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Monday, 12 December 2011

Saints Row 2


Saints Row 2 is an open world action-adventure video game developed by Volition, Inc. and published by THQ for the Microsoft Windows,PlayStation 3, and Xbox 360 systems. It is the second title in the Saints Row series, after the release of Saints Row in 2006. It is succeeded by Saints Row: The Third, released on 15 November 2011. It was released in North America, Australia and Europe in October 2008 for video game consoles and ported to Windows in January 2009. Before the game's original release, it was ported by G5 Entertainment to mobile phones. Three downloadable content packages were developed for the PlayStation 3 and Xbox 360; Ultor ExposedCorporate Warfare, and The Unkut Pack.
Set in the fictional city of Stilwater, players control the same nameless protagonist, who has survived the yacht explosion from the first game, and leads the Third Street Saints gang. Assisted by the gang, the protagonist seeks to eliminate three rival gangs who have formed during the five-year period between Saints Row and Saints Row 2. The game is presented as a third-person shooter in an open world, with action-adventure and driving sequences. Online co-operative play and competitive multiplayer are allowed.
The initial release versions of Saints Row 2 were met with general approval. The Windows port was met with more mixed reviews. Praise was directed at the game's fast-paced action sequences and nonlinear gameplay; criticisms were directed at technical issues. In its first month of release, the game sold an estimated 400,000 units. It has sold in excess of 3.4 million units as of September 2010.

Gameplay:
The core gameplay comprises elements tha are third-person shooting and driving in a nonlinear environment, giving the player an open world in which to move around. The player's character is capable of maneuvering through the environment, utilizing weaponry and engaging in melee combat warware. After successfully completing the first game mission, the player is able to explore the environment and choose how they wish to play the game. Missions are unlocked by earning 'respect' points from mini games and side-missions and although completing missions is necessary for game progression, players can complete them at their own leisure. The player is granted the option of instantly retrying the missions should they fail an attempt. Numerous checkpoints save progress in each mission, and missions can be replayed from locations within the environment. Aside from attempting missions, the player can explore the environment, purchase items at shops and participate in the aforementioned mini-games and side-missions. The player can alsowreak havoc upon the environment which can provoke potentially fatal attention from authoritative forces. The player can recruit members from a friendly gang and use a mobile phone to contact friends and/or businesses, as well as to input cheat codes. It should be noted that entering cheats will disable Xbox 360 achievements.
The player can drive a variety of vehicles which can be stolen, bought or unlocked. Aside from automobiles, the game contains boats andwater craft, helicopters, fixed-wing aircraft, motorcycles, and other vehicle types. The player can activate a cruise control system on land and sea-based vehicles, which may aid in chases and drive-bys. Way points can be placed on the pause-screen map, leaving a GPS route between the player character's location and the set destination. Instead of having to manually drive, the player can hail a taxicab from cab services and pay a fee to travel to destinations on the map.
The player is granted the ability to alter the player character's appearance; modifying the gender, ethnicity, fitness, voice, facial structure and hair of the player character is allowed. The player may also modify the player character's interactions in the game, i.e. the player's movement, fighting style and personality traits.Clothes, tattoos and piercings can be purchased for the player character, and the colour or style of individual items can be modified. Set outfits can be bought or created and saved for later use. The game allows the player to modify land-based vehicles, after being taken to a chop shop. The player can equip performance modifiers like hydraulics and nitrous oxide, apply body mods and apply paint schemes to the vehicle. In-game safe houses, known as 'cribs', can be purchased by the player. At a crib the player can withdraw from the player character's earnings, alter the player character's outfit, replay missions/cutscenes and save game progress. The player may also alter the interior of cribs by applying themes and purchasing items like television sets and pool tables. Boats and fixed-wing aircraft can be stored at docks and hangars, respectively. The player can select from preset clothing fashions, vehicles, 'signs' and 'tags' for recruits of the player character's street gang.                                                                                                                      The combat systems from Saints Row have been updated but many of the basics remain unchanged. While engaging in melee-based combat, the player character will perform combos and charge up attacks, and can execute a finishing move if three consecutive hits are dealt. With a gun equipped, the player can perform a groin attack, and can zoom in for a finer aim reticle. The player can also employ the use of human shields,and can use makeshift weapons pulled from the environment e.g. fire hydrants, cement blocks.Should the player either commit illegal activities or incite rival gang members, they will provoke potentially fatal attention from authoritative figures or rival gangs. The notoriety bar is a visual representation of the proactivity of the opposing figures' response and continual inciting of these groups will bring about a more powerful response, such as SWAT teams from the police. The player will continue to be chased by these groups until captured or killed and must reduce the notoriety bar by either hiding from the police or gang and wait for it to "cool off", or by seeking out a drive-through confessional which will clear the notoriety bar for a small fee. Should the player character be apprehended or killed, a small percentage of the player's earnings will be removed and the player will respawn at law or healthcare institutions. The game contains over forty different weapons, many of which have been recycled from Saints Row .The game allows the player to utilise new weapon types, examples of which include satchel charges, laser-guided rocket launchers, chainsaws and more. The player has the ability to dual wield handguns and submachine guns. Weaponry can be purchased by the player from specific stores or unlocked throughout in-game progress.

