sound like much, each setting offers multiple hotels with different price ranges, but all of them have enough in the way of basic services to help your sims survive their off-time. The better resort hotels have swimming pools, hot tubs, and other relaxing activities, but they all have handy, round-the-clock room service to feed your hungry sims; beds, showers, and TV sets to take care of their fatigue, hygiene, and entertainment needs; as well as plenty of other guests to socialize with. Since going on vacation suspends the regular flow of time from their home and professional lives (so they don't have to worry about missing a day of work), staying in a hotel makes life much easier for your in-game family.

Once you're settled in a hotel, you can take a cab (or hoof it) to a nearby tourist lot. There's a decent variety of tourist areas for each venue, including shopping and recreation areas where your characters can collect many different items, such as fresh fruit from the local market, or hidden treasure from rummaging through the cabin of an abandoned pirate ship. There are plenty of new social interactions and new activities to try at these venues as well, such as building sand castles or swimming in the oceans, which make excellent group activities. This helps shift the game's focus away from always worrying about your sims' needs (making sure they aren't hungry, tired, or bored) and makes it easier to focus on getting your virtual family into a fun-filled group activity quicker. And the ample population of other sims at both resorts and tourist areas provide plenty of opportunities for characters to network, make new friends, and learn new social gestures (such as bowing, which the kimono-wearing locals at the tea garden can teach you).

When your vacation is over, your sims check out of the hotel and can return home with plenty of mementos. Aside from purchased or scrounged souvenirs, which may appeal to pack rat players who simply must collect everything, your sims may have photos taken with the game's new photo camera, which lets you snap family photos (or ask a kind passerby to get a group shot for you). In addition, if your sims had a great time on their vacation, they'll be able to choose useful bonuses to their abilities on returning home, such as increased productivity at work, faster skill learning, and, perhaps most useful, an additional slot for their immediate "wants"--the short-term personal goals each sim carries around that, when fulfilled, can lead them to true happiness.

SYSTEM REQUIREMENTS
1.3 Ghz processor (2.0 for Vista)
512 MB RAM (1GB for Vista)
Windows(R) Vista, Windows XP, Windows ME, Windows 98 or Windows 2000 Operating System.
8x or faster CD/DVD drive
At least 1.5 GB of additional hard drive space (5.0 GB total is required if installing both The Sims 2 and The Sims 2 Bon Voyage Expansion Pack at the same time.)
A T&L-capable video card with at least 32 MB of video RAM.

Supported video cards:
ATI Radeon(TM) series 8500 or better (9600 or greater required for Vista)
8500, All-In-Wonder 8500
9000, 9200, 9500, 9600, 9700, 9800
X300, X600, x700, X800, x850
X1300, X1600, X1800, X1900, X1950 NVIDIA(R) Quadro(TM) seriesQuadro, Quadro2, Quadro4

NVIDIA GeForce series GeForce2 GTS and better (GeForce 6200 or greater required for Vista)
GeForce 2, 2 GTS
GeForce 3, 3 Ti
GeForce 4, 4 Ti, 4200, 4600, 4800, MX 420, 440, 460
GeForce FX 5200, 5500, 5600, 5700, 5800, 5900, 5950
GeForce PCX 5300, 5900
GeForce 6200, 6600, 6800
GeForce 7300, 7600, 7800, 7900, 7950
S3 GammaChrome
S18 Pro
S18 Ultra
Intel(R) Extreme Graphics (see note below)82865, 82915 and aboveNOTE: If you have a non-T&L capable video card, such as Intel Extreme Graphics, then you need at least a 2.4 GHz processor.

Sunday, September 16, 2007

Nemesis of the Roman Empire

Publisher: Enlight Software
Developer: Haemimont
Genre: Historic Real-Time Strategy
Release Date: Mar 25, 2004
ESRB: EVERYONE
ESRB Descriptors: Violence
Connectivity: Online, Local Area Network
Offline Modes: Competitive
Online Modes: Competitive
Number of Players: 1-8

Nemesis of the Roman Empire (also known as Celtic Kings: Punic Wars outside the US) is Haemimont Games' follow-up to its well-received real-time strategy game Celtic Kings: Rage of War. Nemesis is built upon the same engine as its predecessor but adds two new races, the Carthaginians and the Iberians, to the Gauls and Romans that were available in the original Celtic Kings. While on the surface Nemesis offers features we've seen many times before in the genre, such as hero characters and a lack of base-building, it also includes a clever logistics model and better-than-average artificial intelligence to help it stand apart from the numerous RTS clones on the market.

On the whole, Nemesis' presentation is easily the game's worst aspect--relatively speaking. The orchestral-style music sets an appropriate mood for a game based on classical wars between Rome and Carthage, but the few available scores grow repetitive rather quickly. Voice acting in the game is also rather bad, just as it was in its predecessor. Simplistic cutscenes are interspersed between the campaign missions, but for the most part, the characters in the game interact via text boxes, and mission objectives are given to you with more unceremonious text.
Graphically, the game is pretty good but not great, as the engine seems to have aged since the original Celtic Kings. There's a decent sense of scale between the units and buildings, as well as a fair amount of detail in the actual unit models. The animation is where things start to fall apart--while most units look fine while standing in place and battling, they have somewhat awkward walking motions.

Minimum System Requirements
System: 400 MHz Pentium II Processor or equivalent
RAM: 128 MB
Hard Drive Space: 700 MB