System requirements
MinimumRecommended
Microsoft Windows[147]
Operating systemWindows XP or Windows Vista
CPUIntel Core 2 Duo 2 GHz or AMD Athlon X2 2 GHzIntel Core 2 Duo 3.2 GHz or AMD Athlon X2 3.2 GHz
Memory1 GB Available System Memory2 GB Available System memory
Hard drive space15 GB of free hard disk space
Graphics hardwareNVIDIA GeForce 7600 128 MB or ATi Radeon X1300 128 MBNVIDIA GeForce 8800 GT 256 MB or ATi Radeon HD 3850 256 MB
DisplayDirectX compatible display capable of a resolution of 640x480 with 16-bit colorsDirectX compatible display capable a resolution of 1024x768 with 32-bit colors
Sound hardwareDirectX 9.0c compatible 16-bit sound card
NetworkBroadband internet connection for internet multiplayer
















System Shock 2


System Shock 2 is a 1999 first-person action role-playing video game, designed by Ken Levine for Microsoft Windows. The title is a sequel to the 1994 PC game System Shock, and was co-developed by Irrational Games and Looking Glass Studios. The sequel was originally designed as a standalone title with no relation to System Shock; story changes were made when Electronic Arts—who owned the Shock franchise rights—signed on as publisher. System Shock 2 was released on August 11, 1999 in North America.
The game takes place on board a starship in a cyberpunk depiction of 2114. The player assumes the role of a lone soldier trying to stem the outbreak of a genetic infection that has devastated the ship. Like System Shock, gameplay consists of first person shooting and exploration. The game also incorporates role-playing system elements, where the player can develop unique skills and traits, such as hacking and psionic abilities.
System Shock 2 received positive reviews when released, but failed to meet commercial sales expectations. In retrospect, many critics have determined the game to be highly influential, particularly on first person shooters, and far ahead of its time, and inducted it into several "greatest games of all time" lists. In January 2006, Computer and Video Games reported System Shock 3 may be under development. As of January 2009, nothing conclusive has surfaced regarding the purported project's status. In 2007, Irrational—then 2K Boston/2K Australia—released a self-proclaimed 'spiritual successor' to the System Shock series, entitled BioShock, to critical acclaim and strong sales.

Gameplay:
Like its predecessor, gameplay in System Shock 2 is an amalgamation of the role-playing game (RPG) and first person shooter (FPS) genres. The player uses melee and projectile weapons to defeat enemies, while a role-playing system allows the development of useful abilities. Navigation is presented from a first-person perspective and complemented with aheads-up display that shows character and weapon information, a map, and a drag and drop inventory. Backstory is explained progressively through the acquisition of audio logs and encounters with ghostly apparitions.
The game begins with the player choosing a career in a branch of the Unified National Nominate, a fictional military organization. Each branch of service gives the player a set of starting bonuses in certain skills, though he may thereafter freely develop himself as he pleases. Marines begin with bonuses to weaponry, Navy officers are trained in repairing and hacking, and OSA agents get a starting set of psionic powers.
The player can upgrade his skills by spending "cyber-modules", which are obtained as rewards for completing objectives or searching every nook and cranny of the ship. Skills are enhanced by spending cyber-modules at devices called "cyber-upgrade units" O/S units allow special one-time character upgrades to be made (e.g. permanent health enhancement).
An in-game currency, called "nanites", may be spent on items at vending machines. This includes ammunition supplies and health packs. "Quantum Bio-Reconstruction Machines" can be activated and reconstitute the player for 10 "nanites" if they die in the same area. Otherwise, the game ends and progress must be resumed from a save point.
The player can hack devices, such as keypads to open alternate areas and vending machines to reduce prices. When a hack is attempted, a minigame begins where a grid of green nodes form; the player must connect three in a straight row to succeed. Optionally, electronic lock picks can be found and automatically hack a machine, regardless of its difficulty.
Various weapons can be procured throughout the game, including melee weapons, pistols, shotguns, and alien weapons. Non-melee weapons degrade with use and will break if they are not regularly repaired with maintenance tools. Different ammunition types exist which are more effective to susceptible enemies. For example, organic enemies are vulnerable toanti-personnel rounds, while mechanical foes are weak against armor-piercing rounds. Because ammunition is scarce, the player must use it sparingly and carefully search rooms for supplies.
The game also includes a research function. When new objects are encountered in the game, especially enemies, their organs can be collected. Combined with chemicals found in storage rooms, the player can research the enemies and improve their damage against them.
OSA agents effectively have a separate weapons tree available to them. Psionic powers can be learned, such as invisibility, fireballs and teleportation.

SYSTEM REQUIREMENTS:
MINIMUM PC REQUIREMENTS Minimum CPU Type: PentiumMinimum CPU Speed: 200 MHzMinimum RAM Required: 32 MBMinimum Hard Disk Space: 200 MBGraphics Type: SVGAGraphics Resolution: Multiple ResolutionsColor Depth: True





System Shock 2 Walkthrough Screenshot

System Shock 2 Walkthrough Screenshot

System Shock 2 Walkthrough Screenshot

System Shock 2 Walkthrough Screenshot

System Shock 2 Walkthrough Screenshot

System Shock 2 Walkthrough Screenshot

System Shock 2 Walkthrough Screenshot

System Shock 2 Walkthrough Screenshot

System Shock 2 Walkthrough Screenshot

System Shock 2 Walkthrough Screenshot

System Shock 2 Walkthrough Screenshot

Sunday, 4 December 2011

Doom 3


Doom 3 is a science fiction horror video game developed by id Software and published by Activision. An example of the first-person shooter genre, Doom 3 was first released for Microsoft Windows on August 3, 2004. The game was later adapted for Linux, as well as being ported by Aspyr Media for Mac OS X. Developer Vicarious Visions ported the game to the Xbox console, releasing it on April 3, 2005. British developers Splash Damage also assisted in design for the multiplayer elements of the game.
The game is a reboot of the Doom franchise, disregarding the storylines of the previous Doom video games. Doom 3 is set in 2145 on Mars, where a military-industrial conglomerate has set up a scientific research facility to develop fields such as teleportation, biological research and advanced weapons design. However, the teleportation experiments inadvertently open a gateway to Hell, resulting in a catastrophic invasion by demons. The player, an anonymous space marine, must fight through the base and find a way to stop demons from Hell attacking Earth. Doom 3 features an award-winning game engine, id Tech 4, which has since been licensed out to other developers, and later released under the GNU General Public License in November 2011.
The game was a critical and commercial success for id Software; with more than 3.5 million copies of the game sold, it is the most successful game by the developer to date. Critics praised the game's graphics and presentation, although reviewers were divided by how close the gameplay was to that of the original Doom, focusing primarily on simply fighting through large numbers of enemy characters. The game was followed by Resurrection of Evil, an expansion pack developed by Nerve Software in April 2005, while aDoom film loosely based on the series was released in October 2005. A series of novelizations of Doom 3, written by Matthew J. Costello, debuted in February 2008. The franchise is to continue with Doom 4.

Gameplay:

Single-player

Doom 3 is a story-driven action game played from a first-person perspective. As with previous Doom games, the main objective is to successfully pass through its levels, defeating a variety of enemy characters intent on killing the player's character. Doom 3's more story-centered approach, however, means that the player often encounters friendly non-player characters, who provide key plot information, objectives and inventory items. The game incorporates ten weapons for the player's use to survive, including conventional firearms and explosives such as a submachine gun, shotgun and grenades, experimental plasma weaponry, and the traditional BFG 9000 and chainsaw weapons of the Doom franchise. Enemies come in multiple forms and with different abilities and tactics, but fall into two broad categories of either zombies or demons. Zombies are humans possessed by demonic forces, who attack the player's character using their hands and melee weapons or a variety of firearms, while demons are creatures from Hell, most of which attack using claws and spines, or by summoning plasma-based fireballs. The corpses of demons are reduced to ashes after death, leaving no trace of their body behind.
A demon in Doom 3, attacking the player. The majority of the game takes place within the futuristic base.
The game's levels are fairly linear in nature and incorporate several horror elements, the most prominent of which is darkness. This design choice is not only intended to foster feelings of apprehension and fear within the player, but also to create a more threatening game environment in which the player is less likely to see attacking enemies. This aspect is further enhanced by the fact that the player must choose between holding a weapon and holding the flashlight, forcing the player to choose between being able to see and having a readied weapon upon entering a room, which consequently leads to a more deliberate pace for the player. In addition, the levels are regularly strewn with corpses, dismembered body parts and blood, sometimes used in conjunction with the game's lighting to disorient the player.
Frequent radio transmissions through the player's communications device also add to the atmosphere, by broadcasting certain sounds and messages from non-player characters meant to unsettle the player. Early in the game, during and directly after the event that plunges the base into chaos, the player often hears the sounds of fighting, screaming and dying through their radio transmitter. The ambient sound is extended to the base itself through such things as hissing pipes, footsteps, and occasional jarringly loud noises from machinery or other sources. Often ambient sounds can be heard that resemble deep breathing, unexplained voices and demonic taunting from the game's antagonists.
Early in the game, the player is provided with a personal digital assistant (PDA). PDAs contain security clearance levels, allowing the player to access certain areas that are otherwise locked and off-limits. Additionally, the PDA can be used to read e-mails and play videos that the player's character acquires during the game. Whenever the player picks up any of the other PDAs found throughout the game, its contents are automatically downloaded to the player's own device. Other PDAs often contain e-mails and audio logs for other characters, which can provide useful information such as storage or door key codes, as well as significant plot details.

System Requirements:





















Saturday, 3 December 2011

Devil May Cry 3: Dante's Awakening


Devil May Cry 3: Dante's Awakening, released in Japan as simply Devil May Cry 3 (デビル メイ クライ 3 Debiru Mei Kurai Surī), is anaction game that was developed and published by Capcom, released in 2005 for the PlayStation 2 (also ported to the PC in 2006). The game is a prequel to the original Devil May Cry, and is the first game in the series storyline's chronological order.
Set in modern times in an enchanted tower named Temen-ni-gru, the story centers on the dysfunctional relationship between Dante and his brother Vergil. The events of the game take place just as Dante has opened up the Devil May Cry agency, and before Dante's demonic heritage has reached its full potential. The story is told primarily through a mixture of cutscenes using the game's engine with several pre-rendered full motion videos.
Upon release, Devil May Cry 3 was widely criticized for its high level of difficulty, but was praised for improvements over its predecessor, and a return to the challenging gameplay of Devil May Cry. A manga prequel to the game was first published in Japan in 2005.

Gameplay:
Gameplay in Devil May Cry 3 consists of levels called "missions", in which players must fight numerous enemies, perform platformingtasks, and occasionally solve puzzles to progress through the story. The player's performance in each mission is graded from D at the bottom, up through C, B, A, with top ranks of S and SS, which have the strictest requirements. Grades are based on the time taken to complete the mission, the amount of "red orbs" gathered (the in-game currency obtained from defeated enemies), "stylish" combat, item usage, and damage taken. "Stylish" combat is defined as performing an unbroken series of varied attacks while avoiding damage, and is tracked by an on-screen gauge. The longer the player attacks without repeating techniques and evades damage, the higher the gauge rises. The gauge starts with no grade, becomes "Dope" after a minimum number of attacks, then proceeds with "Crazy", "Blast", "Alright", "Sweet", "SShowtime", and peaks at "SSStylish"; if Dante receives damage, the style rating drops a few levels; if the gauge is on "Crazy" or below, it will reset. The game's battle system allows the player to chain attacks together, with each weapon having a number of unique attacks. Although the game mainly focuses on an aggressive approach to battle, the player must employ some strategy as the enemies have a wide variety of artificial intelligence tactics, and will respond to a number of events.
The Devil Trigger ability enables the player's character to change into a demonic form. This alters the character's appearance, increases attack and defense, slowly restores health, and enables special attacks. The Devil Trigger state lasts as long as there is energy in the Devil Trigger gauge, which is refilled by attacking or taunting enemies in the normal state, and decreases when using the Devil Trigger transformation or other abilities which draw on Devil Trigger power (such as the Quicksilver and Doppelganger styles discussed below).Devil Trigger mode is not available to Dante until one third of the way through the game, while Vergil (who is playable in the Special Edition) has the ability at the outset.
The major difference from previous Devil May Cry titles is the combat system, which allows the player to choose one of Dante's six different combat styles with different special techniques related to the style's focus. Style selection is available at the start of each level, as well as during gameplay at checkpoints. The styles available are: Trickster, for dodging and agility; Swordmaster, with extra abilities for swords and other melee weapons; Gunslinger, which has more techniques for firearms; Royal Guard, which allows the player to repel attacks with a properly-timed button press, and thereby charge energy for retaliation; Quicksilver, which slows down enemies while the character attacks at normal speed; and Doppelgänger, which creates a shadow double that fights alongside Dante. A second player can also control the shadow double by pressing "Start" on a second controller. A two-player mode, similar to Doppelgänger style, is accessible while fighting against Arkham. In the special edition of Devil May Cry 3, Vergil has one style called Dark Slayer with techniques similar to Trickster.

System Requirements:
SYSTEM REQUIREMENTS
MINIMUM PC REQUIREMENTS
Windows 2000/XP
Pentium III or AMD Athlon 1GHz Processor
256MB RAM
128MB nVidia GeForce FX or ATi Radeon 9500 class Video Card
DirectX compatible Sound Card
DirectX 9.0c
16X CD-ROM Drive
4.7GB Hard Disk Space
Keyboard
Mouse





Devil May Cry